File Details
deadly_dangers_sx-2.5.jar
- R
- May 26, 2026
- 3.51 MB
- 26
- 1.20.1
- Forge
File Name
deadly_dangers_sx-2.5_finished_version.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
The Parasite Update
Big changes:
Added a new mob called "Failure", it's a new weak parasite mob that spawns whenever a parasite kills a player "infecting" the player. It can be summoned by strong parasites, but cannot spawn naturally like cows or zombies.
Most old parasites have gotten updates or changes. Most notably Hauler, Horror and Tearer.
Hauler: It's spawning mechanic has been changed. It now spawns them by a timer instead of spawning one or two pesters per attack. (This was my original plan for the mob and I really like the new animation I gave him).
Horror: It got generally stronger. Now spawning 2 Failures instead of 2 pesters, having more health and can now spawn minions without needing to be hit first. He now also gives you darkness if you hit him 3 times instead of 4. But, his speed boost lasts a bit shorter and his summoning ability recharges slower. (I have always wanted Horror to be very strong, but struggled finding the right balance. I think I've found it now though).
Tearer: He has propbably gotten the biggest change. Tearer's are now a little smaller and less tanky. But, can now do a dash at the player trying to catch the player off guard and hitting them for the orignal damage that hasn't been changed. (I tried my best with the "dash" ability. It might look a little janky or bad. But if it works correctly, he can definitively land a sudden hit or two against you).
Kudo's clone ability has gotten remade. Kudo will now spawn 2 clones after being hit 3 times. These clones are much weaker and do not drop anything. They're eye also doesn't glow making it much easier to spot the difference. The clones will die after a bit of time has passed. (I did this, because it was my original idea for Kudo, but I thought it would take too much time. But I felt like I still wanted to try to remake his cloning ability. So i did. It was also because of balancing purposes, and so that there's not an unstoppable army of Kudo after you).
The Glowing Whisper item is now much, much better. It now also lights up any "monster" mob in a large area around the player for a minute. This is great for looking for monsters to find and what not. (Again, I originally intended it to do this. But couldn't figure out how to do it. The item is much better now, and actually quite useful).
Peer, Dreadnaught and Chimera will now spawn in normally without any issues through a very complicated procedure. The bosses originally died when they didn't spawn in the right place. This still made the health bar pop up for a short moment thought, which made it look like they couldn't spawn right. But I have found a solution for that so it no longer happens.
Small changes:
Pester's evolution system has been reworked a bit. They will always evolve into a stronger from after killing 3 mobs.
Spawner (parasite) can now spawn parasites if close to an animal or Iron golem and not just the player anymore.
Broader and Dreadnaught's summoning ability has been slightly altered, altough nothing big. Also of course Hauler, due to the new summoning mechanic.
A lot of mobs have gotten spawn revamps:
Hunchback is less common.
Starer is slightly less common.
Pester's has gotten more slightly common.
Hauler is now a bit rare.
Horror is now quite rare to find.
Broader is rare to find.
Hunchleft can no longer spawn naturally like cows or zombies.
Cavity has gotten more rare.
Peer has gotten slightly more common. (Also a slight health boost).