ancientwarfare-1.12.2-1.1.0.jar
Curse Maven Snippet
What's new
Ancient Warfare 2: M&B 1.1.0
Changes from 1.0.1-beta.1
Kingdoms
- Placing another Town Hall at least 128 blocks from every city of your kingdom founds a new city of the kingdom, with its own Governor (20 manpower plus 2 for each of your soldiers inside).
- The reinforcements of your kingdom's cities are now your own soldiers, like recruits: Shift + right click makes them follow you, and the command baton gives them orders. They come one per minute while you are online.
- In the capital and in founded cities they come up to 6.
- In a conquered city they come up to the garrison it had before the conquest.
Cities and factions
- Generated structures without a leader become cities: a leader appears at once in structures with at least 5 fighting units of one faction.
- City names follow the culture of their faction (Empire "Rosenheim", Norska "Ulfvik", Xoltec "Tlaxtitlan", pirates "Skull Cove"…). Existing cities keep their names.
- A city whose leader vanishes without being killed raises a new leader for 10 manpower instead of falling.
/awsettlement faction [faction](operators): one line for each faction, or every detail of one (manpower, cities, relations, attacks, members).
Sieges and campaigns
- Full sieges cost manpower: one for each attacker, taken from all the attacking faction's cities.
- A faction always keeps half of its maximum manpower at home; below that it can only raid.
- A lost siege gives back 0 to 20% of the cost; a siege that never took place gives it all back.
- Your own soldiers that join the assault are given back one for one.
- Campaigns of your faction are rarer (
campaign_chance0.1, was 0.3). Attacks start only when your faction has at least 10 manpower to spare above that half. /awsiege start … siegerefuses a siege the faction cannot pay; addforceto start it anyway.- Siege engines are placed outside the city, not on its walls.
Commanding your soldiers (command baton)
- Sneak + right click adds all your soldiers within 24 blocks to the group (on one of them: only those of its type); again, it clears the group.
- New orders:
- Follow Me;
- Hold Position: they fight only what comes close, and archers shoot from there;
- Retreat: they stop fighting and come back to you for 5 seconds.
- Any order takes your soldiers out of an assault of the military service.
Combat AI
- Archers shoot only with a clear line to the target. They move when they don't have one, or when 3 shots in a row miss.
- Faction archers finish their fight before going home.
- Attackers swim out of water instead of standing in it.
Performance
- NPCs reuse recent paths, share paths to the same target, and queue path searches beyond 40 per tick.
- NPCs look for enemies every half second, at staggered times.
Fixes
- Talking to Lizardmen no longer fails (wrong dialogue key).
- Opening a furnace in a structure is never stealing.
- Hitting, without killing, an NPC of your own faction (or your kingdom) no longer makes it, or its garrison, fight you or your soldiers.
- Shorter messages for a missed call to arms and a plundered city.
- The structure spawner range now defaults to 128 blocks, so the leader in the keep appears instead of one in an outlying hut.
Config notes
- New keys are added on the first start.
- Existing configs keep their old values: change
spawner_min_player_range(to 128) andcampaign_chance(to 0.1) by hand if you want the new defaults.
This mod has no additional files

