Version 1.9.0

**Version 1.9.0** was an update for the Scape and Run: Parasites Mod, released on October 21st 2021. It was 8.41 MB.

## *Change Log*

***NOTE: Advice to delete your old config***

#### Fixes

* Config option which prevent parasites from spawning in the first day and instead of reading days it will read it in ticks
* Parasite damage taken from fire sources
* Beckon models not loading when the Reinforcement System is turned off
* Beckons always infesting the block below
* Assimilated Villager and pig loot tables not working
* All adapted parasites loot table
* Fixed Dreadnaut targeting player when player is in creative mode
* Fixed Primitive and Adapted Manducater not going invisible
* Buglin localized name
* Adapted Yelloweye melee damage capped at 1
* Crash caused by spawning Kyphosis/Sentry from Infested Dirt when they're disabled
* Flying parasites not flying if spawned by commands
* Moving Flesh causing other parasites to kill other Moving Flesh
* Fixed mobs dropping loot when gamerule domobloot is false
* Fixed "KD" typo at the config file

#### General

* Living/Sentient Scythe will apply bleeding to targets
* Decreased range/attack value for the Living Scythe
* Changed creative tab label text to "Scape & Run: Parasites"
* Changed registry name for all the parasites and for the Infested Block
* Changed textures for some of the items - Credit: Vinni#6248, https://twitter.com/VinniSauce
* Added Portuguese lang file - Credit: JohnySilverHand
* Added Italian and spanish translations - Credit: LoneGuy#0376 and Robert 25#4832
* Added Russian translation - Credit: CrazyPlayer#1509
* Added Living/Sentient Greataxe and Sentient Scythe/Greatbow
* Added Dirty Clock

#### Config

* Renamed mob category to match their registry name if available
* Changed default block blacklist for Beckon infestation
* Changed reinforcement system max block hardness default value
* Changed Sentry gear degrade from 0.7 to 0.1
* Added a new Category in the confg file called "parasite\_properties" and moved the following options from General to there:
	1. -Killcount Plus
	2. -Kills for Adapted Stage
	3. -Kills for Primitive Stage
	4. -Mob Adapted Despawn
	5. -Mob Ancient Despawn
	6. -Mob Attacking
	7. -Mob Fire Damage Multiplier
	8. -Mob Infected Despawn
	9. -Mob Primitive Despawn
	10. -Mobs with griefing blocks black list
	11. -Mobs with new griefing task
	12. -Version Adapted Damage Cap
	13. -Version Ancient Damage Cap
	14. -Version Infected Damage Cap
	15. -Version Primitive Damage Cap

#### Entities

Base default values:

* Yelloweye
	1. Health from 15 to 30
	2. Range damage from 4 to 5
* Manducater
	1. Health from 18 to 30
	2. Damage from 8 to 12
	3. Attack mult from 2 to 1.5
	4. Adapted attack mult from 3 to 2
* Summoner
	1. Health from 35 to 40
	2. Damage from 10 to 15
* Reeker
	1. Health from 20 to 40
	2. Damage from 10 to 12
	3. Adapted health from 35 to 50
	4. Adapted damage from 18 to 20
* Added the following mobs:
	1. Host
	2. Incomplete Form (Medium)
	3. Incomplete Form (Small)
	4. Assimilated Horse
	5. Assimilated Horse Head
	6. Assimilated Adventurer
	7. Assimilated Enderman
	8. Assimilated Bear
	9. Overseer
	10. Primitive Arachnida
	11. Adapted Arachnida
	12. Beckon Stage IV
	13. Light Bomber
	14. Grunt
	15. Human Walking Head
	16. Marauder
* Added the following entities:
	1. Gore
	2. Tendril
	3. Biomass
* Added more hitboxes for the following entities:
	1. Adapted Bolster
	2. Adapted Longarms
	3. Adapted Reeker
	4. Adapted Summoner
* Changed Model for the following entities:
	1. Adapted Bolster
	2. Adapted Summoner
	3. Kyphosis
* Primitive, Adapted, Pure and Ancient version can now adapt to damage types:
	1. You can change more of this mechanic at "parasite\_properties"
	2. To remove their resistances, you can either throw them a new potion (antimall) or hit their tendrils, if available
* Each time a parasite burst in death a lingering cloud will spawn which will apply the Poison and COTH effects.
* The following mobs will have a custom swimming AI:
	1. Sim Human
	2. Sim Villager
	3. Prim Reeker
	4. Prim Manducater
	5. Prim Arachnida
	6. Prim Summoner
	7. Prim Longarms
	8. Ada Reeker
	9. Ada Manducater
	10. Ada Arachnida
	11. Ada Summoner
	12. Ada Longarms
	13. Warden
* The following mobs will have custom leap attack when they're in water:
	1. Sim Human
	2. Sim Villager
	3. Prim Reeker
	4. Prim Manducater
	5. Prim Arachnida
	6. Prim Longarms
	7. Ada Reeker
	8. Ada Manducater
	9. Ada Arachnida
	10. Ada Summoner
	11. Ada Longarms
	12. Warden
* Parasites will apply Fear effect on sight
	1. Assimilated verions - 0
	2. Primitive versions - 1
	3. Adapted, Pure versions - 2
	4. Ancient versions - 3
* Added attack animations for the following parasites:
	1. Adapted Bolster
	2. Adapted Longarms
	3. Warden
	4. Primitive Longarms
* The following parasites will have an AOE melee attack:
	1. Adapted Bolster
	2. Adapted Longarms
	3. Warden
	4. Primitive Longarms
* Increased attack range for the Adapted Bolster and Adapted Longarms
* Added growl, hust, death sounds for the following parasites:
	1. Beckon Stage I
	2. Beckon Stage II
	3. Beckon Stage III
	4. Sentry (plus shooting sound)

* Parasites will no longer enter boats and minecarts
* Rupter will now leap at its target
* Kyphosis and Sentry can now adapt to damage types and have damage cap
* Beckons can now adapt to damage types and have damage cap
* Changed default spawnweights for Adapted Versions
* Sentry and Kyphosis will only spawn from Stage III Infested Dirt
* Sentry and Kyphosis will now be considered "Deterrent"
* Removed Adapted Bolster tentacle pull ability
* Added NBT tag for Beckon growth
* Added boss bar to the Dreadnaut, Overlord (you need to hit it in order to see it)
* Overlord hitbox size increased
* Beckon SI and SII hitbox height decreased
* Beckons/Sentry/Kyphosis will no longer attack while leaving the ground
* Added particle effects for Beckons in their attack posture
* Manducaters will lose their invisibility each time they attack
* Parasites are now immune to Viral and Corrosive effects
* Rupter follow range from 16 to 32
* Tweaked melee range for Adapted Yelloweye
* Parasites will make small leap to targets when they're in water
* Heavy and Flying Carriers will always release minions when killed (you can prevent this killing it with fire)
* Added nbt tag for the Buglin grow
* Infected versions are now called Assimilated versions
* Assimilated versions can now copy their original host if available
* The Warden, the Flying Summoner and the Vigilante are now considered "Pure versions"
* Beckon, Sentry and Kyphosis will not be pushed by water
* Beckons will not look around
* Changed particles spawned by Beckons when emerging from the ground
* Improved the Block Griefing task, they will not dig down too much and if you are below them, they will start to dig
* Removed Infected Alafha from the mod
* Heavy/Flying Carriers will now release its minion on death unless it is on fire
* Explotions from Carriers will apply Viral

#### Reinforcement System

* Beckon infestation, now for a block to spread, the block stage needs to find a Beckon and that Beckon stage needs to be equal to or greater than the block stage
* Changed texture for the Infested Block
* Changed Registry name for the Infested Block
* Added Infested Wood and Infested Stone
* Stone and wood can be infested by Beckons
* Residue blocks will not spawn Beckons if there is one nearby
* Beckons Stage III will now try to place Colonies
* Infested Block Residue will now apply COTH effect when walked by it
* Removed an Infested Block Variant
* Added new throwable for clearing infested blocks

#### Colonies

* Added a feature called Colonies
* When parasites have Colonies, they can build more stronger units to fight, when a parasite spawns these values will be affected:
	1. Health
	2. Armor
	3. Damage
	4. KnockBack Resistance
	5. Damage Cap

#### Biomes

* Added Parasite Biome:
	1. Parasites will not care about daylight and spawn naturally
	2. Non-parasites entities will have a healing penalty inside the biome
	3. You can use Purifiers to remove the biome (this will not remove placed blocks)
* Added a feature called Nodes
	1. Stage IV will create nodes
	2. A node will spread the Parasite Biome in the world
	3. Nodes will prevent grow of crops and trees
	4. Mobs spawned within the effect range of the node will have the COTH effect

#### Evolution Phases

* Added a feature called Evolution Phases
* If Evolution Phases is true, the current phase will dictate if a parasite can spawn naturally in the world and by reaching some phases, they will unlock some bonuses, the intention is to give the feeling that these parasites as a Faction are growing
* Spawnrates are not affected by the Phases

1. **Phase 0: - Points required: 0**
	* Buglins spawn naturally
2. **Phase 1: - Points required: 50**
	* Rupters spawn naturally, with a hit and run behavior
	* Animals and mobs infected with COTH will not mutate unless forced to low health
3. **Phase 2: - Points required: 100**
	* Assimilated versions spawn naturally
	* Rupters will now attack as normal
4. **Phase 3: - Points required: 1,000**
	* Reinforcement system is unlocked
	* Beckons will slowly grow to Stage II and beyond
	* The passive point gaining is now active
	* Mobs with COTH will stop dropping loot
5. **Phase 4: - Points required: 100,000**
	* Primitive versions spawn naturally
	* Normal growth to Beckons Stage II, but will slowly grow to Stage III
	* Passive point gaining recieves a buff to the number gaining
	* Reinforcement system chance increased
	* Colonies now unlocked
	* Buglins will stop spawning naturally
	* No more fishing
6. **Phase 5: - Points required: 1,000,000**
	* Passive point gaining recieves a buff to the number gaining
	* Players can't sleep anymore
	* Normal growth to Beckons Stage III but will slowly grow to Stage IV
	* Nodes now unlocked
	* COTH hidden mobs are now dropping their disguise
	* Beckons will ignore summoning cooldown when spawning
	* Reinforcement system chance increased
7. **Phase 6: - Points required: 30,000,000**
	* Normal growth to Beckons Stage IV
	* Passive point gaining recieves a buff to the number gaining
	* Assimilated versions and lower tier parasites will stop spawning naturally
	* Adapted versions spawn naturally
	* Mobs have a chance to spawn with COTH now
	* Crop growth is now partially stunted
	* Reinforcement system chance increased
8. **Phase 7: - Points required: 100,000,000**
	* Primitive versions and lower tier parasites will stop spawning naturally
	* Pure versions spawn naturally
	* Chance for a mob to spawn with COTH increased
	* Passive point gaining recieves a buff to the number gaining
	* Crop growth is now partially stunted
	* Reinforcement system chance increased
	* Parasites will ignore sunlight when spawning naturally
9. **Phase 8: - Points required: 600,000,000**
	* Ancient versions spawn naturally
	* Passive point gaining recieves a buff to the number gaining
	* Chance for a mob to spawn with COTH increased
	* Crop growth is now partially stunted
	* Reinforcement system chance increased

* By default, a world starts with an Evolution Phase of 0
* To reach a Phase, parasites need to gain points by:
	1. Killing other mobs
	2. Assimilating other mobs
	3. Infesting Blocks

***Edit: Please note that the above section is no longer accurate, see Evolution Phases for updated information.***

#### Status Effects

		+ The effect will be reapplied when the duration is coming to an end with an amplifier of 1
	2. With amplifier 1:
		+ The effect will spread to mobs around the victim with an amplifier of 0
		+ If the victims health is low enough, it will try to transform into an incomplete form
		+ The effect will be reapplied when the duration is coming to an end with an amplifier of 2
	3. With amplifier >= 2:
		+ The effect will spread to mobs around the victim with an amplifier of 0
		+ If the victims health is low enough, it will try to transform into the assimilated version if available, if not, an incomplete version will take its place
		+ The effect will be reapplied when the duration is coming to an end with an amplifier of 2

* Added Fear effect:
	1. You will receive more falling damage with this effect
	2. This effect have a chance to cancel the following interactions:
		+ With amplifier >= 1 - items
		+ With amplifier >= 2 - blocks
		+ With amplifier >= 3 - gui

* Added Bleeding Effect:
	1. Similar to poison, you will take damage, but if you move, the damage will multiply

* Added Camouflage Effect:
	1. If an entity has this effect, it will be more difficult for it to become infected with COTH
	2. Rupters and COTH clouds will ignore thi

* Added Corrosive Effect:
	1. Will reduce your armor value

* Added Viral Effect:
	1. Will reduce your health value

* Added Enraged Effect:
	1. Increase speed and damage

#### To be improved in 1.9.0+

* Colonies
* Biome
* Ancient versions
* Assimilated Adventurer
* Incomplete forms
* Beckon infestation/biome block conversion
* Sound effects
* Lure/Purifier Blocks
* Textures

 Release