orcinvasion-1.20.1Forge-1.1.7
Curse Maven Snippet
What's new
English
- The Primitive Orc invasion has been removed. The whole event is gone: the communication whistle and its recipe, the
/orcwavecommand, 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
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