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Ancient Warfare 2 - M&B

Ancient Warfare 2: M&B. A Mount & Blade style fork of Ancient Warfare 2 for Minecraft 1.12.2: dynamic faction wars, cities, sieges, military service, and your own kingdom with a governor.
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ancientwarfare-1.12.2-1.1.0.jar

File nameancientwarfare-1.12.2-1.1.0.jar
Uploader
Cece96Cece96
Uploaded
Oct 20, 2026
Downloads
15
Size
71.6 MB
Mod Loaders
Forge
File ID
9268853
Type
B
Beta
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:ancient-warfare-2-m-b-1754594:9268853")

Learn more about Curse Maven

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_chance 0.1, was 0.3). Attacks start only when your faction has at least 10 manpower to spare above that half.
  • /awsiege start … siege refuses a siege the faction cannot pay; add force to 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) and campaign_chance (to 0.1) by hand if you want the new defaults.

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