Compatibility
Minecraft: Java Edition
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Details
Changelog
Remarks
After the introduction of beta-0.7.1, substantial changes in how Zombies spawn were made and I was quite estatic about the increased level of difficulty, without being too overbearing at the very start. Nonetheless, given the nature of the changes, it's still very new and concerning the new anti-despawning conditions implemented for Zombies, this meant a level of balance between performance and gameplay had to be achieved, which is tough to say the least. In general, I think before we get to 0.8.0, the main goal for now is to recalibrate the progression before any discussion of more content are to be had.
Zombie Changes
Zombie spawn rate will be reduced by a decent amount, but this will only balance out performance and not hinder the difficulty in any way.
Zombies will now deal even more damage per attack. Initially, the game would slowly increase the damage done by Zombies from a doubled damage per attack until it quintupled. Now, Zombies will start with their damage tripled, only stopping once their damage has been magnified by eight times. This is done, alongside with the above change, because of a need to maintain the difficulty while not being taxing towards the game performance.
Additionally, Zombies can spot Players and Villagers from farther away, as the minimum spotting range has been increased from 40 blocks to 48.
After day 20, Zombies will spawn with Jump Boost. This is done to further prevent players from simply cheesing the Zombies by building 3 block tall towers to kill zombies.
Implemented a separate spawn system for Running Zombies. This is done in order to replace the much more annoying and out of place Leaper Zombies.
Zombies will start spawning in Villages starting from Day 7.
Zombies will spawn with equipment regularly. Some will carry Iron Swords, Shields, Spyglasses or potentially two of the former and an Iron Pickaxe.
Zombies will no longer spawn inside Bunkers and instead Husks and Brainiacs (from Toxic Caves) will be spawned. This is done because the given tools of In Control is more of that of blunt hammers, and not surgical tools as they mainly affect the overall system, and more precise implementations can be contradicted by others. As such, I'd rather take advantage of the already existing Husk spawns in caves and devise a more particular system from there for Bunker spawns.
Firearm Balance Changes
Reduced the ADS time for the holographic sights (EXP3, 553, and UH-1) and the Aimpoint T2. For unmagnified sights, all were basically put out of work by the Coyote Sight because of the clearer, unobstructive frame whilst retaining the same ADS time reduction. Holographic sights will aim faster than the Coyote by 0.01 second, while the T2 by 0.02.
Handgrips will no longer decrease ADS inaccuracy, and most will only increase Hipfire accuracy. In particular, decreased ADS time for the Talon and AFG Grip, while the Koch Ranger Grip now increases your ADS time even further.
Factory-issued Stocks will, from now on, provide better Hipfire accuracy, with the exception of the Heavy Factory-issued Stock, which provides the best recoil reduction and increased accuracy at the expense of ADS speed. The C5 Carbon and the Magpul CTR provides better ADS stats, particularly in reducing ADS time.
Ammunition types/modifications now do not weigh more than regular rounds, no longer provides extra magazine size, and no longer increases ADS time.
Extended Magazine modifications will no longer increase ADS time for the M870.
Implemented a major damage and penetration buff for the M700. For a while, the damage on the newly-added Sniper Rifle was quite pitiful, but the buff is meant to signify that even though it is one, it is a cheaper option that has more to do with scouting than a traditional sniper role.
Loot Changes
Loot from Lost Cities will now be a lot more scarce and sparsed out. This is done particularly because looting Cities was basically almost a cheat code for early game survival. More specifically, foodstuffs and water are rarer and they are of a lesser quantity and quality (for water this means they might need cleaning), ammunition is more scarse, barbed wire fencing a lot rarer.
This change, however, will not affect non-simple dungeon chests' table. Most chests in Lost Cities utilize the aforementioned table, but there are, every now and again, chests that use different tables, which is unaffected by this change. Keep in mind that only several of the many non-simple dungeon tables are exempt from this change.
Removed the possibility of obtaining an M4A1 Carbine from Factory Chests. While the specific table for spawning an M4A1 and the chance of obtaining the carbine itself are rare, an M4A1 Carbine is rather inappropriate for progression as the weapon can kill Zombies (other than Brutes, Mutants, or special spawns) with a single headshot at all distances until day 50 while retaining massive customizability. Instead, Factory Chests/Barrels might grant M16A1s, MP5A5s, M870s, and P320s instead.
Replaced the SKS and 7.62x39mm rounds from non-Fletcher/Weaponsmith tables. From a balance perspective, the SKS retains its usefulness up until late game as a low recoil, spammable DMR, which is unfitting for a relatively easy to find weapon. In their place, however, will be the M16A1 and 5.56 rounds, as the M16A1 is only useful until mid-game due to the lack of customizability and relatively low damage compared to other assault rifles.
Reduced the amount of loot generated in Bunkers. However, Bunker loots will generally be more plentiful than Cities as Bunkers are harder to come by, and as a rule much more difficult to tackle.
The UMP45 can now be found in Bunkers.
Recreated the recipe for the Scout set, increasing the amount of Polymer Plates needed.
Brainiacs killed now might drop rifle ammunition.
Increased the chances of Zombies dropping handgun ammunition upon being killed.
Iron and Copper Ores no longer grant the possibility of dropping an extra chunk of raw Iron/Copper anymore, as Fortune books in Lost Cities have been patched.
General Changes
Villages will no longer spawn on Windswept Hills and Fields.
Bunkers will now spawn more rarely, requiring a lot more exploration.
Reduced armor and toughness bonus granted by all armor sets and removed all custom bonuses granted by the Attacker Set (only retaining its toughness increase).
Trade Balancing Changes
Increased prices on potions offered by Cartographers and Clerics. This is done because some potions can be easily cheesed and rendering effort cheesy instead of rewarding.
Librarians will no longer offer Sweeping Edge books once mastered.
Significantly reworked offers by Fletchers to improve consistency and utility when levelling up. By default, Fletchers will offer 3 trades per level compared to the default 2. A fully mastered Fletcher may offer the G3 rifle instead of an M4A1, M16A4, SKS, AKM, and all now are offered with more attachments on them.
Armorers will no longer grant their special Steel Boots trade.
Dependencies
Files
Metadata
Release channel
BetaVersion number
beta-0.7.4Loaders
Game versions
1.20.1Downloads
74Publication date
May 22, 2025 at 4:33 PMPublisher

bavarianjett
fragging?