This is an unofficial update of Ancient Warfare 2 for 1.12.2. The tweaks focus on making NPC factions more immersive, and includes some bug fixes and QOL changes as well.
You can find a detailed description of the original mod here:
https://www.curseforge.com/minecraft/mc-mods/ancient-warfare-2
ALL changes made by the mod can be reverted to behave exactly like the original AW2 through configuration options or registry overrides, with the exception of bug fixes.
Features:
- Faction Nemesis system: killing NPCs of 1 faction will gain you reputation with their enemies! (Fully configurable).
- Stealth system. Sneaking, invisibility, and line of sight can all contribute to whether an enemy notices you.
- Dialogue: NPCs say stuff when you right click on them!
- Each faction has unique dialogue, and different dialogue for when they are hostile.
- All dialogue is customizable through the dialogue.json file. This file is part of the registry, and can be overridden the same way.
- Stealing: you can now steal from NPC chests, as long as no one notices. This works in both friendly and enemy structures.
- DEMONS! The unused Demon faction now have their own structures, which spawn in the Nether lava sea.
- Mob Replacement system: when a structure contains a mob from a mod that you do not have installed, it can try to spawn a configurable replacement mob instead. (In AW2 Original, this was always a zombie.)
- Combat NPCs can use axes as weapons now. Medics default to using an apple instead (see config options)
- 'awfaction add' command now actually works, letting you customize player standings with commands.
- Shift-click to trade entire stacks of items at once with NPCs
Tweaks:
- Many factions that are hostile in the base version of AW2 are now neutral. This includes the Empire, Norska, Sarkonid, Buffloka, and now Zimba.
- This can already be accomplished in the original AW2 through registry editing. The feature in AW2 Tweaked is just that this is now the default, for convenience.
- General update for loot tables; many factions have their own loot tables now, instead of using generic ones (courtesy of TheOddlySeagull)
- All parasites from Scape and Run Parasites (plus the Zotzpyre from BetterAnimalsPlus) have been added to the default hostile targeting list, so NPCs from most factions will attack them on sight. Nymphs from Lycanite Mobs are no longer included in the default hostile targeting list.
- Some of the more pointless structures that have no mobs or loot (like the simple ruins that spawned on beaches) have been removed from the default structure pack.
- Dwarves can now spawn in the Biomes O' Plenty Mountains, Mountain Foothills, Crags, and Alps biomes
- Many structures relying on other mods will now be disabled if those mods are not present.
- Orcs are still hostile, but players gain reputation by killing them (flavor: after defeating enough Orcs in battle, they respect you as a warrior).
- The giant Volcano Island structure no longer contains hundreds of coal blocks (too unbalanced for survival mode); they are replaced with obsidian.
- Some structures which had annoying flowing water blocks now have source blocks
- Added mobs from Unseen's Nether Backport to the target_list
Config options:
- Fully customize which factions become happier when you kill another faction
- Customize how much rep is gained via this Nemesis Faction system
- Option to show rep changes caused by the Nemesis Faction system in chat (false by default)
- Option to show a message in chat when rep gained through the Nemesis Faction system causes a previously hostile faction to become friendly (true by default)
- Mob Replacements
- Medic item can be set to a list of arbitrary item IDs. Modded items work.
- You can claim structures even when some enemies are still alive. The exact mechanics are configurable.
- By default, you can claim a structure as long as there are 5 or less enemies remaining. Elites count as 2, and bosses count as 5 by themselves.
- Also, includes an option to make the remaining enemies "flee" when you capture a structure (they despawn. This is enabled by default.)
- Option to change the reach of NPCs who are using melee weapons
- Option for player-owned combat NPCs to not require food at all
- Option for player-owned NPCs to keep their inventory on death (this option is in AWNPCStatics; courtesy of StarChaserDev)
- Separate stealth multipliers for invisibility, sneaking, and being obscured (set each one to 1.0 to disable)
- Structure generation can be limited by distance from spawn. This is on a per-mod basis -- for example, all AW2 structures containing Ice and Fire content can only spawn 1000+ blocks away from spawn by default.
- Allow demons to be immune to fire and lava damage (enabled by default)
- Edit how much harder it is to mine blocks within NPC structures, or disable the penalty altogether
- Option to allow players to open chests no matter what, without requiring them to conquer the structure or steal
- When an enemy is preventing you from opening a chest or claiming a structure, they now glow for 5 minutes instead of 5 seconds. You can configure this number to any value you want.
- Battering Ram damage
- Options for the strength of all vehicle upgrades and armor
Bug Fixes:
- Fixed elite archers using the archer loot table, while archers had no loot table at all
- Fixed possible NullPointerException when checking if a block is skippable during structure generation (this caused occasional crashes)
- Fixed the "zawa tannery: no such item, crocodile_leather" error by replacing it with the actual item, ZAWA Reptile Hide
- Fixed quills have 4x attack speed
- Fixed structure ID conflicts
- Replaced mobs from Cursed Mobs (an abandoned mod, no longer available on Curseforge) in all AW2 structures
- Fixed turret jerking 90 degrees issue (courtesy of StarChaserDev): https://github.com/blahthebiste/AncientWarfare2/pull/5
- Fixed NPCs not obeying "move" commands due to getting distracted
- Log issue rather than crashing when loading erroneous structure files
- Changed faction archers to use the archer_attack_range config value for their attack range, rather than their follow range (this option is in AncientWarfareNpc.cfg)
- Quarries' block drops are now affected by the blockHarvesting event, meaning that they no longer ignore changes by Dropt (and likely other mods which modify the block drops)
If you think a specific structure should be removed from the mod, let me know its internal name. You can find this by standing inside the structure, and using the in-game command, "/awstructure name".
Future Plans
- Ambient sounds, like city bustle, in some structures
- A standings chart visible in-game with a hotkey
- ✓ Each faction has a main "nemesis" faction. Gaining reputation for a faction will cause you to lose the same amount in its Nemesis faction, and vis versa
- Recruit NPCs from existing factions if you have high enough reputation with them
- Better trades: more useful, flavorful, and diverse items to buy
- ✓ Better trading: shift click to trade a whole stack
- Better weapon compatibility, especially with Crossbows, Spartan Weaponry, and Epic Knights
- ✓ AI improvements for the NPCs
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
|---|---|---|---|---|---|
|
B
2.10.2
|
last yr. | 1 | |||
|
R
2.9.20
|
last yr. | 1 | |||
|
B
2.9.19
|
last yr. | 1 | |||
|
R
2.9.18
|
last yr. | 1 | |||
|
R
2.9.16
|
last yr. | 1 | |||
|
R
2.9.13
|
last yr. | 1 | |||
|
R
2.9.12
|
last yr. | 1 | |||
|
R
2.9.11
|
last yr. | 1 | |||
|
R
2.9.6
|
last yr. | 1 | |||
|
R
2.9.4
|
last yr. | 1 | |||
|
R
2.9.3
|
last yr. | 1 | |||
|
R
2.9.2
|
last yr. | 1 | |||
|
R
2
|
last yr. | 1 | |||
|
R
1
|
last yr. | 1 |
Also, forgot to mention in 2.9.19: updated target_list.json to include mobs from Unseen's Nether Backport.
- Shift-right-click no longer opens faction trader GUIs
- Added config options for the strength of all vehicle upgrades/armor
- Changed Player Owned NPC AI so that they take "move" commands much more seriously; they will now follow the command above all else.
- Added handling for erroneous structure files, rather than crashing
2.9.15
- Changed faction archers to use the archerRange config value for their attack range, rather than their follow range
2.9.16
- Can now shift-click while trading with NPCs to trade the entire stack
- Fixed bug where faction archers dropped nothing, and elite archers used the non-elite loot-table
- Added config option to disable combat NPCs from requiring food at all
- Fixed annoying flowing water blocks in PirateWreckRaft and PirateShipStandard.
- Added (broken, disabled by default) floating island config setting for islands.
- Added a new type of structure validator, lava, which can generate structures in the lava sea in the Nether, plus 1 structure that uses it, as proof of concept for actual nether structures.
2.9.8
- Added 2 demon structures that generate in the Nether, DemonWatchTower1 and DemonPrison1
- Added config option to make demons immune to fire damage (true by default)
2.9.9
- awfaction set command works now
- Changed "mod_replacement" config string to "mob_replacement"
2.9.10
- Added more demon structures, updated existing ones
- Moved dialogue.json to the registry, so that users can override it in the config (see AW2 FAQ for instructions)
- New nemesis faction system, where you earn rep with factions by killing their enemies (fully configurable)
- Added config option for melee reach of NPCs
- Added config options for follow range multipliers when the target is invisible, sneaking, or obscured
2.9.11
- Extended stealth system to include player-owned NPCs, and stealing from chests
Features:
- Medic item is configurable, and defaults to an apple instead of an axe. Combat NPCs can fight using axes now.
- Battering Ram damage is configurable
Bug Fixes:
- Another possible fix for the structure generation crash
- Quills no longer have 4x normal attack speed
- Nymphs from Lycanite Mobs are no longer included in the default hostile targeting list
- Added config option for limiting how close to world-spawn structures can generate, based on their included mods.
- For example, the default config now prevents structures utilizing Ice and Fire mobs from generating within 1000 blocks of spawn.
- Added config option for specifying mob replacements other than zombies, when a structure tries to spawn a mob that does not exist.
- For example, by default, if you do not have ElectroBlob's Wizardy, but a structure tries to spawn wizard, the replacement mob will be an Evoker rather than a zombie.
- The default stucture pack has been overhauled to be much more strict with mod requirements. The default mob replacements complement this for the rest of the structures.
Bug Fixes:
- Fixed dialogue system not working for demons
- Fixed references to Cursed Mobs (no longer available on CurseForge) by replacing them in structure files with similar mobs
- Fixed structure ID conflicts
- Disabling the dialogue feature
- Disabling blocks on faction-owned land being protected from the player mining them
- Changing how much harder it is to mine protected blocks
- Disabling the stealing feature
- Disabling the base mod feature where chests owned by NPC factions are "locked"
- Controlling how many enemies will flee when a structure is claimed, rather than stay and fight (preventing the player from claiming it). Set this to 0 to get the same behavior as the original mod.
Note: there are no plans to add config options for tweaks to the default structure pack, faction reputation settings, or bug fixes. This is because the first 2 kinds of changes can be overwritten with config options and structure packs already. See the FAQ channel of the Ancient Warfare 2 discord to find out how to do this.
- NPCs will talk to you when right-clicked. Each faction has unique dialogue, and different dialogue for when they are hostile.
- All dialogue is customizable through the dialogue.json file. You can add, remove, and change dialogue by editing that file (just be sure to use proper JSON syntax.)
Minor Changes:
- Made Zimba a neutral faction.
- Implemented add command for changing player standing with a particular faction
- Added new parasite entities from updated version of SRP to targeting lists (old entities still there so older versions of SRP still supported)
- Added Dwarf strcutures to BOP Crags and Alps
- Limited many Primitive Mobs focused structures to only generate when Primitive Mobs is installed
- Added Climatic Biomes Coastal Waters to the biome lists for many ocean structures
Bug fixes:
- All factions' reputation can change, including Norska and Orc for example. Before, even commands could not affect the standing for many factions.