Hordy-zombiies 1.9.9.3
Curse Maven Snippet
What's new
## Hordy Zombies 1.9.9.3
This update includes everything since 1.9.7: 1.9.8 "Siege", 1.9.9 "Frontier" and the small 1.9.9.1–1.9.9.3 patches.
### Netherite Ballista and its sight (1.9.8)
- **Netherite Ballista:** at the smithing table, combine a Netherite Upgrade template, a Ballista and the new **Gunner's Sight**. It deals 40% more damage, has double racks and a faster reload, is fire- and blast-proof, and has a shield on the front.
- **The sight:** hold sneak to look through the scope.
- A rangefinder and a dotted flight path show where the bolt will land.
- **Headshots** deal triple damage, and the head flies off.
- Marked enemies glow, and your crossbowmen and the shepherd's dog go for them first.
- **Redstone and automation:** fire a ballista with redstone, feed it bolts from a hopper and read its ammo with a comparator.
- **Second crew member:** a second player at the crank reloads faster.
- **Crystal Bolt** (netherite ballista only): a huge blast. It can break blocks, but only when a seated player fires it, and never in another player's home or in containers.
- **Frost Bolt** (any ballista): freezes enemies for a few seconds.
### Soul Brazier (1.9.8)
- Upgrade a Ballista with the **Soul Burner** module at the smithing table.
- It sprays a 6-block cone of soul fire. Fuel is soul sand or soul soil, fed by hand or by hopper, and it can be fired with redstone.
- It never sets blocks on fire.
### New mercenaries (1.9.8)
- **Engineer:** takes his post at a ballista, a brazier or a mortar and keeps it firing.
- **Standard-Bearer:** his banner makes nearby mercenaries stronger.
- **Sapper:** before raids and Blood Moons he sets the traps and wall braces you put in his satchel, and every evening he also places a few of his own.
### Newspaper Zombie and the Hunter's Handbook (1.9.8)
- **Newspaper Zombie:** reads his paper as he walks. Destroy the paper and he goes berserk: red eyes, much faster. He drops **Hunter's Handbook** pages.
- **Hunter's Handbook:** 32 chapters with real crafting grids from the game and a bestiary of every zombie.
### Lawnmower and Mortar (1.9.9)
- **Lawnmower:** a one-shot lane trap. When zombies come, it drives down its lane and kills every zombie in it (all but the Mutant). You can also ride it.
- **Mortar:** fires shells and fire shells in a high arc at 16–48 blocks. It hurts only enemies and breaks no blocks.
- It reloads only while a second crew member holds the crank: another player, an engineer or your base's toolsmith.
- Mark a target through the netherite ballista's sight, and mortars linked by a calibrated sculk sensor fire at that mark.
### Base defences (1.9.9)
- **Door Bar:** zombies can't open or break a barred door. A Brute knocks the bar out after 5 blows; the Mutant does it in one.
- **Stakes:** enemies get stuck in them and take damage. They wear out and break down to stumps.
- **Wall Shield:** a pavise on your wall top that stops arrows from the front, including arrows at players and mercenaries standing right behind it.
- **Pitch Pot:** load it with honey and coal, then tip it by hand or with redstone. The pitch burns and slows enemies at the foot of the wall without setting blocks on fire.
- **Brazier** and the new **Hallowing** enchantment (I–III): a hallowed brazier burns blue and keeps plain zombies out of its ring for 3 nights. Brutes tip it over.
- **Powder Keg:** blows up from any hit, and nearby kegs go off in a chain. It hurts only enemies and breaks no blocks.
- **Amethyst Resonator:** rings when zombies come close and stuns them for a second.
- **Decoy Dummy:** wears your armour and draws idle zombies away.
- **Copper Golem Armour:** protects iron golems. It oxidises unless waxed, and in a thunderstorm it charges up and makes the golem's punches shock.
- **Ice Snow Golem:** use blue ice on a snow golem. It never melts, and its snowballs freeze enemies.
### Smarter horde (1.9.9)
- **Learning nests:** each nest, and the Blood Moon, learns from the defence that hurt it most and adapts, up to level 3. Lessons fade over time and never fully cancel a defence. Use `/sz lessons` to see what they've learned.
- **Witch Doctor:** comes in Blood Moon waves and later raids, raises fallen zombies and heals the undead with harming potions. Burn the bodies or wash them with holy water so they stay dead.
- **Rot Wolves:** bred in a nest's kennel. They run ahead of raids and Blood Moon waves, howl and mark the player they smell.
### New looks (1.9.9.1)
- The Soul Brazier is now a twin-barrel siege carriage.
- The Witch Doctor is hunched.
- The Resonator is a copper coil struck by a hammer.
- The Powder Keg shows its gunpowder.
- The Stakes use log textures.
- Rot Wolves lie in their kennel spots.
### Mercenaries (1.9.9.2–1.9.9.3)
- 64 mercenary names instead of 24.
- Small mercenary tweaks.
### Fixes
- Stuck ballista bolts no longer jitter.
- Holy water has new icons with a white cross.
- The Mutant's grab now shows an open hand that holds the player.
- A seated player no longer sees the netherite ballista's shield from inside.
- The engineer keeps to his post.
- The bolt's flight path now converges on the sight's mark.
### For server admins
- The server and every player need the same version (1.9.9.3).
- Back up `config/smartzombies-common.toml` before updating. New sections are added (`[fort]`, `[learning]`, `[witchDoctor]`, `[wolves]`, `[newspaper]`), and your own values stay as they are.
This mod has no additional files

