Version 1.8.0

**Version 1.8.0** was an update of the Scape and Run: Parasites Mod, released on August 1st 2020. It was 5.32 MB.

## *Change Log*

#### General

* The merge system now is customizable
* Added the following config options:
	1. Infected versions despawn
	2. Primitive versions despawn
	3. Ancient versions despawn
	4. List of entities that will avoid the parasites
	5. Vanilla mob Spawn Eggs
	6. Infected Damage Cap
	7. Primitive Damage Cap
	8. Adapted Damage Cap
	9. Ancient Damage Cap
	10. Killcount goes up by time (only if difficulty is set to hard)
	11. Mobs ignore sunlight when spawning
	12. List of parasites that will break block in their way only if chasing its target
	13. Spawnrate for the Adapted versions, Ancients versions, Stage 1 Beckon and for the Vigilante
	14. Number of days required for the parasites to spawn
	15. Density for the particle effects spawned in the infested blocks
	16. Maximum number of Beckons per dimension
	17. Reinforcement System cooldown for spawning Beckons
	18. Collective Attack for the Beckons (to reduce mob spawning when a lot are in the same area)
	19. Yelloweye gear degrade

* Removed the following config options:
	1. Shyco reflect Chance
	2. Shyco reflect Damage
	3. Stage Adapted reflect Chance
	4. Stage Adapted reflect Damage
	5. Mobs with new task (renamed to: Mobs with new target task)

#### Entities

* New behavior: the parasites will start making groups:
	+ Tier I: Buglins, Rupters, Walking Heads
	+ Tier II: Infected Versions
	+ Tier III: Primitive versions, Heavy Carrier
	+ Tier IV: Adapted versions
	+ Tier V: Ancient versions
	+ Infected versions will recruit only Tier I - II parasites
	+ Primitive versions will recruit Tier I - III parasites
	+ Adapted versions will recruit Tier I - III parasites
	+ Ancient versions will recruit Tier I - IV parasites

* New effect for the Longarms branch, the less health they have, the more damage they will deal
	1. Replacing the "reflect damage" one (to reflect this the mob will spawn particles, low health equals higher particle spawning)

* Increased flying speed/follow range for the Yelloweye branch
* New behavior: the following parasites will start running if needed:
	1. Walking Heads
	2. Infected Verions (minus Alafha)
	3. Primitive versions (minus Yelloweye, Bolster)
	4. Adapted versions (minus Yelloweye, Bolster)
	5. Vigilante

* Parasites while chasing will no longer play ambient sounds
* Yelloweye projectiles will now reduce the equipped armor durability
* Moving Flesh will now avoid Players
* Tweaked flying parasites AI
* Reverted death animation for human, primitive and adapted verions
* New animations for the Primitive and Adapted Summoner when summoning mobs
* New texture and base values for the Buglin
* New base values for the Heavy/Flying Carrier

* Rupter:
	1. -New model/texture/animation
	2. -New base values
	3. -Attacks will apply slowness
	4. -Now they will convert zombies into Infected Humans

* Vigilante:
	1. -New texture
	2. -New animations
	3. -New base values
	4. -New behavior: if target is too far they will shoot otherwise they will go melee
	5. -Changed behavior or their projectile (from an "egg" to a "fireball")

* Infected Versions:
	1. -New models (minus Dorpa, Alafha)
	2. -New textures (minus Dropa, Alafha)
	3. -New animations (minus Alafha)
	4. -New sound effects for all (minus Dorpa, Alafha):
		+ Human and villager will share the same sound effects
		+ Pig, cow, sheep, wolf will share the same sound effects
	5. -New base values
	6. -Added variant for Big spider:
		+ It will spawn with 50% less health but will deal 25% more damage and apply poison on melee attack
	7. -Changed death animation for the cow, sheep and wolf
	8. -Changed "Infected Dorpa" to "Infected Big Spider"
	9. -Reduced time to despawn for the web blocks spawned by the Big Spider
	10. -Big spider will now shoot in burst of 3

* Walking heads:
	1. -New models for all
	2. -New textures for all
	3. -New animations for all
	4. -New sound effects for all
	5. -New ability: they will jump at you from a longer distance
	6. -New behavior: will avoid entities if they're alone or if the lightness around them is too high (like vanilla spiders)

		+ Primitive Longarms
		+ Primitive Summoner
		+ Primitive Reeker
	2. -New textures for all
	3. -New animations for all
	4. -New base values
	5. -Tweaked hitbox size:
		+ Primitive Longarms
		+ Primitive Reeker
	6. -Added variant for Reeker: It will spawn with 50% less health but will deal 50% more damage

		+ Adapted Longarms
		+ Adapted Reeker
		+ Adapted Manducater
	2. -Tweaked Summoner model
	3. -New textures for all
	4. -New animations for all
	5. -New sound effects:
		+ Adapted Longarms
		+ Adapted Reeker
		+ Adapted Manducater
		+ Adapted Summoner (when summoning mobs)
	6. -New base values
	7. -Added variant for Longarms: It will spawn with 50% less health but will deal double damage
	8. -Tweaked hitbox size:
		+ Adapted Longarms
		+ Adapted Reeker
	9. -New behavior: they will start infesting nearby block by spawning infested Residue, this block will not despawn unlike ones spawned by the death of a Beckon
	10. -Tweaked model for Summoner
	11. -Yelloweye projectile will do 2x duration and +1 amplifier (from its primitive version)
	12. -Yelloweye will attack with melee now
	13. -Yelloweye will shoot homming projectiles if the target is spending too much time in the air
	14. -Bolster will stretch out its limbs to have longer attack melee range

* Ancient versions:
	1. -Tweaked models
	2. -New textures for all
	3. -Changed how the Dreadnaut fly
	4. -New ability: will summon mobs by spawning Drop Pods
	5. -New Dreadnaut mechanic: at 20%, 40%, 60%, 80% one of its longarms will drop
	6. -Dreadnaut will shoot homming projectiles if the target is spending too much time in the air

* Reinforcement System:
	1. -New textures for all
	2. -New behavior: when not attacking, they will close up their limbs to reduce all incoming damage:
		+ Stage I by 20%
		+ Stage II by 40%
		+ Stage III by 60%
	3. -They will spawn now with their summon attack on cooldown

* New entities:
	1. -New Infected version: **Infected Villager**
	2. -New Infected version: **Infected Pig**
	3. -New Walking Head: **Infected Villager Head**
	4. -New Walking Head: **Infected Pig Head**
	5. -New Reinforcement System mob: **Sentry**: Turret-like parasite that shoots in burst of 3
	6. -New Reinforcement System mob: **Kyphosis**: Turret-like parasite who likes to smash the ground
	7. -New Reinforcement System mob: **Warden**: Big parasite built for territory defense purposes, they can jump to get closer to its target
	8. -Turret-like parasites will spawn on infested block stage 3
	9. -Big changes are planned to the infected Alafha and the Ancient Overlord, no changes for them at the moment

#### Misc

* Fixed crash caused by Infected Dorpa web attack
* Fixed Buglins trying to spawn a Rupters when the Rupter is disable
* Changed the name for the following items:
	1. "Shyco Armor Fragment" to "Longarms Armor fragment"
	2. "Canra Core" to "Summoner Core"
	3. "Emana Bone" to "Yelloweye bone"
	4. "Nogla Blade" to "Reeker Blade"
	5. "Hull Orb" to "Manducater Orb"

* Changed Living Sythe first person holding position
* Increased maximum input value for durability in the tools category
* Added NBT tags for the parasites:
	1. "parasitekills"
	2. "parasitedespawn"
	3. "parasitetype"

New Base Values

* Alafha:
	1. -HP from 75 to 18
	2. -ARMOR from 10 to 3
	3. -DAMAGE from 6.5 to 7
	4. -KD RESISTANCE from 0.2 to 0.4
* Big Spider
	1. -HP from 30 to 22
	2. -ARMOR from 1 to 3
	3. -DAMAGE from 6 to 9
	4. -KD RESISTANCE from 0.1 to 0.5
	5. -RANGED DAMAGE from 1 to 4
* Infected Human
	1. -HP from 21 to 15
	2. -ARMOR from 3 to 5
	3. -DAMAGE from 5.5 to 9
	4. -KD RESISTANCE from 0.2 to 0.1
* Infected Cow
	1. -HP from 11 to 18
	2. -ARMOR from 0.1 to 5
	3. -DAMAGE from 5 to 7
	4. -KD RESISTANCE from 0.2 to 0.4
* Infected Sheep
	1. -HP from 9 to 13
	2. -ARMOR from 0.1 to 1.3
	3. -DAMAGE from 3.5 to 6
	4. -KD RESISTANCE from 0.1 to 0.3
* Infected Wolf
	1. -HP from 9 to 10
	2. -ARMOR from 0.1 to 0.5
	3. -DAMAGE from 3.5 to 10.5
	4. -KD RESISTANCE from 0.1 to 0.2
* Heavy Carrier
	1. -HP from 75 to 30
	2. -ARMOR from 15 to 5
	3. -DAMAGE from --
	4. -KD RESISTANCE from 0.9 to 0.95
* Buglin
	1. -HP from 3 to 7
	2. -ARMOR from 0.2 to 1.5
	3. -DAMAGE from 1.1 to 3
	4. -KD RESISTANCE from 0.01 to 0.05
* Flying Carrier
	1. -HP from 13 to 20
	2. -ARMOR from 3 to 2.5
	3. -DAMAGE from --
	4. -KD RESISTANCE from 0.1 to 0.15
* Rupter
	1. -HP from 6 to 10
	2. -ARMOR from 0.9 to 5
	3. -DAMAGE from 2.5 to 5
	4. -KD RESISTANCE from 0.1 to 0.2
* Vigilante
	1. -HP from 60 to 35
	2. -ARMOR from 7 to 5
	3. -DAMAGE from 5 to 10
	4. -RANGED DAMAGE from 5 to 15
	5. -KD RESISTANCE from 0.8 to 0.75
* Primitive Longarms
	+ -HP from 90 to 70
	+ -ARMOR from 8 to 9
	+ -DAMAGE from 5 to 15
	+ -KD RESISTANCE from 0.3 to 0.7
* Adapted Longarms
	1. -Additional HP from 30 to 50
	2. -Additional ARMOR from 2 to 7
	3. -Additional DAMAGE from 0.7 to 12
	4. -Additional KD RESISTANCE from 0.5 to 0.3
* Primitive Yelloweye
	1. -HP from 13 to 15
	2. -ARMOR from 0.2 to 3.5
	3. -DAMAGE from 2 to 4
	4. -KD RESISTANCE from 0.1 to 0.2
* Adapted Yelloweye
	1. -Additional HP from 21 to 25
	2. -Additional ARMOR from 1 to 10
	3. -Additional DAMAGE from 4 to 5
	4. -Additional KD RESISTANCE from 0.3 to 0.4
* Primitive Manducater
	1. -HP from 15 to 18
	2. -ARMOR from 5 to 4
	3. -DAMAGE from 5.5 to 8
	4. -KD RESISTANCE from 0.2 to 0.5
	5. -Needed health to go invisible from 1 to 0.7
* Adapted Manducater
	1. -Additional HP from 5 to 15
	2. -Additional ARMOR from 0.5 to 6
	3. -Additional DAMAGE from 2 to 12
	4. -Additional KD RESISTANCE from 0.2 to 0.5
	5. -Needed health to go invisible from 1 to 0.4
* Primitive Summoner
	1. -HP from 50 to 35
	2. -ARMOR from 7 to 4
	3. -DAMAGE from 5 to 10
	4. -KD RESISTANCE from 0.15 to 0.5
* Adapted Summoner
	1. -Additional HP from 50 to 60
	2. -Additional ARMOR from 8 to 10
	3. -Additional DAMAGE from 1.8 to 15
	4. -Additional KD RESISTANCE from 0.25 to 0.5
* Primitive Reeker
	1. -HP from 25 to 20
	2. -ARMOR from 5 to 12
	3. -DAMAGE from 5.3 to 10
	4. -KD RESISTANCE from 0.2 to 0.6
* Adapted Reeker
	1. -Additional HP from 5 to 35
	2. -Additional ARMOR from 0.2 to 15
	3. -Additional DAMAGE from 2.2 to 18
	4. -Additional KD RESISTANCE from 0.15 to 0.4
* Primitive Bolster
	1. -HP from 30 to 35
	2. -ARMOR from 5 to 4
	3. -DAMAGE from 4.5 to 6
	4. -KD RESISTANCE from 0.4 to 0.35
* Adapted Bolster
	1. -Additional HP from 80 to 70
	2. -Additional ARMOR from 6 to 15
	3. -Additional DAMAGE from 15 to 30
	4. -Additional KD RESISTANCE from 0.55 to 0.65

 Release