Description
Warband
A vanilla+ mob AI and difficulty overhaul where the world fights back with strategy.
Warband makes hostile mobs smarter, not spongier. Regions learn from the players who spend time there, squads coordinate around roles and terrain, and illagers become rival factions with grudges, bounty hunters, and strongholds.
- Tactical mob squads with leaders, bruisers, marksmen, support roles, morale, regrouping, flanking, pressure, and last-known-position searches
- Regional or distance-based difficulty that respects vanilla difficulty, dimensions, death mercy, and multiplayer presence
- Mob-family tactics: skeleton smoke screens, spider webs, creeper stalking, zombie surrounds, blaze high-ground pressure, witch support, piglin morale, hoglin stampedes, phantom harassment, and more
- Multiplayer-aware pressure with threat memory, anti-dogpile targeting, local smart-mob budgets, death mercy areas, and limited shared squad intel
- Illager factions with doctrines, banners, named ranks, mansion/outpost strongholds, Warmarshals, grudges, bounty hunters, and rival interceptions
- Boss upgrades, anti-farm behavior, golem support tools, goat horn interactions, debug commands, and a broad
config/warband.propertiestuning surface
Full Documentation -> Wiki
The wiki covers tactics, mob families, difficulty modes, multiplayer behavior, illager factions, commands, configuration, compatibility, anti-farm behavior, boss abilities, and testing tools.
Requirements
- Fabric API
Warband is server-side and can be added to an existing world.
Compatibility
- Illager Invasion: soft, automatic support; its illagers join the faction system.
- Structure mods: mansions and outposts are detected by structure tag, so compatible pillager strongholds can opt in.
- Ascendant Armory: supported from the Ascendant Armory side. Warband-stamped mobs can influence core drops when both mods are installed.
License
MIT.


