Every zombie spawns with buffed attributes — all configurable.
| Stat | Default |
|---|---|
| Damage | ×2.0 |
| Max HP | ×2.5 (50 HP) |
| Speed | ×1.4 |
| Knockback resistance | +0.4 |
| Armor | +4 |
| Detection range | ×2.0 |
Drop a zombie below 30% HP and it enters a rage — glowing red, moving faster, hitting harder. The more you hurt them, the more dangerous they become.
Spot one zombie, alert them all. When a zombie finds you, it calls nearby undead to join the hunt. A quiet night can turn into a mob in seconds.
Lost line of sight? Doesn't matter. Zombies remember your last known position and navigate toward it — for up to 30 seconds (configurable). There is no hiding. There is only delaying.
Sprinting through the dark? Using an item? They hear you. Zombies detect player movement sounds even without direct line of sight.
Zombies will actively batter down wooden doors. The break time is configurable — set it low for panic, or high for tense standoffs.
Every other night (by default), a wave of zombies spawns around a random player and converges on their position. Prepare your base. Or don't. Either way, they're coming.
20% of zombies spawn immune to sunlight. Daytime is no longer safe.
Zombies never despawn naturally. Every zombie you fail to kill stays in the world — permanently.
Every feature can be toggled on/off and tuned numerically via the config file:
config/no_mercy_zombie-common.toml
The file generates on first launch with full comments explaining every option. Most changes apply on the next world load — no restart required.