pathcraft-1.0.1.jar
Curse Maven Snippet
What's new
Fixes: a crash when a piglin brute (or another piglin or hoglin) chose a target that PathCraft would not let it have, two things about fighting with a weapon in each hand, and the rogue's magic talents. The long talent lists are also tidier.
- The crash. The game could crash with "Ticking entity" and a
NullPointerExceptionfrom a piglin brute, often in the Nether or near a bastion. - Why. Some PathCraft effects stop a mob from going after you: a mob that is frightened, calmed or turned against its own kind, a druid wearing a creature's face with A Thousand Faces (the piglin face among them), and the Knowledge (religion) feature that keeps weak undead from noticing you. They did it by giving the mob "no target". Zombies, skeletons and most mobs accept that, but piglins, piglin brutes, hoglins and zoglins choose their targets in a different way, and "no target" crashed them.
- The fix. For those mobs PathCraft now stops the choice itself, so they simply don't go after you. Everything works as before for the other mobs.
No world damage: the crash never saved anything broken, so a world that crashed loads normally with 1.0.1.
A weapon in each hand
- The off hand swings at nothing, too. Right-clicking with a weapon in your off hand used to do something only when a mob was under the crosshair, so on empty air it looked as if the hand could not swing. It now swings like your main hand does when it misses. A tool in the off hand still does its own job: an axe still strips a log and a hoe still tills the ground.
- Both hands show their swing. The game keeps one swing going at a time and dropped the second if it began right after the first, so with a fast weapon such as a dagger the off hand's blow landed but its swing never showed. It shows now, and so does the main hand's swing right after the off hand's.
- The other hand gets through. A mob that has just been hurt shrugs off the next hit for about half a second. A hit from the other hand than your last one now gets past that: left-click and then right-click, and both land. Two hits from the same hand in a row are held off as before.
The rogue's magic talents
- Minor Magic, Major Magic and Wild Magic are cast like spells. They used to go off the moment you used them, with no casting time at all, and Minor Magic could be used again and again with no pause. Now each takes the same casting time as the spell does for a wizard (a second for the cantrips), slows you while you cast, follows the same pause between cantrips, and is spoiled if you are hurt too hard in the middle. Wild Magic and Major Magic spend their use of the day when the casting is over, and lose it if damage spoils the cast. Gloom Magic and Greater Gloom Magic work the same way. They still need no spell slot, no spellbook and no free hand.
- They count as spellcasting for feats. A rogue who has taken Minor, Major, Wild, Gloom or Greater Gloom Magic can now take the feats that ask for a spellcaster, such as Scribe Scroll, Brew Potion and the other item-making feats, once their level is high enough. The Arcane Forge still writes scrolls and wands from the spells in a class's spellbook, so a rogue has no spell of their own to put in one yet.
Talent lists that open
- One line for each kind of choice. The rogue's Minor Magic (7 cantrips), Major Magic (8 spells) and Wild Magic (8 cantrips), the ranger's Favored enemy (12 kinds of mob) and Favored terrain (11 kinds of land), and the fighter's Weapon Training and Weapon Mastery (9 kinds of weapon each) used to be a long run of lines. Each is now one line that opens to its choices when you click it, like Weapon Focus on the feat list. A talent you have taken shows as, for example, Minor Magic (Light) or Favored enemy (Undead). Characters you have already made are not changed.
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