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Armed Mobs Warfare: Across the Ages

Successor of TaCZ Armed Mobs. Faction wars, armed village guards, caravans, sieges and mercenaries. Works on its own, even better with TaCZ, Iron's Spells, medieval mods and Epic Fight.
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Armed_Mobs_Warfare-1.2.1+1.20.1-forge.jar

File nameArmed_Mobs_Warfare-1.2.1-1.20.1-forge.jar
Uploader
xxXShindaXxxxxXShindaXxx
Uploaded
Oct 30, 2026
Downloads
124
Size
2.0 MB
Mod Loaders
Forge
File ID
9377863
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:armed-mobs-warfare-across-the-ages-1752265:9377863")

Learn more about Curse Maven

What's new

Armed Mobs Warfare 1.2.1

Support for Blades of Majestica (NeoForge 1.21.1 and Forge 1.20.1): its weapons for your factions, guards and leaders, and an own section in the web editor that decides which mobs may use their abilities. Everything else works as in 1.2.0; existing worlds and configs keep working.

Blades of Majestica

  • New file majestica.toml, only when Blades of Majestica is installed, with three parts:

    • [abilities] and [spawning]: in the web editor its own section Settings › Blades of Majestica with two pages, Abilities and Spawning.
    • [extra_mobs]: with the other extra mob lists under Settings › Weapons & mobs › Extra mobs.
  • Abilities: which mobs may use the abilities of the weapons they hold, per group and per kind.

    • Kinds: charged specials (Ground Plunge, Cleave, Divine Judgement, Shadowveil, Raise the Dead), area abilities (Cleave splash, Chain Lightning, Sonic Resonance, Quake shockwave, Holy Radiance, Sound Blast, Dragonslayer) and weapon skills (for later versions of Blades of Majestica).
    • Groups: mercenaries, leaders, heavy knights, settlement guards and residents, caravans and bandits, event mobs, Armed Guards, extra mobs, other mobs.
    • On by default: leaders, heavy knights, hired mercenaries, extra mobs and all other mobs. Off by default: guards, Armed Guards, event mobs, caravans and bandits.
    • Exceptions: mobs that never or always may, whatever their group, plus a master switch.
  • Spawning: who spawns with these weapons, with a chance and the rarest weapon per group.

    Group Chance Up to
    Leaders (lords, warlords, event leaders and commanders, wanted leaders) 50 % Legendary
    Heavy Knights 35 % Legendary
    Guards and residents of settlements 10 % Epic
    Armed Guards 10 % Epic
    Event mobs 8 % Epic
    Caravans, bandits and wanted gangs 8 % Rare
    • Rarer weapons come less often (a weight per rarity), a blacklist (the two throwing weapons by default) and a drop chance (0 by default, like the medieval gear of guards and event mobs).
    • The mobs get their usual gear first, then the roll replaces only their melee weapon. Armor stays; guns, bows, crossbows and mages stay as they are. Faction weapon lists (whitelist/blacklist) are respected.
    • Rolled once per mob. When a mob changes its role (an Armed Guard becomes a settlement guard, attackers conquer a settlement), the roll of its new group counts and it gets its old weapon back first.
    • Sieges in the melee profile: the waves keep copying the best defender, only their leader and commanders can get one.
  • Extra mobs (majestica.toml [extra_mobs]): an own list "Blades of Majestica" on the Extra mobs page (or /armedmobs extra add majestica <mob>). A mob in several lists is rolled once, as before.

  • These weapons are no longer part of the medieval gear (medieval.txt) while Blades of Majestica is installed: who gets them is set only in majestica.toml.

  • Raise the Dead: the servants count as part of whoever raised them, a player or a mob: same relations and siege side, kills count for the player's reputation, no own faction, nameplate or faction targeting. Before, zombie servants were allied with every wild zombie.

  • Friendly fire: the area attacks of Blades of Majestica spare this mod's allies: your mercenaries and those of your team, summons, allied factions, and settlements you are at peace with.

  • Guards of Guard Villagers drop a weapon of Blades of Majestica they got from this mod only with its drop chance.

  • /armedmobs majestica: the nearest mob with such a weapon, its group, what it may use and its spawn roll.

  • The rights need Blades of Majestica 1.0.0 or newer. With older versions all mobs may use everything.

For mod developers

  • dev.armedmobswarfare.api.ArmedMobsWarfareApi (stable signatures, callable by reflection):
    • isFriendly(Entity attacker, Entity target): should an area attack spare the target?
    • mayUseMajestica(Entity entity, String kind): may this mob use this kind of ability (specials, area, skills)?

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