2.0.1
Curse Maven Snippet
What's new
## Hordy Zombies 2.0.0.1 "Zombos"
This update includes everything since 1.9.9.7: 1.9.9.8 "The Governor", 1.9.9.9 "Crafts and Convoys", 1.9.9.9.1 "The Governor's New Look", 2.0 "Zombos" and 2.0.0.1.
### Zombos, the zombie general (2.0)
- **Zombos**, general and inventor, sits on the throne of the oldest nest, with its governor at his right hand.
- 300 health and armour 10.
- Hit him or crowd him, and he raises a white flag and hides. The real fight with him comes in a later update.
- **His hall:** a huge workshop beside the throne hall, with workbenches, anvils, blueprints and an unfinished machine. He tinkers there by day.
- **His voice:** haughty, polite lines (with a few German words) through horns near his nest, and anywhere for players at war with him.
- **Postal Crow:** before a Blood Moon, a crow brings you a joking Zombie Note.
- **Declaration of War:**
- when a base beats the last wave of the 6th Blood Moon (or a later one), Zombos declares war on it;
- his **Herald** walks up under a white banner, blows his horn and hands over the letter;
- if nobody is home, the Postal Crow brings it instead;
- the countdown is shown in `/sz help`.
- **The War Moon:** the first Blood Moon at least 7 nights later.
- Zombos' banner on the bar, and his voice before each wave.
- Zombie mortars and elite troops (knights, guards, captains) with every wave, more for every extra player.
- The last wave is 1.5× bigger and brings the Mutant.
- Beat it and you get a truce for 2 moons. Lose, and the next moon is a War Moon again.
- **New advancements:** "Declaration of War" and "War Moon Repelled".
### Zombos' music (2.0.0.1)
- **"Zombos Chill"**, an original track by the mod's author, plays for players at war on the War Moon's day, from the noon warning until the moon rises.
- It can be turned off on the server or in your own client config.
### The Mutant gets new moves (2.0)
- **Great Leap:** now lands right on the player, and he leaps out of lava towards you.
- **Six new attacks,** each with a warning and a way to counter it:
- Fire Spit;
- Shockwave;
- Boulder;
- Bone Whirl;
- Rage;
- **Engine Crusher:** knocks your ballista, mortar or brazier off the wall. It drops as an item and is never destroyed.
### Governors and nest specialties (1.9.9.8)
- **Six specialties:** every new nest takes one, and each specialty exists only once in the world. Later nests are "free".
- Pick (miners), Anvil (smiths), Belly (butchers);
- Lasso (catchers), Fang (hunters), Wing (crows).
- **Names and banners:** each nest gets its own name and banner pattern.
- **Throne hall:** the nest's heart now glows as a red core behind the throne.
- **The Governor:** a fat zombie king and a mini-boss.
- 200 health and a boss bar.
- Bone volleys, bone spikes, calls for his guard, and a signature move for his specialty.
- He speaks in misspelled lines.
- **Governor's Guard:** three halberdiers in the nest's colours.
- **When the Governor falls:** the nest falls into unrest (no bonus, no raids), and later a guard is crowned.
- **Governor's Crown:** his trophy. Wear it, and plain zombies won't notice you until you hit one or raise the alarm.
- New advancement: "Down with the Governor!".
- **Parley:** walk in with the Mutant's head in hand, and you are a guest.
- You can make a truce, ransom captives, buy your stolen things back or buy rumours.
- Every nest remembers your reputation.
- **Zombie Knight:** rides a horse and fights with a sword.
- **The Cowboy** now joins raids and Blood Moon waves at players' homes.
- **Zombie mortars** now come on Blood Moons too.
- **Big Shell:** a new craft (iron ingot + 4 gunpowder).
- **Mercenaries:** up to 25 per player, with no limit per base.
### Crafts and convoys (1.9.9.9)
- **Big specialty rooms:**
- the miners' descent down to y -16, with rails and carts;
- the forge hall;
- the slaughter pens;
- the big pens and stable;
- the kennel yard;
- the crow spire.
- **Economy:** nests produce goods, need supplies and trade with each other.
- **Convoys:** carts escorted by zombie knights travel between nests, keeping away from your homes and villages.
- Ambush one and the cart is yours, but your reputation drops.
- New advancement: "Highway Robbery".
- **Trading yard:** barrels of goods at the nest's gate. Taking from them counts as robbery.
- **The Gramotey's economy board:** misspelled sheets on what the nest buys, sells and plans.
- **Crows' watch:** while the Wing nest's spire stands, its crows scout for every nest. Destroy it, and all nests are blind for 7 days.
- **Parley:** specialty goods can now be bought there too.
### New looks and the Halberd (1.9.9.9.1)
- **Vanilla-style redesign:**
- the Governor, with his specialty's own attribute and cloak;
- the heart behind the throne, under a turning red crystal;
- the guard and the knight in real vanilla armour, carrying the nest's real banner;
- the crown's own model.
- **Halberd for players:** 9 damage and longer reach.
- Sneak + use performs the **Whirl**, a spin that hits everyone around you.
- Guards sometimes drop theirs.
- **Parley:** easier to start, and every refusal is explained.
- **Blood Moon:** knights ride in from the 3rd moon.
- **Fixes:** the catchers' pens get their own passage, and the Gramotey's study is never placed in the mines.
### For server admins
- The server and every player need the same version (2.0.0.1).
- Back up `config/smartzombies-common.toml` before updating. New settings are added, and your own values stay.
- One old default changes once, and only if you never touched it: `mercenaries.maxPerBase` 10 → 0 (no per-base limit; 25 per player instead).
- `zombos.enabled = false` turns off Zombos and his war.
This mod has no additional files

