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ВЕРСИИ (40)
release
orcinvasion 1.1.8e
1.21.1-NeoForge-1.1.8e1 нояб. 2026 г.5Minecraft: 1.21.1neoforge
Что нового
English
- New - a quest system. The mod now ships with its own quest journal: a main storyline plus side jobs, picked up by talking to the characters rather than from a menu. Progress is tracked on screen, and rewards are handed out the moment a step completes instead of sitting in a claim box.
- 
- New - AI mode for the Smiling Professor and Kosaka Wakamo. A small blue chip appears next to each character's bond bar; clicking it opens a four-tab panel (connection, conversation, Professor, Wakamo) where you can point both of them at a language model. It is the mod's own screen, so no third-party config mod is needed.
- 
- New - the Book of Hostility and the Book of Friendship. Left- or right-click a creature with a book in hand to file it under that list, and sneak-click to remove it. The lists are per creature type and shared across the whole world, so one entry covers every zombie in it.
-
- Changed - the character dialogue box was rebuilt. The Professor's encounter dialogue used to be its own hand-drawn screen; it now runs on one shared dialogue box used by every character.
- 
- Changed - the Smiling Professor's model was rebuilt.
-
- Changed - one settings panel now covers nearly everything. The page beside the character screen exposes the mod's tuning knobs directly - health, damage, attack speed and follow range for the orcs and the Professor's faction, ranged spread, spawn switches and spawn rates, and more - without digging through config files.
- 
- Changed - the warlord encounter can be skipped. During the setup phase before the fight, pressing ESC drops you straight in.
-
- Changed - goblin knife throwers now have spread. Their throws are no longer pinpoint; knives land with a spread like every other ranged unit.
-
- Changed - both smoke bombs were redrawn. The dust cloud and the blinding cloud now use soft textured fog billboards instead of vanilla dust dots. Each puff is a different size and a different opacity, they drift and swell as they age, and the cloud's visible edge now lines up with the radius that actually affects you.
- 
- Changed - new art for the healing needle and the painkiller, plus a matching status-bar icon for the painkiller buff.
- 
- Fixed - the character follow system. Escorting and following no longer lose their target, no longer fight over position, and no longer leave the character stranded when you change dimension or log out.
-
- Fixed - the force-loaded chunk leak. A forced chunk whose owner had disappeared stayed loaded forever, and the leak survived restarts. Orphans are now cleaned up on a timer, and only chunks with nothing alive inside them are ever released.
-
- Fixed - a large batch of smaller issues across quests, dialogue, faction logic, item rendering and the settings panel.
-
中文
-
- 新增 —— 任务系统。 模组现在自带一本任务日志:一条主线加若干支线,靠找角色对话接取,不是从菜单里点。进度会实时显示在屏幕上,而且完成即发奖励,不用再跑回去领。
-
- 新增 —— 教授与若藻的 AI 模式。 两位角色的好感度栏旁边多了一枚蓝色芯片,点开是一个四页签面板(连接 / 对话 / 教授 / 若藻),可以让他们接上大语言模型。面板是模组自绘的,不需要装任何第三方配置模组。
-
- 新增 —— 敌对之书与友好之书。 拿着书左键或右键生物就能把它记进对应的名单,潜行点击是移出。名单按生物类型记、全存档共享 —— 记一次僵尸,世界上所有僵尸都算。
-
- 改动 —— 角色对话框重做。 教授见面时的那套对话原来是单独画的界面,现在换成了所有角色共用的一套对话框。
-
- 改动 —— 笑面教授的模型重做。
-
- 改动 —— 角色界面旁边的那页设置现在几乎能调所有东西。 兽人与教授势力的血量、伤害、攻速、索敌半径,远程散布,以及各种刷新开关与概率,都能直接在面板里调,不用再翻配置文件。
-
- 改动 —— 老大的遭遇战可以跳过了。 开打之前的准备阶段按 ESC 直接进场。
-
- 改动 —— 地精飞刀手的投掷有了散布。 不再是百发百中,飞刀会像其它远程单位一样有落点偏差。
-
- 改动 —— 两种烟雾弹的烟都重做了。 黄尘弹和蔽目毒云不再是原版那种粉尘小点,换成了柔和的贴图雾团:每一团的大小、浓淡都不一样,会一边飘一边散开;而且雾的可见边缘现在和真正生效的半径对上了,站进去才算进,不再"看着在外面其实已经中招"。
-
- 改动 —— 治疗针与止痛药换上了新贴图,止痛药的状态栏图标也同步换了。
-
- 修复 —— 角色跟随系统。 跟随 / 护送不再丢目标、不再互相抢位置,也不会在你跨维度或下线之后把角色丢在原地。
-
- 修复 —— 强制加载区块的漏洞。 原先一个区块被强制加载之后,如果加载它的角色消失了,这个区块会一直保持加载,而且重启也清不掉。现在有定时清理,并且只清"里面什么都没有"的那种。
-
- 修复 —— 以及一批较小的问题,分布在任务、对话、阵营判定、物品渲染和设置面板里。
release
orcinvasion 1.1.8e
1.21.1-Forge-1.1.8e1 нояб. 2026 г.3Minecraft: 1.21.1forge
Что нового
English
- New - a quest system. The mod now ships with its own quest journal: a main storyline plus side jobs, picked up by talking to the characters rather than from a menu. Progress is tracked on screen, and rewards are handed out the moment a step completes instead of sitting in a claim box.
- 
- New - AI mode for the Smiling Professor and Kosaka Wakamo. A small blue chip appears next to each character's bond bar; clicking it opens a four-tab panel (connection, conversation, Professor, Wakamo) where you can point both of them at a language model. It is the mod's own screen, so no third-party config mod is needed.
- 
- New - the Book of Hostility and the Book of Friendship. Left- or right-click a creature with a book in hand to file it under that list, and sneak-click to remove it. The lists are per creature type and shared across the whole world, so one entry covers every zombie in it.
-
- Changed - the character dialogue box was rebuilt. The Professor's encounter dialogue used to be its own hand-drawn screen; it now runs on one shared dialogue box used by every character.
- 
- Changed - the Smiling Professor's model was rebuilt.
-
- Changed - one settings panel now covers nearly everything. The page beside the character screen exposes the mod's tuning knobs directly - health, damage, attack speed and follow range for the orcs and the Professor's faction, ranged spread, spawn switches and spawn rates, and more - without digging through config files.
- 
- Changed - the warlord encounter can be skipped. During the setup phase before the fight, pressing ESC drops you straight in.
-
- Changed - goblin knife throwers now have spread. Their throws are no longer pinpoint; knives land with a spread like every other ranged unit.
-
- Changed - both smoke bombs were redrawn. The dust cloud and the blinding cloud now use soft textured fog billboards instead of vanilla dust dots. Each puff is a different size and a different opacity, they drift and swell as they age, and the cloud's visible edge now lines up with the radius that actually affects you.
- 
- Changed - new art for the healing needle and the painkiller, plus a matching status-bar icon for the painkiller buff.
- 
- Fixed - the character follow system. Escorting and following no longer lose their target, no longer fight over position, and no longer leave the character stranded when you change dimension or log out.
-
- Fixed - the force-loaded chunk leak. A forced chunk whose owner had disappeared stayed loaded forever, and the leak survived restarts. Orphans are now cleaned up on a timer, and only chunks with nothing alive inside them are ever released.
-
- Fixed - a large batch of smaller issues across quests, dialogue, faction logic, item rendering and the settings panel.
-
中文
-
- 新增 —— 任务系统。 模组现在自带一本任务日志:一条主线加若干支线,靠找角色对话接取,不是从菜单里点。进度会实时显示在屏幕上,而且完成即发奖励,不用再跑回去领。
-
- 新增 —— 教授与若藻的 AI 模式。 两位角色的好感度栏旁边多了一枚蓝色芯片,点开是一个四页签面板(连接 / 对话 / 教授 / 若藻),可以让他们接上大语言模型。面板是模组自绘的,不需要装任何第三方配置模组。
-
- 新增 —— 敌对之书与友好之书。 拿着书左键或右键生物就能把它记进对应的名单,潜行点击是移出。名单按生物类型记、全存档共享 —— 记一次僵尸,世界上所有僵尸都算。
-
- 改动 —— 角色对话框重做。 教授见面时的那套对话原来是单独画的界面,现在换成了所有角色共用的一套对话框。
-
- 改动 —— 笑面教授的模型重做。
-
- 改动 —— 角色界面旁边的那页设置现在几乎能调所有东西。 兽人与教授势力的血量、伤害、攻速、索敌半径,远程散布,以及各种刷新开关与概率,都能直接在面板里调,不用再翻配置文件。
-
- 改动 —— 老大的遭遇战可以跳过了。 开打之前的准备阶段按 ESC 直接进场。
-
- 改动 —— 地精飞刀手的投掷有了散布。 不再是百发百中,飞刀会像其它远程单位一样有落点偏差。
-
- 改动 —— 两种烟雾弹的烟都重做了。 黄尘弹和蔽目毒云不再是原版那种粉尘小点,换成了柔和的贴图雾团:每一团的大小、浓淡都不一样,会一边飘一边散开;而且雾的可见边缘现在和真正生效的半径对上了,站进去才算进,不再"看着在外面其实已经中招"。
-
- 改动 —— 治疗针与止痛药换上了新贴图,止痛药的状态栏图标也同步换了。
-
- 修复 —— 角色跟随系统。 跟随 / 护送不再丢目标、不再互相抢位置,也不会在你跨维度或下线之后把角色丢在原地。
-
- 修复 —— 强制加载区块的漏洞。 原先一个区块被强制加载之后,如果加载它的角色消失了,这个区块会一直保持加载,而且重启也清不掉。现在有定时清理,并且只清"里面什么都没有"的那种。
-
- 修复 —— 以及一批较小的问题,分布在任务、对话、阵营判定、物品渲染和设置面板里。
release
orcinvasion 1.1.8e
1.20.1-Forge-1.1.8e1 нояб. 2026 г.11Minecraft: 1.20.1forge
Что нового
English
- New - a quest system. The mod now ships with its own quest journal: a main storyline plus side jobs, picked up by talking to the characters rather than from a menu. Progress is tracked on screen, and rewards are handed out the moment a step completes instead of sitting in a claim box.
- 
- New - AI mode for the Smiling Professor and Kosaka Wakamo. A small blue chip appears next to each character's bond bar; clicking it opens a four-tab panel (connection, conversation, Professor, Wakamo) where you can point both of them at a language model. It is the mod's own screen, so no third-party config mod is needed.
- 
- New - the Book of Hostility and the Book of Friendship. Left- or right-click a creature with a book in hand to file it under that list, and sneak-click to remove it. The lists are per creature type and shared across the whole world, so one entry covers every zombie in it.
-
- Changed - the character dialogue box was rebuilt. The Professor's encounter dialogue used to be its own hand-drawn screen; it now runs on one shared dialogue box used by every character.
- 
- Changed - the Smiling Professor's model was rebuilt.
-
- Changed - one settings panel now covers nearly everything. The page beside the character screen exposes the mod's tuning knobs directly - health, damage, attack speed and follow range for the orcs and the Professor's faction, ranged spread, spawn switches and spawn rates, and more - without digging through config files.
- 
- Changed - the warlord encounter can be skipped. During the setup phase before the fight, pressing ESC drops you straight in.
-
- Changed - goblin knife throwers now have spread. Their throws are no longer pinpoint; knives land with a spread like every other ranged unit.
-
- Changed - both smoke bombs were redrawn. The dust cloud and the blinding cloud now use soft textured fog billboards instead of vanilla dust dots. Each puff is a different size and a different opacity, they drift and swell as they age, and the cloud's visible edge now lines up with the radius that actually affects you.
- 
- Changed - new art for the healing needle and the painkiller, plus a matching status-bar icon for the painkiller buff.
- 
- Fixed - the character follow system. Escorting and following no longer lose their target, no longer fight over position, and no longer leave the character stranded when you change dimension or log out.
-
- Fixed - the force-loaded chunk leak. A forced chunk whose owner had disappeared stayed loaded forever, and the leak survived restarts. Orphans are now cleaned up on a timer, and only chunks with nothing alive inside them are ever released.
-
- Fixed - a large batch of smaller issues across quests, dialogue, faction logic, item rendering and the settings panel.
-
中文
-
- 新增 —— 任务系统。 模组现在自带一本任务日志:一条主线加若干支线,靠找角色对话接取,不是从菜单里点。进度会实时显示在屏幕上,而且完成即发奖励,不用再跑回去领。
-
- 新增 —— 教授与若藻的 AI 模式。 两位角色的好感度栏旁边多了一枚蓝色芯片,点开是一个四页签面板(连接 / 对话 / 教授 / 若藻),可以让他们接上大语言模型。面板是模组自绘的,不需要装任何第三方配置模组。
-
- 新增 —— 敌对之书与友好之书。 拿着书左键或右键生物就能把它记进对应的名单,潜行点击是移出。名单按生物类型记、全存档共享 —— 记一次僵尸,世界上所有僵尸都算。
-
- 改动 —— 角色对话框重做。 教授见面时的那套对话原来是单独画的界面,现在换成了所有角色共用的一套对话框。
-
- 改动 —— 笑面教授的模型重做。
-
- 改动 —— 角色界面旁边的那页设置现在几乎能调所有东西。 兽人与教授势力的血量、伤害、攻速、索敌半径,远程散布,以及各种刷新开关与概率,都能直接在面板里调,不用再翻配置文件。
-
- 改动 —— 老大的遭遇战可以跳过了。 开打之前的准备阶段按 ESC 直接进场。
-
- 改动 —— 地精飞刀手的投掷有了散布。 不再是百发百中,飞刀会像其它远程单位一样有落点偏差。
-
- 改动 —— 两种烟雾弹的烟都重做了。 黄尘弹和蔽目毒云不再是原版那种粉尘小点,换成了柔和的贴图雾团:每一团的大小、浓淡都不一样,会一边飘一边散开;而且雾的可见边缘现在和真正生效的半径对上了,站进去才算进,不再"看着在外面其实已经中招"。
-
- 改动 —— 治疗针与止痛药换上了新贴图,止痛药的状态栏图标也同步换了。
-
- 修复 —— 角色跟随系统。 跟随 / 护送不再丢目标、不再互相抢位置,也不会在你跨维度或下线之后把角色丢在原地。
-
- 修复 —— 强制加载区块的漏洞。 原先一个区块被强制加载之后,如果加载它的角色消失了,这个区块会一直保持加载,而且重启也清不掉。现在有定时清理,并且只清"里面什么都没有"的那种。
-
- 修复 —— 以及一批较小的问题,分布在任务、对话、阵营判定、物品渲染和设置面板里。
release
orcinvasion 1.1.8d
1.21.1-NeoForge-1.1.8d7 окт. 2026 г.148Minecraft: 1.21.1neoforge
Что нового
English
New - the hive rocket launcher. A deployable rocket platform the player can drive: climb on, aim, and it fires a salvo of six rockets. A rocket no longer disappears on impact - it sticks where it lands for two seconds, then detonates, and the launcher can lay down a smoke screen. It has its own model, its own arrow model, and its own aiming and target search.

New - the bear trap. Throw it like a snowball and it snaps shut on the first enemy that walks onto it, pinning the victim in place. Rather than switching the victim's AI off, the trap seats the victim on itself, so no amount of pathfinding can move it. Every bite deals 8 damage plus 5% of the victim's current health, and the trap always drops itself when it is destroyed.

Changed - the whole grenade family was redrawn. Four grenades and two smoke bombs received new inventory icons, and a thrown grenade now renders as the item itself instead of a flat sprite. The holy grenade also gained a golden energy treatment: three new particles, with the vanilla smoke, fire and debris switched off so only the gold remains.


Changed - more icons. The station voucher and the recruitment voucher were redrawn as well.
New - the quartermaster panel was rebuilt into six tabs: supplies (the new default), ammunition, meeting the Professor, the armour aura, the faction map and the mod settings page. The old duty tab is gone, along with the two requests it carried.

New - the quartermaster aura. The old armour upgrade is now an aura: everyone within 72 blocks - you, the Professor and any Professor faction unit - keeps a permanent armour bonus. Upgrading it is priced in tiers (leather, then iron, then diamonds) and the bonus is applied as a real armour attribute, so the armour bar on your HUD reflects it.
New - the settings page can now tune almost everything. It exposes 17 values in 5 groups: orc health, damage and ranged spread; Professor faction health, damage, attack speed and follow range; the warlord's spawn switch, spawn chance, spawn interval and the post-encounter ban zone; plus brand-new master switches for three separate orc threat lines - the horde, the marching army and the warlord. Health, damage, attack speed and follow range apply to newly spawned units; the multipliers, spread and every switch take effect immediately.
New - on-screen subtitles. When the Professor or Kosaka Wakamo speaks, the line now appears at the bottom of the screen and fades out, instead of only living in the chat box. Seventeen existing lines were moved over, and the subtitle pauses together with the game.
New - far more dialogue for the Smiling Professor and Kosaka Wakamo. Daily greetings by time of day, reactions to being bumped into, stared at or left behind, worry when you are hurt, comments on the fish you catch, remarks on the crafting stations you use, and a gift event where the Professor walks up and offers you something. Both characters are covered, and the highest bond tier was rewritten in a gentler voice with ten lines per category.
New - gifts and flowers. Right-click either character with flowers to trigger a heart effect and a spoken reply, and the two of them will bicker with each other when you do it in front of both.
New - places and trades. Entering and leaving a village, a base or an outpost now draws a line, and trading with a villager gets a comment.
Fixed - Kosaka Wakamo could not be put down or teleported away cleanly. Letting go had no cooldown, so picking the character up and dropping it again was a loop the player could not escape, and teleporting while carried was undone every tick by the rider-position update.
Changed - the orc battlefield now commits its army in waves. Instead of spawning the whole roster at once, each wave releases at most 20 units, one wave per minute. The countdown, the red last-five-seconds and the spawn markers are shown for the next wave, and after the wave timer a fresh set of landing spots is drawn.
Changed - clearing a wave fast-forwards to the next one. Once every unit of the current wave is dead, the next wave no longer waits out the rest of the minute: it goes straight to the last five seconds and lands. One minute is now a ceiling, not a fixed beat.
Changed - the between-wave HUD stays out of your way. Between waves the screen is completely clear - no countdown, no banner - and the countdown, the two lines of text, the progress bar and the landing markers only appear for the final five seconds.
Fixed - battlefield orcs used to run out of the arena. Wounded orcs fell back at six blocks per second while regenerating, and the arena boundary only ever constrained the player, so they walked out of reach. Battlefield units can no longer retreat, and any stray is pulled back every two seconds.
New - spawn eggs now explain what they contain. Hovering an egg shows a row of markers - a green upward triangle for a strength, a red downward triangle for a cost - followed by a short description of the unit, plus a copper rhombus in the corner carrying the tier as a roman numeral. Nine eggs are covered so far.
New - ammunition from the quartermaster, with optional UniDict support. A new ammunition tab hands out ammunition, and if a UniDict-style stand is installed the stock can be sourced from it.
Fixed - leftover force-loaded chunks. A chunk ticket's owner was a transient field while the ticket itself was saved, so restarting the server left orphan tickets behind. The owner is now written to disk, the Professor re-asserts its ticket, and releasing an escort moves the ticket with it.
Fixed - station remarks and greetings never fired. A cooldown sentinel of Long.MIN_VALUE overflowed when subtracted, so the "still on cooldown" test was true forever and every line built on it stayed silent.
New - an operator debug command: /orcai off | on | status. It freezes the AI of every orc invasion mob in the world - they stop moving, stop attacking and stop wandering - which makes it easy to inspect models, animations and firing timings. The switch is deliberately not saved: restarting or rejoining always returns to normal, and any mob frozen earlier is unfrozen when it is loaded again.
中文
新增 —— 蜂巢火箭发射车。 一台可以由玩家驾驶的火箭发射平台:坐上去瞄准,它会打出一轮 6 发火箭。火箭不再"碰了就消失" —— 每一发都会插在原地 2 秒再引爆;发射车还能放出烟幕。它有自己的模型、自己的箭矢模型,也有自己的瞄准与索敌。
新增 —— 捕兽夹。 像雪球一样扔出去,第一个踩上来的敌人会被它夹住、钉在原地。做法不是关掉敌人的 AI,而是把敌人"坐上"夹子 —— 于是对方怎么寻路都挪不动。每夹一下造成 8 点 + 当前生命值 5% 的伤害,夹子被摧毁时必定掉落自己。
改动 —— 手雷全家族换新图。 四种手雷与两种烟雾弹都换了新的物品图标,扔出去之后也渲染成物品本身(像原版雪球)。神圣手雷另有一套金色能量表现:三个新粒子;原版爆炸的烟、火与废铁屑被关掉,只剩金色。
改动 —— 更多图标。 驻留券与征募券也换上了新图标。
新增 —— 军需官面板重做为六个页签:领取补给(新的默认页)、领取子弹、和教授见面、加固护甲、势力地图、模组设置。旧的"军务"页连同它带的两个请求一起删除。
新增 —— 军需官光环。 原来的"加固护甲"改成了光环:72 格内的你、笑面教授以及任何教授势力单位都会持续获得护甲加成。升级走档位制(先皮革、再铁锭、后钻石),加成以真正的护甲属性施加 —— 所以 HUD 上的护甲条会如实反映它。
新增 —— 设置页现在几乎能调所有玩法。 共 17 项 / 5 组:兽人的血量、伤害与远程散布;教授势力的血量、伤害、攻速与索敌半径;兽人老大的刷新开关、刷新概率、刷新间隔与遭遇后的禁区;以及三条兽人威胁线各自的总开关 —— 兽潮、自发行军军队、兽人老大。血量 / 伤害 / 攻速 / 索敌对改动之后新生成的单位生效,倍率、散布与全部开关立刻生效。
新增 —— 屏幕字幕。 笑面教授或狐坂若藻开口时,那句台词会浮在屏幕下方再淡出,不再只躺在聊天栏里。已有 17 处台词改走字幕,字幕也会跟着游戏暂停。
新增 —— 笑面教授与狐坂若藻的台词大幅扩充。 按作息时间的日常问候、被撞到 / 被盯着看 / 被落下的情境反应、你受伤时的担心、钓上鱼时的评价、用工作方块时的点评,以及教授走过来送礼的事件。两位角色都有覆盖;最高好感档的措辞统一重写为温柔口吻,每一类 10 句。
新增 —— 送花与互怼。 拿着花右键两位角色中的任意一位会冒爱心并得到一句回应;当他们都在场时,两人还会为此互相拌嘴。
新增 —— 地点与交易。 进出村庄 / 据点 / 前哨站都会有台词,和村民交易也会被点评一句。
修复 —— 狐坂若藻放不下、也传送不走。 松手原先没有冷却,于是"抱起再放下"变成无法摆脱的循环;而被抱着时传送,每一 tick 都会被骑乘位置更新拉回原地。
改动 —— 战场改为分批(波次)放兵。 不再一次性放出整份名单:每波最多 20 个、每 1 分钟一波。倒计时、最后 5 秒的红色告急与刷怪点指示都是针对下一波的,并且每一波都会重新画一遍落点。
改动 —— 打光一波立即进入下一波。 当前这一波全部阵亡后,下一波不再干等剩下的时间:直接进入最后 5 秒并落地。1 分钟现在是上限,不再是固定节拍。
改动 —— 波间 HUD 不再挡视线。 两波之间屏幕完全干净 —— 没有倒计时、没有提示条;大字倒计时、两行提示、进度条与刷怪点箭头都只在最后 5 秒一起出现。
修复 —— 战场兽人曾经会跑出边界。 残血兽人原先会以每秒 6 格后退并回血,而战场边界只约束玩家,于是它们几步就走出了玩家的攻击范围。现在战场单位禁止撤退,且每 2 秒把跑出去的硬性拉回。
新增 —— 刷怪蛋现在会介绍自己。 悬停刷怪蛋会显示一组标记 —— 绿色正三角代表优势、红色倒三角代表代价 —— 后面跟一小段关于该单位的介绍,右上角还有一枚棕铜棱形框,用罗马数字标出它的本数。目前覆盖 9 个刷怪蛋。
新增 —— 军需官可以领取子弹,并可选兼容 UniDict。 新的"领取子弹"页可以领弹药;若安装了 UniDict 一类的货架,也可以从货架上取材。
修复 —— 残留的强制加载区块。 区块票的"持有者"是瞬态字段而票本身会存档,于是服务器重启后会留下无主票。现在持有者会写入存档,教授会幂等地重申自己的票,解除随行时票也跟着迁移。
修复 —— 工作方块评价与问候从不触发。 冷却哨兵用了 Long.MIN_VALUE,相减时溢出,于是"仍在冷却"的判断恒为真,建在它上面的台词全都沉默。
新增 —— 管理员调试指令:/orcai off | on | status。 它会冻结世界里全部兽人入侵模组生物的 AI —— 不再移动、不再攻击、也不再游荡 —— 方便观察模型、动画与开火节奏。这个开关刻意不保存:重启或重新进入游戏一定会回到正常,此前被冻住的生物重新加载时也会自动恢复。
release
orcinvasion 1.1.8d
1.21.1-Forge-1.1.8d7 окт. 2026 г.19Minecraft: 1.21.1forge
Что нового
English
New - the hive rocket launcher. A deployable rocket platform the player can drive: climb on, aim, and it fires a salvo of six rockets. A rocket no longer disappears on impact - it sticks where it lands for two seconds, then detonates, and the launcher can lay down a smoke screen. It has its own model, its own arrow model, and its own aiming and target search.

New - the bear trap. Throw it like a snowball and it snaps shut on the first enemy that walks onto it, pinning the victim in place. Rather than switching the victim's AI off, the trap seats the victim on itself, so no amount of pathfinding can move it. Every bite deals 8 damage plus 5% of the victim's current health, and the trap always drops itself when it is destroyed.

Changed - the whole grenade family was redrawn. Four grenades and two smoke bombs received new inventory icons, and a thrown grenade now renders as the item itself instead of a flat sprite. The holy grenade also gained a golden energy treatment: three new particles, with the vanilla smoke, fire and debris switched off so only the gold remains.


Changed - more icons. The station voucher and the recruitment voucher were redrawn as well.
New - the quartermaster panel was rebuilt into six tabs: supplies (the new default), ammunition, meeting the Professor, the armour aura, the faction map and the mod settings page. The old duty tab is gone, along with the two requests it carried.

New - the quartermaster aura. The old armour upgrade is now an aura: everyone within 72 blocks - you, the Professor and any Professor faction unit - keeps a permanent armour bonus. Upgrading it is priced in tiers (leather, then iron, then diamonds) and the bonus is applied as a real armour attribute, so the armour bar on your HUD reflects it.
New - the settings page can now tune almost everything. It exposes 17 values in 5 groups: orc health, damage and ranged spread; Professor faction health, damage, attack speed and follow range; the warlord's spawn switch, spawn chance, spawn interval and the post-encounter ban zone; plus brand-new master switches for three separate orc threat lines - the horde, the marching army and the warlord. Health, damage, attack speed and follow range apply to newly spawned units; the multipliers, spread and every switch take effect immediately.
New - on-screen subtitles. When the Professor or Kosaka Wakamo speaks, the line now appears at the bottom of the screen and fades out, instead of only living in the chat box. Seventeen existing lines were moved over, and the subtitle pauses together with the game.
New - far more dialogue for the Smiling Professor and Kosaka Wakamo. Daily greetings by time of day, reactions to being bumped into, stared at or left behind, worry when you are hurt, comments on the fish you catch, remarks on the crafting stations you use, and a gift event where the Professor walks up and offers you something. Both characters are covered, and the highest bond tier was rewritten in a gentler voice with ten lines per category.
New - gifts and flowers. Right-click either character with flowers to trigger a heart effect and a spoken reply, and the two of them will bicker with each other when you do it in front of both.
New - places and trades. Entering and leaving a village, a base or an outpost now draws a line, and trading with a villager gets a comment.
Fixed - Kosaka Wakamo could not be put down or teleported away cleanly. Letting go had no cooldown, so picking the character up and dropping it again was a loop the player could not escape, and teleporting while carried was undone every tick by the rider-position update.
Changed - the orc battlefield now commits its army in waves. Instead of spawning the whole roster at once, each wave releases at most 20 units, one wave per minute. The countdown, the red last-five-seconds and the spawn markers are shown for the next wave, and after the wave timer a fresh set of landing spots is drawn.
Changed - clearing a wave fast-forwards to the next one. Once every unit of the current wave is dead, the next wave no longer waits out the rest of the minute: it goes straight to the last five seconds and lands. One minute is now a ceiling, not a fixed beat.
Changed - the between-wave HUD stays out of your way. Between waves the screen is completely clear - no countdown, no banner - and the countdown, the two lines of text, the progress bar and the landing markers only appear for the final five seconds.
Fixed - battlefield orcs used to run out of the arena. Wounded orcs fell back at six blocks per second while regenerating, and the arena boundary only ever constrained the player, so they walked out of reach. Battlefield units can no longer retreat, and any stray is pulled back every two seconds.
New - spawn eggs now explain what they contain. Hovering an egg shows a row of markers - a green upward triangle for a strength, a red downward triangle for a cost - followed by a short description of the unit, plus a copper rhombus in the corner carrying the tier as a roman numeral. Nine eggs are covered so far.
New - ammunition from the quartermaster, with optional UniDict support. A new ammunition tab hands out ammunition, and if a UniDict-style stand is installed the stock can be sourced from it.
Fixed - leftover force-loaded chunks. A chunk ticket's owner was a transient field while the ticket itself was saved, so restarting the server left orphan tickets behind. The owner is now written to disk, the Professor re-asserts its ticket, and releasing an escort moves the ticket with it.
Fixed - station remarks and greetings never fired. A cooldown sentinel of Long.MIN_VALUE overflowed when subtracted, so the "still on cooldown" test was true forever and every line built on it stayed silent.
New - an operator debug command: /orcai off | on | status. It freezes the AI of every orc invasion mob in the world - they stop moving, stop attacking and stop wandering - which makes it easy to inspect models, animations and firing timings. The switch is deliberately not saved: restarting or rejoining always returns to normal, and any mob frozen earlier is unfrozen when it is loaded again.
中文
新增 —— 蜂巢火箭发射车。 一台可以由玩家驾驶的火箭发射平台:坐上去瞄准,它会打出一轮 6 发火箭。火箭不再"碰了就消失" —— 每一发都会插在原地 2 秒再引爆;发射车还能放出烟幕。它有自己的模型、自己的箭矢模型,也有自己的瞄准与索敌。
新增 —— 捕兽夹。 像雪球一样扔出去,第一个踩上来的敌人会被它夹住、钉在原地。做法不是关掉敌人的 AI,而是把敌人"坐上"夹子 —— 于是对方怎么寻路都挪不动。每夹一下造成 8 点 + 当前生命值 5% 的伤害,夹子被摧毁时必定掉落自己。
改动 —— 手雷全家族换新图。 四种手雷与两种烟雾弹都换了新的物品图标,扔出去之后也渲染成物品本身(像原版雪球)。神圣手雷另有一套金色能量表现:三个新粒子;原版爆炸的烟、火与废铁屑被关掉,只剩金色。
改动 —— 更多图标。 驻留券与征募券也换上了新图标。
新增 —— 军需官面板重做为六个页签:领取补给(新的默认页)、领取子弹、和教授见面、加固护甲、势力地图、模组设置。旧的"军务"页连同它带的两个请求一起删除。
新增 —— 军需官光环。 原来的"加固护甲"改成了光环:72 格内的你、笑面教授以及任何教授势力单位都会持续获得护甲加成。升级走档位制(先皮革、再铁锭、后钻石),加成以真正的护甲属性施加 —— 所以 HUD 上的护甲条会如实反映它。
新增 —— 设置页现在几乎能调所有玩法。 共 17 项 / 5 组:兽人的血量、伤害与远程散布;教授势力的血量、伤害、攻速与索敌半径;兽人老大的刷新开关、刷新概率、刷新间隔与遭遇后的禁区;以及三条兽人威胁线各自的总开关 —— 兽潮、自发行军军队、兽人老大。血量 / 伤害 / 攻速 / 索敌对改动之后新生成的单位生效,倍率、散布与全部开关立刻生效。
新增 —— 屏幕字幕。 笑面教授或狐坂若藻开口时,那句台词会浮在屏幕下方再淡出,不再只躺在聊天栏里。已有 17 处台词改走字幕,字幕也会跟着游戏暂停。
新增 —— 笑面教授与狐坂若藻的台词大幅扩充。 按作息时间的日常问候、被撞到 / 被盯着看 / 被落下的情境反应、你受伤时的担心、钓上鱼时的评价、用工作方块时的点评,以及教授走过来送礼的事件。两位角色都有覆盖;最高好感档的措辞统一重写为温柔口吻,每一类 10 句。
新增 —— 送花与互怼。 拿着花右键两位角色中的任意一位会冒爱心并得到一句回应;当他们都在场时,两人还会为此互相拌嘴。
新增 —— 地点与交易。 进出村庄 / 据点 / 前哨站都会有台词,和村民交易也会被点评一句。
修复 —— 狐坂若藻放不下、也传送不走。 松手原先没有冷却,于是"抱起再放下"变成无法摆脱的循环;而被抱着时传送,每一 tick 都会被骑乘位置更新拉回原地。
改动 —— 战场改为分批(波次)放兵。 不再一次性放出整份名单:每波最多 20 个、每 1 分钟一波。倒计时、最后 5 秒的红色告急与刷怪点指示都是针对下一波的,并且每一波都会重新画一遍落点。
改动 —— 打光一波立即进入下一波。 当前这一波全部阵亡后,下一波不再干等剩下的时间:直接进入最后 5 秒并落地。1 分钟现在是上限,不再是固定节拍。
改动 —— 波间 HUD 不再挡视线。 两波之间屏幕完全干净 —— 没有倒计时、没有提示条;大字倒计时、两行提示、进度条与刷怪点箭头都只在最后 5 秒一起出现。
修复 —— 战场兽人曾经会跑出边界。 残血兽人原先会以每秒 6 格后退并回血,而战场边界只约束玩家,于是它们几步就走出了玩家的攻击范围。现在战场单位禁止撤退,且每 2 秒把跑出去的硬性拉回。
新增 —— 刷怪蛋现在会介绍自己。 悬停刷怪蛋会显示一组标记 —— 绿色正三角代表优势、红色倒三角代表代价 —— 后面跟一小段关于该单位的介绍,右上角还有一枚棕铜棱形框,用罗马数字标出它的本数。目前覆盖 9 个刷怪蛋。
新增 —— 军需官可以领取子弹,并可选兼容 UniDict。 新的"领取子弹"页可以领弹药;若安装了 UniDict 一类的货架,也可以从货架上取材。
修复 —— 残留的强制加载区块。 区块票的"持有者"是瞬态字段而票本身会存档,于是服务器重启后会留下无主票。现在持有者会写入存档,教授会幂等地重申自己的票,解除随行时票也跟着迁移。
修复 —— 工作方块评价与问候从不触发。 冷却哨兵用了 Long.MIN_VALUE,相减时溢出,于是"仍在冷却"的判断恒为真,建在它上面的台词全都沉默。
新增 —— 管理员调试指令:/orcai off | on | status。 它会冻结世界里全部兽人入侵模组生物的 AI —— 不再移动、不再攻击、也不再游荡 —— 方便观察模型、动画与开火节奏。这个开关刻意不保存:重启或重新进入游戏一定会回到正常,此前被冻住的生物重新加载时也会自动恢复。
release
orcinvasion 1.1.8d
1.20.1-Forge-1.1.8d7 окт. 2026 г.102Minecraft: 1.20.1forge
Что нового
English
New - the hive rocket launcher. A deployable rocket platform the player can drive: climb on, aim, and it fires a salvo of six rockets. A rocket no longer disappears on impact - it sticks where it lands for two seconds, then detonates, and the launcher can lay down a smoke screen. It has its own model, its own arrow model, and its own aiming and target search.

New - the bear trap. Throw it like a snowball and it snaps shut on the first enemy that walks onto it, pinning the victim in place. Rather than switching the victim's AI off, the trap seats the victim on itself, so no amount of pathfinding can move it. Every bite deals 8 damage plus 5% of the victim's current health, and the trap always drops itself when it is destroyed.

Changed - the whole grenade family was redrawn. Four grenades and two smoke bombs received new inventory icons, and a thrown grenade now renders as the item itself instead of a flat sprite. The holy grenade also gained a golden energy treatment: three new particles, with the vanilla smoke, fire and debris switched off so only the gold remains.


Changed - more icons. The station voucher and the recruitment voucher were redrawn as well.
New - the quartermaster panel was rebuilt into six tabs: supplies (the new default), ammunition, meeting the Professor, the armour aura, the faction map and the mod settings page. The old duty tab is gone, along with the two requests it carried.

New - the quartermaster aura. The old armour upgrade is now an aura: everyone within 72 blocks - you, the Professor and any Professor faction unit - keeps a permanent armour bonus. Upgrading it is priced in tiers (leather, then iron, then diamonds) and the bonus is applied as a real armour attribute, so the armour bar on your HUD reflects it.
New - the settings page can now tune almost everything. It exposes 17 values in 5 groups: orc health, damage and ranged spread; Professor faction health, damage, attack speed and follow range; the warlord's spawn switch, spawn chance, spawn interval and the post-encounter ban zone; plus brand-new master switches for three separate orc threat lines - the horde, the marching army and the warlord. Health, damage, attack speed and follow range apply to newly spawned units; the multipliers, spread and every switch take effect immediately.
New - on-screen subtitles. When the Professor or Kosaka Wakamo speaks, the line now appears at the bottom of the screen and fades out, instead of only living in the chat box. Seventeen existing lines were moved over, and the subtitle pauses together with the game.
New - far more dialogue for the Smiling Professor and Kosaka Wakamo. Daily greetings by time of day, reactions to being bumped into, stared at or left behind, worry when you are hurt, comments on the fish you catch, remarks on the crafting stations you use, and a gift event where the Professor walks up and offers you something. Both characters are covered, and the highest bond tier was rewritten in a gentler voice with ten lines per category.
New - gifts and flowers. Right-click either character with flowers to trigger a heart effect and a spoken reply, and the two of them will bicker with each other when you do it in front of both.
New - places and trades. Entering and leaving a village, a base or an outpost now draws a line, and trading with a villager gets a comment.
Fixed - Kosaka Wakamo could not be put down or teleported away cleanly. Letting go had no cooldown, so picking the character up and dropping it again was a loop the player could not escape, and teleporting while carried was undone every tick by the rider-position update.
Changed - the orc battlefield now commits its army in waves. Instead of spawning the whole roster at once, each wave releases at most 20 units, one wave per minute. The countdown, the red last-five-seconds and the spawn markers are shown for the next wave, and after the wave timer a fresh set of landing spots is drawn.
Changed - clearing a wave fast-forwards to the next one. Once every unit of the current wave is dead, the next wave no longer waits out the rest of the minute: it goes straight to the last five seconds and lands. One minute is now a ceiling, not a fixed beat.
Changed - the between-wave HUD stays out of your way. Between waves the screen is completely clear - no countdown, no banner - and the countdown, the two lines of text, the progress bar and the landing markers only appear for the final five seconds.
Fixed - battlefield orcs used to run out of the arena. Wounded orcs fell back at six blocks per second while regenerating, and the arena boundary only ever constrained the player, so they walked out of reach. Battlefield units can no longer retreat, and any stray is pulled back every two seconds.
New - spawn eggs now explain what they contain. Hovering an egg shows a row of markers - a green upward triangle for a strength, a red downward triangle for a cost - followed by a short description of the unit, plus a copper rhombus in the corner carrying the tier as a roman numeral. Nine eggs are covered so far.
New - ammunition from the quartermaster, with optional UniDict support. A new ammunition tab hands out ammunition, and if a UniDict-style stand is installed the stock can be sourced from it.
Fixed - leftover force-loaded chunks. A chunk ticket's owner was a transient field while the ticket itself was saved, so restarting the server left orphan tickets behind. The owner is now written to disk, the Professor re-asserts its ticket, and releasing an escort moves the ticket with it.
Fixed - station remarks and greetings never fired. A cooldown sentinel of Long.MIN_VALUE overflowed when subtracted, so the "still on cooldown" test was true forever and every line built on it stayed silent.
New - an operator debug command: /orcai off | on | status. It freezes the AI of every orc invasion mob in the world - they stop moving, stop attacking and stop wandering - which makes it easy to inspect models, animations and firing timings. The switch is deliberately not saved: restarting or rejoining always returns to normal, and any mob frozen earlier is unfrozen when it is loaded again.
中文
新增 —— 蜂巢火箭发射车。 一台可以由玩家驾驶的火箭发射平台:坐上去瞄准,它会打出一轮 6 发火箭。火箭不再"碰了就消失" —— 每一发都会插在原地 2 秒再引爆;发射车还能放出烟幕。它有自己的模型、自己的箭矢模型,也有自己的瞄准与索敌。
新增 —— 捕兽夹。 像雪球一样扔出去,第一个踩上来的敌人会被它夹住、钉在原地。做法不是关掉敌人的 AI,而是把敌人"坐上"夹子 —— 于是对方怎么寻路都挪不动。每夹一下造成 8 点 + 当前生命值 5% 的伤害,夹子被摧毁时必定掉落自己。
改动 —— 手雷全家族换新图。 四种手雷与两种烟雾弹都换了新的物品图标,扔出去之后也渲染成物品本身(像原版雪球)。神圣手雷另有一套金色能量表现:三个新粒子;原版爆炸的烟、火与废铁屑被关掉,只剩金色。
改动 —— 更多图标。 驻留券与征募券也换上了新图标。
新增 —— 军需官面板重做为六个页签:领取补给(新的默认页)、领取子弹、和教授见面、加固护甲、势力地图、模组设置。旧的"军务"页连同它带的两个请求一起删除。
新增 —— 军需官光环。 原来的"加固护甲"改成了光环:72 格内的你、笑面教授以及任何教授势力单位都会持续获得护甲加成。升级走档位制(先皮革、再铁锭、后钻石),加成以真正的护甲属性施加 —— 所以 HUD 上的护甲条会如实反映它。
新增 —— 设置页现在几乎能调所有玩法。 共 17 项 / 5 组:兽人的血量、伤害与远程散布;教授势力的血量、伤害、攻速与索敌半径;兽人老大的刷新开关、刷新概率、刷新间隔与遭遇后的禁区;以及三条兽人威胁线各自的总开关 —— 兽潮、自发行军军队、兽人老大。血量 / 伤害 / 攻速 / 索敌对改动之后新生成的单位生效,倍率、散布与全部开关立刻生效。
新增 —— 屏幕字幕。 笑面教授或狐坂若藻开口时,那句台词会浮在屏幕下方再淡出,不再只躺在聊天栏里。已有 17 处台词改走字幕,字幕也会跟着游戏暂停。
新增 —— 笑面教授与狐坂若藻的台词大幅扩充。 按作息时间的日常问候、被撞到 / 被盯着看 / 被落下的情境反应、你受伤时的担心、钓上鱼时的评价、用工作方块时的点评,以及教授走过来送礼的事件。两位角色都有覆盖;最高好感档的措辞统一重写为温柔口吻,每一类 10 句。
新增 —— 送花与互怼。 拿着花右键两位角色中的任意一位会冒爱心并得到一句回应;当他们都在场时,两人还会为此互相拌嘴。
新增 —— 地点与交易。 进出村庄 / 据点 / 前哨站都会有台词,和村民交易也会被点评一句。
修复 —— 狐坂若藻放不下、也传送不走。 松手原先没有冷却,于是"抱起再放下"变成无法摆脱的循环;而被抱着时传送,每一 tick 都会被骑乘位置更新拉回原地。
改动 —— 战场改为分批(波次)放兵。 不再一次性放出整份名单:每波最多 20 个、每 1 分钟一波。倒计时、最后 5 秒的红色告急与刷怪点指示都是针对下一波的,并且每一波都会重新画一遍落点。
改动 —— 打光一波立即进入下一波。 当前这一波全部阵亡后,下一波不再干等剩下的时间:直接进入最后 5 秒并落地。1 分钟现在是上限,不再是固定节拍。
改动 —— 波间 HUD 不再挡视线。 两波之间屏幕完全干净 —— 没有倒计时、没有提示条;大字倒计时、两行提示、进度条与刷怪点箭头都只在最后 5 秒一起出现。
修复 —— 战场兽人曾经会跑出边界。 残血兽人原先会以每秒 6 格后退并回血,而战场边界只约束玩家,于是它们几步就走出了玩家的攻击范围。现在战场单位禁止撤退,且每 2 秒把跑出去的硬性拉回。
新增 —— 刷怪蛋现在会介绍自己。 悬停刷怪蛋会显示一组标记 —— 绿色正三角代表优势、红色倒三角代表代价 —— 后面跟一小段关于该单位的介绍,右上角还有一枚棕铜棱形框,用罗马数字标出它的本数。目前覆盖 9 个刷怪蛋。
新增 —— 军需官可以领取子弹,并可选兼容 UniDict。 新的"领取子弹"页可以领弹药;若安装了 UniDict 一类的货架,也可以从货架上取材。
修复 —— 残留的强制加载区块。 区块票的"持有者"是瞬态字段而票本身会存档,于是服务器重启后会留下无主票。现在持有者会写入存档,教授会幂等地重申自己的票,解除随行时票也跟着迁移。
修复 —— 工作方块评价与问候从不触发。 冷却哨兵用了 Long.MIN_VALUE,相减时溢出,于是"仍在冷却"的判断恒为真,建在它上面的台词全都沉默。
新增 —— 管理员调试指令:/orcai off | on | status。 它会冻结世界里全部兽人入侵模组生物的 AI —— 不再移动、不再攻击、也不再游荡 —— 方便观察模型、动画与开火节奏。这个开关刻意不保存:重启或重新进入游戏一定会回到正常,此前被冻住的生物重新加载时也会自动恢复。
release
orcinvasion 1.1.8c
1.21.1-NeoForge-1.1.8c3 окт. 2026 г.27Minecraft: 1.21.1neoforge
Что нового
English
Fixed - the Smiling Professor did nothing at all on a real server. Dialogue, goodbye scenes, the quartermaster and hand-feeding were all driven by a client-only event, so on a dedicated server (client and server in separate processes) every one of them was silently dead. Interaction now travels as network packets, so single-player and servers behave the same. The same fix was applied to Kosaka Wakamo and to the quartermaster.
Fixed - the orc battlefield boundary only existed in single-player. It used to shrink the global world border, which would have trapped every distant player in a multiplayer world and risked corrupting the world's level data, so it was deliberately disabled outside single-player. Each player now receives their own client-side boundary: multiplayer sieges work, several battles can run at the same time without interfering, and the world border is never touched.
New - multiplayer battles. Players standing outside a battlefield who bump into the boundary are asked whether they want to join the fight or ignore it, and the boundary only disappears once the last participant has left.
New - operator control. The quartermaster settings and base renaming are limited to operators (permission level 2).
New - the orc warlord (impostor) and its three siblings. A named army leader that walks the map, finds you, and offers you a choice: pay up and walk away, or refuse and get a battle. There are four kinds - orc, goblin, pirate and undead - each with its own troops, own dialogue and own rules, and each with three temperaments (aggressive, idle, evasive).
New - encounters. Walk into a village and a warlord may demand tribute; walk into a structure holding an untouched loot chest and a warlord may claim it as his treasure. Refuse either one and the battle begins; accept and the siege ends - paying tribute costs you three experience levels, while giving up a treasure site teleports you outside it and keeps you out for ten minutes.
New - cinematic fights. A full-screen roster at the start (7 seconds), a large on-screen countdown for the ten seconds you have to position yourself, a boundary that you must physically bump into before it asks anything, a morale-collapse ending when fewer than 20% of the enemy remains, and a chase when you flee with more than that still standing. Nearby warlords of the same faction now join the same battle instead of queueing up one after another.
New - an in-game settings panel. The Professor faction quartermaster is now a tabbed panel: one tab for the old base actions, one tab to tune numbers live, including orc health, orc damage, ranged accuracy, Professor faction health, damage, attack speed and follow range, plus warlord spawn rate and spawn size.
New - the Professor territory map. A full-screen map with real terrain, the base and outpost territories drawn on it, a side list of every base and banner, one click to pan there, and one click to teleport. Operators can rename the main base and every banner; unnamed ones are shown as numbered bases.
New - the gong1 structure. An orc-built structure that generates in ordinary forests.
Changed - warlord spawning. Spawns are unlimited in number, spaced at least 8 chunks apart, and once you meet a warlord the surrounding area stops producing any warlord for three days. All of this is adjustable from the settings panel, and the world remembers it across restarts.
Fixed - natural spawns around places you fought in. Orc units were being counted against the vanilla mob cap even though they are never part of vanilla spawning, so ordinary monsters stopped appearing near battle sites. Orc units are now excluded from that count.
Fixed - a battlefield that stayed open after every enemy was gone. The end-of-battle check trusted a death event that silently misses enemies removed by the game itself, so the boundary stayed up until the timeout. The check now recounts the actual units.
Fixed - villages flooding you with warlords. Standing in a village re-rolled the encounter every three seconds, so a warlord appeared roughly every nine seconds. One encounter is now rolled per visit, plus a shared cooldown.
Fixed - undead troops had no gear. Zombies and skeletons arrived with nothing in their hands. They now spawn with armour, weapons, and working bows.
Removed - five systems that produced things out of thin air. The orc hive, the scout patrols, the coastal raid and bubble pearl, the Professor faction structure expedition and the powerful-creature hunter squad are all gone. Cave lairs are now the job of structures.
Also in this version - the Professor and Kosaka Wakamo. Hunger tuning, what Wakamo asks you for and when, Wakamo's obsidian cage, and a bond level that grows with the days you spend together. Kosaka Wakamo is a separate character who visits the Professor's territory - not the Smiling Professor.
Changed - the altitude cap for orc spawns was raised from 100 to 160, so the threat follows you higher up.
中文
修复 —— 笑面教授在真正的服务器上完全不能交互。 对话、告别、军需官与右键喂食原先全挂在一个"仅客户端"的事件上,所以在专用服务器(客户端与服务端是两个进程)上这些功能全都无声失效。现在交互改走网络包,单机与服务器行为一致。狐坂若藻与军需官同样修好。
修复 —— 老大战场边界原先只在单机存在。 它过去是把全局世界边界缩小(多人下会把远处玩家一起夹住,还有写坏存档 world 数据的风险),所以只在单机启用。现在改为每个玩家各自一份客户端边界:多人围城可用、多场战斗互不干扰、世界边界永不被动。
新增 —— 多人混战。 站在战场外的玩家撞到边界时,可以选择「加入战斗」或「不管」;战斗边界要等最后一个参战者退出才消失。
新增 —— 管理员权限。 军需官面板的设置与据点改名限定为管理员(权限等级 2)。
新增 —— 兽人老大(假)与它的三个同族。 一个会在地图上走动、会主动找上你、给你两个选择的带名字的军队头领:交钱走人,或者拒绝开战。共四种 —— 兽人、地精、海盗、亡灵,各有自己的部队、台词与规则,并各分三种性格(主动 / 呆滞 / 躲避)。
新增 —— 进入驱动的遭遇。 走进村庄可能被索要财物;走进有未搜过宝箱的结构可能被宣称为守宝者。两条路拒绝都会开战;接受则了结 —— 献上财物要交 3 级经验,让出宝地会被传送出结构并10 分钟内无法靠近。
新增 —— 电影式战斗。 开场全屏名单(7 秒)、10 秒自由行动的大字倒计时、需要撞上去才会问你的边界、剩余 < 20% 时的「士气崩溃」收场,以及还有更多敌人时逃离会招来追击。附近的同阵营老大现在会并入同一场,不再排队一个个打。
新增 —— 游戏内设置面板。 教授势力军需官改为页签面板:一页是原来的据点行动,另一页可以当场调数值 —— 兽人血量、兽人伤害、远程准头、教授势力血量 / 伤害 / 攻速 / 索敌,以及老大刷新。
新增 —— 教授势力地图。 全屏地图,画真实地形、据点与前哨站范围,右侧列出每一处据点 / 旗帜,点一下视口跳过去,点地图上的旗可以直接传送。管理员可以给主据点和每一面旗起名,没起名的显示为编号据点。
新增 —— gong1 建筑。 会在普通森林里生成的兽人建筑。
改动 —— 老大刷新。 不再限制总数量,彼此至少间隔 8 区块;一旦与某个老大照面,周围一片区域3 天内不再出现任何老大。以上都可以在设置面板里调,并且存档记得住,重启游戏不会重置。
修复 —— 打过仗的地方自然刷怪变少。 兽人单位原先会被算进原版刷怪名额(尽管它们从来不属于原版刷怪),导致战斗地点附近的普通怪物不再出现。现在兽人单位不再占用这个名额。
修复 —— 敌人已经清空、边界却还挂着。 收场判定原先依赖一个死亡事件,而游戏自己"静默移除"的单位不会触发它,于是边界一直撑到超时。现在改为按真实单位重新对账。
修复 —— 村庄里老大被无限重复触发。 站在村庄里每 3 秒就会重掷一次,等于大约每 9 秒必出一个老大。现在每次进入只判定一次,并叠加一段共享冷却。
修复 —— 亡灵部队裸装。 僵尸与骷髅什么都没拿就出来了。现在会带上盔甲、武器,骷髅的弓也能正常射箭。
移除 —— 五个"凭空产生内容"的旧系统。 兽人母巢、探子巡逻队、海岸入侵与泡泡珍珠、教授势力结构探索队、强大生物猎手队全部移除。巢穴这件事交回给结构。
本版还包含 —— 笑面教授与狐坂若藻。 饥饿相关调参、若藻向你讨要东西的口径与分档、若藻的黑曜石牢笼,以及会随陪伴天数成长的羁绊度。狐坂若藻是另一位会来教授领地的角色,不是笑面教授本人。
改动 —— 兽人刷怪的海拔上限从 100 提到 160,威胁会跟你到更高的地方。
release
orcinvasion 1.1.8c
1.21.1-Forge-1.1.8c3 окт. 2026 г.6Minecraft: 1.21.1forge
Что нового
English
Fixed - the Smiling Professor did nothing at all on a real server. Dialogue, goodbye scenes, the quartermaster and hand-feeding were all driven by a client-only event, so on a dedicated server (client and server in separate processes) every one of them was silently dead. Interaction now travels as network packets, so single-player and servers behave the same. The same fix was applied to Kosaka Wakamo and to the quartermaster.
Fixed - the orc battlefield boundary only existed in single-player. It used to shrink the global world border, which would have trapped every distant player in a multiplayer world and risked corrupting the world's level data, so it was deliberately disabled outside single-player. Each player now receives their own client-side boundary: multiplayer sieges work, several battles can run at the same time without interfering, and the world border is never touched.
New - multiplayer battles. Players standing outside a battlefield who bump into the boundary are asked whether they want to join the fight or ignore it, and the boundary only disappears once the last participant has left.
New - operator control. The quartermaster settings and base renaming are limited to operators (permission level 2).
New - the orc warlord (impostor) and its three siblings. A named army leader that walks the map, finds you, and offers you a choice: pay up and walk away, or refuse and get a battle. There are four kinds - orc, goblin, pirate and undead - each with its own troops, own dialogue and own rules, and each with three temperaments (aggressive, idle, evasive).
New - encounters. Walk into a village and a warlord may demand tribute; walk into a structure holding an untouched loot chest and a warlord may claim it as his treasure. Refuse either one and the battle begins; accept and the siege ends - paying tribute costs you three experience levels, while giving up a treasure site teleports you outside it and keeps you out for ten minutes.
New - cinematic fights. A full-screen roster at the start (7 seconds), a large on-screen countdown for the ten seconds you have to position yourself, a boundary that you must physically bump into before it asks anything, a morale-collapse ending when fewer than 20% of the enemy remains, and a chase when you flee with more than that still standing. Nearby warlords of the same faction now join the same battle instead of queueing up one after another.
New - an in-game settings panel. The Professor faction quartermaster is now a tabbed panel: one tab for the old base actions, one tab to tune numbers live, including orc health, orc damage, ranged accuracy, Professor faction health, damage, attack speed and follow range, plus warlord spawn rate and spawn size.
New - the Professor territory map. A full-screen map with real terrain, the base and outpost territories drawn on it, a side list of every base and banner, one click to pan there, and one click to teleport. Operators can rename the main base and every banner; unnamed ones are shown as numbered bases.
New - the gong1 structure. An orc-built structure that generates in ordinary forests.
Changed - warlord spawning. Spawns are unlimited in number, spaced at least 8 chunks apart, and once you meet a warlord the surrounding area stops producing any warlord for three days. All of this is adjustable from the settings panel, and the world remembers it across restarts.
Fixed - natural spawns around places you fought in. Orc units were being counted against the vanilla mob cap even though they are never part of vanilla spawning, so ordinary monsters stopped appearing near battle sites. Orc units are now excluded from that count.
Fixed - a battlefield that stayed open after every enemy was gone. The end-of-battle check trusted a death event that silently misses enemies removed by the game itself, so the boundary stayed up until the timeout. The check now recounts the actual units.
Fixed - villages flooding you with warlords. Standing in a village re-rolled the encounter every three seconds, so a warlord appeared roughly every nine seconds. One encounter is now rolled per visit, plus a shared cooldown.
Fixed - undead troops had no gear. Zombies and skeletons arrived with nothing in their hands. They now spawn with armour, weapons, and working bows.
Removed - five systems that produced things out of thin air. The orc hive, the scout patrols, the coastal raid and bubble pearl, the Professor faction structure expedition and the powerful-creature hunter squad are all gone. Cave lairs are now the job of structures.
Also in this version - the Professor and Kosaka Wakamo. Hunger tuning, what Wakamo asks you for and when, Wakamo's obsidian cage, and a bond level that grows with the days you spend together. Kosaka Wakamo is a separate character who visits the Professor's territory - not the Smiling Professor.
Changed - the altitude cap for orc spawns was raised from 100 to 160, so the threat follows you higher up.
中文
修复 —— 笑面教授在真正的服务器上完全不能交互。 对话、告别、军需官与右键喂食原先全挂在一个"仅客户端"的事件上,所以在专用服务器(客户端与服务端是两个进程)上这些功能全都无声失效。现在交互改走网络包,单机与服务器行为一致。狐坂若藻与军需官同样修好。
修复 —— 老大战场边界原先只在单机存在。 它过去是把全局世界边界缩小(多人下会把远处玩家一起夹住,还有写坏存档 world 数据的风险),所以只在单机启用。现在改为每个玩家各自一份客户端边界:多人围城可用、多场战斗互不干扰、世界边界永不被动。
新增 —— 多人混战。 站在战场外的玩家撞到边界时,可以选择「加入战斗」或「不管」;战斗边界要等最后一个参战者退出才消失。
新增 —— 管理员权限。 军需官面板的设置与据点改名限定为管理员(权限等级 2)。
新增 —— 兽人老大(假)与它的三个同族。 一个会在地图上走动、会主动找上你、给你两个选择的带名字的军队头领:交钱走人,或者拒绝开战。共四种 —— 兽人、地精、海盗、亡灵,各有自己的部队、台词与规则,并各分三种性格(主动 / 呆滞 / 躲避)。
新增 —— 进入驱动的遭遇。 走进村庄可能被索要财物;走进有未搜过宝箱的结构可能被宣称为守宝者。两条路拒绝都会开战;接受则了结 —— 献上财物要交 3 级经验,让出宝地会被传送出结构并10 分钟内无法靠近。
新增 —— 电影式战斗。 开场全屏名单(7 秒)、10 秒自由行动的大字倒计时、需要撞上去才会问你的边界、剩余 < 20% 时的「士气崩溃」收场,以及还有更多敌人时逃离会招来追击。附近的同阵营老大现在会并入同一场,不再排队一个个打。
新增 —— 游戏内设置面板。 教授势力军需官改为页签面板:一页是原来的据点行动,另一页可以当场调数值 —— 兽人血量、兽人伤害、远程准头、教授势力血量 / 伤害 / 攻速 / 索敌,以及老大刷新。
新增 —— 教授势力地图。 全屏地图,画真实地形、据点与前哨站范围,右侧列出每一处据点 / 旗帜,点一下视口跳过去,点地图上的旗可以直接传送。管理员可以给主据点和每一面旗起名,没起名的显示为编号据点。
新增 —— gong1 建筑。 会在普通森林里生成的兽人建筑。
改动 —— 老大刷新。 不再限制总数量,彼此至少间隔 8 区块;一旦与某个老大照面,周围一片区域3 天内不再出现任何老大。以上都可以在设置面板里调,并且存档记得住,重启游戏不会重置。
修复 —— 打过仗的地方自然刷怪变少。 兽人单位原先会被算进原版刷怪名额(尽管它们从来不属于原版刷怪),导致战斗地点附近的普通怪物不再出现。现在兽人单位不再占用这个名额。
修复 —— 敌人已经清空、边界却还挂着。 收场判定原先依赖一个死亡事件,而游戏自己"静默移除"的单位不会触发它,于是边界一直撑到超时。现在改为按真实单位重新对账。
修复 —— 村庄里老大被无限重复触发。 站在村庄里每 3 秒就会重掷一次,等于大约每 9 秒必出一个老大。现在每次进入只判定一次,并叠加一段共享冷却。
修复 —— 亡灵部队裸装。 僵尸与骷髅什么都没拿就出来了。现在会带上盔甲、武器,骷髅的弓也能正常射箭。
移除 —— 五个"凭空产生内容"的旧系统。 兽人母巢、探子巡逻队、海岸入侵与泡泡珍珠、教授势力结构探索队、强大生物猎手队全部移除。巢穴这件事交回给结构。
本版还包含 —— 笑面教授与狐坂若藻。 饥饿相关调参、若藻向你讨要东西的口径与分档、若藻的黑曜石牢笼,以及会随陪伴天数成长的羁绊度。狐坂若藻是另一位会来教授领地的角色,不是笑面教授本人。
改动 —— 兽人刷怪的海拔上限从 100 提到 160,威胁会跟你到更高的地方。
release
orcinvasion 1.1.8c
1.20.1-Forge-1.1.8c3 окт. 2026 г.40Minecraft: 1.20.1forge
Что нового
English
Fixed - the Smiling Professor did nothing at all on a real server. Dialogue, goodbye scenes, the quartermaster and hand-feeding were all driven by a client-only event, so on a dedicated server (client and server in separate processes) every one of them was silently dead. Interaction now travels as network packets, so single-player and servers behave the same. The same fix was applied to Kosaka Wakamo and to the quartermaster.
Fixed - the orc battlefield boundary only existed in single-player. It used to shrink the global world border, which would have trapped every distant player in a multiplayer world and risked corrupting the world's level data, so it was deliberately disabled outside single-player. Each player now receives their own client-side boundary: multiplayer sieges work, several battles can run at the same time without interfering, and the world border is never touched.
New - multiplayer battles. Players standing outside a battlefield who bump into the boundary are asked whether they want to join the fight or ignore it, and the boundary only disappears once the last participant has left.
New - operator control. The quartermaster settings and base renaming are limited to operators (permission level 2).
New - the orc warlord (impostor) and its three siblings. A named army leader that walks the map, finds you, and offers you a choice: pay up and walk away, or refuse and get a battle. There are four kinds - orc, goblin, pirate and undead - each with its own troops, own dialogue and own rules, and each with three temperaments (aggressive, idle, evasive).
New - encounters. Walk into a village and a warlord may demand tribute; walk into a structure holding an untouched loot chest and a warlord may claim it as his treasure. Refuse either one and the battle begins; accept and the siege ends - paying tribute costs you three experience levels, while giving up a treasure site teleports you outside it and keeps you out for ten minutes.
New - cinematic fights. A full-screen roster at the start (7 seconds), a large on-screen countdown for the ten seconds you have to position yourself, a boundary that you must physically bump into before it asks anything, a morale-collapse ending when fewer than 20% of the enemy remains, and a chase when you flee with more than that still standing. Nearby warlords of the same faction now join the same battle instead of queueing up one after another.
New - an in-game settings panel. The Professor faction quartermaster is now a tabbed panel: one tab for the old base actions, one tab to tune numbers live, including orc health, orc damage, ranged accuracy, Professor faction health, damage, attack speed and follow range, plus warlord spawn rate and spawn size.
New - the Professor territory map. A full-screen map with real terrain, the base and outpost territories drawn on it, a side list of every base and banner, one click to pan there, and one click to teleport. Operators can rename the main base and every banner; unnamed ones are shown as numbered bases.
New - the gong1 structure. An orc-built structure that generates in ordinary forests.
Changed - warlord spawning. Spawns are unlimited in number, spaced at least 8 chunks apart, and once you meet a warlord the surrounding area stops producing any warlord for three days. All of this is adjustable from the settings panel, and the world remembers it across restarts.
Fixed - natural spawns around places you fought in. Orc units were being counted against the vanilla mob cap even though they are never part of vanilla spawning, so ordinary monsters stopped appearing near battle sites. Orc units are now excluded from that count.
Fixed - a battlefield that stayed open after every enemy was gone. The end-of-battle check trusted a death event that silently misses enemies removed by the game itself, so the boundary stayed up until the timeout. The check now recounts the actual units.
Fixed - villages flooding you with warlords. Standing in a village re-rolled the encounter every three seconds, so a warlord appeared roughly every nine seconds. One encounter is now rolled per visit, plus a shared cooldown.
Fixed - undead troops had no gear. Zombies and skeletons arrived with nothing in their hands. They now spawn with armour, weapons, and working bows.
Removed - five systems that produced things out of thin air. The orc hive, the scout patrols, the coastal raid and bubble pearl, the Professor faction structure expedition and the powerful-creature hunter squad are all gone. Cave lairs are now the job of structures.
Also in this version - the Professor and Kosaka Wakamo. Hunger tuning, what Wakamo asks you for and when, Wakamo's obsidian cage, and a bond level that grows with the days you spend together. Kosaka Wakamo is a separate character who visits the Professor's territory - not the Smiling Professor.
Changed - the altitude cap for orc spawns was raised from 100 to 160, so the threat follows you higher up.
中文
修复 —— 笑面教授在真正的服务器上完全不能交互。 对话、告别、军需官与右键喂食原先全挂在一个"仅客户端"的事件上,所以在专用服务器(客户端与服务端是两个进程)上这些功能全都无声失效。现在交互改走网络包,单机与服务器行为一致。狐坂若藻与军需官同样修好。
修复 —— 老大战场边界原先只在单机存在。 它过去是把全局世界边界缩小(多人下会把远处玩家一起夹住,还有写坏存档 world 数据的风险),所以只在单机启用。现在改为每个玩家各自一份客户端边界:多人围城可用、多场战斗互不干扰、世界边界永不被动。
新增 —— 多人混战。 站在战场外的玩家撞到边界时,可以选择「加入战斗」或「不管」;战斗边界要等最后一个参战者退出才消失。
新增 —— 管理员权限。 军需官面板的设置与据点改名限定为管理员(权限等级 2)。
新增 —— 兽人老大(假)与它的三个同族。 一个会在地图上走动、会主动找上你、给你两个选择的带名字的军队头领:交钱走人,或者拒绝开战。共四种 —— 兽人、地精、海盗、亡灵,各有自己的部队、台词与规则,并各分三种性格(主动 / 呆滞 / 躲避)。
新增 —— 进入驱动的遭遇。 走进村庄可能被索要财物;走进有未搜过宝箱的结构可能被宣称为守宝者。两条路拒绝都会开战;接受则了结 —— 献上财物要交 3 级经验,让出宝地会被传送出结构并10 分钟内无法靠近。
新增 —— 电影式战斗。 开场全屏名单(7 秒)、10 秒自由行动的大字倒计时、需要撞上去才会问你的边界、剩余 < 20% 时的「士气崩溃」收场,以及还有更多敌人时逃离会招来追击。附近的同阵营老大现在会并入同一场,不再排队一个个打。
新增 —— 游戏内设置面板。 教授势力军需官改为页签面板:一页是原来的据点行动,另一页可以当场调数值 —— 兽人血量、兽人伤害、远程准头、教授势力血量 / 伤害 / 攻速 / 索敌,以及老大刷新。
新增 —— 教授势力地图。 全屏地图,画真实地形、据点与前哨站范围,右侧列出每一处据点 / 旗帜,点一下视口跳过去,点地图上的旗可以直接传送。管理员可以给主据点和每一面旗起名,没起名的显示为编号据点。
新增 —— gong1 建筑。 会在普通森林里生成的兽人建筑。
改动 —— 老大刷新。 不再限制总数量,彼此至少间隔 8 区块;一旦与某个老大照面,周围一片区域3 天内不再出现任何老大。以上都可以在设置面板里调,并且存档记得住,重启游戏不会重置。
修复 —— 打过仗的地方自然刷怪变少。 兽人单位原先会被算进原版刷怪名额(尽管它们从来不属于原版刷怪),导致战斗地点附近的普通怪物不再出现。现在兽人单位不再占用这个名额。
修复 —— 敌人已经清空、边界却还挂着。 收场判定原先依赖一个死亡事件,而游戏自己"静默移除"的单位不会触发它,于是边界一直撑到超时。现在改为按真实单位重新对账。
修复 —— 村庄里老大被无限重复触发。 站在村庄里每 3 秒就会重掷一次,等于大约每 9 秒必出一个老大。现在每次进入只判定一次,并叠加一段共享冷却。
修复 —— 亡灵部队裸装。 僵尸与骷髅什么都没拿就出来了。现在会带上盔甲、武器,骷髅的弓也能正常射箭。
移除 —— 五个"凭空产生内容"的旧系统。 兽人母巢、探子巡逻队、海岸入侵与泡泡珍珠、教授势力结构探索队、强大生物猎手队全部移除。巢穴这件事交回给结构。
本版还包含 —— 笑面教授与狐坂若藻。 饥饿相关调参、若藻向你讨要东西的口径与分档、若藻的黑曜石牢笼,以及会随陪伴天数成长的羁绊度。狐坂若藻是另一位会来教授领地的角色,不是笑面教授本人。
改动 —— 兽人刷怪的海拔上限从 100 提到 160,威胁会跟你到更高的地方。
release
orcinvasion 1.1.8b
1.21.1-NeoForge-1.1.8b30 сент. 2026 г.45Minecraft: 1.21.1neoforge
Что нового
English
Reworked - the orc threat system. All three threat tracks now roll once per game day instead of every hour: default scouts at 15% per day, orc army at 5% per day. Kill rewards no longer stack - killing a tactical kid gives one single reward (+15% chance and -1 day cooldown on the next roll, then resets). Added a dry-spell bonus: every day a track fails its roll, its next chance grows by 1% (caps: scouts 10%, goblin scouts 3%, army 20%), and triggering resets it. Added a trigger penalty: after a track fires, its next roll is 10% less likely and 1 day longer, alternating. Sleeping in a bed adds another 1% per night (caps: 5% / 2% / 8%). All of this run-time state is now saved with the world, so a restart no longer reshuffles the schedule.
Changed - the opening grace period is now 3 days, down from 7. Applies to default scouts, goblin scouts, hives and coastal patrols alike, so the world no longer stays quiet for a whole week before anything happens.
New - the orc army. A full invasion force that does not simply appear next to you: it is founded as a virtual column 1024 blocks away, announces the direction it is coming from, marches in, and only starts deploying real troops in batches of six once it closes to within 128 blocks. It rolls once per game day at 5%, and after firing goes on a 5 / 7 / 9 day cooldown rotation (7 days on average).
Rebuilt - the beast tide. Previously a 20-minute window of orcs endlessly pouring in around every player. It now calls in 3 to 5 armies at once, each from a different direction, one per player where possible - so with more players online, more armies come. Armies belonging to a beast tide march on everyone, not just the player who triggered it.
Fixed - the Smiling Professor and the outposts. Reinforcement spawn positions were computed by three copy-pasted helpers, two of which could place troops inside solid blocks and leave them stuck; all spawn positions now go through one shared helper that refuses a bad spot instead of burying anyone. The Smiling Professor also no longer picks up obsidian when assembling constructs, since obsidian is what Kosaka Wakamo builds her walls and cages from. Fixed the opening cinematic re-playing for old saves and dragging players back to the world spawn. Rebuilt - the Smiling Professor's return to the outpost / home. The whole travel routine was rewritten so it is a real teleport with a proper "is there actually a home to return to" check, and so that only Professor units actually following the player are brought along.
Improved - Kosaka Wakamo. Her affection-tier lines were reworked to be less blunt, she can now miss you and come looking for you after several days, she can ask you for food, Professor forces no longer accidentally hit her, and the safeguards that stop duplicate copies of her from existing - or an existing one from silently disappearing - were rebuilt.
On hold - the exoskeleton system. Its content is no longer handed out: new players do not receive one, it is gone from the creative inventory together with the exoskeleton mod bench, and its crafting recipes have been removed. Exoskeletons already present in existing saves keep working normally. The author is no longer maintaining this feature.
中文
重置 —— 兽人威胁系统。 三套威胁系统全部从「每小时掷一次」改为「每个游戏日掷一次」:默认探子每天 15%、兽人军队每天 5%。击杀奖励不再叠加 —— 击杀一个战术小子只给一次奖励(下一次掷骰几率 +15%、冷却 −1 天,触发后清零)。新增**「干旱补偿」:某套系统当天没触发,下一次几率 +1%(封顶:探子 10%、地精探子 3%、军队 20%),触发即归零。新增「触发惩罚」:某套系统触发过后,下一次几率 −10%、冷却 +1 天,与正常轮次交替。睡觉也能提供助力:每睡一晚 +1%(封顶 5% / 2% / 8%)。以上运行期状态全部随存档保存**,重启游戏后节奏完全一致。
改动 —— 开局宽限期从 7 天改为 3 天。 对默认探子、地精探子、母巢与海岸巡逻一视同仁,世界不再安静整整一周才有动静。
新增 —— 兽人军队。 一支不会凭空出现在你身边的入侵部队:它先在 1024 格外成立一支虚拟军队(只推进坐标),并提示它是从哪个方向赶来的;一路行军到 128 格时才开始分批部署真实兵力(每批 6 只)。它每天 5% 概率触发,触发后进入 5 / 7 / 9 天冷却轮换(平均 7 天)。
重做 —— 兽潮。 过去是「持续 20 分钟、在每个玩家周围不断涌现兽人」。现在改为一次性派出 3~5 支军队,各自从不同方向行军过来,并尽量保证每个在线玩家都至少分到一支 —— 在线人数越多,来的军队越多。兽潮派出的军队会朝全服所有玩家推进,而不只是触发它的那一位。
修复 —— 笑面教授本人与据点。 补兵落点原先由三份各自复制的助手函数计算,其中两条会把兵生成在方块内部导致卡住;现在所有落点统一走同一套判定,拿不到合格落点就直接跳过,不再把兵埋进方块。笑面教授组装构造体时不再抽走黑曜石 —— 那是若藻用来搭墙、搭囚笼的材料。另外修复了老存档载入时开场电影视角重播、并把玩家传送回出生点的问题。
重置 —— 笑面教授「回据点 / 回家」。 整套回程逻辑重写为真实传送,并补上「教授到底有没有家可回」的判定;同时只带走确实在跟随玩家的教授单位,不会顺手把据点驻军一起拽走。
完善 —— 狐坂若藻。 若藻的好感档台词不再那么露骨;分开几天后若藻会想你并主动来找你,也会向你讨要食物;教授势力不再误伤若藻;「防止出现第二只若藻」与「防止已有的那只无声消失」的机制都已重做加固。
暂不提供 —— 外骨骼系统。 该内容不再发放:新玩家不会获得外骨骼,创造模式栏里也移除了外骨骼与外骨骼工作台,相关配方一并删去。老存档中已有的外骨骼仍可正常使用。 作者已无意愿继续维护更新此内容。
release
orcinvasion 1.1.8b
1.21.1-Forge-1.1.8b30 сент. 2026 г.9Minecraft: 1.21.1forge
Что нового
英语
重做——兽人威胁系统。现在,这三种威胁追踪现在每天掷一次,而不是每小时一次:默认侦察兵每天15%,兽人军队每天5%。击杀奖励不再叠加——杀死战术小孩会给一个奖励(+15%几率,下一次掷骰冷却-1天,然后重置)。新增了一个干旱加成:每当一条路线掷骰失败,其下一次几率增加1%(上限:侦察兵10%,哥布林侦察兵3%,军队20%),触发后重置。增加了触发惩罚:轨道发射后,下一次掷骰的概率降低10%,且持续时间延长1天,交替进行。睡在床上每晚还会增加1%的费用(上限:5% / 2% / 8%)。所有这些运行时状态现在都被保存下来,因此重启不再重新调整时间表。
更改了——开业宽限期现在是3天,从7天减少。这适用于默认侦察兵、哥布林侦察兵、蜂巢和沿海巡逻队,所以世界不再会有整整一周的安静才会发生什么。
新——兽人军队。一支完整的入侵部队,不会突然出现在你身边:它以虚拟纵队形式建立,距离1024格,会宣布方向,进攻,只有在接近128格以内时才开始分批部署六人一组的真实部队。它每个游戏日掷一次5%冷却,开火后会循环5/7/9天冷却(平均7天)。
重建——野兽潮汐。之前每个玩家周围都是20分钟的兽人不断涌入。现在它会同时召唤3到5支军队,每个军队来自不同方向,尽可能每位玩家一人——所以在线玩家越多,军队越多。属于野兽潮汐的军队向所有人进军,而不仅仅是触发它的玩家。
修复——微笑教授和前哨站。增援重生位置由三个复制粘贴的辅助工具计算,其中两个可以将部队放置在实心方块内并使其卡住;所有刷新点现在都经过一个共享辅助,拒绝放置坏位置,而不是掩埋任何人。微笑教授在组装构造物时也不再拾取黑曜石,因为小坂若茂用黑曜石来建造她的墙壁和牢笼。修复了开场动画重播旧存档和拖拽玩家回到世界重生点的问题。 重建——微笑教授重返前哨/家园。整个旅行流程被重写成真正的传送,并带有“是否真的有家可回”的检定,只有真正跟随玩家的教授单位被带上。
改进版——小坂若茂。她的亲昵语句被重新设计得不那么直白,她现在可以想念你并在几天后来找你,她可以向你要食物,教授的部队不再意外击中她,防止她复制体存在——或防止现有复制体悄无声息消失的防护措施也被重建。
等待中——外骨骼系统。其内容不再发放:新玩家不会获得,连同外骨骼模组工作台一起从创意库存中消失,制作配方也被移除。现有存档中已有的外骨骼依然正常工作。作者已不再维护该功能。
中文
重置 —— 兽人威胁系统。三套威胁系统全部从「每小时掷一次」改为「每个游戏日掷一次」:默认探子每天 15%、兽人军队每天 5%。击杀奖励不再叠加 —— 击杀一个战术小子只给一次奖励(下一次掷骰几率 +15%、冷却 −1 天,触发后清零)。新增**「干旱补偿」:某套系统当天没触发,下一次几率 +1%(封顶:探子 10%、地精探子 3%、军队 20%),触发即归零。新增「触发惩罚」:某套系统触发过后,下一次几率 −10%、冷却 +1 天,与正常轮次交替。睡觉也能提供助力:每睡一晚 +1%(封顶 5% / 2% / 8%)。以上运行期状态全部随存档保存**,重启游戏后节奏完全一致。
改动 —— 开局宽限期从 7 天改为 3 天。对默认探子、地精探子、母巢与海岸巡逻一视同仁,世界不再安静整整一周才有动静。
新增 —— 兽人军队。一支不会凭空出现在你身边的入侵部队:它先在 1024 格外成立一支虚拟军队(只推进坐标),并提示它是从哪个方向赶来的;一路行军到 128 格时才开始分批部署真实兵力(每批 6 只)。它每天 5% 概率触发,触发后进入 5 / 7 / 9 天冷却轮换(平均 7 天)。
重做 —— 兽潮。过去是「持续 20 分钟、在每个玩家周围不断涌现兽人」。现在改为一次性派出 3~5 支军队,各自从不同方向行军过来,并尽量保证每个在线玩家都至少分到一支 —— 在线人数越多,来的军队越多。兽潮派出的军队会朝全服所有玩家推进,而不只是触发它的那一位。
修复 —— 笑面教授本人与据点。补兵落点原先由三份各自复制的助手函数计算,其中两条会把兵生成在方块内部导致卡住;现在所有落点统一走同一套判定,拿不到合格落点就直接跳过,不再把兵埋进方块。笑面教授组装构造体时不再抽走黑曜石 —— 那是若藻用来搭墙、搭囚笼的材料。另外修复了老存档载入时开场电影视角重播、并把玩家传送回出生点的问题。
重置 —— 笑面教授「回据点 / 回家」。整套回程逻辑重写为真实传送,并补上「教授到底有没有家可回」的判定;同时只带走确实在跟随玩家的教授单位,不会顺手把据点驻军一起拽走。
完善 —— 狐坂若藻。若藻的好感档台词不再那么露骨;分开几天后若藻会想你并主动来找你,也会向你讨要食物;教授势力不再误伤若藻;「防止出现第二只若藻」与「防止已有的那只无声消失」的机制都已重做加固。
暂不提供 —— 外骨骼系统。该内容不再发放:新玩家不会获得外骨骼,创造模式栏里也移除了外骨骼与外骨骼工作台,相关配方一并删去。老存档中已有的外骨骼仍可正常使用。作者已无意愿继续维护更新此内容。
release
orcinvasion 1.1.8b
1.20.1-Forge-1.1.8b30 сент. 2026 г.30Minecraft: 1.20.1forge
Что нового
English
Reworked - the orc threat system. All three threat tracks now roll once per game day instead of every hour: default scouts at 15% per day, orc army at 5% per day. Kill rewards no longer stack - killing a tactical kid gives one single reward (+15% chance and -1 day cooldown on the next roll, then resets). Added a dry-spell bonus: every day a track fails its roll, its next chance grows by 1% (caps: scouts 10%, goblin scouts 3%, army 20%), and triggering resets it. Added a trigger penalty: after a track fires, its next roll is 10% less likely and 1 day longer, alternating. Sleeping in a bed adds another 1% per night (caps: 5% / 2% / 8%). All of this run-time state is now saved with the world, so a restart no longer reshuffles the schedule.
Changed - the opening grace period is now 3 days, down from 7. Applies to default scouts, goblin scouts, hives and coastal patrols alike, so the world no longer stays quiet for a whole week before anything happens.
New - the orc army. A full invasion force that does not simply appear next to you: it is founded as a virtual column 1024 blocks away, announces the direction it is coming from, marches in, and only starts deploying real troops in batches of six once it closes to within 128 blocks. It rolls once per game day at 5%, and after firing goes on a 5 / 7 / 9 day cooldown rotation (7 days on average).
Rebuilt - the beast tide. Previously a 20-minute window of orcs endlessly pouring in around every player. It now calls in 3 to 5 armies at once, each from a different direction, one per player where possible - so with more players online, more armies come. Armies belonging to a beast tide march on everyone, not just the player who triggered it.
Fixed - the Smiling Professor and the outposts. Reinforcement spawn positions were computed by three copy-pasted helpers, two of which could place troops inside solid blocks and leave them stuck; all spawn positions now go through one shared helper that refuses a bad spot instead of burying anyone. The Smiling Professor also no longer picks up obsidian when assembling constructs, since obsidian is what Kosaka Wakamo builds her walls and cages from. Fixed the opening cinematic re-playing for old saves and dragging players back to the world spawn.
Rebuilt - the Smiling Professor's return to the outpost / home. The whole travel routine was rewritten so it is a real teleport with a proper "is there actually a home to return to" check, and so that only Professor units actually following the player are brought along.
Improved - Kosaka Wakamo. Her affection-tier lines were reworked to be less blunt, she can now miss you and come looking for you after several days, she can ask you for food, Professor forces no longer accidentally hit her, and the safeguards that stop duplicate copies of her from existing - or an existing one from silently disappearing - were rebuilt.
On hold - the exoskeleton system. Its content is no longer handed out: new players do not receive one, it is gone from the creative inventory together with the exoskeleton mod bench, and its crafting recipes have been removed. Exoskeletons already present in existing saves keep working normally. The author is no longer maintaining this feature.
中文
重置 —— 兽人威胁系统。 三套威胁系统全部从「每小时掷一次」改为「每个游戏日掷一次」:默认探子每天 15%、兽人军队每天 5%。击杀奖励不再叠加 —— 击杀一个战术小子只给一次奖励(下一次掷骰几率 +15%、冷却 −1 天,触发后清零)。新增**「干旱补偿」:某套系统当天没触发,下一次几率 +1%(封顶:探子 10%、地精探子 3%、军队 20%),触发即归零。新增「触发惩罚」:某套系统触发过后,下一次几率 −10%、冷却 +1 天,与正常轮次交替。睡觉也能提供助力:每睡一晚 +1%(封顶 5% / 2% / 8%)。以上运行期状态全部随存档保存**,重启游戏后节奏完全一致。
改动 —— 开局宽限期从 7 天改为 3 天。 对默认探子、地精探子、母巢与海岸巡逻一视同仁,世界不再安静整整一周才有动静。
新增 —— 兽人军队。 一支不会凭空出现在你身边的入侵部队:它先在 1024 格外成立一支虚拟军队(只推进坐标),并提示它是从哪个方向赶来的;一路行军到 128 格时才开始分批部署真实兵力(每批 6 只)。它每天 5% 概率触发,触发后进入 5 / 7 / 9 天冷却轮换(平均 7 天)。
重做 —— 兽潮。 过去是「持续 20 分钟、在每个玩家周围不断涌现兽人」。现在改为一次性派出 3~5 支军队,各自从不同方向行军过来,并尽量保证每个在线玩家都至少分到一支 —— 在线人数越多,来的军队越多。兽潮派出的军队会朝全服所有玩家推进,而不只是触发它的那一位。
修复 —— 笑面教授本人与据点。 补兵落点原先由三份各自复制的助手函数计算,其中两条会把兵生成在方块内部导致卡住;现在所有落点统一走同一套判定,拿不到合格落点就直接跳过,不再把兵埋进方块。笑面教授组装构造体时不再抽走黑曜石 —— 那是若藻用来搭墙、搭囚笼的材料。另外修复了老存档载入时开场电影视角重播、并把玩家传送回出生点的问题。
重置 —— 笑面教授「回据点 / 回家」。 整套回程逻辑重写为真实传送,并补上「教授到底有没有家可回」的判定;同时只带走确实在跟随玩家的教授单位,不会顺手把据点驻军一起拽走。
完善 —— 狐坂若藻。 若藻的好感档台词不再那么露骨;分开几天后若藻会想你并主动来找你,也会向你讨要食物;教授势力不再误伤若藻;「防止出现第二只若藻」与「防止已有的那只无声消失」的机制都已重做加固。
暂不提供 —— 外骨骼系统。 该内容不再发放:新玩家不会获得外骨骼,创造模式栏里也移除了外骨骼与外骨骼工作台,相关配方一并删去。老存档中已有的外骨骼仍可正常使用。 作者已无意愿继续维护更新此内容。
release
orcinvasion 1.1.8a
1.21.1-NeoForge-1.1.8a28 сент. 2026 г.11Minecraft: 1.21.1neoforge
Что нового
-English
New character - Kosaka Wakamo. A girl who takes an almost obsessive interest in you, and who has currently lost her memory. She fights like nothing else in this world: her own set of draw-and-slash melee attack animations, plus a large batch of new offensive mechanics - she rebuilds the battlefield out of black obsidian in the middle of a fight, parries a melee blow and throws the attacker back, and her strikes land as area damage. Spend enough time with her and she will start treating you very differently.
New - staged events in the wild. A large batch of staged encounters: while out exploring you will run across the Smiling Professor's troops marching down the road on horseback, or her villager labourers trekking and wandering both above and below ground. They are not there to jump you on sight - they simply live in the same world you do, which makes that world feel a good deal less empty.
Change - Wakamo no longer has a spawn egg. She is meant to be met, not spawned, so her spawn egg has been removed from the creative inventory. She still turns up through her own story and events, and /summon orcinvasion:kosaka_wakamo still works for testing.
Note - version 1.1.8 is still a work in progress. More content and more bug fixes will keep coming.
-中文
新角色 —— 狐坂若藻。 一个对玩家近乎痴迷的女孩,而她目前正处于失忆状态。她的战斗方式在这个世界里独一份:一整套拔刀 / 挥砍的近战攻击动画,以及大量新的攻击机制 —— 她会在战斗中现场用黑曜石改造地形,会格挡近身攻击并把攻击者弹开,她的攻击还会造成范围伤害。和她相处久了,她对你的态度会明显不同。
新增 —— 野外的演出型事件。 一大批演出型事件:你在野外游玩时,会遇见笑面教授势力的手下骑马赶路,或者她的村民劳工在地表与地下赶路、游荡。他们不会一见面就冲上来打你 —— 他们只是和你生活在同一个世界里,这让那个世界显得不那么空。
改动 —— 若藻不再有刷怪蛋。 她是用来「遇见」的,不是用来刷的,所以她的刷怪蛋已从创造模式移除;她仍会通过自己的剧情与事件出现(测试时 /summon orcinvasion:kosaka_wakamo 依旧可用)。
注意 —— 1.1.8 目前仍是半成品。 内容与 bug 修复都会持续跟进。
release
orcinvasion 1.1.8a
1.21.1-Forge-1.1.8a28 сент. 2026 г.5Minecraft: 1.21.1forge
Что нового
-English
New character - Kosaka Wakamo. A girl who takes an almost obsessive interest in you, and who has currently lost her memory. She fights like nothing else in this world: her own set of draw-and-slash melee attack animations, plus a large batch of new offensive mechanics - she rebuilds the battlefield out of black obsidian in the middle of a fight, parries a melee blow and throws the attacker back, and her strikes land as area damage. Spend enough time with her and she will start treating you very differently.
New - staged events in the wild. A large batch of staged encounters: while out exploring you will run across the Smiling Professor's troops marching down the road on horseback, or her villager labourers trekking and wandering both above and below ground. They are not there to jump you on sight - they simply live in the same world you do, which makes that world feel a good deal less empty.
Change - Wakamo no longer has a spawn egg. She is meant to be met, not spawned, so her spawn egg has been removed from the creative inventory. She still turns up through her own story and events, and /summon orcinvasion:kosaka_wakamo still works for testing.
Note - version 1.1.8 is still a work in progress. More content and more bug fixes will keep coming.
-中文
新角色 —— 狐坂若藻。 一个对玩家近乎痴迷的女孩,而她目前正处于失忆状态。她的战斗方式在这个世界里独一份:一整套拔刀 / 挥砍的近战攻击动画,以及大量新的攻击机制 —— 她会在战斗中现场用黑曜石改造地形,会格挡近身攻击并把攻击者弹开,她的攻击还会造成范围伤害。和她相处久了,她对你的态度会明显不同。
新增 —— 野外的演出型事件。 一大批演出型事件:你在野外游玩时,会遇见笑面教授势力的手下骑马赶路,或者她的村民劳工在地表与地下赶路、游荡。他们不会一见面就冲上来打你 —— 他们只是和你生活在同一个世界里,这让那个世界显得不那么空。
改动 —— 若藻不再有刷怪蛋。 她是用来「遇见」的,不是用来刷的,所以她的刷怪蛋已从创造模式移除;她仍会通过自己的剧情与事件出现(测试时 /summon orcinvasion:kosaka_wakamo 依旧可用)。
注意 —— 1.1.8 目前仍是半成品。 内容与 bug 修复都会持续跟进。
release
orcinvasion 1.1.8a
1.20.1-Forge-1.1.8a28 сент. 2026 г.11Minecraft: 1.20.1forge
Что нового
-English
New character - Kosaka Wakamo. A girl who takes an almost obsessive interest in you, and who has currently lost her memory. She fights like nothing else in this world: her own set of draw-and-slash melee attack animations, plus a large batch of new offensive mechanics - she rebuilds the battlefield out of black obsidian in the middle of a fight, parries a melee blow and throws the attacker back, and her strikes land as area damage. Spend enough time with her and she will start treating you very differently.
New - staged events in the wild. A large batch of staged encounters: while out exploring you will run across the Smiling Professor's troops marching down the road on horseback, or her villager labourers trekking and wandering both above and below ground. They are not there to jump you on sight - they simply live in the same world you do, which makes that world feel a good deal less empty.
Change - Wakamo no longer has a spawn egg. She is meant to be met, not spawned, so her spawn egg has been removed from the creative inventory. She still turns up through her own story and events, and /summon orcinvasion:kosaka_wakamo still works for testing.
Note - version 1.1.8 is still a work in progress. More content and more bug fixes will keep coming.
-中文
新角色 —— 狐坂若藻。 一个对玩家近乎痴迷的女孩,而她目前正处于失忆状态。她的战斗方式在这个世界里独一份:一整套拔刀 / 挥砍的近战攻击动画,以及大量新的攻击机制 —— 她会在战斗中现场用黑曜石改造地形,会格挡近身攻击并把攻击者弹开,她的攻击还会造成范围伤害。和她相处久了,她对你的态度会明显不同。
新增 —— 野外的演出型事件。 一大批演出型事件:你在野外游玩时,会遇见笑面教授势力的手下骑马赶路,或者她的村民劳工在地表与地下赶路、游荡。他们不会一见面就冲上来打你 —— 他们只是和你生活在同一个世界里,这让那个世界显得不那么空。
改动 —— 若藻不再有刷怪蛋。 她是用来「遇见」的,不是用来刷的,所以她的刷怪蛋已从创造模式移除;她仍会通过自己的剧情与事件出现(测试时 /summon orcinvasion:kosaka_wakamo 依旧可用)。
注意 —— 1.1.8 目前仍是半成品。 内容与 bug 修复都会持续跟进。
release
orcinvasion 1.1.7.1
1.21.1-NeoForge-1.1.7.124 сент. 2026 г.44Minecraft: 1.21.1neoforge
Что нового
English
Crossover - the Fungal Infection: Spore mod. If that mod is installed and a Proto Hivemind exists anywhere in the world, the Smiling Professor will teleport to you and invite you to go hunt it down together. Decline and she comes back ten minutes later - and closing the dialogue outright counts as a decline too, so she will not pester you on a loop. Accept and she brings her whole roster along: every unit under her name, and you as well, is moved to the target in one go, and any unit that was out on a Station Voucher is returned to its post afterwards. When the hivemind dies, she and her troops go back to her base. None of this is a hard dependency - without that mod installed the whole feature stays silently switched off and the game loads as usual.
Fix - a village or outpost captured by the Professor now keeps its garrison. A flag planted far from her base showed a full roster of four and yet not a single unit was ever there: the recall system treated her main base as "home" for every unit in her faction, so a garrison standing hundreds of blocks away was judged to have strayed and teleported straight back to the base the moment it spawned. The same check also overwrote the unit's own recorded home, dragging its patrol anchor along with it, and the quartermaster looped in exactly the same way - which is how her base could end up with a dozen quartermasters stacked on top of each other. The anchor is now the unit's own post instead of the base, so a garrison stays where it was posted while a unit that genuinely wanders off still gets sent home. Existing saves heal on their own: the units piled up at the base are sent back to their flags. The spot chosen for a new flag also no longer lands on a village rooftop.
Fix - the Professor's constructs no longer linger after a fight. The previous fix stopped her from building a fresh set of three in every place she visited, but the ones already built still stayed put once the fighting was over - the routine that trims the roster back down to the cap only ever ran while enemies were nearby, so once things went quiet it never ran at all. This update also changes the rule itself: without a threat, a construct has no reason to exist. If nothing hostile is within range of her for five seconds straight, it falls apart and returns its blocks to the ground. In peacetime she keeps none of them up, and they are only rebuilt when there is something to fight.
中文
联动 —— 《真菌感染:孢子》。 只要装了那个模组、并且世界上任意一处存在雏型蜂巢思维,笑面教授就会传送到你身边,邀请你一起去把它拆掉。拒绝的话,十分钟后教授会再来问一次 —— 而且直接关掉对话也算拒绝,教授不会卡在循环里反复弹窗。接受的话,教授会把名下所有部队一起带过去 —— 名下的每一个单位、加上你本人,一次性移到目标地点;而用驻留券派在外面的手下,事后会回到原来的驻留点。蜂巢思维死亡之后,教授和部队一起返回据点。这一整套都不是硬依赖 —— 没装那个模组时功能整体静默关闭,游戏照常启动。
修复 —— 被教授占领的村庄 / 前哨站真的有驻军了。 插在远处的旗明明显示编制 4 个,实地却一个兵都没有:强制召回机制把教授的主据点当成了全势力所有单位的「家」,于是几百格外的驻军一刷出来就被判定为「离家太远」、当场传送回据点。同一道判定还改写了单位自己记录的「家」,把它的巡逻锚点一起带偏;军需官也是同样的循环 —— 这就是据点能堆上十几个军需官的原因。现在锚点改成了这个单位自己的岗位,驻军就留在它的岗位上,而真正跑丢的单位依旧会被送回家。旧存档会自行恢复:堆在据点的那些单位会被送回各自的旗。另外,新插的旗也不再落在村庄屋顶上了。
修复 —— 教授的念力构装体不再在战斗结束后滞留。 上一次修复解决的是「教授每到一处就重造三个」,但打完之后留下的那批仍然赖在原地 —— 负责把编制收回上限的那段代码只在附近有敌人时才会执行,一旦没东西可打,它就一次也不会跑。这次还从源头改了语义:没有威胁,构装体就没有存在的理由 —— 教授周围连续五秒没有敌对目标,构装体就会散架,并把组成它的方块还回地面。和平时期教授身边一个都不会有,只有当有东西可打时才会重新造出来。
release
orcinvasion 1.1.7.1
1.21.1-Forge-1.1.7.124 сент. 2026 г.12Minecraft: 1.21.1forge
Что нового
English
Crossover - the Fungal Infection: Spore mod. If that mod is installed and a Proto Hivemind exists anywhere in the world, the Smiling Professor will teleport to you and invite you to go hunt it down together. Decline and she comes back ten minutes later - and closing the dialogue outright counts as a decline too, so she will not pester you on a loop. Accept and she brings her whole roster along: every unit under her name, and you as well, is moved to the target in one go, and any unit that was out on a Station Voucher is returned to its post afterwards. When the hivemind dies, she and her troops go back to her base. None of this is a hard dependency - without that mod installed the whole feature stays silently switched off and the game loads as usual.
Fix - a village or outpost captured by the Professor now keeps its garrison. A flag planted far from her base showed a full roster of four and yet not a single unit was ever there: the recall system treated her main base as "home" for every unit in her faction, so a garrison standing hundreds of blocks away was judged to have strayed and teleported straight back to the base the moment it spawned. The same check also overwrote the unit's own recorded home, dragging its patrol anchor along with it, and the quartermaster looped in exactly the same way - which is how her base could end up with a dozen quartermasters stacked on top of each other. The anchor is now the unit's own post instead of the base, so a garrison stays where it was posted while a unit that genuinely wanders off still gets sent home. Existing saves heal on their own: the units piled up at the base are sent back to their flags. The spot chosen for a new flag also no longer lands on a village rooftop.
Fix - the Professor's constructs no longer linger after a fight. The previous fix stopped her from building a fresh set of three in every place she visited, but the ones already built still stayed put once the fighting was over - the routine that trims the roster back down to the cap only ever ran while enemies were nearby, so once things went quiet it never ran at all. This update also changes the rule itself: without a threat, a construct has no reason to exist. If nothing hostile is within range of her for five seconds straight, it falls apart and returns its blocks to the ground. In peacetime she keeps none of them up, and they are only rebuilt when there is something to fight.
中文
联动 —— 《真菌感染:孢子》。 只要装了那个模组、并且世界上任意一处存在雏型蜂巢思维,笑面教授就会传送到你身边,邀请你一起去把它拆掉。拒绝的话,十分钟后教授会再来问一次 —— 而且直接关掉对话也算拒绝,教授不会卡在循环里反复弹窗。接受的话,教授会把名下所有部队一起带过去 —— 名下的每一个单位、加上你本人,一次性移到目标地点;而用驻留券派在外面的手下,事后会回到原来的驻留点。蜂巢思维死亡之后,教授和部队一起返回据点。这一整套都不是硬依赖 —— 没装那个模组时功能整体静默关闭,游戏照常启动。
修复 —— 被教授占领的村庄 / 前哨站真的有驻军了。 插在远处的旗明明显示编制 4 个,实地却一个兵都没有:强制召回机制把教授的主据点当成了全势力所有单位的「家」,于是几百格外的驻军一刷出来就被判定为「离家太远」、当场传送回据点。同一道判定还改写了单位自己记录的「家」,把它的巡逻锚点一起带偏;军需官也是同样的循环 —— 这就是据点能堆上十几个军需官的原因。现在锚点改成了这个单位自己的岗位,驻军就留在它的岗位上,而真正跑丢的单位依旧会被送回家。旧存档会自行恢复:堆在据点的那些单位会被送回各自的旗。另外,新插的旗也不再落在村庄屋顶上了。
修复 —— 教授的念力构装体不再在战斗结束后滞留。 上一次修复解决的是「教授每到一处就重造三个」,但打完之后留下的那批仍然赖在原地 —— 负责把编制收回上限的那段代码只在附近有敌人时才会执行,一旦没东西可打,它就一次也不会跑。这次还从源头改了语义:没有威胁,构装体就没有存在的理由 —— 教授周围连续五秒没有敌对目标,构装体就会散架,并把组成它的方块还回地面。和平时期教授身边一个都不会有,只有当有东西可打时才会重新造出来。
release
orcinvasion 1.1.7.1
1.20.1-Forge-1.1.7.124 сент. 2026 г.31Minecraft: 1.20.1forge
Что нового
English
Crossover - the Fungal Infection: Spore mod. If that mod is installed and a Proto Hivemind exists anywhere in the world, the Smiling Professor will teleport to you and invite you to go hunt it down together. Decline and she comes back ten minutes later - and closing the dialogue outright counts as a decline too, so she will not pester you on a loop. Accept and she brings her whole roster along: every unit under her name, and you as well, is moved to the target in one go, and any unit that was out on a Station Voucher is returned to its post afterwards. When the hivemind dies, she and her troops go back to her base. None of this is a hard dependency - without that mod installed the whole feature stays silently switched off and the game loads as usual.
Fix - a village or outpost captured by the Professor now keeps its garrison. A flag planted far from her base showed a full roster of four and yet not a single unit was ever there: the recall system treated her main base as "home" for every unit in her faction, so a garrison standing hundreds of blocks away was judged to have strayed and teleported straight back to the base the moment it spawned. The same check also overwrote the unit's own recorded home, dragging its patrol anchor along with it, and the quartermaster looped in exactly the same way - which is how her base could end up with a dozen quartermasters stacked on top of each other. The anchor is now the unit's own post instead of the base, so a garrison stays where it was posted while a unit that genuinely wanders off still gets sent home. Existing saves heal on their own: the units piled up at the base are sent back to their flags. The spot chosen for a new flag also no longer lands on a village rooftop.
Fix - the Professor's constructs no longer linger after a fight. The previous fix stopped her from building a fresh set of three in every place she visited, but the ones already built still stayed put once the fighting was over - the routine that trims the roster back down to the cap only ever ran while enemies were nearby, so once things went quiet it never ran at all. This update also changes the rule itself: without a threat, a construct has no reason to exist. If nothing hostile is within range of her for five seconds straight, it falls apart and returns its blocks to the ground. In peacetime she keeps none of them up, and they are only rebuilt when there is something to fight.
中文
联动 —— 《真菌感染:孢子》。 只要装了那个模组、并且世界上任意一处存在雏型蜂巢思维,笑面教授就会传送到你身边,邀请你一起去把它拆掉。拒绝的话,十分钟后教授会再来问一次 —— 而且直接关掉对话也算拒绝,教授不会卡在循环里反复弹窗。接受的话,教授会把名下所有部队一起带过去 —— 名下的每一个单位、加上你本人,一次性移到目标地点;而用驻留券派在外面的手下,事后会回到原来的驻留点。蜂巢思维死亡之后,教授和部队一起返回据点。这一整套都不是硬依赖 —— 没装那个模组时功能整体静默关闭,游戏照常启动。
修复 —— 被教授占领的村庄 / 前哨站真的有驻军了。 插在远处的旗明明显示编制 4 个,实地却一个兵都没有:强制召回机制把教授的主据点当成了全势力所有单位的「家」,于是几百格外的驻军一刷出来就被判定为「离家太远」、当场传送回据点。同一道判定还改写了单位自己记录的「家」,把它的巡逻锚点一起带偏;军需官也是同样的循环 —— 这就是据点能堆上十几个军需官的原因。现在锚点改成了这个单位自己的岗位,驻军就留在它的岗位上,而真正跑丢的单位依旧会被送回家。旧存档会自行恢复:堆在据点的那些单位会被送回各自的旗。另外,新插的旗也不再落在村庄屋顶上了。
修复 —— 教授的念力构装体不再在战斗结束后滞留。 上一次修复解决的是「教授每到一处就重造三个」,但打完之后留下的那批仍然赖在原地 —— 负责把编制收回上限的那段代码只在附近有敌人时才会执行,一旦没东西可打,它就一次也不会跑。这次还从源头改了语义:没有威胁,构装体就没有存在的理由 —— 教授周围连续五秒没有敌对目标,构装体就会散架,并把组成它的方块还回地面。和平时期教授身边一个都不会有,只有当有东西可打时才会重新造出来。
release
orcinvasion 1.1.7
1.21.1-NeoForge-1.1.724 сент. 2026 г.5Minecraft: 1.21.1neoforge
Что нового
English
The Primitive Orc invasion has been removed. The whole event is gone: the communication whistle and its recipe, the /orcwave command, the wave progress bar, the thirteen escalating waves, the three-sided encirclement spawns, and the resistance adaptation that made them tougher the longer a fight went on. It never really worked as a design - it was a battle for a single point on the map, and stepping outside the boundary ended it. The scout patrols that used to belong to it are kept: orc scouts still roam the world and occasionally bump into you, they are simply no longer part of any event.
New event - the Orc Horde. Every 14 in-game days, and lasting 20 minutes, orcs pour in from outside your view distance and walk toward the nearest player. There is no boundary, no progress bar, and no safe place: the horde does not avoid your base, your bed, or your spawn point, so a horde that catches you at home is a fight you have to win where you stand. It starts small and grows - the first minutes feel survivable, and by the end they very much do not. It never stops until the timer runs out. The composition shifts as the hordes go on: the first horde is mostly primitive orcs and, by the seventh, every single one of them is wasteland. Orcs and goblins are mixed roughly six to four, and anything the horde spawns is barred from evolving. Hordes scale with the number of players, and there is a hard ceiling on how many can be alive at once, so a long horde does not choke the server. A horde member that wanders far from every player is quietly removed, so the map cleans itself up afterwards. If you die to it, you get 15 seconds of safety around your respawn - spawns are held off near you, but whatever is already standing there is not sent away.
New - Artifacts. There is now an Artifact codex: thirteen slots, shown through the Professor's dialogue, that will fill in as the collection is built out. The first one is in - Josephine's Blood Chalice. Drinking from it heals you completely and then hands you a matching pool of temporary health, makes you immune to all damage for several seconds, and grants Blood Frenzy: a large burst of movement speed, life steal on every melee hit, and bonus damage based on how much health your target still has. It has a cooldown and is never consumed. On top of that, simply carrying the chalice rewards killing: every hundred enemies with more maximum health than you permanently increases both its healing and its buff durations, with no upper limit. Artifacts share a look - red names and a gold tooltip frame - so you can tell one at a glance.
Three new wasteland units. All three are wasteland orcs, and all three share the same wasteland agility: they sidestep incoming projectiles, lunge into melee range, and leave afterimages behind them when they do.
Zombie Slayer. A greatsword melee unit. One swing is not one hit - the blade carves through a long chain of strikes over the length of the animation, and every one of them is a wide sweep, so standing next to its friends is not safe. It punches straight through invulnerability frames, so nothing in that chain is wasted. When something shoots at it, it raises the blade to block, cutting the projectile damage in half - though blocking is a standing pose and pins it in place. Every undead it kills feeds it a little extra shield.
Vampire Hunter. A unit that fights at both ranges, and the first one in the mod to do so. It picks you off with a crossbow, then reloads after every single bolt - a deliberate rhythm you can time an approach around. Once you are close it switches to a flurry of melee cuts. Its bolts carry an Accusation: anything they hit is slowed and completely unable to heal, which makes it the natural counter to regeneration and healing. And killing it is not the end - it collapses into a fake corpse, and gets back up on its own unless you walk over and finish the body.
Werewolf. A melee beast that gets angrier the longer you fight it. Every hit that lands on it grants it speed and jump boost, refreshed each time - so chipping it down slowly is exactly the wrong plan. It shrugs off part of any projectile damage aimed at it. Its claw attack lands a short flurry of cuts in a single animation. Its real identity is the health bar: the less health it has left, the less damage it takes and the more damage it deals - it is at its most dangerous when it looks nearly dead, so bring it down fast or do not start. A long list of bug fixes.
Two crashes fixed. One was a startup crash - the horde system looked up a registered entity before the registry was ready, so the game died during mod loading and never reached the main menu. The other hit during play: units that scan nearby creatures for threats could read an attribute some entities simply do not have, and the resulting crash took the world down with it.
Dodging now actually works. Three separate faults meant it never triggered at all in the first place; once it did fire, a fourth fault meant it only reacted after the hit had already landed, so arrows were hard to dodge and bullets impossible; and a fifth meant a unit would dodge exactly once and then never again - the ability was silently switched off for the rest of its life, with no error and nothing visibly wrong with the unit.
Units now react to modded guns. Aiming a third-party firearm mod at them produced no reaction whatsoever - the aiming-warning check quietly skipped the player entirely.
The Orc Horde actually spawns, and actually arrives. It used to announce itself, sound the horn, and then produce nothing at all; once spawning worked, the orcs spawned correctly and then refused to walk anywhere.
The Vampire Hunter no longer machine-guns its crossbow. If its reload animation failed to play, it skipped reloading and fired again immediately, turning a slow deliberate weapon into a rapid-fire one.
Accusation now works on everything. The slow used to be imperceptible on large creatures and did nothing at all against certain modded units.
Professor fixes. Her constructs stop piling up - she used to build a fresh set of three in every place she visited, because three constructs hundreds of blocks away simply could not be counted, and they never expired; now a construct that loses track of her for more than a few seconds falls apart and returns its blocks to the ground. And the recall system no longer drags stationed troops home: a unit placed with a Station Voucher used to be yanked back to the base, because the recall check read a cached snapshot of the world that could still predate the order to station them.
中文
「原始兽人入侵」已完全移除。 整个事件都没了:通讯笛与它的配方、/orcwave 命令、波次进度条、十三波递进、三面包围刷怪,以及"打得越久抗性越高"的适应机制。这套设计本身就不成立 —— 它是在地图上某一点打的一场攻防战,退出边界就结束了。原本属于它的探子巡逻队保留了下来:原始兽人的斥候小队仍会在世界上游荡、偶尔与你撞上,只是不再属于任何事件。
新事件 —— 兽潮。 每 14 游戏日一次、持续 20 分钟,兽人从你的视距之外涌来,朝最近的玩家走。它没有边界、没有进度条、也没有安全区:兽潮不避让你的据点、你的床、你的出生点,所以当它把你堵在家里时,这场仗只能在你站着的地方打赢。它由小到大 —— 开头几分钟觉得还撑得住,到后面就完全不是了;计时结束前它不会停。配置会随次数变化:第一次兽潮以原始兽人为主,到第七次时里面每一个都是废土兽人。兽人与地精按大约 六比四 混编,而兽潮刷出来的一律不能进化。兽潮会随玩家人数放大,同时存活数量有硬上限,所以一场长兽潮不会把服务器拖垮;远离所有玩家的兽潮成员会被悄无声息地移除,打完之后地图会自己干净。如果你被它打死,复活后身边会有 15 秒的生成保护 —— 只是暂时不在你附近刷新的,已经围上来的那些不会被撵走。
新增 —— 神器。 现在有了神器图鉴:十三个格子,通过教授的对话打开,会随着收集逐步点亮。第一件已经实装 —— 约瑟芬鲜血圣杯。 饮下它会回满生命值,再给你等量的一份临时生命值,接下来数秒内免疫一切伤害,并获得「鲜血狂暴」:移速大幅提升、近战命中吸血、并按目标剩余生命值追加伤害。它有冷却、且不会被消耗。除此之外,光是把圣杯带在背包里就有回报:每击杀一百个最大生命值比你更高的敌人,它的恢复量与增益时长就会永久提升一次、没有上限。所有神器共用同一套外观 —— 名字红色、悬停说明金色边框,一眼就能认出来。
三个新加入的废土兽人单位。 三者都是废土兽人,也共用同一套废土身法:它们会侧移躲开来袭的弹射物、突进贴脸,并在动作中留下残影。
斩尸人。 持巨型长刀近战。挥一刀并不是打一下 —— 刀刃在整段动画里连续斩出很多段,而且每一段都是大范围横扫,所以站在它同伴旁边并不安全。它无视无敌帧,这套连斩一击都不会浪费。被远程攻击时它会举刀格挡,把弹射物伤害减半 —— 代价是格挡是一个站桩姿势,期间它无法移动。每击杀一个亡灵生物,它都会攒下一点额外的护盾。
血族猎手。 远近双修的单位,也是本模组第一个这样的单位。它用弩远距离点名,而且每射出一发都要重新装填一次 —— 这是一种有节奏的慢速,你可以踩着这个节奏接近它。一旦被贴近,它就改成一串近战连斩。它的弩箭带「诉罪」:命中者会被减速、并且完全无法治疗 —— 这让它天然成为回血与治疗类能力的克星。而且杀死它并不算结束 —— 它会倒地假死,自己重新站起来,除非你走过去把尸体补掉。
狼皮兽。 越打越凶的近战猛兽。你每打中它一次,它就会获得一次迅捷与跳跃提升、而且每次受击都会刷新 —— 所以慢慢磨血恰恰是最糟的打法。它还天然减免一部分弹射物伤害。它的爪击会在一段动画里连出好几下。而它真正的身份写在血条上:血越少,挨的伤害越少、打出的伤害越高 —— 它看起来快死的时候正是最危险的时候,要么速战速决,要么别去招惹。
修复了大量 BUG。
修掉两个崩服。 一个是启动即崩 —— 兽潮系统在注册表就绪之前就去取注册对象,游戏在 mod 加载阶段直接死掉、根本进不到主菜单。另一个发生在游戏中:单位扫描附近生物找威胁时,会去读一个某些实体根本没有的属性,读不到就直接把世界一起带走。
闪避现在真的能用了。 先是三个各自独立的缺陷让它完全不触发;等到能触发了,第四个缺陷让它只有在伤害已经落到身上之后才反应 —— 箭矢很难躲、子弹根本躲不掉;还有第五个缺陷,让一个单位只闪避一次、之后再也不闪:这项能力会被静默关掉,没有报错,单位表面也完全正常。
单位现在会对第三方枪械模组作出反应了。 以前举枪瞄准它们时,它们什么反应都没有 —— 预警判定把玩家整个跳过了。
兽潮真的会刷怪、也真的会走到你面前了。 以前它会照常广播、吹响号角,然后一只都不生成;等生成正常了,兽人又刷得出来却一步都不肯迈。
血族猎手不再是连发弩。 如果换弹动画没能播放,它会跳过换弹直接再射一发,把一件慢速蓄力的武器变成了速射武器。
「诉罪」现在对所有目标都生效。 以前对体型大的生物几乎感觉不到减速,对某些第三方模组的单位则完全无效。
教授相关修复。 她的构装体不再堆积 —— 以前她每到一处都会重新造满三个,因为几百格外的三个根本数不到、而它们又永不消失;现在构装体只要连续几秒找不到她,就会散架并把组成它的方块还回地面。另外,强制召回不再把驻留中的士兵拖回据点:用驻留券派出去的手下会被拽回据点,是因为召回判定读的是一份可能仍停留在"下达驻留命令之前"的缓存快照。
release
orcinvasion 1.1.7
1.21.1-Forge-1.1.724 сент. 2026 г.5Minecraft: 1.21.1forge
Что нового
English
The Primitive Orc invasion has been removed. The whole event is gone: the communication whistle and its recipe, the /orcwave command, the wave progress bar, the thirteen escalating waves, the three-sided encirclement spawns, and the resistance adaptation that made them tougher the longer a fight went on. It never really worked as a design - it was a battle for a single point on the map, and stepping outside the boundary ended it. The scout patrols that used to belong to it are kept: orc scouts still roam the world and occasionally bump into you, they are simply no longer part of any event.
New event - the Orc Horde. Every 14 in-game days, and lasting 20 minutes, orcs pour in from outside your view distance and walk toward the nearest player. There is no boundary, no progress bar, and no safe place: the horde does not avoid your base, your bed, or your spawn point, so a horde that catches you at home is a fight you have to win where you stand. It starts small and grows - the first minutes feel survivable, and by the end they very much do not. It never stops until the timer runs out. The composition shifts as the hordes go on: the first horde is mostly primitive orcs and, by the seventh, every single one of them is wasteland. Orcs and goblins are mixed roughly six to four, and anything the horde spawns is barred from evolving. Hordes scale with the number of players, and there is a hard ceiling on how many can be alive at once, so a long horde does not choke the server. A horde member that wanders far from every player is quietly removed, so the map cleans itself up afterwards. If you die to it, you get 15 seconds of safety around your respawn - spawns are held off near you, but whatever is already standing there is not sent away.
New - Artifacts. There is now an Artifact codex: thirteen slots, shown through the Professor's dialogue, that will fill in as the collection is built out. The first one is in - Josephine's Blood Chalice. Drinking from it heals you completely and then hands you a matching pool of temporary health, makes you immune to all damage for several seconds, and grants Blood Frenzy: a large burst of movement speed, life steal on every melee hit, and bonus damage based on how much health your target still has. It has a cooldown and is never consumed. On top of that, simply carrying the chalice rewards killing: every hundred enemies with more maximum health than you permanently increases both its healing and its buff durations, with no upper limit. Artifacts share a look - red names and a gold tooltip frame - so you can tell one at a glance.
Three new wasteland units. All three are wasteland orcs, and all three share the same wasteland agility: they sidestep incoming projectiles, lunge into melee range, and leave afterimages behind them when they do.
Zombie Slayer. A greatsword melee unit. One swing is not one hit - the blade carves through a long chain of strikes over the length of the animation, and every one of them is a wide sweep, so standing next to its friends is not safe. It punches straight through invulnerability frames, so nothing in that chain is wasted. When something shoots at it, it raises the blade to block, cutting the projectile damage in half - though blocking is a standing pose and pins it in place. Every undead it kills feeds it a little extra shield.
Vampire Hunter. A unit that fights at both ranges, and the first one in the mod to do so. It picks you off with a crossbow, then reloads after every single bolt - a deliberate rhythm you can time an approach around. Once you are close it switches to a flurry of melee cuts. Its bolts carry an Accusation: anything they hit is slowed and completely unable to heal, which makes it the natural counter to regeneration and healing. And killing it is not the end - it collapses into a fake corpse, and gets back up on its own unless you walk over and finish the body.
Werewolf. A melee beast that gets angrier the longer you fight it. Every hit that lands on it grants it speed and jump boost, refreshed each time - so chipping it down slowly is exactly the wrong plan. It shrugs off part of any projectile damage aimed at it. Its claw attack lands a short flurry of cuts in a single animation. Its real identity is the health bar: the less health it has left, the less damage it takes and the more damage it deals - it is at its most dangerous when it looks nearly dead, so bring it down fast or do not start. A long list of bug fixes.
Two crashes fixed. One was a startup crash - the horde system looked up a registered entity before the registry was ready, so the game died during mod loading and never reached the main menu. The other hit during play: units that scan nearby creatures for threats could read an attribute some entities simply do not have, and the resulting crash took the world down with it.
Dodging now actually works. Three separate faults meant it never triggered at all in the first place; once it did fire, a fourth fault meant it only reacted after the hit had already landed, so arrows were hard to dodge and bullets impossible; and a fifth meant a unit would dodge exactly once and then never again - the ability was silently switched off for the rest of its life, with no error and nothing visibly wrong with the unit.
Units now react to modded guns. Aiming a third-party firearm mod at them produced no reaction whatsoever - the aiming-warning check quietly skipped the player entirely.
The Orc Horde actually spawns, and actually arrives. It used to announce itself, sound the horn, and then produce nothing at all; once spawning worked, the orcs spawned correctly and then refused to walk anywhere.
The Vampire Hunter no longer machine-guns its crossbow. If its reload animation failed to play, it skipped reloading and fired again immediately, turning a slow deliberate weapon into a rapid-fire one.
Accusation now works on everything. The slow used to be imperceptible on large creatures and did nothing at all against certain modded units.
Professor fixes. Her constructs stop piling up - she used to build a fresh set of three in every place she visited, because three constructs hundreds of blocks away simply could not be counted, and they never expired; now a construct that loses track of her for more than a few seconds falls apart and returns its blocks to the ground. And the recall system no longer drags stationed troops home: a unit placed with a Station Voucher used to be yanked back to the base, because the recall check read a cached snapshot of the world that could still predate the order to station them.
中文
「原始兽人入侵」已完全移除。 整个事件都没了:通讯笛与它的配方、/orcwave 命令、波次进度条、十三波递进、三面包围刷怪,以及"打得越久抗性越高"的适应机制。这套设计本身就不成立 —— 它是在地图上某一点打的一场攻防战,退出边界就结束了。原本属于它的探子巡逻队保留了下来:原始兽人的斥候小队仍会在世界上游荡、偶尔与你撞上,只是不再属于任何事件。
新事件 —— 兽潮。 每 14 游戏日一次、持续 20 分钟,兽人从你的视距之外涌来,朝最近的玩家走。它没有边界、没有进度条、也没有安全区:兽潮不避让你的据点、你的床、你的出生点,所以当它把你堵在家里时,这场仗只能在你站着的地方打赢。它由小到大 —— 开头几分钟觉得还撑得住,到后面就完全不是了;计时结束前它不会停。配置会随次数变化:第一次兽潮以原始兽人为主,到第七次时里面每一个都是废土兽人。兽人与地精按大约 六比四 混编,而兽潮刷出来的一律不能进化。兽潮会随玩家人数放大,同时存活数量有硬上限,所以一场长兽潮不会把服务器拖垮;远离所有玩家的兽潮成员会被悄无声息地移除,打完之后地图会自己干净。如果你被它打死,复活后身边会有 15 秒的生成保护 —— 只是暂时不在你附近刷新的,已经围上来的那些不会被撵走。
新增 —— 神器。 现在有了神器图鉴:十三个格子,通过教授的对话打开,会随着收集逐步点亮。第一件已经实装 —— 约瑟芬鲜血圣杯。 饮下它会回满生命值,再给你等量的一份临时生命值,接下来数秒内免疫一切伤害,并获得「鲜血狂暴」:移速大幅提升、近战命中吸血、并按目标剩余生命值追加伤害。它有冷却、且不会被消耗。除此之外,光是把圣杯带在背包里就有回报:每击杀一百个最大生命值比你更高的敌人,它的恢复量与增益时长就会永久提升一次、没有上限。所有神器共用同一套外观 —— 名字红色、悬停说明金色边框,一眼就能认出来。
三个新加入的废土兽人单位。 三者都是废土兽人,也共用同一套废土身法:它们会侧移躲开来袭的弹射物、突进贴脸,并在动作中留下残影。
斩尸人。 持巨型长刀近战。挥一刀并不是打一下 —— 刀刃在整段动画里连续斩出很多段,而且每一段都是大范围横扫,所以站在它同伴旁边并不安全。它无视无敌帧,这套连斩一击都不会浪费。被远程攻击时它会举刀格挡,把弹射物伤害减半 —— 代价是格挡是一个站桩姿势,期间它无法移动。每击杀一个亡灵生物,它都会攒下一点额外的护盾。
血族猎手。 远近双修的单位,也是本模组第一个这样的单位。它用弩远距离点名,而且每射出一发都要重新装填一次 —— 这是一种有节奏的慢速,你可以踩着这个节奏接近它。一旦被贴近,它就改成一串近战连斩。它的弩箭带「诉罪」:命中者会被减速、并且完全无法治疗 —— 这让它天然成为回血与治疗类能力的克星。而且杀死它并不算结束 —— 它会倒地假死,自己重新站起来,除非你走过去把尸体补掉。
狼皮兽。 越打越凶的近战猛兽。你每打中它一次,它就会获得一次迅捷与跳跃提升、而且每次受击都会刷新 —— 所以慢慢磨血恰恰是最糟的打法。它还天然减免一部分弹射物伤害。它的爪击会在一段动画里连出好几下。而它真正的身份写在血条上:血越少,挨的伤害越少、打出的伤害越高 —— 它看起来快死的时候正是最危险的时候,要么速战速决,要么别去招惹。
修复了大量 BUG。
修掉两个崩服。 一个是启动即崩 —— 兽潮系统在注册表就绪之前就去取注册对象,游戏在 mod 加载阶段直接死掉、根本进不到主菜单。另一个发生在游戏中:单位扫描附近生物找威胁时,会去读一个某些实体根本没有的属性,读不到就直接把世界一起带走。
闪避现在真的能用了。 先是三个各自独立的缺陷让它完全不触发;等到能触发了,第四个缺陷让它只有在伤害已经落到身上之后才反应 —— 箭矢很难躲、子弹根本躲不掉;还有第五个缺陷,让一个单位只闪避一次、之后再也不闪:这项能力会被静默关掉,没有报错,单位表面也完全正常。
单位现在会对第三方枪械模组作出反应了。 以前举枪瞄准它们时,它们什么反应都没有 —— 预警判定把玩家整个跳过了。
兽潮真的会刷怪、也真的会走到你面前了。 以前它会照常广播、吹响号角,然后一只都不生成;等生成正常了,兽人又刷得出来却一步都不肯迈。
血族猎手不再是连发弩。 如果换弹动画没能播放,它会跳过换弹直接再射一发,把一件慢速蓄力的武器变成了速射武器。
「诉罪」现在对所有目标都生效。 以前对体型大的生物几乎感觉不到减速,对某些第三方模组的单位则完全无效。
教授相关修复。 她的构装体不再堆积 —— 以前她每到一处都会重新造满三个,因为几百格外的三个根本数不到、而它们又永不消失;现在构装体只要连续几秒找不到她,就会散架并把组成它的方块还回地面。另外,强制召回不再把驻留中的士兵拖回据点:用驻留券派出去的手下会被拽回据点,是因为召回判定读的是一份可能仍停留在"下达驻留命令之前"的缓存快照。
release
orcinvasion 1.1.7
1.20.1-Forge-1.1.724 сент. 2026 г.11Minecraft: 1.20.1forge
Что нового
English
The Primitive Orc invasion has been removed. The whole event is gone: the communication whistle and its recipe, the /orcwave command, the wave progress bar, the thirteen escalating waves, the three-sided encirclement spawns, and the resistance adaptation that made them tougher the longer a fight went on. It never really worked as a design - it was a battle for a single point on the map, and stepping outside the boundary ended it. The scout patrols that used to belong to it are kept: orc scouts still roam the world and occasionally bump into you, they are simply no longer part of any event.
New event - the Orc Horde. Every 14 in-game days, and lasting 20 minutes, orcs pour in from outside your view distance and walk toward the nearest player. There is no boundary, no progress bar, and no safe place: the horde does not avoid your base, your bed, or your spawn point, so a horde that catches you at home is a fight you have to win where you stand. It starts small and grows - the first minutes feel survivable, and by the end they very much do not. It never stops until the timer runs out. The composition shifts as the hordes go on: the first horde is mostly primitive orcs and, by the seventh, every single one of them is wasteland. Orcs and goblins are mixed roughly six to four, and anything the horde spawns is barred from evolving. Hordes scale with the number of players, and there is a hard ceiling on how many can be alive at once, so a long horde does not choke the server. A horde member that wanders far from every player is quietly removed, so the map cleans itself up afterwards. If you die to it, you get 15 seconds of safety around your respawn - spawns are held off near you, but whatever is already standing there is not sent away.
New - Artifacts. There is now an Artifact codex: thirteen slots, shown through the Professor's dialogue, that will fill in as the collection is built out. The first one is in - Josephine's Blood Chalice. Drinking from it heals you completely and then hands you a matching pool of temporary health, makes you immune to all damage for several seconds, and grants Blood Frenzy: a large burst of movement speed, life steal on every melee hit, and bonus damage based on how much health your target still has. It has a cooldown and is never consumed. On top of that, simply carrying the chalice rewards killing: every hundred enemies with more maximum health than you permanently increases both its healing and its buff durations, with no upper limit. Artifacts share a look - red names and a gold tooltip frame - so you can tell one at a glance.
Three new wasteland units. All three are wasteland orcs, and all three share the same wasteland agility: they sidestep incoming projectiles, lunge into melee range, and leave afterimages behind them when they do.
Zombie Slayer. A greatsword melee unit. One swing is not one hit - the blade carves through a long chain of strikes over the length of the animation, and every one of them is a wide sweep, so standing next to its friends is not safe. It punches straight through invulnerability frames, so nothing in that chain is wasted. When something shoots at it, it raises the blade to block, cutting the projectile damage in half - though blocking is a standing pose and pins it in place. Every undead it kills feeds it a little extra shield.
Vampire Hunter. A unit that fights at both ranges, and the first one in the mod to do so. It picks you off with a crossbow, then reloads after every single bolt - a deliberate rhythm you can time an approach around. Once you are close it switches to a flurry of melee cuts. Its bolts carry an Accusation: anything they hit is slowed and completely unable to heal, which makes it the natural counter to regeneration and healing. And killing it is not the end - it collapses into a fake corpse, and gets back up on its own unless you walk over and finish the body.
Werewolf. A melee beast that gets angrier the longer you fight it. Every hit that lands on it grants it speed and jump boost, refreshed each time - so chipping it down slowly is exactly the wrong plan. It shrugs off part of any projectile damage aimed at it. Its claw attack lands a short flurry of cuts in a single animation. Its real identity is the health bar: the less health it has left, the less damage it takes and the more damage it deals - it is at its most dangerous when it looks nearly dead, so bring it down fast or do not start.
A long list of bug fixes.
Two crashes fixed. One was a startup crash - the horde system looked up a registered entity before the registry was ready, so the game died during mod loading and never reached the main menu. The other hit during play: units that scan nearby creatures for threats could read an attribute some entities simply do not have, and the resulting crash took the world down with it.
Dodging now actually works. Three separate faults meant it never triggered at all in the first place; once it did fire, a fourth fault meant it only reacted after the hit had already landed, so arrows were hard to dodge and bullets impossible; and a fifth meant a unit would dodge exactly once and then never again - the ability was silently switched off for the rest of its life, with no error and nothing visibly wrong with the unit.
Units now react to modded guns. Aiming a third-party firearm mod at them produced no reaction whatsoever - the aiming-warning check quietly skipped the player entirely.
The Orc Horde actually spawns, and actually arrives. It used to announce itself, sound the horn, and then produce nothing at all; once spawning worked, the orcs spawned correctly and then refused to walk anywhere.
The Vampire Hunter no longer machine-guns its crossbow. If its reload animation failed to play, it skipped reloading and fired again immediately, turning a slow deliberate weapon into a rapid-fire one.
Accusation now works on everything. The slow used to be imperceptible on large creatures and did nothing at all against certain modded units.
Professor fixes. Her constructs stop piling up - she used to build a fresh set of three in every place she visited, because three constructs hundreds of blocks away simply could not be counted, and they never expired; now a construct that loses track of her for more than a few seconds falls apart and returns its blocks to the ground. And the recall system no longer drags stationed troops home: a unit placed with a Station Voucher used to be yanked back to the base, because the recall check read a cached snapshot of the world that could still predate the order to station them.
中文
「原始兽人入侵」已完全移除。 整个事件都没了:通讯笛与它的配方、/orcwave 命令、波次进度条、十三波递进、三面包围刷怪,以及"打得越久抗性越高"的适应机制。这套设计本身就不成立 —— 它是在地图上某一点打的一场攻防战,退出边界就结束了。原本属于它的探子巡逻队保留了下来:原始兽人的斥候小队仍会在世界上游荡、偶尔与你撞上,只是不再属于任何事件。
新事件 —— 兽潮。 每 14 游戏日一次、持续 20 分钟,兽人从你的视距之外涌来,朝最近的玩家走。它没有边界、没有进度条、也没有安全区:兽潮不避让你的据点、你的床、你的出生点,所以当它把你堵在家里时,这场仗只能在你站着的地方打赢。它由小到大 —— 开头几分钟觉得还撑得住,到后面就完全不是了;计时结束前它不会停。配置会随次数变化:第一次兽潮以原始兽人为主,到第七次时里面每一个都是废土兽人。兽人与地精按大约 六比四 混编,而兽潮刷出来的一律不能进化。兽潮会随玩家人数放大,同时存活数量有硬上限,所以一场长兽潮不会把服务器拖垮;远离所有玩家的兽潮成员会被悄无声息地移除,打完之后地图会自己干净。如果你被它打死,复活后身边会有 15 秒的生成保护 —— 只是暂时不在你附近刷新的,已经围上来的那些不会被撵走。
新增 —— 神器。 现在有了神器图鉴:十三个格子,通过教授的对话打开,会随着收集逐步点亮。第一件已经实装 —— 约瑟芬鲜血圣杯。 饮下它会回满生命值,再给你等量的一份临时生命值,接下来数秒内免疫一切伤害,并获得「鲜血狂暴」:移速大幅提升、近战命中吸血、并按目标剩余生命值追加伤害。它有冷却、且不会被消耗。除此之外,光是把圣杯带在背包里就有回报:每击杀一百个最大生命值比你更高的敌人,它的恢复量与增益时长就会永久提升一次、没有上限。所有神器共用同一套外观 —— 名字红色、悬停说明金色边框,一眼就能认出来。
三个新加入的废土兽人单位。 三者都是废土兽人,也共用同一套废土身法:它们会侧移躲开来袭的弹射物、突进贴脸,并在动作中留下残影。
斩尸人。 持巨型长刀近战。挥一刀并不是打一下 —— 刀刃在整段动画里连续斩出很多段,而且每一段都是大范围横扫,所以站在它同伴旁边并不安全。它无视无敌帧,这套连斩一击都不会浪费。被远程攻击时它会举刀格挡,把弹射物伤害减半 —— 代价是格挡是一个站桩姿势,期间它无法移动。每击杀一个亡灵生物,它都会攒下一点额外的护盾。
血族猎手。 远近双修的单位,也是本模组第一个这样的单位。它用弩远距离点名,而且每射出一发都要重新装填一次 —— 这是一种有节奏的慢速,你可以踩着这个节奏接近它。一旦被贴近,它就改成一串近战连斩。它的弩箭带「诉罪」:命中者会被减速、并且完全无法治疗 —— 这让它天然成为回血与治疗类能力的克星。而且杀死它并不算结束 —— 它会倒地假死,自己重新站起来,除非你走过去把尸体补掉。
狼皮兽。 越打越凶的近战猛兽。你每打中它一次,它就会获得一次迅捷与跳跃提升、而且每次受击都会刷新 —— 所以慢慢磨血恰恰是最糟的打法。它还天然减免一部分弹射物伤害。它的爪击会在一段动画里连出好几下。而它真正的身份写在血条上:血越少,挨的伤害越少、打出的伤害越高 —— 它看起来快死的时候正是最危险的时候,要么速战速决,要么别去招惹。
修复了大量 BUG。
修掉两个崩服。 一个是启动即崩 —— 兽潮系统在注册表就绪之前就去取注册对象,游戏在 mod 加载阶段直接死掉、根本进不到主菜单。另一个发生在游戏中:单位扫描附近生物找威胁时,会去读一个某些实体根本没有的属性,读不到就直接把世界一起带走。
闪避现在真的能用了。 先是三个各自独立的缺陷让它完全不触发;等到能触发了,第四个缺陷让它只有在伤害已经落到身上之后才反应 —— 箭矢很难躲、子弹根本躲不掉;还有第五个缺陷,让一个单位只闪避一次、之后再也不闪:这项能力会被静默关掉,没有报错,单位表面也完全正常。
单位现在会对第三方枪械模组作出反应了。 以前举枪瞄准它们时,它们什么反应都没有 —— 预警判定把玩家整个跳过了。
兽潮真的会刷怪、也真的会走到你面前了。 以前它会照常广播、吹响号角,然后一只都不生成;等生成正常了,兽人又刷得出来却一步都不肯迈。
血族猎手不再是连发弩。 如果换弹动画没能播放,它会跳过换弹直接再射一发,把一件慢速蓄力的武器变成了速射武器。
「诉罪」现在对所有目标都生效。 以前对体型大的生物几乎感觉不到减速,对某些第三方模组的单位则完全无效。
教授相关修复。 她的构装体不再堆积 —— 以前她每到一处都会重新造满三个,因为几百格外的三个根本数不到、而它们又永不消失;现在构装体只要连续几秒找不到她,就会散架并把组成它的方块还回地面。另外,强制召回不再把驻留中的士兵拖回据点:用驻留券派出去的手下会被拽回据点,是因为召回判定读的是一份可能仍停留在"下达驻留命令之前"的缓存快照。
release
orcinvasion 1.1.6.1
1.20.1-Forge-1.1.6.119 сент. 2026 г.34Minecraft: 1.20.1forge
Что нового
English
Emergency fix - her base really does get a garrison now. Setting the Professor's base out in the wild used to leave it permanently empty. Setting a base now spawns the garrison on the spot, the instant you set it (4 to 8 patrols plus a quartermaster) - nothing to wait for, nothing trickling in one at a time - and a base that was already set before this update is backfilled automatically the next time you are there, so existing saves recover too. A follower left behind is teleported home once it strays more than 128 blocks - unless it is out on loan via a Recruitment Voucher, stationed via a Station Voucher, in combat, or being carried by her telekinesis.
Quartermaster supply reworked. Claiming supplies is no longer a short cooldown: you get it once per in-game day (20 minutes), and the crate is fixed - 3 Healing Needles, 3 Painkillers and 3 Iron Ingots. If you ask again before the day is up, he tells you how much longer to wait.
中文
紧急修复 —— 她的据点现在真的会有驻军了。 以前在野外设置教授的默认据点会让它一直空着:据点本身从不被登记为领地,而驻军补刷只按领地工作,于是无从下手;她的旧手下也不会被迁过去。现在设下据点的同一刻,驻军就已经刷在你眼前(4~8 名巡逻兵 + 1 名军需官)—— 不用等,也不再是一个个慢慢冒出来;本次更新之前就已经设好的据点,在你下次回到那里时会自动补齐,旧存档同样能恢复。掉队超过 128 格的手下会被传送回家 —— 除非它正被征募券借走、正在驻留券站岗、正在战斗,或正被念力托举。
军需官的补给重做。 领取补给不再是十几秒的短冷却,而是每个游戏日(20 分钟)一次;补给内容固定为 3 个治疗针、3 个止痛药、3 个铁锭。当天再问他要,他会告诉你还要等多久。
release
orcinvasion 1.1.6
1.20.1-Forge-1.1.619 сент. 2026 г.10Minecraft: 1.20.1forge
Что нового
English
-Goety (诡厄巫法) compatibility. Professor-faction units no longer attack your own pets and summons from other mods - Goety's servants being the case that started it. Two separate causes were fixed: (1) the bullet faction filter used a hard-coded list that forgot player-owned pets and summons, so stray shots from the +/-10 degrees spread would hit them and provoke them into fighting back; it now reuses the single "player side" check the rest of the mod already used. (2) The Witch, Iron Golem and Quartermaster were the only three units still inheriting the vanilla isAlliedTo (scoreboard teams only), which meant a third-party mod's servant - Goety's Owned#isAlliedTo in particular - did not read them as allies and treated them as enemies. All three now share the exact same allied check as the rest of her faction.
-Orc outposts are much rarer. Spawn chance cut to a quarter (0.12 -> 0.03), the random spawn ring moved out from 2860 blocks to 128256 blocks, the minimum spacing between outposts went from 64 to 320 blocks, and a 320-block exclusion zone around world spawn now keeps outposts away from where you start. They also follow the same 7 in-game day grace period as the rest of the orc systems, so a fresh world stays quiet for a while.
-The Smiling Professor has been completely reworked - she is now the most powerful creature in the mod. Her telekinesis gained an entire kit, and everything below can show up in a single fight:
Telekinesis interception. Any projectile that is not on her side gets caught inside a 10-block sphere and swallowed into her reserve. She then fires them back at nearby enemies (one shot every 2 ticks), and projectiles she cannot reproduce are converted into her own ammunition instead of being lost.
Telekinesis retreat. With 5 or more melee enemies around her she lifts herself, her followers and the player into the air and withdraws - on a 5-minute cooldown.
Telekinesis airlift. Two conversation options, "back to the base" and "back to my home", carry her, the player and their followers across the map by air.
Telekinesis constructs. She animates real blocks around her into a two-block-tall construct: up to 3 at once, 20-second cooldown, three tiers by block hardness (attack damage 3/5/7), and when one is smashed the blocks it was made from are restored to the world.
Telekinesis puppetry. She can seize a nearby melee creature and turn it on its own side.
New skill - Blade Storm (unlocked at 50 kills). Every 15 seconds she conjures 25 spatial energy blades, released one after another (one every 2 ticks) with a spread. Each blade deals 7 physical damage plus 15% of the target's current health, ignores invulnerability frames and pierces through targets. Blades she has left over when a target dies are banked and fired at the next enemy she meets.
New skill - Blockfall (unlocked at 100 kills). She physically animates the blocks under the target's feet into a cluster of 2 to 12 blocks (count scales with the target's current health), drops it from above, and it then slowly sinks into the ground while bursting out flame, smoke and dark-blue motes for 3 seconds. Physical damage rises exponentially with block count (10 x 1.22^(n-1), up to 89) plus 2% to 13% of the target's current health - roughly a third of a target's health per drop no matter how tough it is.
New - skill mastery. Professor kills (including kills credited to her constructs) count towards milestones at 50 / 100 / 200 / 500 / 1000 / 1500 / 2500 / 5000 / 10000. Every milestone adds +10% to her skill damage, up to x1.90 at the top tier.
-Her dialogue has been rewritten - she is much warmer on high affection.
-Affection now drives a single four-tier scale, and darling is no longer reserved for one tier: below 25 she is distant and formal, 25 to 49 she acknowledges you, 50 to 79 she calls you darling but mostly to tease you, and from 80 up she means it - genuine warmth, no more sharp tongue. The rewrite covers her feeding lines, her responses when you ask her to stop confiscating your ammo, claiming vouchers and outpost cores, moving her base or her bed, and the things she says when you get hurt while she is escorting you.
-A long list of Professor bugs fixed. Among them: she no longer drifts out of escort and stands around doing nothing after you rejoin a world; the begging screen no longer flickers; the farewell scene no longer dead-ends with no button to press on its final line; telekinesis can no longer leave you stuck in the air with no way to get down; her spatial blades no longer point the wrong way depending on which direction she happens to be facing; the block cluster's sink animation now matches the size it landed at; and her blade trails are actually visible (the old particles used additive blending and were almost invisible in daylight).
-New vouchers - Recruitment and Station. The Recruitment Voucher makes one of her followers follow you for one hour of real time, teleporting to you when it falls behind; if the Professor herself is already escorting you, the effect becomes permanent instead. The Station Voucher works in two steps - right-click one of her followers, then right-click the ground - and that follower will stand guard and wander there; stationed outside her territory they leave her roster. Both are handed out by the Professor through the "about the base" conversation.
-Escort system reworked. Followers now have one consistent leash: they teleport to you once they fall behind by more than 10 blocks, and they engage enemies anchored near the person they are following rather than wandering off - so an escort stays an escort instead of chasing something across the map. Escorting units no longer stop to chat with you.
-中文
-兼容「诡厄巫法」(Goety)。教授势力的单位不会再攻击你带来的第三方模组宠物与召唤物 —— 起因就是 Goety 的仆从。这里其实是两个独立成因:① 弹体的阵营过滤用的是手写名单,漏了「玩家的宠物 / 召唤物」这一类,±10° 散射的流弹会打到它们、把对方惹毛后反过来打教授的兵;现在改为复用全模组唯一的「玩家一方」判据。② 女巫、铁傀儡、军需官是仅有的三个仍在继承原版 isAlliedTo(只判计分板队伍)的单位,于是第三方模组的仆从(尤其是 Goety 的 Owned#isAlliedTo)不把它们当盟友、反过来视作敌人;现在三者与其它兵种共用同一份结盟判据。
-兽人据点变得稀有得多。 刷新率砍到原来的四分之一(0.12 → 0.03),随机生成距离从 2860 格推远到 128256 格,据点之间最小间距从 64 格拉到 320 格,世界出生点周围新增 320 格禁区(不再有任何兽人设施);同时补上与其它兽人系统一致的 7 游戏日宽限期,新世界开局会安静一段时间。
-完全重做了笑面教授的能力 —— 她现在是最恐怖、最强大的生物。 她的念力扩充成整套体系,下面这些可以在同一场战斗里全部出现:
念力拦截。 任何不属于她这一方的弹射物,只要进入 10 格范围就会被念力截住、收进库存;随后她每隔 2 tick 朝附近敌人打回去一发。认不出、无法复刻的弹射物会被转化成本模组自己的弹药射出,而不是凭空消失。
念力撤离。 周围近战敌人达到 5 个以上时,她会托举自己、友军与玩家浮空后撤,冷却 5 分钟。
念力空运。 对话里新增「回据点」与「回我家」两个选项,由她带着自己、玩家与随从从空中转移过去。
念力构装体。 她能用念力活化身边的真实方块,拼成一个两格高的构装体:同时最多 3 个、冷却 20 秒、按方块硬度分三档(攻击力 3 / 5 / 7);被打碎时,组成它的方块会就地复原回世界。
念力驱使。 她能控制附近的近战生物,让它倒戈去打自己人。
新技能 · 万剑齐发(50 击杀解锁)。 每 15 秒凝出 25 把空间能量剑,逐把出膛(每 2 tick 一把)并带散布。每把造成 7 点物理伤害 + 目标当前生命值的 15%,无视无敌帧且可穿透目标。目标提前死亡时,没用完的剑会被存起来,遇到下一个敌人再打出。
新技能 · 万钧坠击(100 击杀解锁)。 她把目标脚下的方块物理化成一团2~12 块的方块(数量按目标当前生命值决定),从头顶砸下,落地后缓缓嵌入地面,并在此后 3 秒里不断爆出火焰、烟雾与暗蓝念力尘。物理伤害随方块数指数上升(10 × 1.22^(n-1),最高 89),另加目标当前生命值的 2%~13% —— 不论目标多厚,一次砸击大约都落在它当前血量的三分之一上下。
新增 · 技能熟练度。 教授的击杀(构装体的击杀同样计入)累计到 50 / 100 / 200 / 500 / 1000 / 1500 / 2500 / 5000 / 10000 九档里程碑;每达成一档技能伤害 +10%,最高 ×1.90。
-重新修改了好感度文本 —— 高好感时她会温柔得多。 好感度现在是唯一的分档判据、共四档,而且「亲爱的」不再只属于某一档:25 以下客气疏离,25~49 认得你、给面子但仍端着,50~79 会叫你「亲爱的」但多半是在调侃戏弄,80 以上才是真心 —— 不再像以前一样毒舌。这次重写覆盖了喂食台词、你让她别再没收弹药时的回应、领取征募券与前哨站/扩展据点的回应、更换据点与更换她床铺的回应,以及随行途中你受伤时她说的话。
-修复了大量与笑面教授有关的 BUG。 其中包括:重进世界后她不再脱离跟随、站在原地傻站;讨要食物时对话框不再疯狂抽搐;告别剧情的最后一句不再没有按钮、把人卡在对话里;念力托举不会再把人举到空中下不来;她的空间能量剑不再因为她的朝向不同而指错方向;方块团的嵌入动画与落地时的大小终于一致;剑的飞行尾迹现在真的看得见(旧粒子用的是加法混合,在明亮环境几乎不可见)。
-新增「征募券」与「驻留券」。 征募券:右键她的一名手下,他会跟随你 1 小时(现实时间),掉队时自动传送跟上;若笑面教授本人正在跟随你,效果改为永久。驻留券分两步:先右键一名手下、再右键一块地面,他会在那里驻守游荡;在教授领地之外驻留会使他脱离她的名册。两种券都由教授通过「聊聊据点的事」对话发放。
-完善了跟随机制。 跟班现在使用统一口径:掉队超过 10 格就会传送贴身;接敌时锚定在跟随对象附近,不会自己追着目标跑出半张地图 —— 跟随就是跟随。随行状态下她也不再停下来主动找你搭话。
release
orcinvasion 1.1.5
1.21.1-NeoForge-1.1.517 сент. 2026 г.36Minecraft: 1.21.1neoforge
Что нового
-English
-The invasion has slowed down. Hives, orc outposts, scout patrols and coastal landings now all stay quiet for the first 7 in-game days of a world; after that they move on a 3-to-5 day cooldown and only during daylight. Orc invasions no longer fire off on their own at all.
-New mechanic - the Truce. Every 7 to 15 in-game days the orcs call a truce: "The orcs have decided to lie low for a while." For two in-game days hives, outposts, scouts and coastal landings all stand down, and you cannot uproot their strongholds. When it lifts you get: "The orcs are looking for a fight again!"
-A few old threats have been taken off the board. The daily random deployments of orc portals, orbital drop pods and orc rafts are disabled - the entities are still in the mod, just not used yet.
-Orc portal - rebuilt model (not yet enabled). The portal was rebuilt from scratch in Blockbench with a new texture, and it now renders through GeckoLib. It also got fixed drops (42 iron / 42 copper / 12 gold ingots) and is now immune to fire and suffocation, and it no longer flashes red when hit. Its daily deployment is still switched off, so you will not run into one in normal play - the entity is being kept for a later stage of the invasion.
-New weapon system - Laser. A hitscan beam - damage resolves instantly along the ray, while the beam you see is a purely visual entity - and it comes in four colours: red, green, blue and purple, each with its own spawn weight and damage profile: red 35% x1.0, green 35% x1.25, blue 20% x1.5625, purple 10% x1.953125. 24-block range, full damage out to 12 blocks, after which every colour falls off to its own floor at the far end (red 95% / green 85% / blue 60% / purple 30%) - so purple is a point-blank burst, red is the steady long-range pick, green is all-round and blue sits at mid range. Rain and thunderstorms cut laser damage by 20%. The beams glow, and two laser shot sounds are picked at random.
-New weapon system - Flame. Pure-particle flame ammo with a dense trail (no bullet model); fire damage - it ignores armour, but fire resistance makes you fully immune; it sets targets alight; a Blaze shooting sound; and it pierces targets indefinitely, so one burst acts as a pseudo-area attack. About 15% of flame troopers carry blue flame: double damage, plus 12 extra against anything with armour 10 or less.
-Both weapon systems are fully implemented - mechanics, visuals and sound - and are built as reusable systems meant to be handed to more units later.
-Seven new Professor units. Her faction now fields the Evoker, the Illusioner, the Ravager, the Pillager Rifleman, the Laser Carbine, the Assault Engineer and the Flame Engineer (the last two being her heaviest gunners). Ravagers can be ridden.
-Evolutions. Pillagers and Pillager Warriors can each evolve into the advanced units of their line - a 50/50 pick between the two (Rifleman / Laser Carbine, and Assault Engineer / Flame Engineer). Evolution happens on 5 kills, on 10 seconds inside a player's Technological Inspiration aura, or by right-clicking a unit with Orc Scrap (25%).
-You can now tell her where to settle. The Professor's base no longer has to be a village: point her at any spot and she will take it. If there is a village nearby she still prefers it.
-中文
-兽人的攻势放缓了。 母巢、兽人据点、探子巡逻与海岸入侵在新世界前 7 个游戏日里全部按兵不动;之后以 3~5 游戏日为冷却,且只在白天行动。兽人入侵不再自行随机触发。
全新机制 · 消停。 每 7~15 个游戏日,兽人会随机消停一次:聊天栏提示*"兽人们决定消停一段时间。"* 持续两个游戏日,期间母巢、兽人据点、探子与海岸入侵全部停摆,并且无法拔除他们的据点。结束时提示:"兽人们又开始找架打了!"
几样旧威胁已下架。 兽人传送门、太空登陆仓与兽人木筏的每日随机投放已禁用——实体仍保留在模组里,只是暂时不用。
-传送门 · 模型重做(尚未启用)。 传送门用 Blockbench 从头重做了模型与贴图,并改由 GeckoLib 渲染;顺带做了固定掉落(42 铁锭 / 42 铜锭 / 12 金锭)、免疫火焰与窒息,被击中不再闪红。但它的每日投放仍处于关闭状态,正常游玩遇不到——实体留着给入侵的后续阶段用。
-全新武器机制 · 激光。 光柱 hitscan 判定——伤害在开火瞬间沿射线结算,你看到的光柱本身只是视觉表现——红、绿、蓝、紫四色,各自有独立的出现权重与伤害:红 35% ×1.0、绿 35% ×1.25、蓝 20% ×1.5625、紫 10% ×1.953125。射程 24 格,12 格内满伤,之后各色按自己的末端下限衰减(红 95% / 绿 85% / 蓝 60% / 紫 30%)——所以紫是贴脸爆发、红是全程稳定、绿是全能、蓝主打中近距。雨天/雷暴下激光伤害 −20%。光柱带发光,两个射击音效随机播放。
-全新武器机制 · 火焰。 纯粒子火焰弹,尾迹密集(没有子弹模型);火焰伤害——无视护甲,但抗火药水可完全免疫;点燃目标;烈焰人发射火球音效;可无限穿透目标,一轮射击即伪范围伤害。约 15% 的喷火单位是蓝火:双倍伤害,且对护甲 ≤10 的目标额外 +12 点。
-这两套武器机制的机制、特效、音效均已实装,并且是可复用的通用系统,未来会交给更多单位使用。
-教授势力新增七个兵种。 她现在拥有唤魔者、幻术师、劫掠兽、掠夺者步枪手、掠夺者激光卡宾枪手、掠夺者突击工兵与掠夺者喷火工兵(后两位是她火力最重的枪手)。劫掠兽可被骑乘。
-进化。 掠夺者与掠夺者战士都能进化成各自路线的进阶单位——两者之间各 50% 概率二选一(步枪手 / 激光卡宾枪手,突击工兵 / 喷火工兵)。触发方式:满 5 次击杀、在玩家的「科技启发」光环里站满 10 秒,或手持兽人废料右键(25%)。
-现在可以指定她住在哪。 教授的据点不再必须建在村庄:带她到任意地点指定即可,她会把那里作为据点;附近有村庄时她仍会优先选择村庄。
release
orcinvasion 1.1.5
1.21.1-Forge-1.1.517 сент. 2026 г.8Minecraft: 1.21.1forge
Что нового
-English
-The invasion has slowed down. Hives, orc outposts, scout patrols and coastal landings now all stay quiet for the first 7 in-game days of a world; after that they move on a 3-to-5 day cooldown and only during daylight. Orc invasions no longer fire off on their own at all.
-New mechanic - the Truce. Every 7 to 15 in-game days the orcs call a truce: "The orcs have decided to lie low for a while." For two in-game days hives, outposts, scouts and coastal landings all stand down, and you cannot uproot their strongholds. When it lifts you get: "The orcs are looking for a fight again!"
-A few old threats have been taken off the board. The daily random deployments of orc portals, orbital drop pods and orc rafts are disabled - the entities are still in the mod, just not used yet.
-Orc portal - rebuilt model (not yet enabled). The portal was rebuilt from scratch in Blockbench with a new texture, and it now renders through GeckoLib. It also got fixed drops (42 iron / 42 copper / 12 gold ingots) and is now immune to fire and suffocation, and it no longer flashes red when hit. Its daily deployment is still switched off, so you will not run into one in normal play - the entity is being kept for a later stage of the invasion.
-New weapon system - Laser. A hitscan beam - damage resolves instantly along the ray, while the beam you see is a purely visual entity - and it comes in four colours: red, green, blue and purple, each with its own spawn weight and damage profile: red 35% x1.0, green 35% x1.25, blue 20% x1.5625, purple 10% x1.953125. 24-block range, full damage out to 12 blocks, after which every colour falls off to its own floor at the far end (red 95% / green 85% / blue 60% / purple 30%) - so purple is a point-blank burst, red is the steady long-range pick, green is all-round and blue sits at mid range. Rain and thunderstorms cut laser damage by 20%. The beams glow, and two laser shot sounds are picked at random.
-New weapon system - Flame. Pure-particle flame ammo with a dense trail (no bullet model); fire damage - it ignores armour, but fire resistance makes you fully immune; it sets targets alight; a Blaze shooting sound; and it pierces targets indefinitely, so one burst acts as a pseudo-area attack. About 15% of flame troopers carry blue flame: double damage, plus 12 extra against anything with armour 10 or less.
-Both weapon systems are fully implemented - mechanics, visuals and sound - and are built as reusable systems meant to be handed to more units later.
-Seven new Professor units. Her faction now fields the Evoker, the Illusioner, the Ravager, the Pillager Rifleman, the Laser Carbine, the Assault Engineer and the Flame Engineer (the last two being her heaviest gunners). Ravagers can be ridden.
-Evolutions. Pillagers and Pillager Warriors can each evolve into the advanced units of their line - a 50/50 pick between the two (Rifleman / Laser Carbine, and Assault Engineer / Flame Engineer). Evolution happens on 5 kills, on 10 seconds inside a player's Technological Inspiration aura, or by right-clicking a unit with Orc Scrap (25%).
-You can now tell her where to settle. The Professor's base no longer has to be a village: point her at any spot and she will take it. If there is a village nearby she still prefers it.
-中文
-兽人的攻势放缓了。 母巢、兽人据点、探子巡逻与海岸入侵在新世界前 7 个游戏日里全部按兵不动;之后以 3~5 游戏日为冷却,且只在白天行动。兽人入侵不再自行随机触发。
全新机制 · 消停。 每 7~15 个游戏日,兽人会随机消停一次:聊天栏提示*"兽人们决定消停一段时间。"* 持续两个游戏日,期间母巢、兽人据点、探子与海岸入侵全部停摆,并且无法拔除他们的据点。结束时提示:"兽人们又开始找架打了!"
几样旧威胁已下架。 兽人传送门、太空登陆仓与兽人木筏的每日随机投放已禁用——实体仍保留在模组里,只是暂时不用。
-传送门 · 模型重做(尚未启用)。 传送门用 Blockbench 从头重做了模型与贴图,并改由 GeckoLib 渲染;顺带做了固定掉落(42 铁锭 / 42 铜锭 / 12 金锭)、免疫火焰与窒息,被击中不再闪红。但它的每日投放仍处于关闭状态,正常游玩遇不到——实体留着给入侵的后续阶段用。
-全新武器机制 · 激光。 光柱 hitscan 判定——伤害在开火瞬间沿射线结算,你看到的光柱本身只是视觉表现——红、绿、蓝、紫四色,各自有独立的出现权重与伤害:红 35% ×1.0、绿 35% ×1.25、蓝 20% ×1.5625、紫 10% ×1.953125。射程 24 格,12 格内满伤,之后各色按自己的末端下限衰减(红 95% / 绿 85% / 蓝 60% / 紫 30%)——所以紫是贴脸爆发、红是全程稳定、绿是全能、蓝主打中近距。雨天/雷暴下激光伤害 −20%。光柱带发光,两个射击音效随机播放。
-全新武器机制 · 火焰。 纯粒子火焰弹,尾迹密集(没有子弹模型);火焰伤害——无视护甲,但抗火药水可完全免疫;点燃目标;烈焰人发射火球音效;可无限穿透目标,一轮射击即伪范围伤害。约 15% 的喷火单位是蓝火:双倍伤害,且对护甲 ≤10 的目标额外 +12 点。
-这两套武器机制的机制、特效、音效均已实装,并且是可复用的通用系统,未来会交给更多单位使用。
-教授势力新增七个兵种。 她现在拥有唤魔者、幻术师、劫掠兽、掠夺者步枪手、掠夺者激光卡宾枪手、掠夺者突击工兵与掠夺者喷火工兵(后两位是她火力最重的枪手)。劫掠兽可被骑乘。
-进化。 掠夺者与掠夺者战士都能进化成各自路线的进阶单位——两者之间各 50% 概率二选一(步枪手 / 激光卡宾枪手,突击工兵 / 喷火工兵)。触发方式:满 5 次击杀、在玩家的「科技启发」光环里站满 10 秒,或手持兽人废料右键(25%)。
-现在可以指定她住在哪。 教授的据点不再必须建在村庄:带她到任意地点指定即可,她会把那里作为据点;附近有村庄时她仍会优先选择村庄。
release
orcinvasion 1.1.5
1.20.1-Forge-1.1.517 сент. 2026 г.29Minecraft: 1.20.1forge
Что нового
-English
-The invasion has slowed down. Hives, orc outposts, scout patrols and coastal landings now all stay quiet for the first 7 in-game days of a world; after that they move on a 3-to-5 day cooldown and only during daylight. Orc invasions no longer fire off on their own at all.
-New mechanic - the Truce. Every 7 to 15 in-game days the orcs call a truce: "The orcs have decided to lie low for a while." For two in-game days hives, outposts, scouts and coastal landings all stand down, and you cannot uproot their strongholds. When it lifts you get: "The orcs are looking for a fight again!"
-A few old threats have been taken off the board. The daily random deployments of orc portals, orbital drop pods and orc rafts are disabled - the entities are still in the mod, just not used yet.
-Orc portal - rebuilt model (not yet enabled). The portal was rebuilt from scratch in Blockbench with a new texture, and it now renders through GeckoLib. It also got fixed drops (42 iron / 42 copper / 12 gold ingots) and is now immune to fire and suffocation, and it no longer flashes red when hit. Its daily deployment is still switched off, so you will not run into one in normal play - the entity is being kept for a later stage of the invasion.
-New weapon system - Laser. A hitscan beam - damage resolves instantly along the ray, while the beam you see is a purely visual entity - and it comes in four colours: red, green, blue and purple, each with its own spawn weight and damage profile: red 35% x1.0, green 35% x1.25, blue 20% x1.5625, purple 10% x1.953125. 24-block range, full damage out to 12 blocks, after which every colour falls off to its own floor at the far end (red 95% / green 85% / blue 60% / purple 30%) - so purple is a point-blank burst, red is the steady long-range pick, green is all-round and blue sits at mid range. Rain and thunderstorms cut laser damage by 20%. The beams glow, and two laser shot sounds are picked at random.
-New weapon system - Flame. Pure-particle flame ammo with a dense trail (no bullet model); fire damage - it ignores armour, but fire resistance makes you fully immune; it sets targets alight; a Blaze shooting sound; and it pierces targets indefinitely, so one burst acts as a pseudo-area attack. About 15% of flame troopers carry blue flame: double damage, plus 12 extra against anything with armour 10 or less.
-Both weapon systems are fully implemented - mechanics, visuals and sound - and are built as reusable systems meant to be handed to more units later.
-Seven new Professor units. Her faction now fields the Evoker, the Illusioner, the Ravager, the Pillager Rifleman, the Laser Carbine, the Assault Engineer and the Flame Engineer (the last two being her heaviest gunners). Ravagers can be ridden.
-Evolutions. Pillagers and Pillager Warriors can each evolve into the advanced units of their line - a 50/50 pick between the two (Rifleman / Laser Carbine, and Assault Engineer / Flame Engineer). Evolution happens on 5 kills, on 10 seconds inside a player's Technological Inspiration aura, or by right-clicking a unit with Orc Scrap (25%).
-You can now tell her where to settle. The Professor's base no longer has to be a village: point her at any spot and she will take it. If there is a village nearby she still prefers it.
-中文
-兽人的攻势放缓了。 母巢、兽人据点、探子巡逻与海岸入侵在新世界前 7 个游戏日里全部按兵不动;之后以 3~5 游戏日为冷却,且只在白天行动。兽人入侵不再自行随机触发。
全新机制 · 消停。 每 7~15 个游戏日,兽人会随机消停一次:聊天栏提示*"兽人们决定消停一段时间。"* 持续两个游戏日,期间母巢、兽人据点、探子与海岸入侵全部停摆,并且无法拔除他们的据点。结束时提示:"兽人们又开始找架打了!"
几样旧威胁已下架。 兽人传送门、太空登陆仓与兽人木筏的每日随机投放已禁用——实体仍保留在模组里,只是暂时不用。
-传送门 · 模型重做(尚未启用)。 传送门用 Blockbench 从头重做了模型与贴图,并改由 GeckoLib 渲染;顺带做了固定掉落(42 铁锭 / 42 铜锭 / 12 金锭)、免疫火焰与窒息,被击中不再闪红。但它的每日投放仍处于关闭状态,正常游玩遇不到——实体留着给入侵的后续阶段用。
-全新武器机制 · 激光。 光柱 hitscan 判定——伤害在开火瞬间沿射线结算,你看到的光柱本身只是视觉表现——红、绿、蓝、紫四色,各自有独立的出现权重与伤害:红 35% ×1.0、绿 35% ×1.25、蓝 20% ×1.5625、紫 10% ×1.953125。射程 24 格,12 格内满伤,之后各色按自己的末端下限衰减(红 95% / 绿 85% / 蓝 60% / 紫 30%)——所以紫是贴脸爆发、红是全程稳定、绿是全能、蓝主打中近距。雨天/雷暴下激光伤害 −20%。光柱带发光,两个射击音效随机播放。
-全新武器机制 · 火焰。 纯粒子火焰弹,尾迹密集(没有子弹模型);火焰伤害——无视护甲,但抗火药水可完全免疫;点燃目标;烈焰人发射火球音效;可无限穿透目标,一轮射击即伪范围伤害。约 15% 的喷火单位是蓝火:双倍伤害,且对护甲 ≤10 的目标额外 +12 点。
-这两套武器机制的机制、特效、音效均已实装,并且是可复用的通用系统,未来会交给更多单位使用。
-教授势力新增七个兵种。 她现在拥有唤魔者、幻术师、劫掠兽、掠夺者步枪手、掠夺者激光卡宾枪手、掠夺者突击工兵与掠夺者喷火工兵(后两位是她火力最重的枪手)。劫掠兽可被骑乘。
-进化。 掠夺者与掠夺者战士都能进化成各自路线的进阶单位——两者之间各 50% 概率二选一(步枪手 / 激光卡宾枪手,突击工兵 / 喷火工兵)。触发方式:满 5 次击杀、在玩家的「科技启发」光环里站满 10 秒,或手持兽人废料右键(25%)。
-现在可以指定她住在哪。 教授的据点不再必须建在村庄:带她到任意地点指定即可,她会把那里作为据点;附近有村庄时她仍会优先选择村庄。
release
orcinvasion 1.1.4
1.20.1-Forge-1.1.414 сент. 2026 г.30Minecraft: 1.20.1forge
Что нового
-English
-Fixed a great many bugs — ranged orcs no longer shove you around with every shot; the goblin knife-thrower finally has a proper death message, and its knives now count as real projectiles (so shields and projectile-protection enchantments judge them correctly); orc strongholds no longer claim they still have defenders after you've killed them all; bulletproof glass panels no longer lean the wrong way; the Professor has stopped dragging you off to her base every 40 minutes; and hives no longer plant themselves right on top of you or inside your house.
-New items — grenades, in four tiers: the Junk Grenade (cheap and cheerful, small blast), the High-Explosive Grenade (the widest blast of the family, two per craft), the Doom Grenade (single-target burst — 30% of the target's current health plus flat damage), and the Holy Grenade (Doom-grade damage, and whoever throws it gets a full heal plus up to 75 absorption). Light grenades recharge in half a second, heavy ones in one and a half.
-Landing marker: hold a grenade and a ring appears on the ground showing exactly where your throw will land.
-New item — Duststorm Smoke Grenade: raise a 30-second wall of yellow dust. Inside it you take far less projectile damage, and hostile mobs caught in it instantly lose track of you and can barely see past a few blocks.
-New item — Blinding Toxic Cloud Grenade: a 45-second toxic cloud that swallows every projectile that enters it — yours and theirs alike.
-Orcs are now marked: every orc within 16 blocks wears a red diamond over its head. Orcs that are actually attacking you stay marked no matter how far away they are, then fade out once they stop.
-A 7-day grace period: a new world gets no hives at all for its first 7 in-game days. On day 7 you'll get a warning in chat — you can feel the orc forces growing stronger — and from day 8 the hives start appearing.
-Balance: hive troops now deploy at least 72 blocks away from you and steer clear of your line of sight (and never drop into sealed rooms); ranged orcs are a little less pinpoint (the Ghost stays a sniper); orc scrap now fully repairs a piece of armour in one use; and the Reaper no longer regenerates health.
-Two new config options (server-side, under [combat]): ranged_spread_bonus_deg (default 1.5) tunes how accurate ranged orcs are — drop it to 0 and every orc gunner goes back to shooting exactly where it aims, while the Ghost sniper stays precise either way. orc_damage_multiplier (default 1.0) scales all damage dealt by orc-faction mobs, melee, bullets and explosions alike — set it to 0.5 for a gentler run, or 2.0 if you enjoy suffering. Both apply when the world loads.
-中文
-修复了大量 Bug——远程兽人不再每打一枪就把你推得乱晃;地精飞刀手终于有了正确的死亡提示,它的飞刀也正式算作弹射物(举盾与弹射物保护附魔现在都能正确判定);兽人据点的援军被你杀光后不会再显示还有援军;防弹玻璃的朝向不再歪;教授不再每 40 分钟就把你拖去她的据点;母巢也不会再贴着你刷、或者种进你家里。
-新增物品 · 手雷四档:破烂手雷(便宜大碗,范围小)、高爆手雷(本族范围最大,一次合成出 2 个)、毁灭手雷(单体爆发——目标当前生命的 30% 再加固定伤害)、神圣手雷(毁灭级的伤害,投掷者还能回满血并获得最多 75 点临时生命)。轻当量 0.5 秒冷却,重当量 1.5 秒。
-落点提示:手持手雷时,地面上会出现一圈指示,标出它真正会落在哪。
-新增物品 · 漫天黄尘烟雾弹:炸开一团持续 30 秒的黄尘。身处其中受到的弹射物伤害大幅降低;被黄尘罩住的敌对怪物会当场跟丢你,几格之外就看不清人。
-新增物品 · 避目毒云烟雾弹:持续 45 秒的毒云,云内一切弹射物都会被吞掉——不分敌我。
-兽人会被标记:16 格内的兽人头顶会出现红色菱形。正在攻击你的兽人无论多远都保持标记,停手后慢慢淡出。
-开局 7 天宽限期:新世界的前 7 个游戏日内不会出现任何母巢。第 7 天聊天栏会给你一句提示——"你感觉到兽人的势力愈发强大了起来。"——第 8 天起母巢才开始出现。
平衡调整:母巢派兵至少离你 72 格、不再出现在你的正面视野里,也不会落进封闭的屋内;远程兽人的准头略微下调(幽灵依旧保持狙击精度);兽人废料现在能一次把一件护甲修满;收割者不再快速回血。
-新增两项配置(服务端,位于 [combat] 段):ranged_spread_bonus_deg(默认 1.5)可整体调整远程兽人的准头——填 0 它们就恢复"指哪打哪",而幽灵狙击手无论如何都保持精准;orc_damage_multiplier(默认 1.0)可整体缩放兽人阵营造成的伤害,近战、子弹、爆炸都算——想要轻松点填 0.5,想找罪受填 2.0。两项都在进入世界时生效。
release
orcinvasion 1.1.3
1.21.1-Forge-1.1.313 сент. 2026 г.6Minecraft: 1.21.1forge
Что нового
-English
-Fixed a great many bugs — from orcs buried inside walls and hives that never appeared at all, to reinforcements that just stood there doing nothing, to the Professor quietly cloning herself into a crowd.
-New units: the Butcher, an orc field medic that keeps the warband on its feet; the Goblin Assault, a run-and-gun shooter; and the Goblin Riot, a shotgun-toting goblin hiding behind a riot shield. Goblins grow up now, too: throwers become Assaults, and goblins become Riots.
-New item — Bulletproof Glass: craft it from orc scrap and glass, then deploy a 3×2 panel that blocks mobs and enemy projectiles (your own shots pass straight through it). Recover it early by hand, or let it fold itself back into an item after 15 seconds.
-New buffs: I Reckon Yer Strong — keep the momentum going after every orc you slay: orcs hurt you less, you run faster and hit harder. And for those who carry a firearm: I Reckon Yer Got Ammo — a chance to keep shooting without spending a single round.
-Orc Outposts & Strongholds: orcs now raise facilities out in the wild, garrison them, and defend them. Tear one down if you dare — but its defenders will come looking for you.
-Slightly lowered overall difficulty: orc camps and raiding parties no longer spawn on top of your home or your bed, garrisons thin out where several structures stand close together, reinforcements come at you instead of staring at the horizon, and orcs now drop more scrap and gunpowder.
-Removed the orc spore system entirely — spore blocks and spore creatures are gone for good.
-Performance work: much lighter hive deployment scans, far fewer orcs piling up in one spot, and a rebuilt sound system that plays every sound at the correct distance.
中文
-修复了大量 Bug——从兽人被埋进墙里、母巢根本不生成,到援军原地发呆不动,再到教授悄悄把自己复制成一群。
-新增单位:兽人屠夫(兽人战地医师,让整支队伍站得住)、地精冲锋队(边跑边打的连发枪手)、地精镇暴队(躲在防暴盾后面的霰弹手)。地精也会长大了:飞刀手会进化成冲锋队,地精会进化成镇暴队。
-新增物品 · 防弹玻璃:用兽人废料与玻璃合成,展开一面 3×2 的屏障——挡生物、挡敌方弹丸(自己的弹射物可以直接穿过)。可以提前手动回收,15 秒后也会自动收回成掉落物。
-新增 buff:俺寻思你很强——每击杀一只兽人便延续势头:受到兽人的伤害更低、跑得更快、打得更狠。持枪的玩家还有 俺寻思你还有弹药——有几率让你打枪不消耗子弹。 兽人前哨站与据点:兽人会在野外立起设施、派兵驻守。敢去拔除的话——守卫会主动找上门来。
-整体难度略微下调:兽人营地与袭击部队不再刷在你家或床边,多个设施密集处驻军会自动减员,援军会主动扑向你而不是望着远方发呆,兽人的废料与火药掉落也更多了。
-彻底移除了兽人孢子系统——孢子方块与孢子生物均已删除。
-性能优化:母巢派兵的扫描大幅减轻、同屏兽人堆积明显减少,并重构了音效系统,使所有音效在正确距离播放。
release
orcinvasion 1.1.3
1.21.1-NeoForge-1.1.313 сент. 2026 г.19Minecraft: 1.21.1neoforge
Что нового
-English
-Fixed a great many bugs — from orcs buried inside walls and hives that never appeared at all, to reinforcements that just stood there doing nothing, to the Professor quietly cloning herself into a crowd.
-New units: the Butcher, an orc field medic that keeps the warband on its feet; the Goblin Assault, a run-and-gun shooter; and the Goblin Riot, a shotgun-toting goblin hiding behind a riot shield. Goblins grow up now, too: throwers become Assaults, and goblins become Riots.
-New item — Bulletproof Glass: craft it from orc scrap and glass, then deploy a 3×2 panel that blocks mobs and enemy projectiles (your own shots pass straight through it). Recover it early by hand, or let it fold itself back into an item after 15 seconds.
-New buffs: I Reckon Yer Strong — keep the momentum going after every orc you slay: orcs hurt you less, you run faster and hit harder. And for those who carry a firearm: I Reckon Yer Got Ammo — a chance to keep shooting without spending a single round.
-Orc Outposts & Strongholds: orcs now raise facilities out in the wild, garrison them, and defend them. Tear one down if you dare — but its defenders will come looking for you.
-Slightly lowered overall difficulty: orc camps and raiding parties no longer spawn on top of your home or your bed, garrisons thin out where several structures stand close together, reinforcements come at you instead of staring at the horizon, and orcs now drop more scrap and gunpowder.
-Removed the orc spore system entirely — spore blocks and spore creatures are gone for good.
-Performance work: much lighter hive deployment scans, far fewer orcs piling up in one spot, and a rebuilt sound system that plays every sound at the correct distance.
-中文
-修复了大量 Bug——从兽人被埋进墙里、母巢根本不生成,到援军原地发呆不动,再到教授悄悄把自己复制成一群。
-新增单位:兽人屠夫(兽人战地医师,让整支队伍站得住)、地精冲锋队(边跑边打的连发枪手)、地精镇暴队(躲在防暴盾后面的霰弹手)。地精也会长大了:飞刀手会进化成冲锋队,地精会进化成镇暴队。
-新增物品 · 防弹玻璃:用兽人废料与玻璃合成,展开一面 3×2 的屏障——挡生物、挡敌方弹丸(自己的弹射物可以直接穿过)。可以提前手动回收,15 秒后也会自动收回成掉落物。
-新增 buff:俺寻思你很强——每击杀一只兽人便延续势头:受到兽人的伤害更低、跑得更快、打得更狠。持枪的玩家还有 俺寻思你还有弹药——有几率让你打枪不消耗子弹。
兽人前哨站与据点:兽人会在野外立起设施、派兵驻守。敢去拔除的话——守卫会主动找上门来。
-整体难度略微下调:兽人营地与袭击部队不再刷在你家或床边,多个设施密集处驻军会自动减员,援军会主动扑向你而不是望着远方发呆,兽人的废料与火药掉落也更多了。
-彻底移除了兽人孢子系统——孢子方块与孢子生物均已删除。
-性能优化:母巢派兵的扫描大幅减轻、同屏兽人堆积明显减少,并重构了音效系统,使所有音效在正确距离播放。
release
orcinvasion 1.1.3
1.20.1-Forge-1.1.313 сент. 2026 г.26Minecraft: 1.20.1forge
Что нового
-English
-Fixed a great many bugs — from orcs buried inside walls and hives that never appeared at all, to reinforcements that just stood there doing nothing, to the Professor quietly cloning herself into a crowd.
-New units: the Butcher, an orc field medic that keeps the warband on its feet; the Goblin Assault, a run-and-gun shooter; and the Goblin Riot, a shotgun-toting goblin hiding behind a riot shield. Goblins grow up now, too: throwers become Assaults, and goblins become Riots.
-New item — Bulletproof Glass: craft it from orc scrap and glass, then deploy a 3×2 panel that blocks mobs and enemy projectiles (your own shots pass straight through it). Recover it early by hand, or let it fold itself back into an item after 15 seconds.
-New buffs: I Reckon Yer Strong — keep the momentum going after every orc you slay: orcs hurt you less, you run faster and hit harder. And for those who carry a firearm: I Reckon Yer Got Ammo — a chance to keep shooting without spending a single round.
-Orc Outposts & Strongholds: orcs now raise facilities out in the wild, garrison them, and defend them. Tear one down if you dare — but its defenders will come looking for you.
-Slightly lowered overall difficulty: orc camps and raiding parties no longer spawn on top of your home or your bed, garrisons thin out where several structures stand close together, reinforcements come at you instead of staring at the horizon, and orcs now drop more scrap and gunpowder.
-Removed the orc spore system entirely — spore blocks and spore creatures are gone for good.
-Performance work: much lighter hive deployment scans, far fewer orcs piling up in one spot, and a rebuilt sound system that plays every sound at the correct distance.
中文
-修复了大量 Bug——从兽人被埋进墙里、母巢根本不生成,到援军原地发呆不动,再到教授悄悄把自己复制成一群。
-新增单位:兽人屠夫(兽人战地医师,让整支队伍站得住)、地精冲锋队(边跑边打的连发枪手)、地精镇暴队(躲在防暴盾后面的霰弹手)。地精也会长大了:飞刀手会进化成冲锋队,地精会进化成镇暴队。
-新增物品 · 防弹玻璃:用兽人废料与玻璃合成,展开一面 3×2 的屏障——挡生物、挡敌方弹丸(自己的弹射物可以直接穿过)。可以提前手动回收,15 秒后也会自动收回成掉落物。
-新增 buff:俺寻思你很强——每击杀一只兽人便延续势头:受到兽人的伤害更低、跑得更快、打得更狠。持枪的玩家还有 俺寻思你还有弹药——有几率让你打枪不消耗子弹。
兽人前哨站与据点:兽人会在野外立起设施、派兵驻守。敢去拔除的话——守卫会主动找上门来。
-整体难度略微下调:兽人营地与袭击部队不再刷在你家或床边,多个设施密集处驻军会自动减员,援军会主动扑向你而不是望着远方发呆,兽人的废料与火药掉落也更多了。
-彻底移除了兽人孢子系统——孢子方块与孢子生物均已删除。
-性能优化:母巢派兵的扫描大幅减轻、同屏兽人堆积明显减少,并重构了音效系统,使所有音效在正确距离播放。
release
orcinvasion 1.1.2
1.21.1-NeoFroge-1.1.26 сент. 2026 г.16Minecraft: 1.21.1neoforge
Что нового
English
Fixed several hidden bugs that could quietly break progression and combat behavior.
Wasteland Orcs: a hardened breed now stalks the wastes — survivors marked by the green tide, and far deadlier than the orcs they once were.
Orc Evolution: some orcs no longer stay what they are. When the moment comes, they shed their old form and rise as something far more dangerous.
Reaper: a marksman whose shots strike true and refuse to be shrugged off.
Ghost: a spectral hunter that lines up its prey from afar — few ever see the shot that takes them.
Healing Needle: a field-tested remedy that mends grievous wounds in an instant and keeps working in the moments after.
Painkiller: dulls the pain of battle, letting you stand your ground through the worst of it.
General polish and balance across combat and progression.
中文
修复了多处隐藏 Bug——那些会在不知不觉中破坏进程与战斗表现的隐患。
废土兽人:一种更坚韧的兽人正在废土上游荡——它们是被绿潮烙下印记的幸存者,远比从前的同类危险。
进化机制:部分兽人不再停留在原本的模样——时机一到,它们褪去旧身,化作远比从前可怖的存在。
收割者:弹无虚发的兽人射手,它的攻击很难被轻易抵消。
幽灵:来自远方的幽灵猎手,早已将猎物纳入准星——很少有人能看清夺走自己性命的那一枪。
治疗针:经过实战检验的疗伤针剂,能瞬间弥合重伤,并在随后的时间里持续生效。
止痛药:麻痹战斗的伤痛,让你在最艰难的时刻也能站稳脚跟。
战斗与成长节奏的整体打磨与平衡。
release
orcinvasion 1.1.2
1.21.1-Forge-1.1.26 сент. 2026 г.11Minecraft: 1.21.1forge
Что нового
English
Fixed several hidden bugs that could quietly break progression and combat behavior.
Wasteland Orcs: a hardened breed now stalks the wastes — survivors marked by the green tide, and far deadlier than the orcs they once were.
Orc Evolution: some orcs no longer stay what they are. When the moment comes, they shed their old form and rise as something far more dangerous.
Reaper: a marksman whose shots strike true and refuse to be shrugged off.
Ghost: a spectral hunter that lines up its prey from afar — few ever see the shot that takes them.
Healing Needle: a field-tested remedy that mends grievous wounds in an instant and keeps working in the moments after.
Painkiller: dulls the pain of battle, letting you stand your ground through the worst of it.
General polish and balance across combat and progression.
中文
修复了多处隐藏 Bug——那些会在不知不觉中破坏进程与战斗表现的隐患。
废土兽人:一种更坚韧的兽人正在废土上游荡——它们是被绿潮烙下印记的幸存者,远比从前的同类危险。
进化机制:部分兽人不再停留在原本的模样——时机一到,它们褪去旧身,化作远比从前可怖的存在。
收割者:弹无虚发的兽人射手,它的攻击很难被轻易抵消。
幽灵:来自远方的幽灵猎手,早已将猎物纳入准星——很少有人能看清夺走自己性命的那一枪。
治疗针:经过实战检验的疗伤针剂,能瞬间弥合重伤,并在随后的时间里持续生效。
止痛药:麻痹战斗的伤痛,让你在最艰难的时刻也能站稳脚跟。
战斗与成长节奏的整体打磨与平衡。
release
orcinvasion 1.1.2
1.20.1-Forge-1.1.26 сент. 2026 г.60Minecraft: 1.20.1forge
Что нового
English
Fixed several hidden bugs that could quietly break progression and combat behavior.
Wasteland Orcs: a hardened breed now stalks the wastes — survivors marked by the green tide, and far deadlier than the orcs they once were.
Orc Evolution: some orcs no longer stay what they are. When the moment comes, they shed their old form and rise as something far more dangerous.
Reaper: a marksman whose shots strike true and refuse to be shrugged off.
Ghost: a spectral hunter that lines up its prey from afar — few ever see the shot that takes them.
Healing Needle: a field-tested remedy that mends grievous wounds in an instant and keeps working in the moments after.
Painkiller: dulls the pain of battle, letting you stand your ground through the worst of it.
General polish and balance across combat and progression.
中文
修复了多处隐藏 Bug——那些会在不知不觉中破坏进程与战斗表现的隐患。
废土兽人:一种更坚韧的兽人正在废土上游荡——它们是被绿潮烙下印记的幸存者,远比从前的同类危险。
进化机制:部分兽人不再停留在原本的模样——时机一到,它们褪去旧身,化作远比从前可怖的存在。
收割者:弹无虚发的兽人射手,它的攻击很难被轻易抵消。
幽灵:来自远方的幽灵猎手,早已将猎物纳入准星——很少有人能看清夺走自己性命的那一枪。
治疗针:经过实战检验的疗伤针剂,能瞬间弥合重伤,并在随后的时间里持续生效。
止痛药:麻痹战斗的伤痛,让你在最艰难的时刻也能站稳脚跟。
战斗与成长节奏的整体打磨与平衡。
release
orcinvasion 1.1.1
1.20.1-Forge-1.1.13 сент. 2026 г.44Minecraft: 1.20.1forge
Что нового
English
Fixed dozens of bugs and resolved contradictions between game mechanics, so the world now behaves the way its rules promise.
Orc Hives: orcs now rally around hidden hives that answer every orc you slay with revenge. A hive can be destroyed, but while the green tide endures, new hives will take root elsewhere.
Occupation of Structures: once they take root, orcs begin claiming dungeons and underground structures for themselves. The ruins you once knew may now be defended.
Orcs now stir in the wild on their own, in modest numbers — a measured presence that hints at greater evolution yet to come.
General polish and balance across combat, behavior and progression.
中文
修复了数十项 Bug,理清了多处游戏机制在逻辑上的自相矛盾之处——现在世界的运作,终于和它的规则一致了。
母巢机制:兽人会围绕隐秘的巢穴集结,你每猎杀一只兽人,都会招来更多的复仇。巢穴可以被捣毁,但绿潮不息——新的巢穴终会在别处生根。
结构占领机制:一旦扎稳脚跟,兽人便会开始占据地牢与地下结构——你记忆中的遗迹,如今可能已有守卫把守。
兽人开始以有限的规模自行出现在荒野中——这份克制的存在感,为日后更深的兽人进化埋下伏笔。
战斗、行为与成长节奏的整体打磨与平衡。
release
orcinvasion 1.1.0
1.21.1-NeoForge-1.1.030 авг. 2026 г.18Minecraft: 1.21.1neoforge
Что нового
English
Fully optimized the mod's art and textures.
Refined the Smiling Professor's behavior when player favorability is below 25: she will no longer fight back against the player.
中文
全面优化了游戏的美术贴图。
完善了笑面教授在玩家好感度低于 25 时的行为模式:她将不再对玩家还手。
release
orcinvasion 1.1.0
1.21.1-Forge-1.1.030 авг. 2026 г.8Minecraft: 1.21.1forge
Что нового
English
·Fully optimized the mod's art and textures.
·Refined the Smiling Professor's behavior when player favorability is below 25: she will no longer fight back against the player.
中文
·全面优化了游戏的美术贴图。
·完善了笑面教授在玩家好感度低于 25 时的行为模式:她将不再对玩家还手。
release
orcinvasion 1.1.0
1.20.1-Forge-1.1.030 авг. 2026 г.20Minecraft: 1.20.1forge
Что нового
English
·Fully optimized the mod's art and textures.
·Refined the Smiling Professor's behavior when player favorability is below 25: she will no longer fight back against the player.
中文
·全面优化了游戏的美术贴图。
·完善了笑面教授在玩家好感度低于 25 时的行为模式:她将不再对玩家还手。
release
orcinvasion 1.0.5
1.0.515 авг. 2026 г.8Minecraft: 1.20.1forge
Что нового
Orc Invasion 1.0.5 Changelog
English
Version 1.0.5 reworks the Primitive Orc Invasion event into a smarter, more dangerous threat cycle, introduces the Orc Wooden Boat as a new unit and rebuilds the coastal patrol as a landing force carried by it, and fixes a scout duplication bug.
Primitive Orc Invasion: smarter threat cycle
Invasion waves no longer strike every day. Each day at 4 PM there is only a 12.5 percent chance a wave triggers — orcs no longer announce themselves on a fixed schedule. Instead, every day there is a 50 percent chance that a Tactical Orc scout spawns near the player to survey the area. The scout wanders for 4 minutes and then slips away, and it also leaves if the player moves too far, logs off, or changes dimensions. Killing the scout triggers an immediate invasion of the day's strength — the scout's death scream summons the horde, broadcast to the whole server. It is a genuine risk-reward choice: killing the spy pulls the army down on your head.
Scouts and waves are now mutually exclusive. A day never spawns both a scout and an invasion wave — whichever roll hits first takes the day. Players who abandoned a wave still get their debt wave replayed first, guaranteed, so the scout cannot push it aside.
The wave escape mechanic is reworked too. The abandonment radius has been doubled from 32 to 64 blocks, and a yellow warning ring now marks the 32-block line. When the player crosses it, the orcs mock you: run further and they will happily pack up for the day, since they will simply come back tomorrow. Abandoning a wave is still carried over as debt — the same wave replays the next day, guaranteed, regardless of the 12.5 percent roll.
All event dialogue has been given more flavor. Wave-clearing rewards now come with a proper ending line, escaping orcs taunt you in character, and killing three Goblin Captains progresses through a three-part story before summoning the Thunder Speedboat.
Bug fix: duplicate scouts
Fixed a bug where the daily 4 PM check ran across a 5-tick window and rolled its probabilities once per tick, so the game could spawn up to five scouts in a single day (waves were protected by their own anti-stacking check; scouts were not). The check now runs on a single tick, and a scout spawn is skipped entirely if one already exists near its owner.
Orc Wooden Boat: new unit, landing-force patrols
Version 1.0.5 introduces the Orc Wooden Boat, a new naval unit classed as both a Sea Orc and a War Machine. The coastal patrol has been rebuilt around it as a landing force: a patrol boat cruises in carrying a full crew of one Goblin Captain at the helm and four Orc Sailors standing at the bow and stern, port and starboard. Only orc crew may ride the boat — players can no longer climb aboard, and the spawn egg spawns the boat with its full crew already aboard, ready to launch as a complete landing squad.
The boat no longer avoids the shore. It charges the coast and, when its bow reaches dry land, it scuttles itself — releasing the entire crew onto the nearest shore with a burst of spray and smoke, leaving them to fight on land.
Localization
Orc Invasion now speaks your language. Version 1.0.5 is fully translated into six languages: English, Chinese, Brazilian Portuguese, Spanish, Russian, and Japanese. Entity names, spawn eggs, blocks, items, messages, death messages, sound subtitles and the orc trading screen all appear in the language of your game.
中文
1.0.5 版本重做了原始兽人入侵事件,把它变成一套更聪明、更有威胁的威胁循环;同时新增兽人小木船单位,并将岸边巡逻重做为小木船搭载地精船长与兽人水手的抢滩登陆;还修复了探子重复刷出的 BUG。
原始兽人入侵:更聪明的威胁循环
入侵波次不再每天准时报到。每天下午 4 点只有 12.5% 的概率触发波次——兽人不再按固定时间表出现。取而代之的是,每天有 50% 的概率在玩家附近刷出一个战术小子探子来勘探地形。探子游荡 4 分钟后悄然撤离,玩家远离、下线或切换维度时也会离开。击杀探子会立即触发一波当天天数的入侵——探子临死的嚎叫召来大军,全服广播。这是一个真正的风险抉择:杀掉探子,等于把兽人大军引到自己头上。
探子和波次现在互斥,同一天绝不会同时出现——谁先掷中谁占据这一天。放弃过波次的玩家依然优先补刷欠账波次,探子无法顶掉它。
逃跑机制也重做了。放弃边界从 32 格翻倍到 64 格,32 格处新增黄色警告环。玩家跨过警告线时,兽人会开口嘲讽你:再跑远点,他们正好省力气,反正明天还会来。放弃波次仍然记入欠账——同一天波次第二天必定重刷,不受 12.5% 概率影响。
所有事件台词也更有代入感。波次清空奖励配上了应景的收尾台词,逃跑时兽人会以角色身份嘲讽玩家,击杀 3 个地精船长则会推进三段剧情,最后召唤雷电快艇。
BUG 修复:探子重复刷出
修复了一个 BUG:每天下午 4 点的判定原本横跨 5 个 tick,每个 tick 都会重新掷一次概率,导致同一天最多能刷出 5 个探子(波次靠自己的防叠加检查躲过一劫,探子没有)。现在判定改为精确单 tick,并且如果该玩家附近已有探子,则完全跳过刷探子。
兽人小木船:新单位 + 抢滩登陆巡逻
1.0.5 版本新增兽人小木船单位,归入海洋兽人与战争机器双分类。岸边巡逻围绕它重做为登陆作战:一艘巡逻小木船载着满编船员驶向海岸——1 名地精船长坐镇船中央,4 名兽人水手分站船头船尾、左右两舷。只有兽人船员能骑乘小木船,玩家无法登船;刷怪蛋生成的小木船自带满编船员,刷出来就是一支完整登陆小队。
小木船不再避让浅滩。它会直冲海岸,船头一触到干地便自毁搁浅——喷出一阵水花与浓烟,把全体船员释放到最近的岸上,让他们登陆作战。
本地化
兽人入侵现在会说你的语言。1.0.5 版本已完整翻译成六种语言:英语、中文、巴西葡萄牙语、西班牙语、俄语、日语。实体名、刷怪蛋、方块、物品、消息、死亡信息、声音字幕与兽人杂货铺界面,都会以你游戏的语言显示。
release
orcinvasion 1.0.4
1.0.414 авг. 2026 г.3Minecraft: 1.20.1forge
Что нового
English
Version 1.0.4 adds two new mobs and reworks the Thunder Speedboat patrol mechanic.
New mob: the Goblin Captain. A heavy goblin officer with 40 health and 9 melee damage, fighting with a fast blade and a 4-block reach. It drops gold and salmon, and killing three captains in total summons a Thunder Speedboat reinforcement.
New mob: the Orc Sailor. A dual-mode marine infantry with 50 health. It closes in with its blade for 6 melee damage, and when the enemy is 6 to 24 blocks away it switches to a slow-firing gun that launches bullet projectiles dealing 6 damage each. It drops gunpowder and cooked salmon.
Reworked: the Thunder Speedboat patrol. Speedboats no longer appear on a fixed timer. They now have a 2 percent chance per day to spawn on wide water, only during the day, and they no longer trigger a WAAAGH!. Rafts are now summoned exclusively by Speedboats instead of spawning on their own. A new coastal patrol brings a Goblin Captain and two Orc Sailors to the shore every 240 seconds during the day, wandering for a few minutes and attacking players on sight.
中文
1.0.4 版本新增两个生物,并重做了雷电快艇巡逻机制。
新增生物:地精船长。重装地精军官,40 血量、9 点近战伤害,挥舞快刀、攻击距离 4 格。掉落黄金与鲑鱼;累计击杀 3 个地精船长会召唤雷电快艇增援。
新增生物:兽人水手。双模式海洋步兵,50 血量。近身时挥刀造成 6 点近战伤害;敌人距离 6~24 格时切换慢速枪械,发射实体子弹,每发 6 点伤害。掉落火药与烤鲑鱼。
重做:雷电快艇巡逻。快艇不再按固定计时器出现,改为每天 2% 概率在宽敞水域刷新,且只在白天出现,触发时不再发动 WAAAGH!。木筏不再独立生成,只由快艇召唤。新增岸边巡逻:白天每 240 秒在岸边刷新一队——1 个地精船长 + 2 个兽人水手,游荡数分钟,发现玩家即发起攻击。
release
orcinvasion 1.0.3
1.0.313 авг. 2026 г.7Minecraft: 1.20.1forge
Что нового
English
Version 1.0.3 adds an escape mechanic and fixes the invasion wave count bug.
New: the escape mechanic. Every invasion wave is now bounded by a visible zone, marked with three red rings. If you move more than 32 blocks away from the wave center, the wave is abandoned: every remaining orc disappears on the spot, the wave is not counted as cleared, and the same wave returns unchanged the next day. You can run, but running only delays the threat. Escaping also gives you a moment of breathing room instead of piling up more waves.
Fixed: the invasion wave count bug. Orcs no longer spawn in numbers that do not match the daily wave table. Waves no longer stack on top of each other when a previous wave is not finished, and the /orcwave command now spawns the correct full wave.
中文
1.0.3 版本新增逃跑机制,并修复了入侵怪物数量错误的 Bug。
新增:逃跑机制。每一波入侵现在都有可见的边界,由三层红色圆环标记。如果你离开波次中心超过 32 格,该波即被判定放弃:场上所有兽人当场消失,这一波不算清空,明天会原样再来一遍。你可以逃跑,但逃跑只是推迟威胁。逃跑还能换来喘息时间,不会再让波次越积越多。
修复:入侵怪物数量错误的 Bug。兽人数量不再与每日刷怪表不符。上一波未清空时,新波次不再叠加生成;/orcwave 指令现在也能生成正确的满编波次。