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release
Recruits Living Villages 1.1.0
1.1.022 авг. 2026 г.1,4 тыс.Minecraft: 1.20.1forge
Что нового
---
## 1.1.0
A large release, and the one that finally fixes the duplication. It also carries relations between factions, markers on the world map,
faction colours, per-soldier experience and the guide.
If you have ever walked into one of your own villages and found a crowd of hundreds of villagers, your
frames in single figures and the server struggling to keep up, the fixes below are the reason to update.
### Features Added
**Relations.** Every faction now holds an opinion of every other, built from things a ruler would actually
weigh: how close their border runs, whether their claim presses against yours, whether there is blood
between you, how long the peace has held, and whether you happen to fear the same neighbour. Positive on both
sides and two factions become **allies**; Negative enough and they declare each other **enemies**, which is what
lets an AI faction start planning a war. The Diplomacy tab lists every faction you know of with its banner,
its standing and both sides' scores, and clicking one shows exactly what is driving it.
**Alliances mean something.** An ally is bound to your wars. When one of you is attacked, the other marches,
and its villages muster and commit exactly as your own do.
**Faction markers on the world map.** Every village is now marked at the centre of its claim: a crown for a
faction's capital, a star for one that has been conquered or is too weak to attack anybody, and crossed
swords for one under siege. Beneath each is that village's garrison size, which is the number you actually
want when deciding where to march. Siege markers appear the instant a siege begins, wherever you are.
**Faction armour colours.** Without Epic Knights, a village's soldiers now wear an armour trim of their own:
the metal or gem nearest their banner colour, in a pattern no other faction of that colour uses. Two armies
meeting in a field are finally told apart at a glance, and a village taken in war is re-coloured into its new
owner's arms.
**A proper guide.** The first-join book has been replaced by a tabbed, scrollable guide covering the whole
mod, from how a village lives to how a siege is won. Right-click the guide, or type `/rvguide`. Creative
players get a full command reference as an extra section.
**`/rvfaction why <name>`.** Says in plain words why a village is not growing: saving up for a building, full
with nothing queued, or out of ground. All three used to look identical from the outside.
**The relations atlas.** `/rvrelations` (creative) opens the whole map's diplomacy in one window: every
faction in the world, strongest first, and behind each one its army and its opinion of all the others.
Click a faction to read it, click one of its relations to see exactly what is driving the number.
**`/rvcleanup [village]`** (operators). Clears a village — or every village in the world — of anyone its
records do not account for, and tells you what it removed. For worlds that were played on an earlier version
and already carry the crowds: run it once and they are gone, without having to walk into the village to do
it. If a village is too far away to read completely it says so, and asks to be run again from closer.
---
### Features Polished
**Soldiers earn their own experience.** Rank was previously a village-wide pool handed out one promotion at
a time, which meant veterans never developed. Every soldier now carries what he has learned: a little for time served, much more for a kill, and
most of all for coming through a siege. Rank also gets harder to earn as it rises, so climbing from level 10
to 20 takes twice as long as reaching 10 did, and the ceiling has been raised from 10 to 20 to match
Recruits' own.
**Looted gear is put to use rather than worn as it was found.** Ordinarily a captured piece stays exactly
what it is and only its trim changes into your colours. With Epic Knights, where a set is the badge of a
troop type, it is re-made into the kit that soldier's sort wears and the original goes into his pack.
Captured shields are repainted with your banner in both cases.
**Cavalry are given room.** Horsemen and nomads are now placed in a clearing rather than whatever gap the
formation happened to land on, so a mounted contingent in a forest can actually ride out of where it started.
**Gunners carry the right ammunition.** Where Musket Mod is installed, a village's gunners are issued
cartridges instead of arrows, and their firearms no longer wear out in their hands.
**Construction tells you what it is waiting for.** The tab now distinguishes a build that cannot be afforded
from one the ground will not take, and a village that has run out of room says so.
**Villages come alive as you approach**, from the town hall outward, instead of appearing all at once. A
village too far away for the server to keep loaded now stands finished and empty until you are close
enough for its people to have somewhere real to stand.
### Bugs Fixed
**Villagers and recruits no longer duplicate.** A village worked out how many of its people already existed
by looking around for them. But since Minecraft 1.17 a chunk's blocks and its entities load separately, and
the entities arrive a moment later — so a village that had just been loaded looked completely deserted, and
built itself a second population on top of the one already standing there. Every approach added another set.
They are persistent, so they never went away, and villagers you had never seen would pile up until the area
was unplayable. The village now writes down which villager and which soldier each of its people is, so
somebody standing in ground the game has not finished loading is simply *out of sight*, not missing.
**The lag and the frame drops go with it.** Loading a village used to force over a hundred chunks at once,
generating terrain on the spot if it had to, and it did this every single time you came near one. That is
gone, and so are the thousands of surplus entities it was creating.
**Villagers sleep.** Villagers now sleep in their beds, a bug looped them in the "finding bed" stage which forced them to be stuck next to their beds.
**Upgrading a house no longer scatters the old one across the floor.** Lanterns, flowers, rose bushes,
pressure plates and doors were being knocked loose as items when the larger house went up over the smaller
one. Nothing the mod builds will drop the blocks it replaces any more — that also covers roads, foundations,
tree clearing and mine rebuilds.
**Butchers keep three animals.** Fixed alongside the duplication bug.
**Distant villages actually join their faction's wars.** A village too far away to have troops standing in
the world contributed nothing, silently — including, sometimes, the one that declared the war, which is why
an attack could occasionally arrive with nobody in it. Its men are now raised at the battlefield instead.
Survivors whose home is too far away to return to are stood down into the village's records rather than sent
somewhere they would vanish.
---
release
Recruits Living Villages 1.0.6
1.0.615 авг. 2026 г.149Minecraft: 1.20.1forge
Что нового
Recruits: Living Villages 1.0.6
Added
- Mines. Villages dig their own ore once they have an armour smith. What comes up depends on the miner's rank — mostly gold at Novice, iron as he learns, diamond at Master. Each mine has a sealed ladder shaft that goes 12 blocks deeper per rank, and is rebuilt to a bigger design on every promotion.
- Weapon smith. A second forge turning the mine's metal into swords and axes. It gets one part in nine of the ore, the armourer eight.
- Epic Knights support. Each troop type wears its own kit: chainmail for archers, plate for crossbowmen, knight's armour for shieldmen, jousting armour for cavalry, ceremonial for a King. They carry the mod's weapons too. All of it iron, and expensive.
- Helmet crests. Set per troop type. Shieldmen wear a decorated armet by default, their King a decorated ceremonial armet.
- Faction shields. Shieldmen and cavalry carry the village banner on their shields. With Epic Knights each faction gets its own shield shape.
- Musket Mod support. Crossbowmen carry muskets instead. Double the price and as rare as cavalry.
- House upgrades. A village that runs out of room rebuilds its houses larger, sleeping twice as many.
- Villages arrive already developed. A village you've never visited is now credited for the ore it would have dug and the armour it would have forged, paid out the moment its buildings go up.
- Configurable currency. Emeralds by default; set it to gold, iron nuggets, or anything else.
Polished
- Treasuries and material stores now have a cap, so villages stop hoarding tens of thousands of emeralds they can't spend.
- A full treasury means no tax collection, and workers go 20% faster instead.
- Epic Knights ore output doubled and the armour smith is faster at every rank. A 40-man company is fully armoured in 3–4 hours instead of 7.
- Armour sets and their iron costs are configurable per troop type.
Fixed
- Villages created at night stayed asleep for their whole generated history. No farming, no taxes, no forge, and they never trained a butcher far enough to unlock an armour smith.
- A faction at war shut down work in all of its villages, even ones far from the fighting. Only the village actually under attack stops now.
- Stepping a village forward from the console did nothing after dark.
Updating: delete world/serverconfig/recruitsvillages-server.toml. The armour smith speed and Epic Knights ore table changed, and existing settings are never overwritten.
---
release
Recruits Living Villages 1.0.5
1.0.57 авг. 2026 г.100Minecraft: 1.20.1forge
Что нового
Recruits: Living Villages 1.0.5
The Armour Smith and Leather Update
---
Features Added
Armour Smith
- A Master butcher creates 12 leather per harvest
- The Armourer takes 24 leather and forges a full set: helmet, chestplate, leggings, boots, in that order.
- Each piece passes through four stages, the leather comes out of the barrel, the forge fires catch, the anvil rings, the piece is quenched and is set on the armour stand when it is done.
- A set takes four minutes at Novice. Every rank the Armourer earns takes a second off each stage, down to 2:56 at Master. Roughly twenty sets to master the trade.
- The finished set goes to the recruit who most deserves it: the King first, then his Royal Guards from the oldest command to the newest, then the rank and give it to the highest levels first.
- Nobody can take armour off the stand, not even a member of the faction.
The King and his Royal Guards
- A capital's leader is styled King; a village that answers to one keeps its Leader.
- The King commands a party of five. When it is full, the next soldier trained is commissioned a Royal Guard — brought up to level 3 and given a party of three of his own.
- The roster is now grouped by command, with each man listed under the officer he follows.
Village patrols
The King and each Royal Guard walk a circuit of the village, door to door, day and night — pausing at each building before moving on. Parties keep out of each other's way so the whole village is covered.
Villagers who actually work
Employed villagers no longer stand around while their work happens without them.
- The butcher keeps to his smoker.
- The farmer roams his fields.
- The Armourer walks between barrel, forge, anvil, cauldron and armour stand, arriving at each in time for the work.
The working day
Food, materials and the forge now keep human hours. Work stops at dusk and resumes at dawn, and every timer holds its place overnight rather than resetting.
Villagers go to bed at night. When a village is attacked, whether by another faction or a raid, work stops entirely and everyone shelters indoors.
Around the village
- A second house varient, to add more variety to villages
- Lamp posts now stand along the streets
- Food harvested while you were away is now handed to the troops when you arrive, instead of only ever incrementing a number.
---
Features Polished
- Villages are founded larger with two houses, four recruits and four civilians.
- Population grows twice as fast (every 2m30s).
- The Resources tab now shows leather in the treasury and a Material production section beneath food.
- The Employment tab gained a four-minute forge bar, divided at each piece, and an Armourer's card whose icon changes to whatever is currently on his anvil.
- Recruits never sleep in beds.
- A repelled attack sounds a the ponder goat horn; a conquest sounds a sing goat horn.
- Anyone who rode out to help defend a faction is now offered a teleport home when the war ends.
---
Bugs Fixed
- Roads sank a little deeper every time a village loaded. Roads are now laid identically every time, and pits already dug are filled back in over a visit or two.
- Fixed Villagers and workers multipling.
- Some recruits slept in beds meant for the populace. Wounded or low-morale troops went to bed after dark regardless of the setting that was supposed to stop them; the behaviour has been removed outright.
- Troops left to garrison a conquered village stayed on your roster.
---
Upgrading
Delete world/serverconfig/recruitsvillages-server.toml (or edit it by hand) before loading an existing world. This release changes several existing values and lists, and Forge will never overwrite a setting that is already there.
---
release
Recruits Living Villages 1.0.4
1.0.45 авг. 2026 г.56Minecraft: 1.20.1forge
Что нового
## Recruits: Living Villages 1.0.4 — Player Faction Compatibility
### Added Features
- Player factions — Creating a faction through Recruits' own menu now registers it as a genuine, player-owned faction in the mod: a virtual capital that carries your identity and holds the villages you conquer.
- The Faction Ledger — A lectern granted on faction creation. It may only be placed inside your own claim, is immune to breaking and explosions, can be removed only by its owner, and opens your faction screen on right-click.
- War commitment dialog — Declaring war from the Ledger lets you choose which of your four command groups deploy, and which conquered support villages (8 or more recruits) join the attack.
- Help Defend — When one of your faction's villages comes under attack, members receive a clickable prompt to join the defence. AI-faction members arrive with their full complement; player-faction owners choose which groups to commit.
- Post-conquest prompts — After a victory you are asked whether to return to your home faction, and may leave part of your surviving force behind to garrison the captured village.
- Time-based AI sieges — Unattended AI-versus-AI wars now resolve gradually rather than instantly, with larger battles taking proportionally longer, and escalate into a live battle if a player arrives to watch.
- Village road networks — Villages lay a dirt-path road system connecting every building to the town hall. Roads are built from straight runs and right-angle turns in the manner of a vanilla village, arrive square-on at each building's door, and route around any building standing in the way. The network grows outward one building at a time, each joining whichever road already runs nearest to it, and a new road leaves the town hall only when a building is closer to a bare side of the hall than to any existing road.
- Road terrain grading — Where a road meets a step of two blocks or more, it is cut back into a staircase of single-block steps until walkable, to a configurable depth. Roads only excavate and never bank up, so they follow the landscape instead of raising embankments through it. Trees standing on a new road are removed whole, trunk and canopy together, leaving neighbouring trees intact.
- Player faction screen — Player-owned factions show a focused view of Overview, Roster, Diplomacy and Hiring, listing your personal troops as the roster.
- Faction status display — The Overview shows whether a faction is Growing or Expanding, and the Diplomacy tab shows a countdown and progress bar for the post-war cooldown beneath the Declare War button.
### Polished Features
- Population growth now follows a legible cadence: two villagers every five minutes, plus up to three civilian-to-recruit conversions, with a live countdown on the Population tab.
- Sieging forces appear roughly forty blocks outside the target's claim on level ground before advancing.(Allows for future compat of walls and seige weapons)
- Siegers and defenders now patrol the area they hold rather than freezing on a single point.
- AI factions alternate between Growing and Expanding stages, and the post-war cooldown now applies only to the attacker, so a successful defender may retaliate immediately.
- The Population tab gained a scrollbar, so the workers-by-rank listing no longer clips.
- Recruits no longer sleep in beds, reserving them for the civilian population.
- The battle log now records how many troops the player committed.
### Bug Fixes
- Fixed Villager Duplication on world reload.
- Distant villages of a faction contributed nothing to wars, as their troops were spawning into unloaded chunks. A village's territory is now force-loaded before its forces are gathered.
- Seigeing recruits no longer stutter or lag.
- Fixed player-owned recruits dissapearing.
- Fixed enemy declaration of war against a player faction flattened the ground around the Ledger.
- The Ledger's book duplicated each time the block was broken. The held book is now cleared before removal.
- The former repel cooldown has been removed entirely, as it left repelled factions unable to retaliate.
release
Recruits Living Villages 1.0.3
1.0.331 июл. 2026 г.64Minecraft: 1.20.1forge
Что нового
## __Added Features:__
- Added AI Faction Chunk Claiming for buildings placed in chunks not claimed by the faction yet.
- Added Battle Reports in the Diplomacy Log
- Added Chunk Claiming to occur server wide, whether chunks are rendered or not
## __Polished Features:__
- Dynamic Villager and Recruit spawning, they now spawn outside their houses or jobs. Only the leader spawns around the townhall.
- Dynamic Seiges, attackers spawn on the edge of the factions claim in, and work their way into the enemies town hall.
- Smarter AI Attacking, they dont try to instantly reattempt to attack an opponent which just reppeled them.
- Re-add the garrison, 50% of each commited army from each village(Until beds are maxed out.)
- Every commited army from each village spawns in separately, as their own group and their leader leads them into the defending factions town hall.
- First 3 buildings constructed are with no additional chunk cost, even if chunks are needed to be claimed to build them.
## __Bug Fixes:__
- Fixed Construction Timer, Emeralds are subtracted first and then the timer starts.
- Fixed AI factions when conquered by another AI faction lose all the chunks that were claimed
- Teleport Horseman and Nomads to and from seiges with their horses
- Spawning recruits and players on ground, not in water or trees. + teleport players back when a seige is over.
- Fixed village name duplication
- Fixed Recruits Duplication/Detection Bug
release
Recruits Living Villages 1.0.2
1.0.226 июл. 2026 г.47Minecraft: 1.20.1forge
Что нового
- Added Terrain Leveling for new structures
- Improved Trees clearing
- Improved natural generation making villages look cleaner
- Added more detailed and varied banners
- Added more varied faction names
- Fixed Teleportation Bugs
- Added Diplomacy Tab to Village Screen
- Added a faction battle log showing Defenses, Attacks, Wins and Losses
- Added a War button with a dropdown to select the nearest 5 enemy villages
- Added the Hiring Tab
- Added the ability to hire recruits varients directly from the village screen
- Features Emerald Costs, Recruit Types and Hiring Buttons
- Added Nomad and Horsemen to AI villages and the Hiring Screen
release
Recruits Living Villages 1.0.1
1.0.123 июл. 2026 г.24Minecraft: 1.20.1forge
Что нового
- AI Seige Bug FIxes
- AI Recruits Duplication Fixes
- Added a /rvfaction step cap to 500.
- Changed conquest loot to be 20% of the conquered villages treasury
- Town Hall bell rings + Goat horn upon a villages battle starting
- Nobles Removed(config changeable)
beta
Recruits Living Villages 1.0.0
1.0.021 июл. 2026 г.30Minecraft: 1.20.1forge