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Scape and Run: Parasites- Terraria Edition
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Update: 14 Jul @ 5:31pm

The Old New Update - V 0.1
New Content:
Added Many Assimilated mobs to fill out the cast of most vanilla biomes. These include Hornets, Flinx, Goldfish and Piranhas, Penguins, and Rats.
Added new Weapons: Vicerwhip, Summoner Core on a Stick, Living Tome, Sentient Tome.
Added new Block, Sewing station, mandatory for the creation of most Parasite related Items.
Added Bestiary backgrounds and filters based on parasite teirs.

New Accessories:
Hivemind Tapper, reveals when areas are under the influence of a scent.
Sentience Accumulator, required for the evolution of sentient weapons.

Returning Content:
Added Many debuffs from both Minecraft and Scape and Run, including Regeneration, Bleeding, Corrosion, Viral, Heightened Senses, Poison, and Debar many of which have been renamed for clarity.
Added Defense Damage, a re-imagination of the minecraft durability system where some attacks and debuffs will reduce defense, only for it to regenerate over time.
Added Lures, use them to slow down or reverse point game, but beware, parasites have grown wise to your schemes
Added Primitive Bolster, heals allies in an area.
Added Assimilated Enderman, featuring all capabilities as well as a brand new Terraria exclusive slash move.
Added Scents, though due to the somewhat mysterious nature of the system in Vanilla, their function may not be fully accurate to vanilla. Scents possess a new mode, Bide Mode, after summoning 10 waves of worms, scents will enter bide mode for 10 minutes, pausing it's lifespan and working task A.
(Note: Bide mode is reset when the world is reloaded.)
Added Various miscellaneous drops for use in crafting.
Added Many living and Sentient weapons, including the Living and Sentient Scythes, Cleavers, Swords, and Bows.
Added Commands to replace the old Parasite Point Wand.
Added Minimum Damage, parasites now apply a forced minimum damage amount, depending on the parasite.

Added the Survivalist, this Mysterious Wanderer can be found aimlessly roaming the infected landscape, and sells many vital survival tools that cannot be acquired elsewhere.

Changes:
Parasites Increase their life when killing bosses: Skeletron, Wall of Flesh, Plantera, Lunatic Cultist, Moon lord
Resprited Assimilated Human
Parasites have had their max adaptations significantly increased.
Parasites now adapt to debuffs, making them become less effective over time until they are fully immune.
Beckons now increase their infestation range as phases increase. (note this does not affect the range for blocking new beckons from spawning)
Beckons now throw Cross Bombs when damaged.
Many minor adjustments

Fixes:
Beckons no longer spawn Earlier than they are supposed to.
Parasites no longer hit 25% faster than other npcs.

We would also like to welcome Sir. Shadow Man to the team who did fantastic work on multiple of the new weapons added in this update.

Update: 4 Jun @ 9:02am

HotFix - V 0.0.6.8
Fixed:
Feral Eye of Cthulhu crashing when the Calamity Mod is enabled

Update: 10 May @ 2:34pm

HotFix - V 0.0.6.7
Fixed:
Most parasites are incapable of spawning beckons
Added:
Parasites now break wires that they come into content with

Update: 10 May @ 11:05am

HotFix - V 0.0.6.6
Fixed:
Debug text in the Feral Eye of Cthulhu's death animation
Changed:
Feral Eye of Cthulhu will attempt to despawn during it's ground pound attack

Update: 24 Apr @ 12:10pm

HotFix - V 0.0.6.5
Fixed:
Adaptation not actually working in multiplayer

Update: 22 Apr @ 2:14pm

HotFix - V 0.0.6.4
Fixed:
Assimilated eyes sometimes getting stuck in their roaming ai
Adaptation still crashing npcs in multiplayer

Update: 15 Apr @ 6:59pm

HotFix - V 0.0.6.3
Fixed:
Beckons not properly updating their target, this caused beckon 2s to never spawn grounded mobs
Beckons not properly saving their growth cooldown when saving and loading
Biomass sometimes getting stuck trying to explode
Parasites sometimes being unable to jump on half slabs
Changed:
Inborn teir mobs no longer trigger reinforcement
Incomplete forms are legally considered inborn for teir based calculations

Update: 12 Apr @ 4:13pm

HotFix - V 0.0.6.2
Fixed:
NPCs crashing from adaptation netcode
Parasites not having the proper coth chance
Parasitic water now uses the config value for coth time

Update: 10 Apr @ 6:50pm

HotFix - V 0.0.6.1
Fixed:
Parasites displaying debug text when adapting to damage
Changed: Adjusted the gravity of Eye Viscera from the Feral Shoe Spikes

Update: 10 Apr @ 6:18pm

Minor Update - V 0.0.6
Added:
Reinforcement system, Beckons will spawn when killing mobs at or above phase 3, beckons will also spawn from already existing infested terrain, all your world will be consumed
Beckon Stage 2, an evolution to the weaker stage 1 beckon, weapons used on it may become entierly nullified
Sounds for Beckons Stage 1 and 2
Fixes:
Evolution phases now properly sync in multiplayer
Parasites have fixed adaptation stats allowing them to adapt to damage
Fixed some potential crashes involving adaptation netcode
Fixed issues with the config not registering properly, until tmodloader add support for 64 bit intergers in the config, phase threshholds and starting points will be locked to the 32 bit interger limit
Primitive Parasites and Medium Incomplete form now have working bestiary entires
Changes:
Beckons spread infested terrain far faster, even if unloaded
Beckons will continue to evolve even if unloaded
Adjusted default point values for initial spawn and pre hardmode boss kills
Infested blocks how have incredibly high hardness (6x multiplier for platforms and dirt, 8x for stone)