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Minecraft: Java Edition
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Supported environments
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Details
Changelog
Remarks
As stated before, after beta-0.6.8-hotfix, the next stage would be releasing the previews of 0.7.0. But after some serious considerations about the progress being made, I think Apocalypse is definitely ready for 0.7.0. All things considered, all Apocalypse needs is polishing via replacing specific (generally structure related mods) with more fitting ones, as the room for more content which fits the theme of a Zombie Apocalypse has significantly dwindled, though there's still the possibility of more depending on how they can fit. Naturally, the only changes to 0.7.1 are the ones that have been laid out or hinted in 0.6.8-hotfix.
(Post-Release) I'm also aware of the newest TaCZ version which has been released hours before Apocalypse 0.7.1. Like the previous transition from 1.0.3 to 1.1.4 for Apocalypse, this will take them as the formatting of TaCZ's configuration files mean that it's difficult to update to the newest version when it includes new content. I'd like the new attachments included in 1.1.5, but as for the new Guns, I'm not sure how to juggle the newly added G36K and the Springfield 1871 Trapdoor.
Zombie Changes
Continuing from the changes made in 0.6.8-hotfix, the total number of Zombies throughout the world is uncapped, while in a specified radius they're capped. Moreover, Zombies will now not despawn, as the prior spawning system meant that Zombies can appear and soon disappear, reducing the danger of horde attacks.
Zombies spawned in cities, however, are exempt from this rule. This is because of the large presence of zombie spawners throughout cities.
Zombies should now no longer sprint at players. This is done precisely because such sprints, even when slowed by In Control, aggravates the difficulty, especially during early game.
Some fundamental changes have been made to the conditions necessary for Zombies to spawn. In pre-0.7.1 Apocalypse, Zombies (aside from Husks, which are intented) can spawn in caves, even though this should not happen, as this was an issue with how Minecraft defines as being inside a cave or seeing the sky. Zombies will only be able to spawn inside the entrance of a Cave, though every now and again they might appear deep inside caves due to their AI, not the spawn system.
Progressive Zombie spawn increases will no longer occur. This is because the new system is quite heavy as Zombies no longer despawns and already spawns in high numbers in a reduced radius (i.e. dense spawns).
Shortened the "Grace" Period when Zombies are much slower, down from an 8 day period to a 5 day one. Zombies before day 3 will retain halved movement speed, before only being reduced by 30% between day 3 and 5.
Firearm Balance Changes
All guns now possess more consistent and better non-ADS accuracy. On top of that, all guns now have massively improved muzzle velocity, closing the gap between the guns in TaCZ and their IRL muzzle velocity.
Roughly doubled the effective range of Rifles, meaning damage falloff will occur at longer distances compared to pre-0.7.1. This change does not impact Sniper Rifles.
Increased the damage-per-shot of the MP5A5 at close range, from a 7 to 8.5 up to ~20 blocks with slightly increased damage at longer distance.
Increased vertical recoil for the KRISS Vector. This is done because the high damage output of the Vector should be further challenged than being faced only with high ammunition consumption.
Reduced the damage-per-shot of the M16A1 and increased the penetration level up to 2.
Most Firearms, save the Double Barreled Shotguns, now have a max durability of 3000. All guns now jam at a much lower rate and will break like traditional tools when the durability hits zero.
Loot Changes
Implemented a more thorough loot table system for most Lost Cities, Village (keep note of this later on), and other structures. Lost Cities loot are now divided into multiple separate tables, several of which share commonality with chests found in Villages and other Structures. The others are exclusive to Factory Buildings, Abandoned Military Bunkers and Metro Stations in Lost Cities. 99% of Lost Cities chests should contain the modified loot, apart from Chests which did not generate with loot inside of them.
Converted sculk blocks, particularly the Shrieker, Sensor, and Catalyst into Iron, Gold, and Diamond Ores, respectively.
All Diesel Engines and the Steam Engine are no longer craftable. This will not change, and to obtain a regular Diesel Engine or a Modular one either trade with a Level 5 Mason Villager or loot Factory Chests in Cities.
Replaced the P320 with the Glock 17 for starter kits, with the exception of the one below.
Replaced the Reservist starter kit with a new one called Policeman. The Policeman starter kit is essentially a Civilian one with better starting armor, a P320 instead of a Glock 17, and double the reserve ammo (120 compared to 60).
General Changes
Removed Integrated Villages. While I'd recommend Integrated Villages for its quality, it better fits a more Steampunk pack than one focused more on hardcore Zombie Apocalypse survival.
Removed Alex's Mobs. Upon some thinking I don't think any wildlife mod is necessary.
Removed Better Combat. This is because I personally think that the difficulty of melee combat need not to be increased further as guns already are the default method of killing zombies. On top of that, some melee weapons such as the Pike and Scythe became overpowered due to their increased range and the built-in sweeping mechanic of Better Combat.
Added You Thief: Remastered Edition. Even though Village chests contain the same modified loot as Lost Cities, do not steal from the Villagers as trade prices will dramatically increase if you do so.
Added Better Villages. With Structify, the reworked Plains Village now spawn in more biomes as this is the most fitting Village design out of all I've seen.
Added Abridged.
Added Entity Sound Feature.
Added Snowy Tents.
Added Cut Through. This is done because Better Combat has a built-in mechanic that ignores grass, crops, and cobwebs, and its removal meant a replacement was necessary.
Hoglins will only spawn in Wastelands. Furthermore, Hoglins now possess similar spawn conditions to Zombies, albeit adapted to their aforementioned exclusivity to Wastelands.
Trade Balancing Changes
Aside from the addition of You Thief: Remastered Edition, two major changes have been made to the Cartographer and Mason. Masons now sell items relating to Create machinery more prominently, and are also a source of Diesel Engines. Cartographers can also sell Waterskins at Level 3.
Dependencies
Files
Metadata
Release channel
BetaVersion number
beta-0.7.1Loaders
Game versions
1.20.1Downloads
65Publication date
May 11, 2025 at 3:49 PMPublisher

bavarianjett
fragging?