
Warband
Mob AI overhaul that makes hostile mobs smarter. Face regional difficulty, coordinated combat squads, and factional illager wars.
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- Подписчики
- 18
- Обновлён
- 30 июля 2026 г.
- Лицензия
- MIT
Опубликован 21 мая 2026 г.
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 with depth scaling, dimension pressure, death mercy, and multiplayer presence
- Mob-family tactics: skeleton smoke screens and dusk perches, spider webs and leap-strikes, creeper stalking, zombie surrounds, blaze high-ground pressure, witch potion support, piglin morale, hoglin stampedes, phantom harassment, natural jockey acquisition, 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, faction territories, grudges, heat that decays and shifts with rival kills, bounty hunters, raid finale boss summons, and rival interceptions
- Nemesis scars: a named illager that escapes you comes back adapted to how you fought it — burn its squad and it returns fire-immune, shoot it and it returns helmeted
- Siege and anti-cheese: squads mine through walls, creepers breach shelters, illagers open doors, mobs climb ladders, scatter from creepers and TNT, and break out of boats. Breaches heal themselves by default — reinforce with obsidian or metal and they hold
- Audible intent: mobs sound off when they commit to a tactic, react when they half-notice a hidden player, and give an all-clear once they lose your trail — so crouching and darkness are something you can play around instead of guess at
- Boss upgrades, anti-farm behavior, golem support tools, goat horn interactions, debug commands, and a broad
config/warband.propertiestuning surface - Modded mobs can be opted into Warband's behaviour pools via
customMobPools, gaining the matching tactics and roles and squadding up with their vanilla counterparts
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.
- The Lost Castle: its castle is treated as a faction seat.
- 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.
- True Ending: auto-detected. When loaded, Warband's Ender Dragon phase abilities are suppressed so True Ending's dragon overhaul runs unobstructed; Wither abilities are unaffected.
- Zombie Break & Build: auto-detected. When loaded, Warband's siege mining stands down so the two don't both dig at the same wall — that mod owns mob block manipulation. Creeper breaching, and everything else, is unaffected.
- Stormie's Spiders: auto-detected. When loaded, Warband defers its ceiling-crawl goal to Stormie's realistic climbing; web throws, sticky paths, and leap-strikes still apply.
- Other mods' hostile mobs: modded mobs that extend a vanilla class are picked up automatically; others can be opted in by entity id with
customMobPools.
License
MIT.
Ченджлог
1.4.0Релиз26.1, 26.1.1, 26.1.2 · 30 июля 2026 г.
Last major release for 26.1.2.
- Added siege mining: zombies, illagers and ravagers break through walls to reach a target they cannot path to. Breaches heal themselves after
siegeMiningRestoreSeconds(90 by default), so a siege forces a fight without permanently damaging your base; setsiegeMiningPermanent=trueto keep the damage. Only blocks in thesiegeMiningBlockTagcan be broken — obsidian, deepslate, metal blocks, containers and beds are excluded, so reinforcing a wall keeps it standing. RespectsmobGriefing, and digging shows block cracks and sound before a block gives way. Dig time scales with block hardness, so soft cover gives way quickly and tough cover genuinely costs the attacker time. - Added creeper breaching: a creeper that cannot reach you closes on the wall in between and detonates against it.
- Added ladder and vine climbing, so mobs no longer stall at the bottom of a shaft.
- Added creeper, TNT and warden avoidance: nearby mobs scatter instead of walking into a blast.
- Added boat and minecart escape, so a hostile parked in a vehicle breaks out.
- Added difficulty-scaled bow cadence and accuracy for skeletons, tuned with
rangedAccuracyBonusMaxandrangedCadenceBonusMax. - Added ghast fireball volleys and varied blaze fireball timing and spread.
- Added door opening for illagers, piglins and drowned: they work the handle instead of being stopped by a closed door, and shut it behind them. Zombies still break doors down rather than opening them.
- Added tactical barks: mobs make a short sound when they commit to a tactic, so you can hear whether a squad is advancing, circling, pulling back, calling for help, about to lunge, or hunting for you. Six cues rather than one per tactic, each spoken in that mob's own voice, quiet and throttled, and silent for tactics that already announce themselves. Disable with
tacticalBarksEnabled. - Added Zombie Break & Build compatibility: when that mod is installed, Warband stands its own siege mining down rather than both mods tearing at the same wall. It does mob block manipulation far more thoroughly, so it owns the domain — everything else in Warband is unaffected, and creeper breaching stays Warband's since that is an explosion rather than mining. Set
siegeMiningDeferToOtherMods=falseto run both. - Added nemesis scars: a named illager that escapes you remembers how the fight went and comes back adapted to it. Burn its squad down and it returns immune to fire; shoot it from range and it returns helmeted; cut it down in melee and it no longer staggers; blow it up and it returns armoured. The revenge party announces what changed, and
/warband intellists each survivor's scar. - Added perception cues: mobs now react when they half-notice you — stopping, turning to look and sniffing the air — and give a distinct all-clear sound once they have lost your trail. Crouching and darkness already shortened how far mobs could see you; this makes that audible, so hiding is something you can play around instead of guess at. Disable with
perceptionCuesEnabled. - Added
customMobPools, which opts modded mobs into Warband's behaviour pools so they gain the matching tactics and roles and squad up with their vanilla counterparts. Modded mobs that already extend a vanilla mob are picked up automatically and need no entry. - Added a one-time message the first time a player angers a faction, explaining the faction system and pointing at
/warband intel. - Added
/warband debug stamp <difficulty>for ops to re-stamp nearby hostiles at a chosen difficulty. - Changed difficulty progression to ramp instead of stepping. Role gear now fades in piece by piece and climbs leather → chainmail → iron rather than appearing as a full iron kit at one threshold, squad formations fade in over a band instead of switching on, and the spawn-distance and cave-depth curves are smoothed.
- Changed
regionalSpawnRampBlocksdefault 32 → 256; at 32 the world went from calm to fully hostile within a short walk. Existing configs keep their own value, so raise it by hand for the smoother curve. - Changed spider webs into a zoning tool: they lead a moving target, will not stack or re-trap a player already stuck, and spiders bite instead of webbing at point-blank range.
- Changed early-game mob volume down, which also eases the lag reported in crowded areas.
- Fixed undead abandoning a chase to huddle under nearby cover and pacing in and out of it. Pillaring up and breaking the base below no longer leaves zombies pinned under the leftover blocks; undead only seek shade when not chasing, and burn in daylight as in vanilla.
- Fixed squad members being pulled back to the group while chasing, which stopped hordes from following a player any real distance.
- Fixed
config/warband.propertiesbeing read from the wrong folder on servers started outside the game directory, which made config edits look like they were discarded. - Fixed config edits needing a full game restart; the file is re-read when a world loads and on
/reload. - Fixed creepers ignoring cats and ocelots.
- Fixed spiders reaching a player and then never attacking, or stopping dead in front of them. Ladder climbing also no longer applies to natural climbers like spiders, which vanilla already handles — it is now limited to actual ladders and vines, for mobs that cannot climb on their own.
- Fixed spider webs being inescapable once they landed.
- Fixed squad members spawning inside terrain and on top of each other, which made hordes pile into one spot instead of reaching the player.
- Fixed zombie encirclement giving up when its preferred approach was blocked, putting the whole squad back onto one path.
- Removed zombie stacking. It could never fire — a minimum-distance check ruled it out in exactly the situation it was built for, and it tried to pathfind onto another mob's head, which the game cannot do. Leaping and siege mining cover the same ground and both work.
1.3.2Релиз26.1, 26.1.1, 26.1.2 · 3 июня 2026 г.
1.3.2
- Added
/warband intel <player>for ops to inspect another player's faction state. - Added
/warband clear <player> [faction]for ops to wipe grudges and heat from a player, optionally scoped to one faction. - Added spider rain shelter: out-of-combat spiders path to the nearest covered tile when caught in the rain.
1.3.1Релиз26.1, 26.1.1, 26.1.2 · 31 мая 2026 г.
1.3.1
- Fixed a server crash during raid scans caused by an overly large entity-lookup box.
1.3.0Релиз26.1, 26.1.1, 26.1.2 · 30 мая 2026 г.
1.3.0
- Added proactive AI: skeletons perch on high ground at dusk, spiders pre-web approach paths, idle zombies cluster into hordes.
- Added spider leap-strike and ceiling-crawl drop attack.
- Added bounty hunter ambush hold when closing without line of sight.
- Added natural jockey acquisition: smart skeletons mount nearby spiders, smart baby zombies mount nearby chickens.
- Added vex bond: vexes die when their summoning evoker dies.
- Added zombie stacking to reach perched players.
- Added raid predation: raiders pillage every animal in range once no village defenders remain.
- Added raid finale bounty hunter on high-ominous raids.
- Added rival faction interception during raids.
- Added faction-colored trophy banner drops on Warmarshal and patrol-captain kills.
- Added passive faction heat decay over time.
- Added rival-kill heat reduction: killing a faction helps their rival forgive you.
- Added faction territories: kills inside a faction's territory hit harder; kills in their rival's territory hit softer.
- Added difficulty floor for spawner, trial spawner, and summoned mobs.
- Added Stormie's Spiders compatibility.
- Changed sun-shelter: undead seek shade at dawn predictively instead of waiting to burn.
- Changed witches to throw real splash potions for buffs.
- Changed zombie encirclement to surround from all angles instead of stacking on one flank.
- Changed retreat behavior to apply only to illagers, piglins, and drowned. Other monsters fight to the death.
- Changed retreat trigger: smart mobs pull back earlier when no allies are nearby.
- Changed backup calls to alert nearby idle squads.
- Fixed jockeys steering their mounts away from the player instead of engaging.
- Fixed spider webs not firing.
- Fixed sun-shelter not triggering.
1.2.1Бета26.1, 26.1.1, 26.1.2 · 27 мая 2026 г.
1.2.1
- Tuned bounty hunters down: less bonus health, less speed, no enchanted armor, and no long Speed effect.
- Improved bounty hunter pursuit: smaller hitbox scale for two-block gaps and wind-charge jumps for vertical targets.
- Improved bounty hunter rewards with stronger vanilla loot: more emeralds, XP bottles, and occasional supplies.
- Fixed faction-seat state: Warmarshal crowns/broken seats persist, broken seats stop creating new heat/grudges, and Illager Invasion Invokers are prioritized as Warmarshals when present.
- Removed Warband's vanilla-difficulty scaling hooks; Easy/Normal/Hard no longer scale Warband difficulty or boss ability damage.
1.2.0Бета26.1, 26.1.1, 26.1.2 · 27 мая 2026 г.
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 difficultyshowing 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), andFANTASY; Vanilla+ disables the more RPG-facing systems by default. - Changed REGIONAL spawn protection:
safeRadiusnow applies in REGIONAL mode, with a separateregionalSpawnRampBlocksramp 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.
1.1.0Бета26.1, 26.1.1, 26.1.2 · 27 мая 2026 г.
1.1.0
- Split
bossAbilitiesEnabledintowitherAbilitiesEnabledandenderDragonAbilitiesEnabledso each boss can be toggled independently. ExistingbossAbilitiesEnabledvalues are read once as the default for both new keys. - Auto-disable Warband Ender Dragon abilities when True Ending is loaded — detects both the Fabric mod (
mr_true_ending) and the datapack distribution (via thetrue_endingdata namespace), and re-checks on/reload. - Added
/warband reload(op-only) to re-readconfig/warband.propertieswithout restarting the world. factorVanillaDifficultydefault flipped tofalse. Vanilla difficulty already scales mob stats on its own and Warband already respects vanilla via the global ceiling; the extra floor was double-dipping and caused sudden jumps when toggling vanilla difficulty.- Regional difficulty ramps faster by default:
regionalIncreaseDelaySeconds10 → 0regionalBlendRate0.08 → 0.20regionalAccelerationPerSample0.01 → 0.03
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