## 1.2.0
- Added Illager War advancements, including mansion entry, faction milestones, bounty, crusade, and Warmarshal kill progress.
- Added modded stronghold support: Illager Invasion forts/labyrinths are faction camps, and The Lost Castle is a faction seat.
- Added new hostile tactics: spider ceiling crawl, elevated-target hops, ranged repositioning, stealth/status-aware detection, bogged poison back-dash, stray jump shots, and more reliable Enderman disrupt/provoke behavior.
- Added optional Overworld depth difficulty for harder deepslate caves, with `/warband difficulty` showing raw/applied depth bonus.
- Added the bounty hunter overhaul: diamond gear, melee/ranged weapon swapping, parkour pursuit, taunts, glowing mark, stalk teleport, one revive, ominous summon cue, and `/warband debug bounty`.
- Added faction-war escalation and feedback: heat states, war/crusade patrols, in-world event cues, better witness rules, and clearer `/warband intel`.
- Changed config presets to `CUSTOM`, `VANILLA_PLUS` (`vanilla+` accepted), and `FANTASY`; Vanilla+ disables the more RPG-facing systems by default.
- Changed REGIONAL spawn protection: `safeRadius` now applies in REGIONAL mode, with a separate `regionalSpawnRampBlocks` ramp and tighter defaults.
- Fixed Warmarshal Illusioner conversion reliability in worlds without Illager Invasion.
- Fixed revenge and bounty patrols not immediately pathing toward the target player.
- Fixed revenge and bounty leader nametags rendering through walls.
- Fixed rare false-death states where normal Warband-stamped mobs could play death animation/audio but keep fighting.
- Fixed faction heat not tracking when bounty hunters were disabled.
- Fixed revenge grudges expiring from missed random spawn rolls instead of real failed spawn attempts.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }