promotional bannermobile promotional banner

Ancient Warfare 2

Research based tech tree. NPC driven automation and combat. Template based world-generation (structures).

File Details

ancientwarfare-1.12.2-2.7.0.497.jar

  • R
  • Dec 23, 2018
  • 11.51 MB
  • 5.9K
  • 1.12.2

File Name

ancientwarfare-1.12.2-2.7.0.497.jar

Supported Versions

  • 1.12.2

Massive Christmas update

Structure pack

Old structure pack is gone
There is a new structure pack by Mohawky with more than 300 new structures, almost all of them stocked with npcs or mob encounters and with much more balanced loot than previously. More than half of the 15 factions are now present in these structures as well as there are structures created and stocked with mobs from other mods like Grimoire of Gaia, Electroblobs Wizardry, PrimitiveMobs (these will only spawn if the mods are present in the pack)

Textures

Almost all item and block textures got updated thanks to Silentine so get used to a much better look of AW.

Manual is now officially available in the mod (thanks to ThatPolishKid for a lot of content)
- you can craft it, find it in loot and will get it when crafting the first thing from AW

NPC module updates

Added registry of trade templates that can be selected in faction traders setup GUI
Added Spear, Halberd and Lance with multiple levels and extended attack range.
Updated shield models. (credit for models/textures goes to Silentine for both shields and new weapons above)
Increased speed at which couriers do their actions.
Changed food bundle to actual food that gives about half of the hunger/saturation of the total of its ingredients.
Updated targeting lists for both faction and player ownned npcs with long lists.
- Removed auto targeting altogether - was just making code more complex than necessary.
Modified attack ai to always have priority over going back home, but at the same time for melee units to have the smaller attack range the further they are from their home position.
Added barbarian mini faction (just 4 npc types).
Made mobs hostile vs player owned passive npcs again.
Trades with no stack in input or output are removed on load (for cases where modded items are not present anymore after mod updates)

Warehouse updates

Reduced power needed for warehouse empty/fill interface actions.
Warehouse is now sorting by item as well as damage and nbt when counts match for items in warehouse.
Also enhanced warehouse search to look in item tooltips as well (enchantment name searches)
Added data fixers support to warehouse - any itemstack fixes provided by vanilla or mods will get applied to items in warehouse.

Structure updates

Added rudimentary way to edit owner of gates in creative.
Added mod dependencies definition to templates and scanner, allows defining what mods the template depends on, if they're not present the template doesn't get loaded.
Added Totem and Irminsul blocks (Again thanks Silentine)
Changed survival structure builder to skip all air blocks and not consume any power for them.
New registry for mapping of block state to itemstack needed for use in drafting station. Replaces previous csv file for the same purpose.
Added a way to provide fluids to drafting station - buckets with fluids will get drained
Added template rule for banners both standing and hanged
Made spawner placer place transparent spawners by default
Added hostile flag to spawner - if entity spawner is set to is missing it will spawn zombie instead only if it's hostile, otherwise it doesn't spawn anything.
Added support for properly scanning vehicles including correct rotation.
Added support for scanning and placing structure builder correctly. Allows for stacking structure builders inside each other.
When structure builder is broken it now keeps info of how much it progressed previously and once placed again it will continue where it ended before it was broken.
Added structure preview to structure builder
- blocks rendering in the world
- allows to lock structure builder preview position using shift right click on ground (shift right click in the air clears it).
- if the preview position is locked pressing Z will place the structure at that position and rotation
Small change to allow opening loot chest placer gui in tight spaces with sneak - right click.
Removed structure screenshots and expanded structure selection gui a bit into what was used by screenshots.
Added special handling for vines in structure templates to properly rotate these on placement.
Removed fire damage from camp fires because it's causing unintentional issues in structures, will probably get a comeback later but modified to prevent the issues we were seeing.
Modified structure border clearing logic to only clear trees and not all connected stuff made of wood.

Vehicle Updates

Iron shot and stone shot had their damage adjusted to cause a bit more damage
Made explosive shots explosions bigger and start outside of a block so that most of the explosion power isn't consumed by the block
Modified the way vehicles get placed with vehicle spawner.
- Now uses actual position that was pointed at rather than the middle of the block that was pointed at.
- Also when placing against a wall will place the vehicle next to the wall without bounding box getting stuck in that wall.

Other updates

Compatibility for tinker's construct trees in tree farm
Changed info tool to be able to get info on fluid blocks as well.
Shift crafting in engineering station now crafts maximum of one stack
Changed auto crafting table and engineering table to only require reusable stacks in the crafting grid and no longer require another one in the resource inventory (enough to have just one harvestcraft juicer in the crafting grid now and still be able to bulk craft)
Made crop farm require less energy for its actions.

Fixes

Fixed dupe bug in warehouse control interface.
Significant performance improvement to courier item handling logic.
Significant performance improvement to crafting, especially when crafting stacks of items in warehouse crafting station with very full warehouse
- Also now allows recipes with no ingredients (getIngredients method returns empty collection) to be bulk crafted.
Performance improvement to all crafting tables to not try to figure out a recipe 9x when crafting slots are updated when gui is opening
Reversed direction of structure bounding box clearing not to get that many items on the ground when structures generate.
Windmill rendering optimization, which also should fix client NPE crash.
Fixed tool upgrade 3 to be mutually exclusive with tool upgrade 1.
Fixed faction npc entities not getting attributes set properly on spawn from spawner.
Fixed targeting logic to not reset attack delay when it shouldn't and use proper range for archers.
Fixed rendering gates when these are crossing chunks and subchunks.
Fixed displaying of item damage overlay in warehouse
Fixed scrolling in warehouse controller and storage blocks (previously there could be occasions when it wouldn't be able to scroll to the end when warehouse was filled with a lot of different kinds of items)
Fixed structure builder max priority for blocks, previously it would do one more pass for priority that no template rule uses.
Fixed structure border leveling clearing out water below sea level.
Fixed number of slots in warehouse interface (from 27 to the 9 actually displayed), which fixes items mysteriously disappearing when inserted into the interface. Preexisting interfaces will keep 27 slots, new ones will have 9.
Fixed a dupe bug in routing order where it was able to "take" items from slots that it should only be able to see and not remove from.
Added a catch and logging for error that sometimes happens when sorting warehouse items for some reason.
Fixed drafting station to always display accurate numbers of remaining items needed. (previously would only update after whole stack was done, or on gui close/open)
Fixed saving entity inventory to spawner nbt data. And moved modifying nbt after entity is spawned in initially to prevent initial spawn logic overriding this data.
Fixed sound block to be dedicated server friendly.
Fixed vehicles to properly update when upgrades and armors are changed for them.
Fixed aiming down with weapons as well as projectiles of faction siege weapons actually doing damage to mobs.