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Zombie legion

A zombie warlord recruits wild zombies into a disciplined legion — shield-wall infantry, javelin volleys, cavalry charges, and four battle formations that shift mid-fight.
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zombie_legion-1.0.1.jar

File namezombie_legion-1.0.1.jar
Uploader
DM_Y1DM_Y1
Uploaded
Sep 1, 2026
Downloads
37
Size
130.4 KB
Mod Loaders
Forge
File ID
8784112
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:zombie-legion-1676161:8784112")

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What's new

Zombie Legion Changelog (v1.0.1 · 2026-09-01)

1. Infantry Behavior Rework & Army-Wide Damage Reduction

Shield Logic: Driven by Elites, Not Formations

  • Infantry shield-raising is no longer tied to formations or doctrines. The sole condition is whether elite enemies remain on the field (paper combat power ≥ 60, Iron Golem tier): elites alive → the whole army holds shields; the moment the last elite falls → shields drop and the army goes on the offensive immediately.

Shield Wall Retired — Counter-Parry for All

  • The old "Shield Wall" mode has been removed. Every infantryman now uses Counter-Parry: a successful block opens a 3-second counter window — the soldier lowers his shield, delivers a riposte (knockback retained), and raises the shield again instantly.
  • Counter-Parry scales with armor tier:
Armor Block Cooldown Riposte Effects (3s duration)
Iron 4s Slowness I + Weakness I
Diamond 3s Slowness II + Weakness I
Netherite 2s Slowness II + Weakness I + Wither II

Elite Infantry Aura — Damage Reduction (Passive)

  • Each living elite infantryman grants the entire army (including the Leader) 0.5% damage reduction, capped at 85%.
  • The aura recalculates within 1 second of an elite's death, scaling in real time with casualties.

Companion change: dynamic doctrine switching now follows a 2×2 "elite × enemy count" matrix — elites + many enemies → Square Formation; elites + few → Crane Wing; no elites + many → Arrowhead; no elites + few → Crescent Moon.

2. New Tier-4 Infantry: Healing Aura

Elite infantry who reach max equipment tier (tier 4) unlock an active ability — Healing Aura:

  • Trigger: activates when the soldier's own health is not full (35-second internal cooldown).
  • Effect: heals all friendly units within a 3×3 area (including the Leader and mounts) for 4 HP per second, lasting 8 seconds.
  • Stackable: each aura ticks independently — multiple elites standing together multiply the healing.
  • Visuals: lava-smoke particles burst outward on activation. Particle output is throttled by regional load-balancing, so dozens of simultaneous triggers won't cause client lag.

3. Combat Reward Settlement Overhaul

  • Combat merits now settle automatically every minute mid-battle: wounded soldiers are healed first (most injured priority), and any remainder is converted into fresh recruits at a rate of 20 HP per soldier.
  • Wars of attrition no longer starve the army of rewards just because combat never ends — the legion grows tougher the longer it fights. Any remaining merits are settled as usual upon leaving combat.

Upgrade Notes

  • Fully compatible with existing saves: the legacy "Shield Wall mode" NBT tag on soldiers is silently ignored.
  • All new values (damage-reduction ratio/cap, aura duration/cooldown/healing, settlement interval) live in ModConfig and can be tuned freely.

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