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Hordy Zombies

Zombies that think: they hear you, dig fortress nests into the hills, raid your base, kidnap villagers and build a tribe of their own. Blood Moon, undead crows, a Cowboy on a zombie horse and more.
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1.9.9.7

File namehordyzombies-1.9.9.7.jar
Uploader
Adm1ralAdm1ral
Uploaded
Oct 26, 2026
Downloads
49
Size
16.9 MB
Mod Loaders
Forge
File ID
9332491
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:hordy-zombies-1744558:9332491")

Learn more about Curse Maven

What's new

## Hordy Zombies 1.9.9.7 "Stronghold"
This update includes everything since 1.9.9.3: 1.9.9.4 "Battle-tested", 1.9.9.5, 1.9.9.6 "Levels" and 1.9.9.7 "Stronghold".

### Defences are now real blocks (1.9.9.7)
- **Now blocks instead of entities:** Stakes, Powder Keg, Bear Trap, Watch Fire, Pitch Pot, Amethyst Resonator, Wall Shield, and the Sapper's mines and barricades.
- **Much lighter on the server:** a field of 400 stakes and 50 kegs costs nothing until an enemy comes near.
- **Old worlds convert automatically,** keeping wear, blessings, contents and owners.
- **Toughness:**
  - explosions don't break them and water doesn't flow into them;
  - zombies break them only by the raid rules;
  - a Brute's ram and the Mutant's charge smash stakes and shields.
- **Powder Keg** is now solid. Shift + right-click picks it up.
- **Watch Fire** gives light by itself.
- **Amethyst Resonator** now works on a redstone signal:
  - it strikes and sends out a wave;
  - the wave stuns nearby zombies for 2 seconds and pushes them back 2 blocks;
  - it wipes out any block-breaking they have started.
  - It's crafted with 3 amethyst shards.
- **Wall Shield** hangs on the outer side of a merlon.

### The Mutant gets tougher (1.9.9.7)
- **Fire:** immune to fire, lava, magma, pitch and burning shells (lava only slows him). Soul fire hurts him at half strength.
- **Great Leap:** stuck in sight of his player for 5 seconds, he leaps up to 40 blocks up or 32 blocks across.
  - A warning ring shows where he will land 1.5 seconds before impact.
  - The landing deals 12 damage and shakes the camera.

### Tsar Mortar (1.9.9.7)
- **Craft:** make a **Tsar Barrel**, then upgrade a Mortar with it at the smithing table.
- **Size and ammo:** 2×2, fires only **Big Shells**.
- **Fire:** range 24–64 blocks, 40 damage in a 7-block radius.
- **Crew of three:** gunner, wheel and loader. Up to three engineers can man it.

### The Zombie Mortar (1.9.9.7)
- A nest whose raids failed at your walls twice brings its own mortar.
- Two zombies haul it, two more crew it, and it fires from 30–40 blocks away.
- It never breaks blocks and never fires while the base owner is away.
- Break it for iron and planks.

### Difficulty levels (1.9.9.6)
- New operator command: `/sz difficulty easy | normal | hard`. **Normal** plays exactly as before.
- Easy and Hard scale:
  - Blood Moon waves, raid parties and Water Carriers (×0.7 / ×1.3);
  - the zombie caps;
  - when special zombies and the Mutant appear;
  - the size of night packs.
- The current level is shown in `/sz help`.

### The Sapper finally earns his pay (1.9.9.6)
- **Counter-sapper:** throws a flask of lime water at zombie Sappers and Bloaters near the base. The Sapper's powder is soaked for good, and the Bloater's gas goes out.
- **Mines:** lays up to 6 hidden mines a night. They hurt only enemies, and he collects them at dawn.
- **Barricades:** blocks up to 4 breaches a night with stakes and planks. Arrows pass through, and the barricades are gone at dawn.

### Villagers stay inside your walls (1.9.9.6)
- Your base's villagers wander and flee only inside the walls.
- They go out only by day with no enemies near.
- They avoid lava, magma, fire and big drops.

### Battle-tested fixes (1.9.9.4)
- **Soul Brazier:**
  - fire now comes out of the barrel ends;
  - the barrels reach over fences, walls and slabs and tilt down to 70°;
  - both jets meet at the crosshair;
  - soul fire burns in the rain.
- **Brazier → Watch Fire:** hallow it by right-clicking with holy water or a Hallowing book.
- **Pitch Pot:**
  - stronger, and leaves a burning pool;
  - zombies can't break, build or climb inside burning pitch;
  - can load from a chest;
  - cheaper recipe.
- **Engines** no longer leave holes in your parapets.
- **Mortar:**
  - clicking and seating fixed;
  - the crew fires on its own in base fights;
  - aims over walls and leads moving targets;
  - stronger shells;
  - a new massive cast-iron cannon look;
  - links to the netherite ballista within 48 blocks without sculk sensors.
- **Ballistas:** the bolt now lands where the crosshair points.
- **Mercenaries hold the walls:**
  - no jumping off walls or into lava;
  - they chase only where there's a path;
  - they come home if stuck outside;
  - they stay inside the base.
  - **Wall posts:** click a mercenary, then a block, and he takes his post there (climbs ladders).
- **Engineers** take ammunition from any chest or barrel near their engine. Every ballista and mortar can feed from an adjacent chest.
- **Smoother Blood Moon:**
  - specials ramp up gradually on moons 3–6;
  - players at one base share the waves (each extra player adds half a wave);
  - one Mutant per base;
  - waves no longer pile up.
- **Fewer Water Carriers.**
- **Lawnmower:** hop with the jump key while riding; it drives up 1-block steps.

### Other fixes (1.9.9.6)
- JEI shows the Netherite Ballista and Soul Brazier smithing recipes.
- A raised shield now stops the Archer's arrows.
- Heavy bolts fired by your engineers or by redstone can be picked up again.

### 1.9.9.5
- Small tweaks.

### For server admins
- The server and every player need the same version (1.9.9.7).
- 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:
  - mortar damage 15 → 24;
  - mortar radius 3 → 4;
  - Water Carriers per wave 4 → 2;
  - Water Carriers per player 8 → 4.

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