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Dawnsbury Days News

Dawnsbury Days 3.46 (roguelike mode spider companion hotfix)

Modding:
  • Roguelike Mode: Fixed that the game would crash if you finished an encounter with the spider companion.
  • Fixed that `Proficiencies.SetExactly()` didn't work.
  • Fixed that legality checks were sometimes performed prior to calculation of morning and precombat preparations.

Bugfixes:
  • Archetypes (Champion): Fixed that a level 6+ champion-archetype character couldn't take Unimpeded Step, Ranged Reprisal or Weight of Guild even if the character had the Champion's Reaction feat.
  • Classes (Rogue): Fixed that Skirmish Strike's "Strike, then Step" counted as Exacting Strike.

Dawnsbury Days 3.45 (kineticist update)

Character content:

  • New spells: clad in metal, ill omen
  • New feats (Kineticist): Elemental Overlap
  • New impulses (Kineticist): Thermal Nimbus, Rising Hurricane, Roiling Mudslide, Call the Hurricane, Cyclonic Ascent, Kindle Inner Flames, Retch Rust, Storm Spiral, Impenetrable Fog, Command Elemental, Lava Leap, Plate in Treasure, Return to the Sea, Solar Detonation, Spike Skin, Drifting Pollen, Ash Strider, Desert Wind, Tree of Duality, Steam Knight, Petal Mist, Rain of Rust, Living Bonfire, Elemental Artillery, Primal Caltrops, Molten Wire, Whirling Grindstone

Rules fidelity:

  • Archetypes (Bard, Oracle, Psychic, Sorcerer): Multiclass archetypes for spontaneous spellcasters now grant a signature spell at level 6.
  • Classes (Kineticist): Safe Elements now protects your allies from the effects of your kineticist stances.
  • Classes (Magus): Fixed that Spellstrike didn't increase your multiple attack penalty twice.
  • Hazards: Objects are now immune to forced movement.
  • Impulses (Armor in Earth, Metal Carapace, Hardwood Armor): These armors now use your unarmored defense proficiency if it's higher than all of your armor proficiencies.
  • Items: Leather armor now counts as non-metallic.
  • Items: You can no longer reforge non-metallic armors with precious materials. (Existing armor will retain its materials, but no new cold iron leather armor or cold iron explorer's clothing may be created.)
  • Rules: Pulling and sliding no longer works on creatures immune to forced movements.

Art:

  • New art (S5E3): Swamp sword
  • New art (animal companion): Capybara
  • New art (hero portrait): Anime goblin masculine
  • Classes (Kineticist): Air, fire, water, earth, wood, metal elemental blasts now each have unique art.
  • Classes (Kineticist): Kinetic aura now has the color of your element.
  • Classes (Kineticist): Your kinetic aura is now more visible if you're in a kineticist stance.

User interface:

  • Stat blocks: Improved display of spellcasting if you have spellcasting from multiple sources.

Modding:

  • Added Proficiencies.SetExactly.
  • Added RerollDirection.RerollAndKeepWorst.
  • Added new cheat: Infinite actions

Bugfixes:

  • Archetypes (Duelist): The dedication incorrectly didn't grant you Quick Draw as a free feat.
  • Archetypes (Medic): Treat Condition didn't use your Medicine skill to make the counteract check.
  • Classes (Barbarian): Fixed that Animal Instinct barbarian's unarmed Strikes didn't count as brawling weapons.
  • Classes (Fighter): Fixed that Fighter could take the Attack of Opportunity feat if taking the Barbarian, Magus or Champion archetype.
  • Classes (Kineticist): Invoking an overflow impulse didn't always cause your kinetic aura to collapse visually (you would still lose it as far as the rules system is concerned).
  • Classes (Kineticist): Tremorsense didn't expire when you lose your kinetic aura.
  • Classes (Sorcerer): Bespell Weapon didn't specify in its rules text what damage type is chosen for each spell school.
  • Classes (Sorcerer): Bespell Weapon triggered also on sustaining a spell.
  • Classes (Sorcerer): Fixed that if Swamp of Sloth causes a creature to die, the rules engine would crash.
  • Conditions (persistent damage): Fixed that if you received bleed damage while at full HP (such as from Blood Vendetta), it would be removed immediately as if you were healed to full HP.
  • Domains (Lightning): The spell Charged Javelin granted a status bonus also to Demoralize and other actions that aren't weapon attacks.
  • Encounters (S5E2): Fixed that Anna commented that leshy is still wounded after you defeated the redcap if you healed the leshy to full in a single action.
  • Encounters (S5E3): Fixed that Saffi didn't complain about magic-immune will-o'-wisps if he was a kineticist.
  • Skills (Medicine): Fixed that if you used Treat Poison on yourself, you didn't get the circumstance bonus to your next save.
  • Skills (Medicine): Fixed that you couldn't use Treat Poison on yourself unless there was a poisoned adjacent subject as well.
  • Spells (Biting Words, Charming Words): Fixed that spells with the Linguistic trait could be used against creatures who don't speak Common.
  • Spells (Shield): Fixed that Shield's Shield Block worked also against non-attacks such as the vrock's persistent piercing damage.
  • Spells (Shield, Inspire Courage, Inspire Defense, Song of Strength): These effects should count as a buff for the purposes of achievements.
  • Text: Improved text, fixed typos and traits and descriptions of various stat blocks.
  • User interface: Fixed that "critical specialization effect" overhead text appeared for Flail and Hammer weapons even if the target was already prone.
  • User interface: Fixed that psychic archetype's psi cantrips didn't always show on the stat block.
  • User interface: Saving throw breakdown tooltip now shows "Impulse DC" or "Base DC" instead of "Spell DC" in case the triggering action isn't a spell.

Dawnsbury Days 3.44 (Clockwork Soldier hotfix)

Bugfixes:
  • Encounters (S8E4): Fixed that the rules engine sometimes crashed at the beginning of the Clockwork Soldier's turn if the Clockwork Soldier used Activate Defenses on itself the previous turn.
  • Text: Fixed that the rules block for enemy manufactured weapons showed some traits twice.

Modding:
  • Archetypes: Fixed that spellcasting archetypes would sometimes crash if selected alongside the same archetype from DawnniExpanded. To some extent, this problem still exists: If you want to use base game archetypes, do not use DawnniExpanded archetypes on the same character.

Dawnsbury Days 3.43

Character content:

  • Feats (Rogue): Gang Up

Balancing:

  • Aeon stones or Fortitude, Reflex and Will: Level 3->5. Price 60->160.
  • Encounter (S5E6, S5E7): Lori no longer has the Angelic Mind ability and doesn't refresh spell slots across encounters.
  • Story mode: Shopkeeper level at end of Dawnsbury Days, after defeating The Final Dusk: 6->5.

Rules fidelity:

  • Feats (Triple Shot): Triple Shot should take 3 actions to use, not 2.
  • Rules (forced movement): Sliding now ignores difficult terrain.
  • Spells (Needle Darts): Needle Darts now counts as cold iron and as adamantine if you carry cold iron or adamantine on your person.

Modding:

  • Added the option to add tags for specific types of character content: Ancestry, Background, Class, Feats, Items, Spells.
  • Fixed that adventures which only included V3 encounters didn't appear as having the Custom encounters and Custom adventure paths tags.
  • Fixed that some modded items, such as Roguelike Mode's wands, duplicated when pulled out of a bag of holding.
  • Generified QEffectId.HideNucleus to enable catfolk's Nine Lives.

Audio:

  • Replaced music track for the Swamp encounters with a music track that's less intense.

User interface:

  • Classes (Cleric): The ability score page now warns you're a cleric, you have Charisma 10 or less and you aren't playing with the remastered divine font.
  • User interface: If you have a very large number of characters in your library (20+), they're now displayed in a prettier way.
  • User interface: Runes on items are now ordered in a fixed order of (1) potency rune; (2) striking or resilient rune; (3) property runes; (4) special materials; (5) stored items.
  • Story mode: You can now proceed directly to The Profane Barrier from the end of Dawnsbury Days. If you don't own The Profane Barrier, you can instead click to open the Steam Store page for The Profane Barrier.

Bugfixes:

  • Archetypes (Cleric, Champion, Oracle): Gaining domain spells across archetypes didn't work properly.
  • Archetypes (Oracle): Divine Access didn't work for the Oracle archetype.
  • Archetypes (Oracle): Divine Acumen didn't work for the Oracle archetype.
  • Archetypes (Psychic + Magus): Fixed that you could Spellstrike with an amped cantrip even if you didn't have focus points left. This crashed the rules engine.
  • Character creation: Fixed that you couldn't update some choices, such as fighter weapon mastery group, on characters made in an earlier version of Dawnsbury Days.
  • Deities (The Blooming Flower): Fixed that you didn't get favored weapon (training, and later expertise and critical specialization) also for composite shortbow.
  • Deities (The Unbreakable Friendship): Fixed that you didn't get favored weapon benefits (training, and later expertise and critical specialization) also for wooden shields and for sturdy shields.
  • Encounters (S5E1): Fixed that the game crashed if Anna was dealt enough damage in the opening cutscene to fall unconscious (not possible at level 5, but possible in free encounter mode at lower levels)
  • Encounters (S5E3): Fixed that the game crashed if Tok'dar was dealt enough damage in the opening cutscene to fall unconscious (not possible at level 5, but possible in free encounter mode at lower levels)
  • Rules (armor): Fixed that some effects, such as Soothing Words, attempted to dispel resilient armor's item bonus to saving throws, even though it's not a dispellable effect.
  • Spells (Soothing Words): Fixed that Soothing Words buff didn't expire after 1 round.
  • Spells: The following 1-action somatic spells incorrectly had the concentrate trait and some of them incorrectly didn't have the manipulate trait: Lay on Hands, Triple Time, Agile Feet, Touch of Undeath, Athletic Rush, Positive Luminance, Touch of the Moon, Tidal Surge, Weapon Surge, Jump, Force Fang, Cascade Countermeasure, Abundant Step, Vision of Weakness, Ancestral Touch, Soul Siphon, Armor of Bones, Life Link, Tempest Touch, Gravity Weapon, Magic Hide, Elemental Toss, Force Bolt
  • Text: Improved stat block text.
  • User interface: Fixed that the warning for insufficient key ability score value didn't appear at level 1 if you boosted that ability score enough at level 5.

Archetype feats are now in Dawnsbury Days

After reach weapons, this may be the feature that has been the most requested over the course of Dawnsbury Days development. Archetypes are now in Dawnsbury Days.



Archetypes have been in the game since the original release, but only unofficially, available through the brilliant DawnniExpanded mod. I'm very grateful to Danni a lot for all of her work on that mod.

Now, with this update, archetypes are available as part of the base game itself. This has a few advantages: first, it allows modders to more easily add additional archetypes into the game; and second, I was able to update some base game features such as the character builder to integrate archetypes a bit easier.

Archetypes are a character option that allows you to multiclass — instead of selecting class feats from your own class as you level up, you can now select feats also from "archetypes" which represent either other classes (these are called multiclass archetypes) or pseudoclasses such as Acrobat or Beastmaster. Archetype feats are available to all characters regardless of their main class, as long as they meet the archetype's ability score requirements.

This update also adds the Free Archetype variant rule which grants each character additional archetype feats. Many players prefer to play with the Free Archetype variant rule because it allows for the creation of more complex and unique characters — after all, you get to combine more elements of multiple classes, which results in many more possible combinations than when restricted to class feats of a single class.

However, Free Archetype also makes your characters stronger in terms of power: Not only are you getting double the number of class feats than normal, you also get to build combos that make best use of the best available feats from each class you combine. If you use the Free Archetype variant rule and find that you're clearing encounters faster and easier than you would like, consider increasing the difficulty level, especially at the higher levels of the Profane Barrier DLC.

With this, I hope you enjoy the new character content and here are the patch notes:

Features:

  • Archetypes. When choosing a class feat, instead of choosing a class feat, you can now select from "dedication feats" that are available to all classes and that give you bonus abilities related to a particular class-agnostic archetype (such as "Archer" or "Beastmaster") or to a particular multiclass archetype (such as "Cleric" or "Druid"). You can then further develop that dedication through archetype feats you can take instead of further class feats. These archetype feats give you additional abilities related to that archetypes (e.g. for Archer, you can take ranged attack feats from various classes; and for Cleric, you can take Cleric feats or learn divine spells).
  • Free Archetype rule. Under "House rules" in the Settings menu, you can now enable the Free Archetype variant rule. This variant rule grants you an extra feat at levels 2, 4, 6 and 8, but you can use take an archetype or dedication feat as this extra feat. Free Archetype makes your characters more powerful — consider raising the difficulty if you enable Free Archetype.
  • Variant rule: Characters can open multiple dedications. This variant rules allows you to take a second dedication before you close out the first by taking 2 archetype feats of that dedication.

Character content:

  • New feats (Ranger): Companion's Cry
  • New feats (Fighter): Triple Shot, Point-Blank Shot, Dueling Parry, Disarming Stance
  • New feats (Monk): Brawling Focus
  • Feats (Ranger): Added Dragon and Celestial to the list of favored enemy types.
  • Multiclass archetype (Barbarian): Animal, Dragon, Fury. Barbarian Resiliency, Instinct Ability, Basic Fury, Advanced Fury.
  • Multiclass archetype (Bard): Maestro, Morbid, Warrior. Basic Spellcasting, Occult Breadth, Counter Perform, Inspirational Performance, Basic Muse's Whispers, Advanced Muse's Whispers.
  • Multiclass archetype (Champion): Liberator, Paladin, Redeemer. Healing Touch, Champion's Reaction, Champion Resiliency, Divine Ally, Basic Devotion, Advanced Devotion.
  • Multiclass archetype (Cleric): Basic Spellcasting, Divine Breadth, Basic Dogma, Advanced Dogma.
  • Multiclass archetype (Druid): Animal, Storm, Wild. Basic Spellcasting, Primal Breadth, Order Spell, Basic Wilding, Advanced Wilding.
  • Multiclass archetype (Fighter): Fighter Resiliency, Attack of Opportunity, Basic Maneuver, Advanced Maneuver.
  • Multiclass archetype (Kineticist): Improved Elemental Blast, Basic Element Control, Advanced Element Control.
  • Multiclass archetype (Magus): Basic Spellcasting, Spellstrike, Hybrid Study Spell, Basic Martial Magic, Advanced Martial Magic.
  • Multiclass archetype (Monk): Monk Resiliency, Incredible Movement, Basic Kata, Advanced Kata.
  • Multiclass archetype (Oracle): Ancestors, Ash, Battle, Bones, Cosmos, Flames, Life, Tempest. First Revelation, Basic Spellcasting, Mysterious Breadth, Basic Mysteries, Advanced Mysteries.
  • Multiclass archetype (Psychic): The Distant Grasp, The Infinite Eye, The Tangible Dream. Psi Development, Basic Spellcasting, Basic Thoughtform, Advanced Thoughtform.
  • Multiclass archetype (Ranger): Ranger Resiliency, Basic Hunter's Trick, Advanced Hunter's Trick.
  • Multiclass archetype (Rogue): Skill Mastery, Sneak Attack, Basic Trickery, Advanced Trickery.
  • Multiclass archetype (Sorcerer): Angelic, Demonic, Draconic, Fire Elemental, Hag, Imperial, Infernal. Basic Spellcasting, Bloodline Breadth, Basic Bloodline Spell, Basic Blood Potency, Advanced Blood Potency.
  • Multiclass archetype (Strategist): Untrained Improvisation, Skill Mastery, Declare Person of Interest, Lesser Strategic Strike, Basic Stratagem, Advanced Stratagem.
  • Multiclass archetype (Wizard): Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation. Arcane School Spell, Basic Spellcasting, Arcane Breadth, Basic Arcana, Advanced Arcana.
  • Archetype (Acrobat): Contortionist, Dodge Away, Tumbling Strike.
  • Archetype (Archer): Assisting Shot, Point-Blank Shot, Double Shot, Triple Shot.
  • Archetype (Beastmaster): Additional Companion, Heal Animal, Magic Hide, Mature Animal Companion, Companion's Cry, Incredible Companion.
  • Archetype (Duelist): Dueling Parry, Duelist's Challenge, Disarming Stance, Selfless Parry.
  • Archetype (Medic): Treat Condition, Holistic Care.
  • Archetype (Sentinel): Armor Specialist, Armored Rebuff.
  • Archetype (Wrestler): Combat Grab, Crushing Grab, Snagging Strike, Whirling Throw, Suplex.

Modding:

  • Modding: You can now create "precombat preparations" slots where players can make choices even during short rests.
  • Modding: Items which are more expensive than all attached runes will now add their base price to the item's price as well.
  • Modding: Made some Monk methods public.
  • Modding: Added Trait.MonkWeapon to allow mods to implement Bo Staff, Monastic Weaponry and similar.
  • Modding: Added Skills.SkillToFeat(Skill skill, Proficiency proficiency).

Balancing:

  • Encounters (S6E5): On Easy and Medium difficulty only, the boss's regeneration deactivates also on a critical hit with any damage type.

User interface:

  • Feats (Double Shot): Now shows a better targeting tooltip.
  • User interface: Middle-click and right-click during a cutscene no longer skip dialogue lines.

Rules fidelity:

  • Feats (Agile Shield Grip): You can set your grip to be agile by default as a precombat preparation.
  • Classes (Magus): You can now use Spellstrike with ancestry innate spells and other spells if you somehow gain access to them (such as from an archetype).
  • Classes (Magus): You can now use Spellstrike with variable-action spells such as Scorching Ray.
  • Rules (stealth): Undetected creatures no longer provide soft cover.

Character editor:

  • Character editor: Feats you can take show up first; feats you don't meet the requirements for show up second.
  • Character editor: The scrollbar will no longer auto-move to the beginning aftery you select or unselect a feat.
  • Character editor: Updated the icons for standard feats; added icons for archetype and dedication feats.
  • Character editor: You can now filter and search feats.
  • Character editor: You can now select stuff that you already selected at a higher level. The higher-level selection you had made will be unselected.

Bugfixes:

  • Animal companions: Fixed that a non-mature animal companion's saving throws didn't get the trained proficiency bonus.
  • Character editor: Fixed that selecting or unselecting an early feat could cause some choices, such as the fighter weapon mastery or an extra skill from Intelligence increase to be unchosen.
  • Classes (Champion): Fixed that Liberating Step allowed you to take a Step even if you were under the effect of an ability which prevented you from moving.
  • Classes (Champion): Fixed that armor specialization effects of armor didn't apply.
  • Classes (Monk): Fixed that you couldn't use Flurry of Blows with ranged unarmed attacks, such as the oozekin's spit.
  • Classes (Monk): Natural weapons coming from monk stances didn't count as brawling.
  • Classes (Oracle): Fixed that spells granted via Divine Access, if cast with scrolls, weren't cast at full proficiency.
  • Classes (Ranger): Fixed that Flurry ranger didn't apply its multiple attack penalty reduction to skill checks, such as combat maneuvers.
  • Classes (Ranger): Fixed that Gravity Weapon affected your unarmed attacks.
  • Classes (Rogue): Fixed that Nimble Roll forced you to Stride instead of giving you an option to Stride.
  • Encounters (S2E5): Fixed that you could softlock the encounter by handing two keys to Morning Dewdrop.
  • Encounters (S5E2): Fixed that a fleeing dragonfly might and force trigger a move up to the shrine.
  • Encounters (S6E5): Fixed that if left alone, the aeon-lich wouldn't open the door in some situations.
  • Monsters (Succubus): Fixed that Liberating Step didn't trigger in response to the succubus's Embrace ability.
  • Rules (conditions): Fixed that you couldn't move your mature animal companion when you were paralyzed.
  • Rules (regeneration): Fixed that damage types that overcame regeneration weren't always prioritized against the aeon-lich (such as a phylokineticist's elemental blast).
  • Rules (regeneration): Fixed that regeneration didn't prevent death.
  • Spells (Heal, Harm): Fixed that undead casters using three-action Heal didn't include themselves in the area, and that undead casters using Heal didn't exclude themselves from the area.
  • Spells (Heal, Harm): Improved enemy tactics when using Heal and Harm.
  • Spells (Remove Confusion): Fixed that the spell removed Stunned and Paralyzed instead of Confused.
  • Text: Fixed font size on critical specialization effects tooltip.
  • Text: Fixed some issues with stat blocks.
  • Text: Fixed typos and minor errors in rules text.
  • User interface (stealth): Fixed that you could detect where undetected enemies are using the Tab overlay.
  • User interface (stealth): Fixed that you could see auras, such as from Bless or Mirror Image, even if the enemy was undetected.
  • User interface: Fixed that items overflowed their boundaries in inventory on low resolutions if there were too many items.