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* 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).

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* 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). The sole exception to this rule is the Primitive Manducater, which will receive a new model in a future update.



* 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. On top of this, stronger Parasites have "Damage Cap" aspects which prevents them from dying until they have taken a set number of hits - if you deal too much damage in a single hit, the Parasite will [[TurnsRed gain the Rage buff, which increases both its movement speed and attack damage]]. All of these mechanics make Scape and Run an unfairly difficult mod that requires great amounts of skill and knowledge to master.
* {{Invisibility}}: Manducaters can turn nearly-invisible before approaching enemies, making them incredibly difficult to spot, especially if you're already fighting something else. This ability can be completely nullified by making hitboxes visible within Debug mode (F3+B), although this ruins the challenge of fighting them.

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* ImpostorExposingTest: In the first stages of the mod, Rupters tend to assimilate mobs silently - infected and non-infected mobs look and behave identically. The only way to tell is to touch the mob in question; if it transmits Call of the Hive, it's Assimilated and will attack when injured. This method is extremely limited, as a player must wait until the effect wears off before they can test another mob.
* 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. On top of this, stronger Parasites have "Damage Cap" aspects which prevents them from dying until they have taken a set number of hits - if you deal too much damage in a single hit, at once, the Parasite will [[TurnsRed gain the Rage buff, which increases both its movement speed and attack damage]]. All of these mechanics make Scape and Run an unfairly difficult mod that requires great amounts of skill and knowledge to master.
* {{Invisibility}}: Manducaters can turn nearly-invisible before approaching enemies, making them incredibly difficult to spot, especially if you're already fighting something else. This ability can be completely nullified by making hitboxes visible within Debug mode (F3+B), (F3+B) (or by installing a minimap mod), although this ruins the challenge of fighting them.
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* RunOrDie: It's hinted right there in the mod's name. Many Parasites are extremely difficult to take down, can break through blocks to get to a player, and kill players extremely quickly. Oftentimes, a player's best option is to avoid being detected or even getting into an encounter with them.

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* RunOrDie: It's hinted right there in the mod's name. Many Late-game Parasites are extremely difficult to take down, can break through blocks to get to a player, reach players, and kill players extremely quickly. Oftentimes, deal massive amounts of damage. In later stages, a Vanilla player's best option is to avoid being detected or even getting into an encounter combat with them.them altogether - if Parasites colonize your base, you'll usually have to grab your valuables and e''scape'' to a new location - rinse and repeat.
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* BodyOfBodies: Hosts are a tentacled parasitic horror that's partially made from the bodies of several skeletons. They're spawned by an Assimilated Human or Villager that kills 5 Skeletons.

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* BodyOfBodies: Hosts are a tentacled parasitic horror that's partially made from the bodies of several skeletons. They're spawned by an Assimilated Human or Villager that kills 5 Skeletons. A Host that scores 40 kills on mobs becomes a Herd, which adds several more skeletons to itself.



** All Parasites are weak to fire and lava, taking quadrupled damage from fire. Fire is also the one source of damage that a Parasite can never adapt to, and a burning Parasite will adapt to other damage sources significantly slower - setting stronger ones on fire is highly recommended. However, even flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]] when there are 4 or more Parasite Nodes in the world, where they receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.

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** All Parasites are weak to fire and lava, taking quadrupled damage from fire. Fire is also the one source of damage that a Parasite fire, though they can never still adapt to, and a to it. A burning Parasite will adapt to other damage sources significantly slower - setting stronger ones on fire is highly recommended. However, even flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]] when there are 4 or more Parasite Nodes in the world, where they receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.
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** Hosts can be spawned early on if an Assimilated Human/Villager kills 5 Skeletons (fairly rare, but possible). They have a significant amount of health (50), use both melee and ranged attacks that deal 10 and 7 damage respectively, and burrow underground when not in combat while placing infectious Residue and spawning Rupters; they can even teleport while underground.

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** Hosts can be spawned early on if an Assimilated Human/Villager kills 5 Skeletons (fairly rare, but possible). They have a significant amount of health (50), use both melee and ranged attacks that deal 10 and 7 damage respectively, and burrow underground when not in combat while placing infectious Residue and spawning Rupters; they can even teleport while underground. Furthermore, a Host that manages to score 40 kills will transform into an even stronger Herd that now spawns Manglers.
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* OneSteveLimit: Subverted. There is a Parasite named the Warden, which shares its name with a vanilla minecraft mob. However, ''Scape and Run'' is for Minecraft version 1.12, an update that predates and does not contain the vanilla Warden.

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* OneSteveLimit: Subverted. There is a Parasite named the Warden, which shares its name with a vanilla minecraft Minecraft mob. However, ''Scape and Run'' is for Minecraft version 1.12, an update that predates and thus does not contain the vanilla Warden.

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''[[https://www.curseforge.com/minecraft/mc-mods/scape-and-run-parasites Scape and Run: Parasites]]'' is a {{Game Mod}} that does exactly that, turning a game as cutesy as Minecraft into a CosmicHorrorStory. Inspired by [[VideoGame/{{Halo}} Halo's Flood]] and [[VideoGame/{{Dead Space}} Dead Space's Necromorphs]], it is perhaps one of the most comprehensive horror mods available despite still being in development, with a heavy focus on BodyHorror and BloodyHorror.

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''[[https://www.curseforge.com/minecraft/mc-mods/scape-and-run-parasites Scape and Run: Parasites]]'' is a {{Game Mod}} for version 1.12 that does exactly that, turning a game as cutesy as Minecraft into a CosmicHorrorStory. Inspired by [[VideoGame/{{Halo}} Halo's Flood]] and [[VideoGame/{{Dead Space}} Dead Space's Necromorphs]], it is perhaps one of the most comprehensive horror mods available despite still being in development, with a heavy focus on BodyHorror and BloodyHorror.


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* OneSteveLimit: Subverted. There is a Parasite named the Warden, which shares its name with a vanilla minecraft mob. However, ''Scape and Run'' is for Minecraft version 1.12, an update that predates and does not contain the vanilla Warden.

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* MooksAteMyEquipment: Certain Parasites can break blocks - instead of dropping them, they will store the items in their personal inventories. When they die or their inventory becomes full, they will drop a Gluttonous Cyst, which will destroy each block or item one-by-one every five seconds (or reducing tool durability by 5), generating Evolution Points doing so.

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* MooksAteMyEquipment: Certain Parasites can break blocks - -- instead of dropping them, they will store the items in their personal inventories. When they die or their inventory becomes full, they will drop a Gluttonous Cyst, which will destroy each block or item one-by-one every five seconds (or reducing tool durability by 5), generating Evolution Points doing so.



* NintendoHard: Primitive, Adapted, and Pure parasites are extremely formidable foes, even for players 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]], adaption to damage, and frequent block-breaking. As for the currently-unused Ancient parasites... good luck.

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* NintendoHard: Primitive, Adapted, and Pure parasites are extremely formidable foes, even for players 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]], adaption to damage, and frequent block-breaking. Then ther are Preeminent Parasites, which take a step further by summoning Succors on top of having overpowered abilities. As for the currently-unused Ancient parasites... good luck.



* ParasiticHorror: The Parasites are both a parasite on lifeforms ''and'' the world itself. Mobs can get Call of the Hive from Rupters, which assimilates them within minutes, allowing them to turn into [[BodyHorror assimilated mobs or the weaker incomplete forms]] depending on their state of assimilation. Beckons are parasites of the world itself, infesting nearby blocks and spreading the infestation, and the highest-level ones can transform the world itself into sickly parasitic biomes.



* ParasiticHorror: The Parasites are both a parasite on lifeforms ''and'' the world itself. Mobs can get Call of the Hive from Rupters, which assimilates them within minutes, allowing them to turn into [[BodyHorror assimilated mobs or the weaker incomplete forms]] depending on their state of assimilation. Beckons are parasites of the world itself, infesting nearby blocks and spreading the infestation, and the highest-level ones can transform the world itself into sickly parasitic biomes.

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* ParasiticHorror: The RunOrDie: It's hinted right there in the mod's name. Many Parasites are both a parasite on lifeforms ''and'' the world itself. Mobs extremely difficult to take down, can get Call of the Hive from Rupters, which assimilates them within minutes, allowing them to turn into [[BodyHorror assimilated mobs or the weaker incomplete forms]] depending on their state of assimilation. Beckons are parasites of the world itself, infesting nearby break through blocks to get to a player, and spreading the infestation, and the highest-level ones can transform the world itself kill players extremely quickly. Oftentimes, a player's best option is to avoid being detected or even getting into sickly parasitic biomes.an encounter with them.
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* Invisibility: Manducaters can turn nearly-invisible before approaching enemies, making them incredibly difficult to spot, especially if you're already fighting something else. This ability can be completely nullified by making hitboxes visible within Debug mode (F3+B), although this ruins the challenge of fighting them.

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* Invisibility: {{Invisibility}}: Manducaters can turn nearly-invisible before approaching enemies, making them incredibly difficult to spot, especially if you're already fighting something else. This ability can be completely nullified by making hitboxes visible within Debug mode (F3+B), although this ruins the challenge of fighting them.
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** Preeminent Parasites are basically bosses in their own right that spawn in Parasite Biomes. All of them can spawn flying Succors that move quickly, have decent amounts of health and can cause Exhaustion (massive hunger drain), explode, or teleport its summoner to it. Besides that, they all have very powerful abilities -- Bogles fly and literally nuke you with projectiles that explode a massive area for massive damage, Haunters ''spam'' [[MagicMissileStorm a swarm of painful homing projectiles on you]], Colony Carriers give other Parasites Regeneration III, Heavy Bombers drop bombs that explode and spawn Primitive Parasites, and Wraiths fire projectiles that create incredibly-damaging lingering areas.

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** Preeminent Parasites are basically bosses in their own right that spawn like rare normal enemies in Parasite Biomes. All of them can spawn flying Succors that move quickly, have decent amounts of health and can cause Exhaustion (massive hunger drain), explode, or teleport its summoner to it. Besides that, they all have very powerful abilities -- Bogles fly and literally nuke you with projectiles that explode a massive area for massive damage, Haunters ''spam'' [[MagicMissileStorm a swarm of painful homing projectiles on you]], Colony Carriers give other Parasites Regeneration III, Heavy Bombers drop bombs that explode and spawn Primitive Parasites, and Wraiths fire projectiles that create incredibly-damaging lingering areas.

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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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* BombardierMook: BombardierMook:
**
Light Bombers are Pure Parasites that drop exploding cysts from above. [[EarlyInstallmentWeirdness Prior to an update]], they used to drop primed TNT blocks.blocks.
** Heavy Bombers are flying Preeminent Parasites that drop cysts which explode and release other Parasites.
** Bogles are flying Preeminent Parasites that shoot blasts which ''nuke'' wide areas for massive damage.


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** Preeminent Parasites are basically bosses in their own right that spawn in Parasite Biomes. All of them can spawn flying Succors that move quickly, have decent amounts of health and can cause Exhaustion (massive hunger drain), explode, or teleport its summoner to it. Besides that, they all have very powerful abilities -- Bogles fly and literally nuke you with projectiles that explode a massive area for massive damage, Haunters ''spam'' [[MagicMissileStorm a swarm of painful homing projectiles on you]], Colony Carriers give other Parasites Regeneration III, Heavy Bombers drop bombs that explode and spawn Primitive Parasites, and Wraiths fire projectiles that create incredibly-damaging lingering areas.
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* AquaticMook: Devourers are tentacled parasites that spawn in water. While they slowly suffocate on land, their ungodle speed and attack power in the water means that not even the normally mob-free ocean will be safe from the Parasites.

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* AquaticMook: Devourers are tentacled parasites that spawn in water. While they slowly suffocate on land, their ungodle ungodly speed and attack power in the water means that not even the normally mob-free ocean will be safe from the Parasites.

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''[[https://www.curseforge.com/minecraft/mc-mods/scape-and-run-parasites Scape and Run: Parasites]]'' is a {{Game Mod}} that does exactly that. Despite still being in development, it is perhaps one of the most comprehensive horror mods available, with a heavy focus on BodyHorror, BloodyHorror, 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 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.

to:

''[[https://www.curseforge.com/minecraft/mc-mods/scape-and-run-parasites Scape and Run: Parasites]]'' is a {{Game Mod}} that does exactly that. Despite still being in development, that, turning a game as cutesy as Minecraft into a CosmicHorrorStory. Inspired by [[VideoGame/{{Halo}} Halo's Flood]] and [[VideoGame/{{Dead Space}} Dead Space's Necromorphs]], it is perhaps one of the most comprehensive horror mods available, available despite still being in development, with a heavy focus on BodyHorror, BloodyHorror, turning a game as cutesy as Minecraft into a CosmicHorrorStory.

BodyHorror and BloodyHorror.

Upon first starting a world, all seems normal. There's only the occasional Buglin: a black grub similar to a Silverfish, only able to run away which cannot attack and will flee from mobs.mobs and players. 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.



* AquaticMook: Devourers are tentacled parasites that spawn in water, meaning that not even the ocean will be safe from the parasite mobs, a viable strategy against melee-based Vanilla mobs.

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* AquaticMook: Devourers are tentacled parasites that spawn in water, meaning water. While they slowly suffocate on land, their ungodle speed and attack power in the water means that not even the normally mob-free ocean will be safe from the parasite mobs, a viable strategy against melee-based Vanilla mobs.Parasites.



** Buglins spawn naturally or from other Parasites when they die, or from Buglin Tunnels, which are created by Rupters in the earlier stages. They grow into Rupters after some time.
** Rupters spawn naturally or grow from Buglins, and can infect non-parasite mobs with the Call of the Hive, which slowly assimilates those mobs. They can place Buglin Tunnels after killing 5 mobs, and evolve into Manglers after their kill-count reaches 30. Assimilated Mobs can spread COTH to non-infected mobs to Assimilate them.

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** Buglins spawn naturally or erupt from other Parasites when they die, Parasites' exploding corpses, or from are created by Buglin Tunnels, which are created by Rupters in the earlier stages. They grow into Rupters after some time.
** Rupters spawn naturally or grow from Buglins, and can infect non-parasite mobs with the Call of the Hive, which slowly assimilates those mobs.mobs over the course of a few minutes. They can place Buglin Tunnels after killing 5 mobs, and evolve into Manglers after their kill-count reaches 30. Assimilated Mobs can spread COTH to non-infected mobs to Assimilate them.



* DamageIncreasingDebuff: Certain Parasites can inflict the Viral debuff, which increases the damage taken by 100% per level (Viral level 3 causes you to take four times normal damage). This is made worse by the fact that the usually non-lethal Poison status effect will actually kill you when Viral is applied. Prior to the 1.9.5 update, Viral reduced the player's maximum health, effectively causing them to take more damage.



** Rupters make a very distinct chittering sound. Mojang help you if you ever hear [[ZergRush more than one]] before you have armor.

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** Rupters make a very distinct chittering sound. Mojang Jeb help you if you ever hear [[ZergRush more than one]] before you have armor.



* KillItWithFire:

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* KillItWithFire: Invisibility: Manducaters can turn nearly-invisible before approaching enemies, making them incredibly difficult to spot, especially if you're already fighting something else. This ability can be completely nullified by making hitboxes visible within Debug mode (F3+B), although this ruins the challenge of fighting them.
* KillItWithFire:



* MeaningfulName: Some of the Parasites' names give insight to their abilities or role:
** Rupters spread the Call of the Hive to other mobs and assimilate them, making them the first wave of cor''rupters.''
** Summoners create Parasites using Biomass, summoning additional enemies for the player to deal with.
** Bolsters apply Regeneration to nearby Parasites, bolstering the existing enemies' health pool.
** Sentries guard the stronger Beckons and Dispatchers, firing deadly projectiles that shred armor and poison players.
** Seizers are created by Pure Parasites, and grab nearby entities, dealing no damage but preventing them from moving.
** Dispatchers teleport Parasites around within a certain radius, sending them to attack nearby mobs and players.
** Carriers host Parasites within themselves. They approach players and mobs and explode, dealing damage and releasing the mobs inside.



* 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), generating Evolution Points doing so.

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* MooksAteMyEquipment: If there's a large concentration of items on the ground nearby, Certain Parasites can spawn Cysts that break blocks - instead of dropping them, they will take those store the items and slowly in their personal inventories. When they die or their inventory becomes full, they will drop a Gluttonous Cyst, which will destroy them one by one each block or item one-by-one every five seconds (unless they have durability, in which case it goes down (or reducing tool durability by 5), generating Evolution Points doing so.



* NintendoHard: Primitive, Adapted, and Pure parasites are extremely formidable foes, even for players 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]], adaption to damage, and frequent use of block-breaking abilities. As for the currently-unused Ancient parasites... good luck.

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* NintendoHard: Primitive, Adapted, and Pure parasites are extremely formidable foes, even for players 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]], adaption to damage, and frequent use of block-breaking abilities.block-breaking. As for the currently-unused Ancient parasites... good luck.



* ParasiticHorror: The Parasites are both a parasite on lifeforms ''and'' the world itself. Mobs can get Call of the Hive from Rupters, which assimilates them within minutes, allowing them to turn into [[BodyHorror assimilated mobs or the weaker incomplete forms]] depending on their state of assimilation. Beckons are parasites of the world itself, infesting nearby blocks and spreading the infestation, and the highest-level ones can transform biomes themselves into sickly parasitic biomes.

to:

* ParasiticHorror: The Parasites are both a parasite on lifeforms ''and'' the world itself. Mobs can get Call of the Hive from Rupters, which assimilates them within minutes, allowing them to turn into [[BodyHorror assimilated mobs or the weaker incomplete forms]] depending on their state of assimilation. Beckons are parasites of the world itself, infesting nearby blocks and spreading the infestation, and the highest-level ones can transform biomes themselves the world itself into sickly parasitic biomes.



* 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.

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* TentacledTerror: Almost every parasite sports tentacles of some kind. In the case of parasites Parasites that can adapt, adapt to damage, cutting off a tentacle will revert their damage adaptations.adaptations, at the cost of giving them the Rage buff.



** Touching piles of viscera left behind by defeated Parasites or walking into the poison cloud they may spawn upon death.

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** Touching piles of viscera left behind by defeated Parasites or walking into the poison cloud they may spawn explode into upon death.




* TrialAndErrorGameplay: Unlike many other mods of its size (and difficulty!), ''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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\n* TrialAndErrorGameplay: Unlike many other mods of its size (and difficulty!), ''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. If you don't feel like regularly losing all your progress and starting from scratch, this mod may not be for you.



* 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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* WasOnceAMan: Assimilated Humans and Assimilated Villagers used to be Zombies and Villagers respectively. Assimilated Adventurers used to be the a [[AndThenJohnWasAZombie player character's player's previous life]].
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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 to your spawn point, even that MercyInvincibility won't do you much good. And if that's not bad enough, an Assimilated Adventurer that gets enough kills (such as you at your spawn point) [[FromBadToWorse will evolve into a stronger Thrall]]!

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* CycleOfHurting: Assimilated Adventurers, in certain situations. Since While their poor speed makes them as easy to kill as a vanilla Zombie, they can spread COTH to players, players - dying to one will often spawn another in its place. another. If a parasite Parasite gets to your spawn point, even that MercyInvincibility won't do you much good. And if that's not bad enough, good - and an Assimilated Adventurer that gets enough kills (such as you at your spawn point) [[FromBadToWorse will evolve into a stronger much faster Thrall]]!



** Even the Assimilated Parasites deal more damage and are faster than their standard variants (with the exception of the Assimilated Adventurer)

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** Even the Assimilated Parasites deal more damage and are faster than their standard variants (with the exception of the Assimilated Adventurer)Adventurer, which is about as dangerous as a Vanilla Zombie)



* NintendoHard: Primitive, Adapted, and Pure parasites are extremely formidable foes, even for players 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]], 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 players 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]], adaption to damage, and frequent use of block-breaking abilities. As for the currently-unused Ancient parasites... good luck.



** Assimilated Endermen are immune to damage from water, unlike their uncorrupted forms.
** Parasites are all normally weak to fire, taking 4x damage from it. However, If there are 4+ Parasite Biome nodes in a world, all parasites spawned within a Parasite Biome get the Fire Resistance buff, turning a huge weakness into an immunity until it runs out.

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** Assimilated Endermen are immune to damage from water, unlike their uncorrupted forms.
standard form.
** Parasites are all normally weak to fire, taking 4x damage from it. However, If there are 4+ Parasite Biome nodes in a world, all parasites Parasites spawned within a Parasite Biome get the Fire Resistance buff, turning nullifying a huge weakness into an immunity until it runs out.

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''[[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.

to:

''[[https://www.curseforge.com/minecraft/mc-mods/scape-and-run-parasites Scape and Run: Parasites]]'' is a {{Game Mod}} that does exactly that. It Despite still being in development, 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.



* 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 an Iron Axe, Diamond Sword, a specific Iron Golem, or arrows shot by a Dispenser), 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]]. 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.

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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 an Iron Axe, Diamond Sword, a specific Iron Golem, or arrows shot by a Dispenser), reducing their effectiveness over time.with each additional hit it takes. The only way to counter this is by [[AttackItsWeakPoint cutting off their tentacles]], but that risks giving it the [[TurnsRed Rage 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.



** Rupters can spawn naturally or grow from Buglins, can infect non-parasite mobs with the Call of the Hive, which slowly assimilates those mobs. They can place Buglin Tunnels, and can evolve into Manglers after killing 30 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 Moving Flesh. The four Moving Flesh will then [[FusionDance merge together]] and form into a Primitive Parasite.
** If an Assimilated Human/Villager kills 5 Skeletons, it will evolve into a [[BodyOfBodies Host]], which can spread Residue by moving underground. A Host that kills 40 mobs will evolve into a Herd.

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** Rupters can spawn naturally or grow from Buglins, and can infect non-parasite mobs with the Call of the Hive, which slowly assimilates those mobs. They can place Buglin Tunnels, Tunnels after killing 5 mobs, and can evolve into Manglers after killing 30 mobs.their kill-count reaches 30. 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 Moving Flesh. The four Moving Flesh will then [[FusionDance merge together]] and form into a Primitive Parasite.
Parasite at 50% of its normal health.
** If an Assimilated Human/Villager Human or Villager kills 5 Skeletons, it will evolve transform into a [[BodyOfBodies Host]], which can spread Residue by moving underground. A Host that kills 40 mobs will evolve into a Herd.



** Hosts can be spawned early on if an Assimilated Human/Villager kills 5 Skeletons (fairly rare, but possible). They have a significant amount 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 infectious residue behind and spawning Rupters; they can even teleport while underground.

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** Hosts can be spawned early on if an Assimilated Human/Villager kills 5 Skeletons (fairly rare, but possible). They have a significant amount 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 placing infectious residue behind Residue and spawning Rupters; they can even teleport while underground.



* 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 reach a safe zone. This mod adds many Parasites that are faster and stronger than players, and heal outside of combat. If a strong Parasite manages to reach the world spawn point, a player may be trapped in an endless cycle of being spawn-camped, forcing them to switch to Peaceful Mode, or discard the world and start a new one.

to:

* 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 reach a safe zone. This mod adds many Parasites that are faster and stronger than players, and heal outside of combat. If a strong Parasite manages to reach the world spawn point, a player may be trapped in an endless cycle of being spawn-camped, forcing them to switch to Peaceful Mode, or discard the world and start a new one.game if the world's difficulty is locked.



* 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. On top of this, stronger Parasites have "Damage Cap" aspects which prevents them from dying until they have taken a set number of hits - if you deal too much damage in a single hit, the Parasite will become faster and hit harder. All of these mechanics make Scape and Run a borderline unfairly difficult mod that requires great amounts of skill and knowledge to master.

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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. On top of this, stronger Parasites have "Damage Cap" aspects which prevents them from dying until they have taken a set number of hits - if you deal too much damage in a single hit, the Parasite will become faster [[TurnsRed gain the Rage buff, which increases both its movement speed and hit harder. attack damage]]. All of these mechanics make Scape and Run a borderline an unfairly difficult mod that requires great amounts of skill and knowledge to master.



** All Parasites are weak to fire and lava, taking quadrupled damage from fire. Fire is also the one source of damage that a Parasite can never adapt to, and a burning Parasite has a chance of failing to adapt to other damage sources - setting stronger ones on fire is highly recommended. However, even flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]] if there are 4 or more Parasite Nodes in the world, where they receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.

to:

** All Parasites are weak to fire and lava, taking quadrupled damage from fire. Fire is also the one source of damage that a Parasite can never adapt to, and a burning Parasite has a chance of failing to will adapt to other damage sources significantly slower - setting stronger ones on fire is highly recommended. However, even flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]] if when there are 4 or more Parasite Nodes in the world, where they receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.



* LightningBruiser: Several Primitive, Adapted, and Pure parasites sport huge amounts of health, possess insane attacking power, and can easily outrun players. Unless you prepare specifically for every aspect of the invasion, you'll likely need supporting mods to avoid dying horribly over and over.

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* LightningBruiser: Several Primitive, Adapted, and Pure parasites Parasites sport huge amounts of health, possess insane attacking power, and can easily outrun chase down players. Unless you prepare specifically for every aspect of the invasion, you'll likely need supporting mods to avoid dying horribly over and over.over.
** Even the Assimilated Parasites deal more damage and are faster than their standard variants (with the exception of the Assimilated Adventurer)



* 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]], adaption to damage, and frequent use of block-breaking abilities. As for Ancient parasites... good luck.

to:

* NintendoHard: Primitive, Adapted, and Pure parasites are extremely formidable foes, even for those players 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]], adaption to damage, and frequent use of block-breaking abilities. As for Ancient parasites... good luck.



** Parasites are all normally weak to fire, taking 4x damage from it. However, If there are 4+ Parasite Biome nodes in a world, all parasites spawned within a Parasite Biome get Fire Resistance I, turning a huge weakness into an immunity until it runs out.

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** Parasites are all normally weak to fire, taking 4x damage from it. However, If there are 4+ Parasite Biome nodes in a world, all parasites spawned within a Parasite Biome get the Fire Resistance I, buff, turning a huge weakness into an immunity until it runs out.



* SupportPartyMember: On its own, a Primitive Bolster is rather underwhelming, sporting melee damage, range and speed comparable to that of a Vanilla Zombie (plus a short-ranged jump attack); especially since other Primitives tend to hit for at least twice as much damage, have extended melee range, and are dangerously fast. Their real threat is [[MookCommander their capability to grant nearby Parasites the Regeneration buff]]. Averted with Adapted Bolsters, which now have huge claw tendrils that can dish out massive amounts of damage.

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* SupportPartyMember: On its own, a Primitive Bolster is rather underwhelming, sporting melee damage, range and speed comparable to that of a Vanilla Zombie (plus a short-ranged jump attack); especially since other Primitives tend to hit for at least twice as much damage, have extended melee range, and are dangerously fast. Their real threat is [[MookCommander their capability to grant nearby Parasites the Regeneration buff]]. Averted with Adapted Bolsters, which now have huge claw tendrils that can dish out massive amounts of damage.
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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 to your spawn point, even that 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 to your spawn point, even that MercyInvincibility won't do you much good. And if that's not bad enough, an Assimilated Adventurer that gets enough kills (such as you at your spawn point) [[FromBadToWorse will evolve into a stronger Thrall]]!

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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 never-ending parasite swarms.

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



* 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]]. 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.
* 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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* 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 an Iron Axe, Diamond Sword, a specific Iron Golem, or ranged), arrows shot by a Dispenser), 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]]. 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.
* AirborneMook: Yelloweyes (both Primitive and Adapted), Flying Carriers, Light Light/Heavy Bombers and Overseers are all capable of flight, and apart from the Flying Carriers have projectile attacks (or Parasite Mobs, in the Heavy Bomber's case) to fire at you or [[BombardierMook drop on you]].



* 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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* AquaticMook: Devourers are tentacled parasites that spawn in water, meaning that not even the ocean will be safe from the parasite mobs.mobs, a viable strategy against melee-based Vanilla mobs.
** Additionally, most of the Parasites have the ability to "leap" forward in water, preventing players from swimming just offshore and utilizing their superior melee range to cut them down.



** Buglins spawn naturally or from other Parasites when they die, or from Buglin Tunnels. They grow into Rupters after some time.

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** Buglins spawn naturally or from other Parasites when they die, or from Buglin Tunnels.Tunnels, which are created by Rupters in the earlier stages. They grow into Rupters after some time.



** If an Assimilated Human/Villager kills a Skeleton, it can evolve into a [[BodyOfBodies Host]], which can spread Residue by moving underground. A Host that kills 40 mobs will evolve into a Herd.

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** If an Assimilated Human/Villager kills a Skeleton, 5 Skeletons, it can will evolve into a [[BodyOfBodies Host]], which can spread Residue by moving underground. A Host that kills 40 mobs will evolve into a Herd.



* 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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* BodyOfBodies: Hosts are a tentacled parasitic horror that's partially made from the bodies of several skeletons. They're spawned when by an Assimilated Human or Villager that kills a Skeleton, with a 10% chance.5 Skeletons.



** 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!
** Hosts can be spawned early on if an Assimilated Human/Villager kills a skeleton, with a 10% chance. They have a significant amount 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 and spawning Rupters.

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** Like their ordinary cousins, Assimilated Endermen are incredibly beefy for being relatively early-game mobs. In addition to keeping their immunity to projectiles, they now attack on sight, deal 13 damage per hit, inflict the Bleeding debuff, lose their weakness to water, can crawl to fit under low ceilings, and even [[FlunkyBoss teleport other assimilated mobs]] into battle!
battle - even other Assimilated Endermen! This makes even a single one of these extremely dangerous, even for a player with fully-enchanted Diamond gear.
** Hosts can be spawned early on if an Assimilated Human/Villager kills a skeleton, with a 10% chance. 5 Skeletons (fairly rare, but possible). They have a significant amount 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 infectious residue behind and spawning Rupters.Rupters; they can even teleport while underground.



* 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 infection, or [[MookMaker Buglins]]. All of these will spread the infection further.

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* DarkerAndEdgier: ''Minecraft'' is generally a very cutesy cutesy, borderline-fantasy game. This mod makes it decisively not so.
* DefeatEqualsExplosion: Occasionally, a A killed parasite will often burst into piles of viscera, viscera (dealing no direct damage, fortunately), clouds of poison and infection, or [[MookMaker Buglins]]. All of these will spread the infection further.further.
** Assimilated Horses take this even further; their explosion does deal damage, which can easily kill an unprepared player.



* 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.

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* 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 healing halved.



** Beckons create Parasites to protect themselves; these spawned enemies have increased speed and attack damage.



* 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.
* 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 reach a safe zone. This mod adds many Parasites that are faster and stronger than players, and heal outside of combat. If a strong 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.

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* ForDoomTheBellTolls: A church bell rings when a Beckon spawns.
spawns and levels up.
* FusionDance: Primitives are formed when Assimilated mobs get enough kills, allowing them to melt transform into Moving Flesh piles and merge together.
together, spawning a Primitive Parasite. They are weak in this state, however, and killing one prevents a potential Mini-Boss from spawning.
* 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 reach a safe zone. This mod adds many Parasites that are faster and stronger than players, and heal outside of combat. If a strong Parasite manages to reach the world spawn point, a player may be trapped in an endless cycle of being spawn-camped, forcing them to switch to Peaceful Mode, or discard the world and start a new one.



** Rupters make a very distinct chittering sound. Mojang help you if you ever hear [[ZergRush more than one]].

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** Rupters make a very distinct chittering sound. Mojang help you if you ever hear [[ZergRush more than one]].one]] before you have armor.



* HealingFactor: Parasites that aren't Inborns, Crude tier, or Beckons heal very quickly when out of combat.

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* HealingFactor: Parasites that aren't Inborns, Crude tier, or Beckons heal very quickly when out of combat.



* 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.

to:

* 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. On top of this, stronger Parasites have "Damage Cap" aspects which prevents them from dying until they have taken a set number of hits - if you deal too much damage in a single hit, the Parasite will become faster and hit harder. All of these mechanics make Scape and Run a borderline unfairly difficult mod that requires great amounts of skill and knowledge to master.



** All parasites are weak to fire and lava, taking 4x damage from fire. Fire is also the one source of damage that a parasite can never adapt to, and a burning Parasite has a chance of failing to adapt to other damage sources. However, even flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]] if there are 4+ nodes in the world, where they receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.
** Carriers and Flying Carriers will not release any parasites if they die when on fire.

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** All parasites Parasites are weak to fire and lava, taking 4x quadrupled damage from fire. Fire is also the one source of damage that a parasite Parasite can never adapt to, and a burning Parasite has a chance of failing to adapt to other damage sources. sources - setting stronger ones on fire is highly recommended. However, even flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]] if there are 4+ nodes 4 or more Parasite Nodes in the world, where they receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.
** Carriers and Flying Carriers will not release any parasites enemies if they die when on fire.



* LightningBruiser: Several Primitive, Adapted, and Pure parasites sport huge amounts of health, posess insane attacking power, can easily outrun players.

to:

* LightningBruiser: Several Primitive, Adapted, and Pure parasites sport huge amounts of health, posess possess insane attacking power, and can easily outrun players.players. Unless you prepare specifically for every aspect of the invasion, you'll likely need supporting mods to avoid dying horribly over and over.



* 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''.
* 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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* MookMaker: Beckons are immobile support structures that not only spawn continuous amounts of parasites, parasites to fight nearby players, 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''.
* 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).5), generating Evolution Points doing so.



* 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]], adaption to damage, and frequent use of block-breaking abilities. As for Ancient parasites... good luck.

to:

* NintendoHard: Primitive, Adapted, and Pure parasites are extremely formidable foes, even for those with fully enchanted diamond 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]], adaption to damage, and frequent use of block-breaking abilities. As for Ancient parasites... good luck.



* ParasiticHorror: The Parasites are both a parasite on lifeforms ''and'' the world itself. Mobs can get Call of the Hive from Rupters, which slowly assimilates them, allowing them to turn into [[BodyHorror assimilated mobs or incomplete forms]] depending on their state of assimilation. Beckons turn into parasites of the world itself, infesting nearby blocks and spreading the infestation, and the highest-level ones can transform biomes themselves into sickly parasitic biomes.

to:

* ParasiticHorror: The Parasites are both a parasite on lifeforms ''and'' the world itself. Mobs can get Call of the Hive from Rupters, which slowly assimilates them, them within minutes, allowing them to turn into [[BodyHorror assimilated mobs or the weaker incomplete forms]] depending on their state of assimilation. Beckons turn into are parasites of the world itself, infesting nearby blocks and spreading the infestation, and the highest-level ones can transform biomes themselves into sickly parasitic biomes.



* 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 slowly and silently become an assimilated version of itself; there is no way to stop the transformation. Later stages give mobs a chance to spawn in with COTH already applied. While players will not be assimilated while alive, an [[AndThenJohnWasAZombie infected player that dies spawns an Assimilated Adventurer wearing their armor]]. The infection is ridiculously easy to contract as well, and is spread by:

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* TheVirus: Call of the Hive (often abbreviated to COTH) is a potion effect that mimics an serves as the Parasitic infection. If a mob has the effect, it will slowly and silently become an assimilated version of itself; itself over the course of several minutes; there is no way to stop the transformation. Later stages give mobs a chance to spawn in with COTH already applied. While players will not be assimilated while alive, an [[AndThenJohnWasAZombie infected player that dies spawns an Assimilated Adventurer wearing their armor]]. The infection is ridiculously easy to contract as well, and is spread by:



** Walking over Residue left by Beckons or Hosts.
** Touching piles of viscera left behind by defeated Parasites.

to:

** Walking over Residue left by Beckons or Hosts.
Beckons, Hosts, Herds, and Adapted Parasites.
** Touching piles of viscera left behind by defeated Parasites.Parasites or walking into the poison cloud they may spawn upon death.




* TrialAndErrorGameplay: Unlike many 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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\n** Touching a player with COTH level 2 or higher.

* TrialAndErrorGameplay: Unlike many other mods of its size, size (and difficulty!), ''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.



** 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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** Longarms take it even further. For every percent of health lost, As they lose health, their damage attack power increases by up to 50% or 100% for Primitive and Adapted versions respectively.
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* SupportPartyMember: On its own, a Primitive Bolster is rather underwhelming, sporting melee damage, range and speed comparable to that of a Vanilla Zombie (plus a short-ranged jump attack); especially since other Primitives tend to hit for at least twice as much damage, have extended melee range, and are dangerously fast. Their real threat is [[MookCommander their capability to heal nearby Parasites for 0.8 health/second]]. Averted with Adapted Bolsters, which now have huge claw tendrils that can dish out massive amounts of damage.

to:

* SupportPartyMember: On its own, a Primitive Bolster is rather underwhelming, sporting melee damage, range and speed comparable to that of a Vanilla Zombie (plus a short-ranged jump attack); especially since other Primitives tend to hit for at least twice as much damage, have extended melee range, and are dangerously fast. Their real threat is [[MookCommander their capability to heal grant nearby Parasites for 0.8 health/second]].the Regeneration buff]]. Averted with Adapted Bolsters, which now have huge claw tendrils that can dish out massive amounts of damage.
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* 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.

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* SupportPartyMember: On its own, a Primitive Bolsters sport a mere 6 Bolster is rather underwhelming, sporting melee damage compared damage, range and speed comparable to that of a Vanilla Zombie (plus a short-ranged jump attack); especially since other Primitives that either tend to hit for at least twice as much, or much damage, have range. extended melee range, and are dangerously fast. Their real threat is [[MookCommander their capability to boost any heal nearby parasites with status buffs]]. Parasites for 0.8 health/second]]. Averted with Adapted Bolsters, which now have huge claw tendrils that can dish out massive amounts of pain.damage.
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Added DiffLines:

* WeakToFire: Parasites take 4x damage from fire and cannot adapt to fire damage, unlike other sorts of damage. A Parasite on fire also has a chance to fail to [[AdaptiveAbility adapt to damage]].
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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, and a burning Parasite has a chance of failing to adapt to other damage sources. However, even flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]] if there are 4+ nodes in the world, where they receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.

to:

** All parasites are weak to fire and lava.lava, taking 4x damage from fire. Fire is also the one source of damage that a parasite can never adapt to, and a burning Parasite has a chance of failing to adapt to other damage sources. However, even flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]] if there are 4+ nodes in the world, where they receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.



** If there are 4+ Parasite Biome nodes in a world, all parasites spawned within a Parasite Biome get Fire Resistance I, turning a huge weakness into an immunity until it runs out.

to:

** Parasites are all normally weak to fire, taking 4x damage from it. However, If there are 4+ Parasite Biome nodes in a world, all parasites spawned within a Parasite Biome get Fire Resistance I, turning a huge weakness into an immunity until it runs out.

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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, and a burning Parasite has a chance of failing to adapt to other damage sources. However, even flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], where they can receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.

to:

** All parasites are weak to fire and lava. Fire is also the one source of damage that a parasite can never adapt to, and a burning Parasite has a chance of failing to adapt to other damage sources. However, even flames might not work if they're [[HomefieldAdvantage spawned in a Parasite Biome]], Biome]] if there are 4+ nodes in the world, where they can receive the [[ImmuneToFire Fire Resistance]] buff upon spawning.


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* RemovedAchillesHeel:
** Assimilated Endermen are immune to damage from water, unlike their uncorrupted forms.
** If there are 4+ Parasite Biome nodes in a world, all parasites spawned within a Parasite Biome get Fire Resistance I, turning a huge weakness into an immunity until it runs out.
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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:

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* DoomsdayClock: The Dirty Bloody Clock is an item that helps to measure what Evolution Phase a world is in, getting closer to midnight the higher the phase is:
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Added DiffLines:

** Preeminent Parasites are generated within Parasite Biomes.

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** Buglins spawn naturally or from other Parasites when they die. They grow into Rupters after some time.
** 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.
** 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.

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** Buglins spawn naturally or from other Parasites when they die.die, or from Buglin Tunnels. They grow into Rupters after some time.
** Rupters can spawn naturally or grow from Buglins, and do not evolve further, but can infect non-parasite mobs with the Call of the Hive, which slowly assimilates those mobs. They can place Buglin Tunnels, and can evolve into Manglers after killing 30 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 Moving Flesh. The four Moving Flesh will then [[FusionDance merge together]] and form into a Primitive Parasite. Alternatively, if
** If
an Assimilated Human/Villager kills a Skeleton, it can evolve into a [[BodyOfBodies Host]], which can spread Residue by moving underground.underground. A Host that kills 40 mobs will evolve into a Herd.

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** Without supporting mods to make players more powerful, the only reliable way to survive with Scape and Run installed is to keep the Parasites' evolution at bay. After the Evolution Phase advances, Parasites are unable to gain any more progress toward advancing it again for one full Minecraft day, giving players time to kill them for Lure components. If the players can obtain enough Lures to revert the Parasites' evolution to the previous phase before the Cooldown ends, the Parasites can be held off indefinitely. This must be done early, however; it's usually too late once Adapted Parasites start spawning naturally, as they are too powerful to fight en-masse, even with top-tier Vanilla gear.



* ParasiticHorror: The Parasites are both a parasite on lifeforms ''and'' the world itself. Mobs can get Call of the Hive from Rupters, which slowly assimilates them, allowing them to turn into [[BodyHorror assimilated mobs or incomplete forms]] depending on their state of assimilation. Beckons turn into parasites of the world, infesting nearby blocks and spreading the infestation, and the highest-level ones can transform biomes themselves into sickly parasitic biomes.

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* ParasiticHorror: The Parasites are both a parasite on lifeforms ''and'' the world itself. Mobs can get Call of the Hive from Rupters, which slowly assimilates them, allowing them to turn into [[BodyHorror assimilated mobs or incomplete forms]] depending on their state of assimilation. Beckons turn into parasites of the world, world itself, infesting nearby blocks and spreading the infestation, and the highest-level ones can transform biomes themselves into sickly parasitic biomes.
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Per the {{Wiki Rule}}, it has a wiki [[https://scape-and-run-parasites.fandom.com/wiki/Scape_and_Run:_Parasites_Wiki here]].

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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. While players will not be assimilated while alive, an [[AndThenJohnWasAZombie infected player that dies spawns an Assimilated Adventurer wearing their armor]].
* 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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* 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 slowly and silently become an assimilated version of itself.itself; there is no way to stop the transformation. Later stages give mobs a chance to spawn in with COTH already applied. While players will not be assimilated while alive, an [[AndThenJohnWasAZombie infected player that dies spawns an Assimilated Adventurer wearing their armor]].
armor]]. The infection is ridiculously easy to contract as well, and is spread by:
** Taking damage from any Parasite.
** Walking over Residue left by Beckons or Hosts.
** Touching piles of viscera left behind by defeated Parasites.
** Standing on a block infested by a Beckon.
** Making physical contact with a Buglin or disguised Assimilated mob.

* TrialAndErrorGameplay: Unlike many 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.



** In addition to increasing a parasite's attack and speed, the Rage effect halves the cooldown on parasite abilities.

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** In addition to greatly increasing a parasite's attack damage and speed, the Rage effect halves the cooldown on parasite abilities.
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** 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.

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** Hosts can be spawned early on if an Assimilated Human/Villager kills a skeleton, with a 10% chance. They have huge amounts a significant amount 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.behind and spawning Rupters.



* 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 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 to your bedroom, spawn point, even that MercyInvincibility won't do you much good.



* DramaticThunder: Lightning strikes whenever a Beckon uses its special ability.

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* DramaticThunder: Lightning strikes whenever a Beckon uses Primitive mob transforms into its special ability.Adapted variant.



* 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.

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* 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 reach a safe zone. Here, This mod adds many Parasites that are faster and stronger than players, and heal outside of combat. If an Adapted a strong 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.
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* ParasiticHorror: The Parasites are both a parasite on lifeforms ''and'' the world itself. Mobs can get Call of the Hive from Rupters, which slowly assimilates them, allowing them to turn into [[BodyHorror assimilated mobs or incomplete forms]] depending on their state of assimilation. Beckons turn into parasites of the world, infesting nearby blocks and spreading the infestation, and the highest-level ones can transform biomes themselves into sickly parasitic biomes.
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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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%% * 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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