Risen - Undead Army-2.12.43.zip
What's new
Risen — Undead Army 2.12.43 — changelog
Rolls up the mid-July 2026 wave since 2.12.40. Two featured mods took big bumps (Freedom to a milestone release, Spells rolls up three versions), Zombie Village fixed a Soul Well reliability bug and added dimensional villager scaling, and the pack itself had a substantial mod-swap and difficulty rebalance.
Featured mods
Freedom Lib — 0.7.1 → 0.10.0 (liquid milestone)
Two major new liquid-handling abilities, developed across the 0.8–0.10 line and folded into a single public release:
- Isolation. When water pours in from a height a mob can't reach, LiquidHandler now walls in just the small footprint where it lands with a minimal cobblestone rim and lets it pour harmlessly into its own basin — instead of trying to fill or plug an unreachable flow.
- Traversal (causeways). A new caller-direct primitive, Causeway, builds a permanent 2-wide cobblestone bridge across water or lava along the mob's route. Deep liquid keeps flowing underneath, the banks are left untouched, and lava crossings get raised cobblestone safety rails so the mob crosses without catching fire. Bridges are reused rather than duplicated.
- Also fixed: several cases where flowing current or a multi-level waterfall could leave a mob stuck at the water's edge; small pools no longer freeze one block short of the edge.
- Public API is append-only — host mods need no migration.
Spells & Spellcrafting — 2.12.40 → 2.12.43
- Every Risen minion now has its own name. Themed to the type — everyday human names for zombies, bone-and-body-part names for skeletons, spider/web names for spiders, alien-glitchy names for endermen, viking/heavy-metal names for wither skeletons. Floats over the minion in place of the old owner-and-mode label.
- A zombie has a ~1-in-10 chance to rise wearing its owner's name (configurable with
minions.zombieSelfNameChance). - Raising minions now takes a wand. Killing a mob only raises a Risen minion if you own a wand (any tier, anywhere in your inventory). Necromancy is now gated behind the magic system. Turn it off with
minions.requireWandToRaise=falseto restore the old rotten-flesh-only raising. Summon spells always needed a wand. - Minion command modes are retired. No more Defend / Stay / Attack / Patrol cycle — all minions follow-and-guard you. Empty-hand right-click no longer does anything.
- Fixed a client crash with health-bar mods (Neat). With Neat installed, the game could crash the instant a Risen minion or the Devourer appeared on screen; safe now.
Zombie Village — 4.57.293 → 4.57.295 (spans 4.57.294 and 4.57.295)
Soul Well reliability (4.57.294):
- Soul Wells now stay loaded at all times on single-player worlds. A well could previously stop working once you traveled far from it, which broke remote outposts and profession assignment until you reloaded the world.
- Soul Gates placed far from your village now reliably link back to their Soul Well and receive their squad, instead of silently going dormant at long range.
- Assigning a profession to a workstation (sneak / redstone designate) now works reliably when far from the well or in another dimension.
- New
/zv wellhealthcommand reports whether your Soul Well is chunk-loaded, pinned, ticking, present, and how many gates are tethered to it.
Dimensional villager scaling (4.57.295):
- Villagers now survive the Nether and the End. A villager's health, attack, and armor scale with the dimension it's standing in — doubled in the Nether, tripled in the End (Overworld unchanged). An End villager is now around 60 HP with tripled punch and armor, tough enough to actually win a fight with a plain Enderman instead of dying in three hits.
- Only innate stats scale — equipped weapons and armor add on top at normal value, so geared units stay balanced.
- A villager entering a higher-multiplier dimension keeps its current health fraction, so it never gets one-shot at low effective HP mid-transition.
ZV-Houses — unchanged (0.1.160)
Modpack composition (2026-07-17)
Added:
- Ice and Fire: Dragons (Community Edition) — dragons, sea serpents, and other large mythical creatures with their loot and dungeons. Ships with Jupiter + Uranus support libraries.
- Alex's Mobs — a large pack of new ambient and hostile creatures with unique drops and behaviors. Ships with the Citadel library.
- Bosses of Mass Destruction — several new hand-crafted overworld/nether bosses with arena fights and themed loot. Ships with Cerbon's API.
Removed:
- The Aether, Eternal Starlight — the two trial sky/void dimensions were removed after the trial period. Any builds you had in those dimensions are no longer loaded — back up your world before updating.
- Mekanism (and Mekanism Generators), Applied Energistics 2, and GuideME — the heavy tech/automation stack was pulled to refocus the pack. Zombie Village's AE2 storage-bus integration is inert but harmless without AE2.
Client-only:
- Neat 1.21.1-47 added — every monster now shows a name plate and a color-coded health bar above it, readable from a distance. Star-marked Super Bosses are now obvious at a glance. Client-side render only, no server impact.
Balance / config changes
- Super Boss spawns cut ~5x to restore the "occasional surprise" cadence after the mob-volume jump from the new mob mods. Super 5% → 1%, Super Duper 1% → 0.25%, Mega 0.2% → 0.05% (Ultra Mega unchanged). Tier stat buffs, bonus loot rolls, names and sizes are all unchanged — when you meet one it's exactly as tough and rewarding as before, just rarer.
- Endermen can no longer become Super Bosses — vanilla and Mutant Endermen are blacklisted from all super tiers. A super/mega/ultra Enderman was a teleporting, sniping, near-unkillable wrecking ball. Endermen now only ever appear as normal Endermen. Plain Endermen are still a real End threat — handled separately by the dimensional villager buff above.
- Brutal Bosses now drop themed loot. The named dungeon bosses (the ones guarding treasure chests in world-gen) roll the loot table of the structure they spawned in and drop a tiered number of items — Common bosses drop 3, Elite 5, Apex 8. Their gear and XP drops are unchanged. Only fires for naturally-spawned bosses —
/brutalbosses spawnbossstill only drops gear.
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