waringfactions-1.0.2
Curse Maven Snippet
What's new
1.0.2
New:
- Structures now generate with the world: the Hedgeknight Fort, Graveyard, and Tavern (locate with /wflocate or /locate structure)
- Hedgeknight faction: neutral monster-hunters with their own camps, quartermaster, and lore
- Mercenaries for hire at taverns: guard posts, follow orders, and defend their boss
- New units: Shieldbearers (block hits, protect the wounded) and Crossbow Knights (heavy archers)
- Dialogue menus for leaders, hedgeknights, fort veterans, and mercenaries
- Fort greed test: ask before you take from their stores, and keep to the count
- War Horns summon a squad; Hedgeknight Horn added
- Faction-specific spawn eggs for every unit
Changed:
- Allegiance is now shown by holding a dye (any red or blue shade), not dyed armor
- Camps grow, reinforce, and eventually pack up and migrate
- Archers visibly draw their bows; crossbows crank and reload
- Soldiers use boats instead of drowning, and stay near their camps
Fixed:
- Camp spam, underground spawns, water spawns, and medic-chasing pileups
This mod has no additional files

