Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Creators
Details
Changelog
Remarks
From this point onwards, update pacing for Apocalypse will take a slightly longer period as I think the core gameplay overall only needs several more major changes and additions while requiring massive trimmings of redundant mods.
As I have stated in the change log for beta-0.6.4, at the moment the need for quality control for performance and progression is paramount until the clutter is cleared and enough room is made for more content. During the previews for beta-0.6.0, I've stated that changes particularly for Lost Cities loot and others are scheduled for 0.7.0, which may happen depending on the performance and progression.
Nonetheless, as far as progress is concerned, we're getting close to full release, and the only visible obstacle remaining left is the implementation of custom Lost Cities loot.
I'm also planning another Modpack, though it is still preliminary as it depends on permissions as it utilizes a custom TaCZ pack. For clarity's sake, I don't plan on adding a custom TaCZ pack into Apocalypse.
General Changes
Removed Burnt Basic. While Burnt Basic (and even the full version) were great contenders, the performance drops are so significant because of the continuously spreading Burnt blocks, especially given that priority should be given to zombie spawns.
Removed Fixed Anvil Repair Cost. This is because Easy Anvils is now installed, keeping both the repair cost fix and ability to fix a damaged Anvil with an Iron Block.
Removed Xenon. This is because robin, the modpack which Apocalypse is built on, has replaced Xenon with Embeddium and Rubidium (Embeddium) Extras, both of which are now implemented into Apocalypse.
Removed Dense Ores. This is because increased ore drops are now managed by configuring In Control's break events and for greater drop parity with Zinc and Tin Ores.
Removed Xaero's Minimap. While Xaero's World Map will remain for the indefinite future, I don't like Xaero's Minimap as it essentially acts as a mild version of ESP, thus rendering awareness a bit pointless.
Removed Ben's Sharks. I really don't like the idea of sharks spawning in rivers, and a mob devoted to a family of species is overly large without much devoted to the general atmosphere and immersion.
Added Alex's Mobs. This shall be the replacement for Ben's Sharks, though there are some other animal mods out there that are under consideration.
Added Oculus. Now you can have some fun with shaders! Though I won't recommend it unless you're using them purely for screenshots or have a beefy computer.
Added Combat Roll. Default Roll Key is set to Mouse Button 4, and some of the enchants provided by Combat Roll are likely to be changed for the sake of balancing.
Added Nature's Compass. However, for the sake of balancing, the Nature's Compass can only be obtained via trading with a fully leveled-up Cartographer villager.
Added Lost Cities Modern Tweaks.
Added Ore Highlighter. This is a resource pack, and it certainly will help you find ores by highlighting them, though non-vanilla ores won't be affected.
Added Presence Footsteps, Fancy Crops, Enchantment Level Language Patch, and Complementary Shaders - Reimagined.
Villager Balance Changes
In line with changes from 0.6.4, trades are now further balanced, most notably being:
- Farmers will start buying two types of vanilla crops (excluding Melons and Pumpkins) at level 2, two types of Farmer's Delight crops at 3, Melons and Pumpkins can be exchanged at level 4 along with some minor changes.
- Cartographers now demand 30 emeralds instead of 6 for a Diamond Magnum Torch.
- A level 5 Toolsmith can sell Sophisticated Backpacks' Pickup and Compacting upgrades, with some extra tool trades at lower levels to better reflect the Toolsmith's status as a Provider.
- A level 5 Armorer can sell a well-enchanted Diamond Horse Armor.
- Weaponsmiths will no longer sell Diamonds, as this is done to prevent any cheesing, as well as some extra weapon trades.
- Librarians will no longer sell Totems of Undying. Instead, they may offer a Sixth Sense enchanted book trade, which is basically close range ESP when sneaking.
Previously, although this was forgotten, Guard Villagers were implemented in 0.6.4.
Zombie Balance Changes
From here on out, zombie spawns will be incredibly high. This will not change in the future. From the very start, zombie spawns will be as strong as it is in post-Day 70 in pre-0.6.7 and will continue to increase.
Spawn rate improvements will occur in three stages, precisely divided between before Day 30, between Day 30 and 60, and after Day 60. Zombie stat improvements, however, in parallel with 0.6.4, will be staged with subgroups between the First Day and Day 10, after which continuously improve in 10 Day-cycles until Day 80.
Within the first seven days, Zombies will be incredibly slow, with slightly reduced damage dealt. However, the damage increases post-Day 80 have been further increased, until damage dealt have been quadrupled. This may be buffed in the near future.
Nonetheless, zombies will no longer spawn frequently with armor, Shields, Ender Pearls, or Totems of Undying.
Gun Balance Changes
All late-game firearms, namely the HK-416D, SCAR-L, SCAR-H, QBZ-97, AWM, Mk14, AA12, M107, and M95 now require Netherite Ingots to be crafted.
With the zombie stat changes in 0.6.7, the HK-416D, SCAR-L, and QBZ-97 have received increased damage output. In particular, the two former rifles have their damage-per-shot increased so a single headshot at any range will guarantee a kill. The QBZ-97, despite the stronger close-range damage, cannot kill a zombie at long range with a single headshot as it should fit a more mobile and aggressive playstyle, especially in PvP.
Removed automatic fire capability and significantly improved damage-per-shot for the Mk14. The Mk14 should be a DMR and not a highly beefed-up Battle Rifle.
Reduced the amount of Steel needed to craft 7.62x39mm rounds, as 7.62x39mm rounds are only used by mid-game and early-game firearms.
Increased Shotgun ADS accuracy, ensuring their usability during late-game scenarios. This is still being tested out, and changes may be handed out via improved choke spread, while damage may be slightly reduced.
All suppressors now slightly increase your firearms' muzzle velocity, and how much they increase depends on their intended purpose.
Added durability NBT data for traded and starter kit firearms. This is a technical thing as when deployed, they will show a red tint (though this is purely cosmetic) until fired. Keep in mind, however, that guns provided by starter kit firearms need to be put away and redeployed to fire properly as it's an issue between Starter Kits and TaCZ firearms.
Dependencies
Files
Metadata
Release channel
BetaVersion number
beta-0.6.8Loaders
Game versions
1.20.1Downloads
29Publication date
April 15, 2025 at 8:54 PMPublisher

bavarianjett
fragging?