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* BodyOfBodies: Hosts are a tentacled parasitic horror that's partially made from the bodies of several skeletons. They're spawned when an Assimilated Human or Villager kills a Skeleton, with a 10% chance.


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* WasOnceAMan: Assimilated Humans and Assimilated Villagers used to be Zombies and Villagers respectively. Assimilated Adventurers used to be the [[AndThenJohnWasAZombie player character's previous life]].
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** Pure Parasites do not evolve from other Parasites, but are either spawned from Stage III Beckons, generate within a Parasite Biome, or spawn naturally during Phase 7-8.
** [[BossBattle Ancient Parasites]] can spawn naturally in the world during Phase 8.


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* BombardierMook: Light Bombers are Pure Parasites that drop exploding cysts from above. [[EarlyInstallmentWeirdness Prior to an update]], they used to drop primed TNT blocks.


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** Carriers and Flying Carriers will not release any parasites if they die when on fire.
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* FlunkyBoss:
** The Dreadnaut can summon exploding pods from the sky that can contain Rupters or Grunts.
** The Stage IV Beckon cannot attack but instead summons [[MookMaker Stage I, II, and III Beckons]], which spawn their own mooks. It can also instantly evolve any parasite spawned from those Beckons to the next evolution tier.
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** Rupters do not evolve further, but infect non-parasite mobs with the Call of the Hive, which slowly assimilates those mobs. Assimilated Mobs can spread COTH to non-infected mobs to Assimilate them.

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** Rupters can spawn naturally or grow from Buglins, and do not evolve further, but infect non-parasite mobs with the Call of the Hive, which slowly assimilates those mobs. Assimilated Mobs can spread COTH to non-infected mobs to Assimilate them.
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* HeliCritter: Flying Carriers have a propeller-like appendage on top which they use to fly around.
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* MooksAteMyEquipment: If there's a large concentration of items on the ground nearby, Parasites can spawn Cysts that will take those items and slowly destroy them one by one every five seconds (unless they have durability, in which case it goes down by 5).
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* AdaptiveAbility: One of the driving characteristics of the parasite invasion. More directly, tiers of parasites past Primitive can adapt to individual sources of damage (such as melee or ranged), reducing their effectiveness over time. The only way to counter this is by [[AttackItsWeakPoint cutting off their tentacles]], but that risks giving it the [[TurnsRed Rage buff]]...

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* AdaptiveAbility: One of the driving characteristics of the parasite invasion. More directly, tiers of parasites past Primitive can adapt to individual sources of damage (such as melee or ranged), reducing their effectiveness over time. The only way to counter this is by [[AttackItsWeakPoint cutting off their tentacles]], but that risks giving it the [[TurnsRed Rage buff]]...buff]]. Colonies are an upcoming mechanic that allows a global version of this: whenever an adaptation-capable parasite dies within a Colony's range, the Colony will remember the damage type that killed it and subsequent parasites spawned will start with more resistance to that damage type.



** All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. However, even that might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they can receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.

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** All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. to, and a burning Parasite has a chance of failing to adapt to other damage sources. However, even that flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they can receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.

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** Beckons are an odd case. They can appear via one of many ways -- having a chance to spawn when a Parasite dies, by Stage IV Beckons, on the Infested Blocks that other Beckons turn normal blocks into, or on Residue which can be spawned by Hosts, Adapted Parasites or converted from Infested Blocks if a Stage 1 Beckon dies. Beckons slowly grow from Stage I to Stage IV, with each stage capable of producing biomass that spawns other types of Parasites, the types of which get stronger per Stage (Stage IV only spawns ''other'' Beckons from Stage I-III).

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** Beckons are an odd case. They can appear via one of many ways -- having a chance to spawn when a Parasite dies, dies via the Reinforcement System, by Stage IV Beckons, on the Infested Blocks that other Beckons turn normal blocks into, or on Residue which can be spawned by Hosts, Adapted Parasites or converted from Infested Blocks if a Stage 1 Beckon dies. Beckons slowly grow from Stage I to Stage IV, with each stage capable of producing biomass that spawns other types of Parasites, the types of which get stronger per Stage (Stage IV only spawns ''other'' Beckons from Stage I-III).



* BossInMookClothing: Like their ordinary cousins, Assimilated Endermen are incredibly beefy for being relatively early-game mobs. In addition to keeping their immunity to projectiles, they deal 13 damage per hit, lose their weakness to water, and even [[FlunkyBoss teleport other assimilated mobs]] into battle!

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* BossInMookClothing: BossInMookClothing:
**
Like their ordinary cousins, Assimilated Endermen are incredibly beefy for being relatively early-game mobs. In addition to keeping their immunity to projectiles, they deal 13 damage per hit, lose their weakness to water, and even [[FlunkyBoss teleport other assimilated mobs]] into battle!battle!
** Hosts can be spawned early on if an Assimilated Human/Villager kills a skeleton, with a 10% chance. They have huge amounts of health (50), use both melee and ranged attacks that deal 10 and 7 damage respectively, and burrow underground when not in combat while leaving residue behind.



** Buglins emit a slimy squelching noise, which while off-putting, helps players hunt them down before they can infect other mobs.

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** Buglins emit a slimy squelching noise, which while off-putting, helps players hunt them down before they can infect other mobs.grow into Rupters.



** All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. However, even that might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they can recieve the [[ImmuneToFire Fire Resistance]] buff.

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** All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. However, even that might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they can recieve receive the [[ImmuneToFire Fire Resistance]] buff.buff upon spawning.
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** When an Assimilated Mob kills enough hostile mobs, it and three other Assimilated Mobs around it will turn into Moving Flesh. The four Moving Flesh will then [[FusionDance merge together]] and form into a Primitive Parasite.

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** When an Assimilated Mob kills enough hostile mobs, it and three other Assimilated Mobs around it will turn into Moving Flesh. The four Moving Flesh will then [[FusionDance merge together]] and form into a Primitive Parasite. Alternatively, if an Assimilated Human/Villager kills a Skeleton, it can evolve into a [[BodyOfBodies Host]], which can spread Residue by moving underground.



** Beckons are an odd case. They can appear via one of many ways -- having a chance to spawn when a Parasite dies, by Stage IV Beckons, on the Infested Blocks that other Beckons turn normal blocks into, or on Residue which can be spawned by Adapted Parasites or converted from Infested Blocks if a Stage 1 Beckon dies. Beckons slowly grow from Stage I to Stage IV, with each stage capable of producing biomass that spawns other types of Parasites, the types of which get stronger per Stage (Stage IV only spawns ''other'' Beckons from Stage I-III).

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** Beckons are an odd case. They can appear via one of many ways -- having a chance to spawn when a Parasite dies, by Stage IV Beckons, on the Infested Blocks that other Beckons turn normal blocks into, or on Residue which can be spawned by Hosts, Adapted Parasites or converted from Infested Blocks if a Stage 1 Beckon dies. Beckons slowly grow from Stage I to Stage IV, with each stage capable of producing biomass that spawns other types of Parasites, the types of which get stronger per Stage (Stage IV only spawns ''other'' Beckons from Stage I-III).
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** When an Assimilated Mob kills enough hostile mobs, it and three other Assimilated Mobs around it will turn into Living Flesh. The flesh will then merge together and form into a Primitive Parasite.

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** When an Assimilated Mob kills enough hostile mobs, it and three other Assimilated Mobs around it will turn into Living Moving Flesh. The flesh four Moving Flesh will then [[FusionDance merge together together]] and form into a Primitive Parasite.
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** Beckons are an odd case. They can appear via one of many ways -- having a chance to spawn when a Parasite dies, by Stage IV Beckons, on the Infested Blocks that other Beckons turn normal blocks into, or on Residue which can be spawned by Adapted Parasites or converted from Infested Blocks if a Stage 1 Beckon dies. Beckons grow from Stage I to Stage IV, with each stage capable of producing biomass which spawns other types of Parasites, that get stronger per Stage (Stage IV only spawns ''other'' Beckons).

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** Beckons are an odd case. They can appear via one of many ways -- having a chance to spawn when a Parasite dies, by Stage IV Beckons, on the Infested Blocks that other Beckons turn normal blocks into, or on Residue which can be spawned by Adapted Parasites or converted from Infested Blocks if a Stage 1 Beckon dies. Beckons slowly grow from Stage I to Stage IV, with each stage capable of producing biomass which that spawns other types of Parasites, that the types of which get stronger per Stage (Stage IV only spawns ''other'' Beckons).Beckons from Stage I-III).
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* BizarreAlienReproduction: The Parasites have a very odd method of reproduction:
** Buglins spawn naturally or from other Parasites when they die. They grow into Rupters after some time.
** Rupters do not evolve further, but infect non-parasite mobs with the Call of the Hive, which slowly assimilates those mobs. Assimilated Mobs can spread COTH to non-infected mobs to Assimilate them.
** When an Assimilated Mob kills enough hostile mobs, it and three other Assimilated Mobs around it will turn into Living Flesh. The flesh will then merge together and form into a Primitive Parasite.
** A Primitive Parasite that kills 10 hostile mobs will evolve and become an Adapted Parasite.
** Adapted Parasites can spew out Residue, which can spawn Beckons on top.
** Beckons are an odd case. They can appear via one of many ways -- having a chance to spawn when a Parasite dies, by Stage IV Beckons, on the Infested Blocks that other Beckons turn normal blocks into, or on Residue which can be spawned by Adapted Parasites or converted from Infested Blocks if a Stage 1 Beckon dies. Beckons grow from Stage I to Stage IV, with each stage capable of producing biomass which spawns other types of Parasites, that get stronger per Stage (Stage IV only spawns ''other'' Beckons).
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** All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. However, even that might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they can recieve the [NoSell Fire Resistance] buff.

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** All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. However, even that might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they can recieve the [NoSell [[ImmuneToFire Fire Resistance] Resistance]] buff.

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Upon first starting a world, all seems normal. There's only the occasional Buglin: a black grub about the size of a Silverfish, only able to run away from mobs. As time passes, they will grow into the much more dangerous Rupters, which will seek out mobs to [[TheVirus assimilate]] into fleshy monsters. These assimilated mobs will continue to kill, infect, and merge into progressively more powerful {{Eldritch Abomination}}s, up until the world itself slowly morphs into a rotten, hostile EldritchLocation.

The infestation cannot be cured, nor can it be stopped. The only hope is using Lures to stall the rate of infection, and even these won't guarantee safety from the neverending parasite swarms.

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Upon first starting a world, all seems normal. There's only the occasional Buglin: a black grub about the size of similar to a Silverfish, only able to run away from mobs. As time passes, they will grow into the much more dangerous Rupters, which will seek out mobs to [[TheVirus assimilate]] into fleshy monsters. These assimilated mobs will continue to kill, infect, and merge into progressively more powerful {{Eldritch Abomination}}s, up until the world itself slowly morphs into a rotten, hostile EldritchLocation.

The infestation cannot be cured, nor can it be stopped. The only hope is using Lures to stall the rate of infection, and even these won't guarantee safety from the neverending never-ending parasite swarms.



* ColorCodedForYourConvenience: The Adaption System works this way. Red particles mean a mob is taking regular damage. Yellow particles and a green flash means a mob is in the process of adapting, reducing their damage taken. Once a mob flashes purple, it is [[NoSell completely immune]] to that specific damage type.

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* ColorCodedForYourConvenience: The Adaption System works this way. Red particles mean a mob is taking regular damage.taking damage as normal. Yellow particles and a green flash means a mob is in the process of adapting, reducing their damage taken. Once a mob flashes purple, it is [[NoSell completely immune]] to that specific damage type.



* DaylightHorror: Parasites don't burn in the sunlight. Though they (usually) only spawn at night, they tend to linger throughout the day.

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* DaylightHorror: Parasites Unlike undead mobs, parasites don't burn in the sunlight. Though they (usually) only spawn at night, they tend to linger throughout the day.



* DefeatEqualsExplosion: Occasionally, a killed parasite will burst into piles of viscera, clouds of poison and COTH, or [[MookMaker Buglins]].

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* DefeatEqualsExplosion: Occasionally, a killed parasite will burst into piles of viscera, clouds of poison and COTH, infection, or [[MookMaker Buglins]].Buglins]]. All of these will spread the infection further.



* EliteMooks: Adapted parasites to their Primitive counterparts.

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* EliteMooks: Adapted parasites to their Primitive counterparts. Not that the Primitives are easy to fight in the first place...



* GameOver: Outside of Hardcore Mode, it's extremely rare to be placed in a situation that completely ruins a world in vanilla Minecraft. If cornered by mobs, players can run away and regroup; if they spawn in a hazardous location, the MercyInvincibility they receive will allow them to build a safe zone. Here, many Parasites are faster and stronger than players, and heal outside of combat. If an Adapted Parasite manages to reach the world spawn point, a player may be trapped in an endless cycle of being spawn-camped, forcing them to discard the world and start a new one.



** While a new Beckon might not be noticed from across the map, its DramaticThunder can be heard from anywhere in the world - [[ParanoiaFuel especially if the skies are clear]].

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** While a new Beckon might not be noticed visible from across the map, a distance, its DramaticThunder can be heard from anywhere in the world - [[ParanoiaFuel especially if the skies are clear]].clear]].
** Buglins emit a slimy squelching noise, which while off-putting, helps players hunt them down before they can infect other mobs.



** Hoarse groans and screeches are a dead giveaway to an Assimilated mob's presence.



* HostileTerraforming: High-tier Beckons have the ability to spawn Nodes, which gradually convert the world into [[SicklyGreenGlow infested blocks]], and later a unique "Parasite" biome.
* IncrediblyDurableEnemies: Only the Buglins, Rupters, and a few of the smaller Assimilated mobs have similar or lower health than most vanilla creatures. Everything else can take huge amounts of punishment before going down, and their AdaptiveAbility only makes them even more durable.

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* HostileTerraforming: High-tier Beckons have the ability to spawn Nodes, which gradually convert the world into [[SicklyGreenGlow infested blocks]], blocks]] which damage and infect non-Parasites, and later a unique "Parasite" biome.
biome, which strengthens Parasites and cuts most non-Parasites' healing in half.
* IncrediblyDurableEnemies: Only the Buglins, Rupters, and a few of the smaller Assimilated mobs have similar or lower health than most vanilla creatures. Everything else can take huge amounts of punishment before going down, and their AdaptiveAbility only makes them even more durable.



** All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. However, even that might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they get Fire Resistance I as an effect.

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** All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. However, even that might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they get can recieve the [NoSell Fire Resistance I as an effect.Resistance] buff.



* LightningBruiser: Several Primitive, Adapted, and Pure parasites sport huge amounts of health, insane attacking power, and can be very fast at chasing you down.

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* LightningBruiser: Several Primitive, Adapted, and Pure parasites sport huge amounts of health, posess insane attacking power, and can be very fast at chasing you down.easily outrun players.



* ScaryTeeth: One of the more uncanny traits of the assimilated mobs are articulated jaws with teeth, particularly for those that don't usually have a separate one.

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* ScaryTeeth: One of the more uncanny traits of the assimilated mobs are articulated jaws with teeth, particularly for those that mobs whose standard forms don't usually have a separate one.



* TheVirus: Call of the Hive (often abbreviated to COTH) is a potion effect that mimics an infection. If a mob has the effect, it will gradually transform into an assimilated version of itself. Later stages give mobs a chance to spawn in with COTH already applied. Not even the players are immune, and an [[AndThenJohnWasAZombie infected player that dies spawns an Assimilated Adventurer]].

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* TheVirus: Call of the Hive (often abbreviated to COTH) is a potion effect that mimics an infection. If a mob has the effect, it will gradually transform into an assimilated version of itself. Later stages give mobs a chance to spawn in with COTH already applied. Not even the While players are immune, and will not be assimilated while alive, an [[AndThenJohnWasAZombie infected player that dies spawns an Assimilated Adventurer]].Adventurer wearing their armor]].



** The Rage effect halves the cooldown on parasite abilities.
** Longarms take it even further. For every health lost, their damage increases by 50% or 100% for Primitive and Adapted versions respectively.

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** The In addition to increasing a parasite's attack and speed, the Rage effect halves the cooldown on parasite abilities.
** Longarms take it even further. For every percent of health lost, their damage increases by 50% or 100% for Primitive and Adapted versions respectively.

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* ImprovisedWeapon: The Crux is capable of picking up blocks and throwing them at the player to deal massive damage.


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* TantrumThrowing: The Crux is in a constant state of anger with the Rage buff permanently active on it, and attacks by picking up blocks then throwing them at the player to deal massive damage.
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* ImprovisedWeapon: The Crux is capable of picking up blocks and throwing them at the player to deal massive damage.
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* OrganDrops: Unsurprising for a mod that's filled with BodyHorror and viscera, several parasites drop their organs or body parts when killed. These can be used to craft {{Living Weapon}}s and Lures.
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* LivingWeapon: The weapons crafted from Parasite drops are all explicitly mentioned to be alive, with the flame of life shining through it.

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* DoomsdayClock: The Dirty Clock is an item that helps to measure what Evolution Phase a world is in, getting closer to midnight the higher the phase is:
-->''Dirtied by the Infected Flesh, the Clock now ticks towards a terrible Midnight.''



* KillItWithFire: All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. However, even that might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they get Fire Resistance I as an effect.

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* KillItWithFire: KillItWithFire:
**
All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. However, even that might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they get Fire Resistance I as an effect.effect.
** The [[FireAndBrimstoneHell Nether]] has an Evolution Phase of -1, meaning that no parasites can naturally spawn (though they can advance it to Phase 0 by infecting mobs).
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* KillItWithFire: All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to.

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* KillItWithFire: All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to. However, even that might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they get Fire Resistance I as an effect.
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* AirborneMook: Yelloweyes (both Primitive and Adapted), Flying Carriers, Light Bombers and Overseers are all capable of flight, and apart from the Flying Carriers have projectile attacks to fire at you or [[BombardierMook drop on you]].


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%% * AquaticMook: Devourers are tentacled parasites that spawn in water, meaning that not even the ocean will be safe from the parasite mobs.
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Typo


* CycleOfHurting: Assimilated Adventurers, in certain situations. Since they can spread COTH to players, dying to one will often spawn another in its place. If a parasite gets into your bedroom, even that MercyInvinicibility won't do you much good.

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* CycleOfHurting: Assimilated Adventurers, in certain situations. Since they can spread COTH to players, dying to one will often spawn another in its place. If a parasite gets into your bedroom, even that MercyInvinicibility MercyInvincibility won't do you much good.
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* CycleOfHurting: Assimilated Adventurers, in certain situations. Since they can spread COTH to players, dying to one will often spawn another in its place. If a parasite gets into your bedroom, even that MercyInvinicibility won't do you much good.


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* TrialAndErrorGameplay: Unlike other mods of its size, ''Scape and Run'' doesn't include any in-game guide for progression. Important mechanics like how to build a base that's parasite-proof have to be figured out over the course of many, ''many'' ruined worlds.

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Expanded the scare chord section


** Each Evolution Phase has its own accompanying ScareChord. Listen to them [[https://youtu.be/3rd7DehIg8c?t=26 here]].

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** Each Evolution Phase has its own accompanying ScareChord. Listen to them [[https://youtu.be/3rd7DehIg8c?t=26 here]].



* ScareChord: Evolution Phases have one for whenever they go up, along with a single-word announcement in chat.

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* ScareChord: Evolution Phases have one for whenever they go up, along with a single-word announcement in chat. Listen to them [[https://youtu.be/3rd7DehIg8c?t=26 here]].
** Phase One is a light, tinkling bell, indicative of slight unease.
** Phase Two is an uncomfortable brassy sound with lots of reverb.
** Phase Three is a full, thudding chord progression that lowers near the end.
** Phase Four is a hollow whistle, like wind through a cavern.
** Phase Five is a series of grinding chimes.
** Phase Six is a distant, washed-out DroneOfDread, like the roar of an animal.
** Phase Seven is similar to Six, but seems to be building to a climax - before it [[NothingIsScarier cuts off completely]].
** Phase Eight is a harsh, droning flute note. Appropriate, since it pretty much signals TheEndOfTheWorldAsWeKnowIt.
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Humorous edit. It made me laugh


* AndThenJohnWasAZombie: If a player is infected with Call of the Hive and dies, they spawn an Assimilated Adventurer behind that will be wearing their previous armor (except chestplate).

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* AndThenJohnWasAZombie: [[AndThenJohnWasAZombie And Then John Was A Parasite]]: If a player is infected with Call of the Hive and dies, they spawn an Assimilated Adventurer behind that will be wearing all their previous armor (except the chestplate).

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* HealingFactor: Parasites that aren't Inborns, Crude tier, or Beckons heal very quickly when out of combat.
* HostileTerraforming: High-tier Beckons have the ability to spawn Nodes, which gradually convert the world into [[SicklyGreenGlow infested blocks]], and later a unique "Parasite" biome.



* HealingFactor: Parasites that aren't Inborns, Crude tier, or Beckons heal very quickly when out of combat.
* HostileTerraforming: High-tier Beckons have the ability to spawn Nodes, which gradually convert the world into [[SicklyGreenGlow infested blocks]], and later a unique "Parasite" biome.
* MookMaker: Beckons are immobile support structures that not only spawn continuous amounts of parasites, but also allow them to grow to Primitives and beyond.

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* HealingFactor: Parasites that aren't Inborns, Crude tier, or Beckons heal LightningBruiser: Several Primitive, Adapted, and Pure parasites sport huge amounts of health, insane attacking power, and can be very quickly when out of combat.
* HostileTerraforming: High-tier Beckons have the ability to spawn Nodes, which gradually convert the world into [[SicklyGreenGlow infested blocks]], and later a unique "Parasite" biome.
fast at chasing you down.
* MookMaker: Beckons are immobile support structures that not only spawn continuous amounts of parasites, but also allow them to grow to Primitives and beyond. Taken even further by Stage 4 Beckons which spawn lower tier Beckons, making them ''Mook Maker Makers''.



* SupportPartyMember: Primitive Bolsters sport a mere 6 melee damage compared to other Primitives that either hit for at least twice as much, or have range. Their real threat is [[MookCommander their capability to boost any nearby parasites with status buffs]]. Averted with Adapted Bolsters, which now have huge claw tendrils that can dish out massive amounts of pain.



* TurnsRed: The Rage effect halves the cooldown on parasite abilities.

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* TurnsRed: TurnsRed:
**
The Rage effect halves the cooldown on parasite abilities.abilities.
** Longarms take it even further. For every health lost, their damage increases by 50% or 100% for Primitive and Adapted versions respectively.

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* AndThenJohnWasAZombie: If a player is infected with Call of the Hive and dies, they spawn an Assimilated Adventurer behind that will be wearing their previous armor (except chestplate).



* TheVirus: Call of the Hive (often abbreviated to COTH) is a potion effect that mimics an infection. If a mob has the effect, it will gradually transform into an assimilated version of itself. Later stages give mobs a chance to spawn in with COTH already applied.

to:

* TheVirus: Call of the Hive (often abbreviated to COTH) is a potion effect that mimics an infection. If a mob has the effect, it will gradually transform into an assimilated version of itself. Later stages give mobs a chance to spawn in with COTH already applied. Not even the players are immune, and an [[AndThenJohnWasAZombie infected player that dies spawns an Assimilated Adventurer]].
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* NintendoHard: Primitive, Adapted, and Pure parasites are extremely formidable foes, even for those with fully enchanted diamond armor. A fair number of them can deal 20 or more damage in a single hit, assuming they don't have an [[DeathOfAThousandCuts absurdly rapid attack]] to begin with - not to mention their massive health pools, adaption to damage, and frequent use of block-breaking abilities. As for Ancient parasites... good luck.

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* NintendoHard: Primitive, Adapted, and Pure parasites are extremely formidable foes, even for those with fully enchanted diamond armor. A fair number of them can deal 20 or more damage in a single hit, assuming they don't have an [[DeathOfAThousandCuts absurdly rapid attack]] to begin with - not to mention their [[IncrediblyDurableEnemies massive health pools, pools]], adaption to damage, and frequent use of block-breaking abilities. As for Ancient parasites... good luck.
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* IncrediblyDurableEnemies: Only the Buglins, Rupters, and a few of the smaller Assimilated mobs have similar or lower health than most vanilla creatures. Everything else can take huge amounts of punishment before going down, and their AdaptiveAbility only makes them even more durable.
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Whew! Can you tell I like this mod?

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/7kqxxfb.png]]

Have you ever wondered what ''Film/{{The Thing 1982}}'' would look like in ''VideoGame/{{Minecraft}}''?

''[[https://www.curseforge.com/minecraft/mc-mods/scape-and-run-parasites Scape and Run: Parasites]]'' is a {{Game Mod}} that does exactly that. It is perhaps one of the most comprehensive horror mods available, with a heavy focus on BodyHorror, BloodyHorror, and turning a game as cutesy as Minecraft into a CosmicHorrorStory.

Upon first starting a world, all seems normal. There's only the occasional Buglin: a black grub about the size of a Silverfish, only able to run away from mobs. As time passes, they will grow into the much more dangerous Rupters, which will seek out mobs to [[TheVirus assimilate]] into fleshy monsters. These assimilated mobs will continue to kill, infect, and merge into progressively more powerful {{Eldritch Abomination}}s, up until the world itself slowly morphs into a rotten, hostile EldritchLocation.

The infestation cannot be cured, nor can it be stopped. The only hope is using Lures to stall the rate of infection, and even these won't guarantee safety from the neverending parasite swarms.

'''[[OhCrap One.]]'''

As a mod, ''Scape and Run'' introduces a number of unique systems based around Adaptation, Evolution, and Reinforcement. These are tied to the current Evolution Phase, which serves as a benchmark for progression and the rate of parasite growth in a given world. A Phase of 0 indicates very little infection; Phase 8 is a severe corruption of the world itself, allowing for the most powerful parasites to spawn naturally.

Per the {{Wiki Rule}}, it has a wiki [[https://scape-and-run-parasites.fandom.com/wiki/Scape_and_Run:_Parasites_Wiki here]].

!!Tropes found in Scape and Run: Parasites:
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*AdaptiveAbility: One of the driving characteristics of the parasite invasion. More directly, tiers of parasites past Primitive can adapt to individual sources of damage (such as melee or ranged), reducing their effectiveness over time. The only way to counter this is by [[AttackItsWeakPoint cutting off their tentacles]], but that risks giving it the [[TurnsRed Rage buff]]...
*BloodierAndGorier: In addition to adding blood to many textures, ''Scape and Run'' has an entire tier of parasites - the Crude tier - that are composed of misshapen hunks and blobs of gooey red flesh.
*BodyHorror: Familiar mobs like Sheep, Cows, Pigs, and Wolves gain pulsing tumors and empty eye sockets. In addition, most of the Primitives look like they've been messily stitched together. The Assimilated Bear looks... [[https://static.wikia.nocookie.net/scape-and-run-parasites/images/5/54/Assimilated_Bear.png/revision/latest?cb=20220206234448 horrifying.]]
*BossInMookClothing: Like their ordinary cousins, Assimilated Endermen are incredibly beefy for being relatively early-game mobs. In addition to keeping their immunity to projectiles, they deal 13 damage per hit, lose their weakness to water, and even [[FlunkyBoss teleport other assimilated mobs]] into battle!
*ColorCodedForYourConvenience: The Adaption System works this way. Red particles mean a mob is taking regular damage. Yellow particles and a green flash means a mob is in the process of adapting, reducing their damage taken. Once a mob flashes purple, it is [[NoSell completely immune]] to that specific damage type.
*CosmicHorrorStory: The Source, an upcoming boss, is described as a gigantic eldritch entity built by parasites and buried deep underground. Right now, it's the reason Beckons appear on the surface, and its influence drives the Reinforcement System.
*DaylightHorror: Parasites don't burn in the sunlight. Though they (usually) only spawn at night, they tend to linger throughout the day.
*DarkerAndEdgier: ''Minecraft'' is generally a very cutesy game. This mod makes it decisively not so.
*DefeatEqualsExplosion: Occasionally, a killed parasite will burst into piles of viscera, clouds of poison and COTH, or [[MookMaker Buglins]].
*DramaticThunder: Lightning strikes whenever a Beckon uses its special ability.
*EldritchAbomination: Parasites tend to look like this, {{Humanoid Abomination}}s, or {{Animalistic Abomination}}s.
*EldritchLocation: The Parasite biome. Affected blocks become [[RedAndBlackAndEvilAllOver dull and rotten-looking]], Parasites can spawn at any light level, and non-parasite mobs have their regeneration halved.
*EliteMooks: Adapted parasites to their Primitive counterparts.
*EyelessFace: A staple of the parasite infection. Mobs either have dark black eye sockets or simply none at all (or nonfunctional eyes, in the case of Yelloweyes).
*ForDoomTheBellTolls: A church bell rings when a Beckon spawns.
*FusionDance: Primitives are formed when Assimilated mobs get enough kills, allowing them to melt into Moving Flesh piles and merge together.
*HellIsThatNoise: Quite a few.
**While a new Beckon might not be noticed from across the map, its DramaticThunder can be heard from anywhere in the world - [[ParanoiaFuel especially if the skies are clear]].
**Rupters make a very distinct chittering sound. Mojang help you if you ever hear [[ZergRush more than one]].
**Parasites in general have a variety of cracking, moaning, and alien-sounding howls.
**Each Evolution Phase has its own accompanying ScareChord. Listen to them [[https://youtu.be/3rd7DehIg8c?t=26 here]].
*KillItWithFire: All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to.
*HealingFactor: Parasites that aren't Inborns, Crude tier, or Beckons heal very quickly when out of combat.
*HostileTerraforming: High-tier Beckons have the ability to spawn Nodes, which gradually convert the world into [[SicklyGreenGlow infested blocks]], and later a unique "Parasite" biome.
*MookMaker: Beckons are immobile support structures that not only spawn continuous amounts of parasites, but also allow them to grow to Primitives and beyond.
*MoreTeethThanTheOsmondFamily: Another common trait. The Assimilated Bear takes the cake for having a jaw that splits down its entire body.
*NintendoHard: Primitive, Adapted, and Pure parasites are extremely formidable foes, even for those with fully enchanted diamond armor. A fair number of them can deal 20 or more damage in a single hit, assuming they don't have an [[DeathOfAThousandCuts absurdly rapid attack]] to begin with - not to mention their massive health pools, adaption to damage, and frequent use of block-breaking abilities. As for Ancient parasites... good luck.
*ScareChord: Evolution Phases have one for whenever they go up, along with a single-word announcement in chat.
*ScaryTeeth: One of the more uncanny traits of the assimilated mobs are articulated jaws with teeth, particularly for those that don't usually have a separate one.
*SickeningCrunch: Assimilated mobs have their regular hit sound effects replaced with visceral crunches.
*TentacledTerror: Almost every parasite sports tentacles of some kind. In the case of parasites that can adapt, cutting off a tentacle will revert their damage adaptations.
*TheVirus: Call of the Hive (often abbreviated to COTH) is a potion effect that mimics an infection. If a mob has the effect, it will gradually transform into an assimilated version of itself. Later stages give mobs a chance to spawn in with COTH already applied.
*TurnsRed: The Rage effect halves the cooldown on parasite abilities.
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