Parasitical-1.8.3R.zip
What's new
1.8.3 Difficulty Adjustments, Death Changes & Fixes
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This update aims to fix a lot of the current issues within the pack namely with parasite evolution, difficulty and deaths
This will NOT require a new world to apply but may change the progression leading up to where you are now!
This will also have a follow-up update which will alter some parasite weapons/armours recipes or drop locations.
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Mods:
- Added In Control!
- Added CorpseComplex
- Added GraveStone
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Notreepunching:
- Stone/Cobblestone will now drop their original drops instead of rocks
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Death Changes:
- Instead of losing everything on death, players keep [Hotbar, Armour, Galacticraft inventory, Main hand & Offhand] and lose everything else which can be found in a grave at your death location
- Penalties for dying include: Durability loss (5% max), Mining fatigue (30 Sec), dropping of items not mentioned above.
- Resistance 25 for 10 seconds upon respawning to immitate some degree of spawn protection.
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Parasites Statistical Changes:
- Overlord drop pod attack maximum increased from 5 to 15
- Overlord health increased - multiplied by a factor of 2 (previously 1)
- Overlord armour increased - multiplied by a factor of 1.5 (previously 1)
- Overlord now spawns naturally within parasite biomes
- Overlord now spawns naturally on Evo phase 10
- Dreadnaut health multiplied by a factor of 2
- Dreadnaut armour multiplied by a factor of 1.5
- Dreadnaut now spawns naturally within parasite biomes
- Dreadnaut now spawns naturally on Evo phase 10
- Ancient versions now require a minimum of 10 hits instead of 5 previously to kill
- Ancient Drop Pods Armour, Damage and Health multiplied by a factor of 0.8 (previously 1)
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- Parasites now gain a 3x adaptation bonus on Proxima B
- Increased Parasite Mob Cap from 40 to 60 [Doesn't take into account beckon spawning)
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- Lowered (Armour, Health, Damage) of Beckon stage 1 from 1 to 0.75
- Lowered (Armour, Health, Damage) of Beckon stage 2 from 1 to 0.75
- Lowered (Armour, Health, Damage) of Beckon stage 3 from 1 to 0.75 (Health reduced to 0.5)
- Lowered (Armour, Health, Damage) of Beckon stage 4 from 1 to 0.75 (Health reduced to 0.5)
- Lowered (Armour, Health) of Dispatcher stage 1 from 1 to 0.5
- Lowered (Armour, Health) of Dispatcher stage 2 from 1 to 0.5
- Lowered (Armour, Health) of Dispatcher stage 3 from 1 to 0.5
- Lowered (Armour, Health) of Dispatcher stage 4 from 1 to 0.5 (Health reduced to 0.3)
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- Assimilated Endermen have been disabled
- Feral Endermen have been disabled
- Seizers have been disabled
- If dispatcher nidus blocks can't spawn dispatchers they will now multiply the collected killcount by 1.5 (previously 3)
- Dispatchers will no longer apply absorption to mobs it spawns
- Dispatchers will no longer apply regeneration to mobs it spawns
- Parasites now take increased damage from fire
- Parasite biomes can infest blocks below 50 hardness (previously 60) [TIP: OBSIDIAN BARRIERS CAN HELP DISCONNECT YOU FROM THE INFECTED ZONE!]
- Parasites will no longer spawn lightning bolt entities as a means of announcement.
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Parasite Phase Changes:
- Fishing will no longer give loot from phase 7 instead of 4 previously
- Nodes are unlocked from phase 8 instead of 7 previously
- Colonies are unlocked from phase 6 instead of 5 previously
- Phase 2:
- Beckons can now spawn in Phase 2 with a 0.01% chance when a parasite is killed
- Phase 3:
- Beckons stage 1 now will not evolve
- Phase 4:
- Beckons stage 1 will slowly grow to stage 2
- Phase 5:
- Beckons stage 1 will quickly grow to stage 2
- Beckons stage 2 will slowly grow to stage 3
- Phase 6:
- Beckons stage 2 will quickly grow to stage 3
- Beckons stage 3 will slowly grow to stage 4
- Phase 7:
- Beckons stage 3 will quickly grow to stage 4
- Phase 10:
- Beckons stage 4 will now spawn naturally
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Living & Sentient Weapon/Armour Statistics:
- Living Axe damage increased from 21 to 41
- Living Axe range increased from 4 to 5
- Sentient Axe damage increased from 42 to 62
- Sentient Axe range increased from 5 to 6
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- Living Cleaver damage increased from 19 to 39
- Living Cleaver range increased from 4.5 to 5
- Sentient Cleaver damage increased from 38 to 58
- Sentient Cleaver range increased from 6 to 6.5
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- Living Greatbow damage multiplier increased from holding the Living Greatbow to 1.5
- Living Greatbow damage increased from 1 to 2
- Living Greatbow damage multiplier cap increased from 2 to 4
- Sentient Greatbow damage multiplier increased from holding the Sentient Greatbow to 2
- Sentient Greatbow damage increased from 1 to 2
- Sentient Greatbow damage multiplier cap increased from 2 to 5
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- Living Lance Damage increased from 17 to 37
- Living Lance Range increased from 5 to 7
- Sentient Lance Damage increased from 34 to 54
- Sentient Lance Range increased from 7 to 8
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- Living Maul damage increased from 21 to 41
- Living Maul range increased from 4 to 4.5
- Sentient Maul damage increased from 42 to 62
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- Living Scythe damage increased from 17 to 37
- Living Scythe range increased from 4 to 5
- Sentient Scythe damage increased 34 to 54
- Sentient Scythe range increased from 5 to 5.5
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- Living Sword damage increased from 19 to 39
- Sentient Sword damage increased from 38 to 58
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- Living Helmet armour value increased to 8 (previously 4)
- Living Chestplate armour value increased to 20 (previously 10)
- Living Leggings armour value increased to 15 (previously 8)
- Living Boots armour value increased to 8 (previously 4)
- Living Armour Maximum resistance set to 30%
- Living Armour Point Reduction Value increased from 0.018 to 0.9
- Living Armour Point cap decreased from 13 to 5
- Living weapons required points to evolve reduced from 50000 to 30000
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- Sentient Helmet armour value increased to 13 (previously 5)
- Sentient Chestplate armour value increased to 23 (previously 12)
- Sentient Leggings armour value increased to 17 (previously 10)
- Sentient Boots armour value increased to 13 (previously 5)
- Sentient Armour durability increased to 5000 (previously 1500)
- Sentient Armour Maximum resistance set to 50%
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Recipes & EMC values:
- Removed Schrabidium Armour
- Removed Schrabidium Hammer
- Removed Euphemium Armour
- Removed respective "god" apples
- Ender Pearl EMC removed (Transmutable via philosophers stone)
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Fixes:
- Fixed "Entry to tech" being a repeatable quest which broke progression
- Fixed some incorrections with past changes that weren't applied
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Known Issues:
- If you encounter random lag after a death, reload chunks.
- If you have a menu customisation bar at the top, set a keybind in controls to turn it off
- HBM CE spawning structures in dimensions other than Earth
- Incorrect config that spawns stage 3 beckons naturally as well as stage 4s at phase 10
- Too high spawn weight for stage 4 beckons that cause them to spawn excessively
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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