Hordy-zombies 1.9.7
Curse Maven Snippet
What's new
## Hordy Zombies 1.9.7 "Masters"
This update also includes everything from 1.9.6 "Blood Moon" and 1.9.6.1, which were not released here.
### Blood Moon rework (1.9.6)
- The first Blood Moon now rises on **day 10**, then every 7th night. On old worlds a moon never comes sooner than 7 days after the last one.
- **Counted waves:** 6 on the first moon, one more each moon, up to 10. The bar shows "wave N of M".
- **The last wave is the strongest:** every special zombie of that moon, the captain, archers, and from the 3rd moon **the Mutant**.
- Beat it and **"The Blood Moon retreats"**: the red sky stays until dawn, but only small groups of stragglers come. New advancement: "The Moon Retreated".
- The first moon is at 3/4 strength (1.9.6.1), the second at about 7/8, full from the third.
- Raid zombies no longer take the waves' slots.
- **Archers** come in every wave from wave 2, and in every night pack from the 3rd night.
- **The Mutant shrugs off arrows:** from half health they deal half damage, and in his bone-club phase they bounce off. Ballista bolts and holy water still hit him at full strength.
- **Zombies dig out of the ground** (waves and packs): hands first, then the head, on their feet in about 2 seconds. They can't attack while emerging, and they only come out of natural ground, never through your floor. The Mutant's emergence shakes the camera.
- New models for the Rapid Crossbow (with spinning wheels), the Ballista and the Bear Trap.
- New recipes: the Rapid Crossbow module and the Ballista.
- Fixes: "Raid repelled!" only shows when the raid is really over; players who log in after noon on a moon day still get the warning; a surviving moon captain no longer joins a nest.
### Villagers and mercenaries (1.9.7)
- **Cleric:** after a fight he walks to every wounded mercenary of the base and heals them.
- **Man-at-arms:** 40-60 health by rank, heavy armour, little knockback. Riposte after a blocked blow, shield bash, a dodge when surrounded, a second wind once per fight, and his flanks are covered while he holds his ground.
- **Mason:** holds a wall that zombies are breaking (they break it 3x slower) and calls a man-at-arms to help. In the morning he patches the holes with his own blocks. Before a raid the librarian warned about, he puts up wooden braces.
- **New item: Wall Brace** (3 logs + 2 iron ingots = 2 braces). Place it against a wall from inside: a 3x3 area of the wall takes 3x longer to break. It wears out after 40 hits; a Brute, the Mutant, a ram or an explosion knocks it down.
- **Fletcher:** refills ballistas and the crossbowmen's quivers every morning.
- **Toolsmith and armorer:** repair your gear on mercenaries every evening. That gear now wears down, but never below 10%.
- **Fisherman and butcher:** bring food to the mercenaries' chest.
- **Nitwit** (or an unemployed villager) rings the bell when zombies come at the base, and the mercenaries stay awake.
- **Shepherd's dog:** guards villagers, sniffs out the disguised zombie scout, fetches arrows to the crossbowman's chest and wakes sleeping mercenaries at the bell.
- **The Cowboy's whip** throws a rider out of the saddle. His zombie horse now wears a saddle cloth in his nest's colours.
### For server admins
- The server and every player need the same version (1.9.7).
- Back up `config/smartzombies-common.toml` before updating. New settings are added and your own values stay. A few old defaults change once, and only if you never touched them: `bloodMoon.firstDay` 7 → 10, `bloodMoon.firstMoonStrength` 0.5 → 0.75, `archer.spawnWeight` 10 → 40.
- New command: `/sz defence` shows what the villagers of a base are doing.
This mod has no additional files

