File Details
Scape and Run: Calamity v0.9
- R
- Sep 11, 2024
- 56.62 MB
- 1.4K
- 1.12.2
- Forge
File Name
Scape and Run- Calamity-v0.9.zip
Supported Versions
- 1.12.2
-
Quality of Life:Exploration:
Less lag.
More interactive messages during different events.
Improved main menu.
Tons of recipe and bug fixes.
Progression:Added more bosses (Mowzie's Mobs, End Expansion – Lamented Islands, etc.).
Added Arcane Custom Structures that integrate with the quest system, providing Baubles and other mystical items.
Added the Pestilential Nest of Stage III: a huge infested tree containing a ship trapped inside. Get powerful loot and sail away with the ship!
Added the Flesh Worm of Stage III: a vast cave network filled with parasites but offering great rewards. It's difficult to navigate, very dark, and swarming with danger.
The End is now more developed, with more beautiful skies and new biomes.
Added the Wings Mod. Craft them using Elytra and fly anywhere without consuming resources.
The Bloodmoon now occurs every 15 days.
Hordes have been adjusted.
They now happen once every 25 days and are hard to endure (unless you have a strong base).
Added a bunch of new quest traits.
Some are tutorials to help you learn tech mods, while others are crucial for your progress.
Added the Interstellar Network Link item: a late-game item that lets you communicate with aliens. With more grinding, these aliens can craft you overpowered late-game weapons.
Added Manyullyn Reinforced Blocks, perfect for withstanding Preeminents and Ancients!Over 500 recipes were tweaked. You won't be able to access Mekanism without first progressing through Immersive Engineering.
Added the Thirst Quencher, which prevents you from becoming thirsty over long periods of time.
Parasites:There are over 800 changes in this update, so I can't cover them all. These are the most important ones. I wish you the best of luck, Eradicator! Enjoy!Phases 9 and 10 were balanced and tweaked.
Every Lure is now balanced.
Every Phase is now balanced, based on tested gameplays.
Nodes begin spawning from Phase 6.
Colonies begin forming from Phase 5.
Most parasites have been balanced.
Assimilated and Feral Endermen have been heavily nerfed.
Added a ton of Sentient Weapons.
Added custom structures containing parasites, which can be found upon reaching certain phases.
With each phase (starting from 6), nodes may spawn more and more Preeminents.

