TacZ-Armed-Mobs-Warfare-2.13.0+1.21.1-neoforge.jar
Curse Maven Snippet
What's new
## TaCZ Armed Mobs 2.13.0
### New: Iron's Spells 'n Spellbooks support (optional)
Only active when Iron's Spells is installed. Without it nothing changes.
**Spell AI**
- Guards, mercenaries and event mobs with a spellbook, scroll or spell weapon (and no gun in the main hand) cast their spells
- Heals itself and hurt allies, shields itself when pressed, then attacks
- Uses mana from Iron's attributes (mage armor helps) and Iron's own cooldowns; backs off to recover when out of mana
- Saves mana for stronger spells instead of spamming the cheapest one, and switches between spells
- No attack spells through or next to allies
- Evoker-style casting pose and particles in the spell school's color
**Battle mages**
- 10% of guards spawn with a staff and a spellbook instead of a gun
- Give a mercenary your own spellbook and it casts your spells; the mercenary window shows its mana
**Three mage factions**
- Solaryn (light, allies of the villagers), Nytheris (shadow, allies of the undead), Drakaryn (elements)
- Magehunter Vindicators fight for the Illagers and hunt all mages
- Existing factions.json files are updated automatically
**Summons**
- Your summons count as yours: guards and allies leave them alone, their kills count for your reputation
- A Necromancer's summons fight for its faction
All settings in the new [iron_spells] section of common.toml (only shown with Iron's Spells installed).
### Other
- Guards can now be siege engineers (Villagers and their sub-factions, Solaryn)
- factions.json: new keys "requires" (load a faction only with a mod) and "schools"
- Mobs of mods that aren't installed are skipped in factions.json without warnings
- New guidebook page about spells (only with Iron's Spells)
This mod has no additional files

