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Release notes for the upcoming base game patch this Friday

Dawnsbury Days V3 (April 2025) release notes


On April 11th, Dawnsbury Days will be updated to version V3. This version adds the bard and the oracle, hundreds of new feats, spells and items, a couple of new encounters, many new features, and enables the expansion adventure, "The Profane Barrier", which will be released the same day.

All of your characters and save files will carry over. All mods will continue to work, though some of them might not contain higher-level content.

The upcoming patch will update the game from version 2.65 to version 3.36.

Here's the release notes.

[h2]Highlights[/h2]

  • Level 8. You can now advance up to level 8.
  • New character content. You can now choose from 5 new ancestries (halfling, gnome, goblin, leshy, oozekin), 2 new versatile heritages (aasimar, tiefling), 2 new classes (Bard, Oracle), 200+ new feats, 140+ new spells, 80+ new items and more.
  • Rune subsystem. You can now craft magic weapons and armor with potency, striking, resilient and property runes.
  • Save profiles. Instead of a single autosave slot, you now have 3 player profiles for each adventure path. You can still also make any number of manual saves as before.
  • Rules fidelity. Redesigned subsystems for initiative, stealth and cover for greater intuitiveness and tabletop fidelity.
  • Name customization. You can now name your party, your heroes and your animal companions. If you rename your heroes, you will see a warning that voice acting will continue to refer to your characters as Anna, Scarlet, Tok'dar and Saffi.
  • GM mode. In GM mode, you control both the party and all monsters. You can use GM mode if you want monsters to use different tactics, or if you're playing with other players using Steam Remote Play Together and want one of the players to take the role of the gamemaster.
  • Performance. Dawnsbury Days now takes up less RAM, less disk space and is more stable on computers with weaker hardware.
  • 100+ minor improvements. This patch also brings 100+ minor improvements to rules fidelity, user interface, usability and stability, including bugfixes.


[h2]Features[/h2]

Story mode features:

  • Profiles. Instead of a single autosave, Dawnsbury Days now has three profile slots for each campaign (Dawnsbury Days, Profane Barrier, modded campaigns...). After you select a campaign in Story mode, you will first select one of the three profile slots to start or continue. You can still choose Quick start or Custom start for each campaign, but you can now also choose "Continue from Dawnsbury Days" to take your party from the base game. You can still make manual saves.
  • Custom party names. You can now name and rename your parties in Custom start and in the Party/Retraining screen. Your party's name will be part of the save file name and show up in the profile slot.
  • Custom hero names. In Story mode, you can rename Anna, Scarlet, Tok'dar and Saffi to names of your choice. This will only change the text and not voice acting.
  • Custom animal companion names. You can now name your animal companion.
  • Dialogue log. All dialogue lines are now outputted to the combat log so you can reread them later if you miss them.


In-combat features:

  • New combat action: Hand over item. You can now hand items in your hand over to adjacent allies.
  • GM mode. In GM mode, you control both the party and all monsters. You can use GM mode if you want monsters to use different tactics, or if you're playing with other players using Steam Remote Play Together and want one of the players to take the role of the gamemaster.
  • Arachnophobia mode. You can toggle arachnophobia mode in "Video" settings or at the beginning of an encounter that includes a spider in Story mode or Free encounter mode. In this mode, images of spiders will be replaced with bare text tokens with no art.


Rules fidelity features:

  • Initiative and delay redesign. Initiative and delaying have been redesigned for greater tabletop fidelity. Loopholes allowing you to trigger beneficial effects multiple times have been closed. You can no longer delay any detrimental effects, or prolong the duration of beneficial effects by delaying. Delaying works correctly across rounds.
  • Stealth system redesign. Stealth has been redesigned for greater tabletop fidelity. You can now Sneak through an area where you don't have cover or concealment, as long as you end your Sneak in a square where you have cover or concealment. Sneak and Hide now give you circumstance bonuses against observing enemies if you have cover (+2) or greater cover (+4). Step no longer makes you automatically undetected. Create a Diversion now lasts until end of turn only, but allows your Hidden status to persist even in plain sight with a Stealth check that isn't a critical failure. Fixed various bugs related to the stealth subsystem. Reduced visual clutter and improved and simplified the display of stealth in the combat log. Updated the rulebook.
  • Cover system redesign. Cover has been redesigned for greater intuitiveness, stability and performance. Cover rules are now more strict: A corner-to-corner line that "scratches" a corner of a wall midway now counts as blocked for the purposes of determining cover and line-of-effect. As a special exception to the standard line-drawing rules, you now also no longer have line-of-effect at all if you're looking at a creature directly behind a pillar of a wall. Prone creatures no longer provide cover to allies behind them. Cover is now more accurate. Updated the rulebook.
  • Reactive attack redesign. If the game is not sure that your primary weapon is the best choice for an attack of opportunity or similar reactive attack, it prompts you to choose a weapon. You can also enable "Ask for specific weapon for reactive attacks" to always have the option of choosing your weapon for a reactive attack.


Character editor features:

  • Inventory toasts. When you attempt to perform an illegal action in the inventory (such as buying an item you don't have enough gold for; attaching a rune to an item that can't be enchanted with etc., you will get an error message explaining why the action is illegal.
  • Import into character library. There is a new tab in Character library named "Import from story mode". In there, you can select a save file (manual or profile slot) and click "Import all" to get all four characters from the party from that save file into your character library.


System features:

  • Long-term effects. Some effects can now persist on players through multiple encounters, such as the mummy rot disease. This functionality is also exposed to mods which can create custom long-term effects.
  • Cheat menu. You can now enable cheat menu in Settings->System to kill any creature instantly or use other debugging/GM powers
  • Better credits. Improved the appearance of end credits and main menu credits.


[h2]Character content[/h2]

Character content (general):

  • Level 8. Characters can now advance up to level 8.
  • Class skills. Classes and subclasses now grant trained skills. For example, all clerics receive Religion as an extra trained skill, and deities grant an additional skill. Choosing skills is now optional. If you previously chose a skill that you're now granted automatically by your class, that skill will be unselected and you may pick a new skill in that slot the next time you retrain or update your character sheet.
  • New skills. Crafting, Survival, Performance.
  • New feats (general): Lengthy Diversion, Swift Sneak, Kip Up, Terrified Retreat, Advanced First Aid, Sanctify Water


Character content (ancestries):

  • Mixed and versatile heritages. All ancestries may now pick mixed and versatile heritages. Mixed heritages allow you to combine any two ancestries.
  • New ancestry: Gnome. Heritages: Chameleon, Sensate, Void, Wellspring, Unusual. Feats: Primal Cantrip, Gnome Weapon Familiarity, Gnome Weapon Innovator, Grim Insight, Illusion Sense, Life-Giving Magic, Razzle-Dazzle, Emphatetic Plea, Inventive Offensive, Energized Font.
  • New ancestry: Goblin. Heritages: Charhide, Razortooth, Snow, Unbreakable, Unusual. Feats: Bouncy Goblin, Burn It!, City Scavenger, Fang Sharpener, Second Heritage, Torch Goblin, Goblin Scuttle, Goblin Song, Loud Singer.
  • New ancestry: Halfling. Heritages: Breakfast, Gutsy, Jinxed, Observant, Wildwood, Unusual. Feats: Halfling Weapon Familiarity, Halfling Weapon Trickster, Halfling Skill, Unfettered Halfling, Easy to Miss, Cultural Adaptability, Halfling Luck, Halfling Ingenuity.
  • New ancestry: Leshy. Heritages: Cactus, Fruit, Water Lily, Unusual. Feats: Harmlessly Cute, Leshy Superstition, Undaunted, Pyrophilic Recovery, Defensive Needles, Heat Resistance.
  • New ancestry: Oozekin. Heritages: Acidic, Adaptive, Liquid, Unusual. Feats: Bounce, Hide Nucleus, Go With the Flow, Gooey Anatomy, Liquid Translation, Melting Blob, Reinforced Pseudopod, Gelatinous Body, Hungry Disarm, Rubber Body
  • New versatile heritage: Tiefling (Find Fault, Form of the Fiend, Daemonspawn, Nimble Hooves, Fiendish Resistance, Malicious Bane).
  • New versatile heritage: Aasimar (Heavenly Warmth, Halo, Orderly Mind, Blessed Blood, Celestial Resistance, Empyreal Blessing, Healer's Halo).
  • New feats (universal ancestry): Master of Insults, Fey Influence.
  • New feats (Elf): Elven Weapon Elegance, Elven Instincts, Arcane Cantrip
  • New feats (Orc): Bloody Blows, Defy Death
  • New feats (Dwarf): Dwarven Weapon Cunning, Tomb Watcher's Glare
  • New feats (Human): Clever Improviser, Dawnsbury Camaraderie, Weapon Familiarity, Advanced Weapon Familiarity
  • Elf ancestry boosts update. The Elf now has "Intelligence or Charisma" instead of "Charisma" as one of its ancestry ability boosts. Existing characters keep the Charisma boost, though they may retrain it to Intelligence.


Character content (classes):

  • New class: Bard. Muses: Maestro, Warrior, Morbid. Feats: Cantrip Expansion, Abundant Spellcasting 1, Abundant Spellcasting 2, Hymn of Healing, Triple Time, Dirge of Doom, Lingering Composition, Requiem of Death, Grisly Shield, Well-Versed, Inspire Defense, Multifarious Muse, Inspire Heroics, Song of Strength, Chaotic Spell, Steady Spellcasting
  • New class: Oracle. Mysteries: Ancestors, Ash, Battle, Bones, Cosmos, Flames, Life, Tempest. Feats: Abundant Spellcasting, Abundant Spellcasting 2, Cantrip Expansion, Divine Aegis, Domain Acument, Vision of Weakness, Advanced Revelation, Debilitating Dichotomy, Domain Fluency, Water Walking, Divine Access, Chaotic Spell, Steady Spellcasting
  • New feats (Barbarian): Attack of Opportunity, Brutal Bully, Cleave, Disarming Assault, Renewed Vigor
  • New feats (Champion): Loyal Companion, Advanced Deity's Domain, Companion Healing, Divine Health, Litany Against Wrath, Smite Evil, Second Ally, Shield Warden
  • New feats (Cleric): Cast Down, Detonating Spell, Selective Energy, Infinite Surging Focus, Advanced Domain, Versatile Font, Channel Smite, Reliable Channel Smite, Steady Spellcasting
  • New feats (Druid): Mature Animal Companion, Incredible Companion, Powerful Inhalation, Natural Spell, Wind Caller
  • New feats (Fighter): Furious Focus, Dazing Blow, Advanced Weapon Training, Second Weapon Group, Positioning Assault, Blind-Fight, Quick Shield Block, Disorienting Opening, Aggressive Block, Shatter Defenses, Improved Swipe
  • New feats (Kineticist): Impulse Penetration, Weapon Infusion, Consume Power, Clear as Air, Weight of Stone, Driving Rain, Dash of Herbs, Lightning Rod, Deflecting Wave, Energized Weapon, Volcanic Escape
  • New feats (Magus): Cascade Countermeasure, Capture Magic, Devastating Spellstrike, Distracting Spellstrike, Emergency Targe, Absorb Spell, Endless Spellstrike, Steady Spellcasting
  • New feats (Monk): Abundant Step, Align Ki, Ki Blast, One-Inch Punch, Mixed Maneuver, Whirling Throw
  • New feats (Psychic): Parallel Breakthrough, Brain Drain, Mental Static, Dark Persona's Presence, Steady Spellcasting
  • New feats (Ranger): Mature Animal Companion, Deadly Aim, Warden's Boon
  • New feats (Rogue): Analyze Weakness, Light Step, Skirmish Strike, Nimble Roll, Opportune Backstab, Head Stomp
  • New feats (Sorcerer): Advanced Bloodline, Chaotic Spell, Steady Spellcasting
  • New feats (Strategist): Disrupt Person of Interest, Group of Interest, Infinite Persons of Interest, Greater Scalpel's Point
  • New feats (Wizard): Spell Penetration, Advanced School Spell, Chaotic Spell, Steady Spellcasting
  • New hybrid study (Magus): Sparkling Targe
  • New theses (Wizard): Power Slot, Spell Blending
  • Updated chassis (Cleric): Deities now grant additional spells.
  • Updated chassis (Sorcerer): Bloodlines now grant additional spells.
  • New animal companion: Ape
  • New favored enemies (Ranger): Fey


Character content (spells):

  • Heightened spells. Spells now have their heightened effects up to spell level 4, or, for some spells, even beyond.
  • New spells: paralyze, dominate undead, blindness, stinking cloud, vampiric touch, crashing wave, curse of lost time, rouse skeletons, deflect critical hit, impending doom, crisis of faith, neutralize poison, positive attunement, phantom prison, fire shield, fly, phantasmal killer, stoneskin, blink, chromatic ray, chromatic armor, elemental assessor, chroma leach, draw the lightning, rebound barrier, sanguine mist, tortoise and the hare, winning streak, radiant beam, painful vibrations, angelic wings, horrific visage, fiery wings, sea of thought, astral rain, remote disarm, attack hints, dragon breath, swamp of sloth, thunderburst, shield of divine fire, lesser spell immunity, bestow curse, cascade countermeasure, dominate, abundant step, ki blast, flame barrier, wings, diamond dust, lucky break, destructive aura, positive luminance, eradicate undeath, rebuke death, touch of the moon, seed of negative energy, energy absorption, dimensional steps, guided strike, dread aura, elemental storm, invisibility cloak, life siphon, shifting form, powerful inhalation, cone of cold, cloudkill, vampiric exsanguination, chain lightning, animate dead, see invisibility, faerie fire, glitterdust, roaring applause, enduring might, delusional pride, litany against wrath, freedom of movement, true seeing, finger of death, shadow projectile, wall of fire, power word blind, shielding strike, hydraulic torrent, sudden bolt, open door, time stop, absorb spell, remove fear, remove paralysis, remove confusion, triple time, inspire courage, counter performance, hymn of healing, biting words, requiem of death, inspire defense, song of strength, tanglefoot, sleep, blistering invective, ray of enfeeblement, magic fang, pushing gust, disperse into air, soothing words, unity, empty inside, tidal surge, downpour, weapon surge, zeal for battle, ancestral touch, ancestral defense, ashen wind, incendiary ashes, call to arms, battlefield persistence, soul siphon, armor of bones, spray of stars, interstellar void, incendiary aura, whirling flames, life link, destroy affliction, tempest touch, vision of weakness, debilitating dichotomy, chilling darkness, charged javelin, bottle the storm, briny bolt, invisibility pulse, stormwind flight, phantom pain, jump
  • Spells (Animal Form): Added Shark and Ape as an animal form options.
  • Spells (Animate Dead): You can now summon more types of undead.
  • Spells (Summon Elemental): You can now summon more types of elementals.


Character content (deities):

  • New deity: The Unbreakable Friendship
  • New deity: The Everlasting Storm
  • New domains: family, zeal, void, air, water, lightning


Character content (items):

  • Critical specialization effects. Weapons now have critical specialization effects.
  • Rune subsystem. Weapons and armor can now be equipped with potency, striking, resilient and property runes. You can purchase runestones, apply them to your equipment, and detach runes from equipment back onto runestones. You can also upgrade and swap runes.
  • Precious metals subsystem. Weapons and armor can now be reforged with cold iron and adamantine, which grants them additional effects. Demons and fey have been updated to have a weakness to cold iron. Gargoyle has been updated to not be resistant to adamantine.
  • Heightened spell scrolls. You can now buy heightened spell scrolls at the shop. Each scroll that has a heightened effect can be bought at the shop at each spell level (2-4) where it has a heightened effect. This will also apply to modded spells that have a heightened definition.
  • New items (aeon resonators): standard, of heal, of bless, of invisibility, of double resonance
  • New items (aeon stones): of shielding, of Fortitude, of Reflex, of Will, of stealth from undead, of cheating death, of alertness, of resistance to poison, of Dexterity, of life, of knowledge, of fear, of enervation, of spell resistance
  • New items (armor): light barding, heavy barding, sturdy shield (minor, lesser, moderate)
  • New items (potions): of flying, of quickness, of swimming, of greater invisibility, of leaping, greater healing
  • New items (precious materials): weapons-grade cold iron, weapons-grade adamantine, armor-grade cold iron
  • New items (runestones): +1, +2, +3, +1 armor, +2 armor, +3 armor, striking, greater striking, major striking, resilient, greater resilient, major resilient, disrupting, fearsome, corrosive, demolishing, flaming, frost, shock, thundering, ghost touch, wounding, returning, anarchic, holy
  • New items (weapons): sling, halfling sling staff, buzzsaw axe, holy water
  • New items (worn items): doubling rings, belt of good health, fearless sash, grappler's belt, explorer's clothing, boots of bounding, cloak of elvenkind, boots of tumbling, bracers of missile deflection, barbarian's gloves, gloves of storing, lovers' gloves, bag of holding (type I, type II), backfire mantle, cloak of fire resistance, cloak of cold resistance, necklace of fireballs (I, II, III, IV, V, VI, VII), ring of the ram, ring of temporary fortitude, Tiara of Open Skies
  • Items (boots of elvenkind): Added an active ability, and added the combo with cloak of elvenkind


Character library:

  • Pregenerated characters have been rebuilt. Thanks to SwingRipper, all pregenerated characters have been rebuilt. They now go up to level 8. These new builds are more equal in power level to the standard Fighter, Rogue, Sorcerer, Cleric party, and you should be able to win the campaign with any combination of them in Medium (and Hard if you're good); they expose the most fun things about each class still and should still be easy to use.


[h2]Performance[/h2]

  • Loading times. Coverlines now preload when you view an encounter in free encounter mode and before you start an encounter in campaign mode, reducing a 10-200ms delay in starting an encounter. Also improved loading times a little overall, especially of the tutorial.
  • CPU usage. Upgraded libraries from .NET 8 to .NET 9 for an overall performance improvement, and made other performance optimizations.
  • Memory usage. Reduced the memory usage of Dawnsbury Days by unloading art from other levels. On my computer, this reduces memory usage from 2.7 GB down to 0.9 GB with DLC enabled. The feature is enabled by default but can be disabled in System menu.
  • Disk usage. Greatly decreased file size of both the base game and the expansion, mostly by using more suitable audio formats.


[h2]Art[/h2]

  • Group portraits. Added art to the lines where the Dawnsbury Four speak as a group. It's generated dynamically based on the portraits you selected.
  • Projectile art. Arrows and bolts now like like arrows and are pointed in the direction of the target.
  • More portraits. Added additional portrait options for player characters.
  • New art. There is new art for the following: Chaos, Evil, Take cover, Feint, Kick, Hide, Protector Tree, Regeneration deactivated, Faerie dragon, all combat maneuvers, Giant Rat, Animated Statue, Zombie Shambler, Skeletal Champion, Demon Flamesniper, Demon Flamesniper Unleashed, rapier and more.


[h2]User interface improvements[/h2]
User interface (general)

  • Fast scrolling. You can now press and hold the middle mouse button in a scroll pane, such as in the character builder, and drag your mouse up and down to scroll at a speed of your choice. You can still use the scrollbar or mouse wheel as normal.
  • Many traits now have tooltips, and some have colors.
  • Overall improved text and fixed typos in many spells and descriptions.


User interface (in-battle):

  • Feedback for illegal targeting. When you hold your mouse over a creature that's not a valid target for an action, a tooltip will show up explaining why that creature can't be targeted.
  • Tile details. When you mouse over terrain, you will now get information about the effect of the terrain, such as whether it's difficult or hazardous terrain.
  • Added a white-grey background to status icons that had transparency.
  • Changed the color of friendly characters from light green to green so their HP is better visible; and updated the colors of all factions in the initiative order.
  • Classes (Strategist, Divination Wizard): The tooltip for a strategic strike now shows exactly what you will roll and what the total result will be.
  • Combined powers from different ancestries and classes into same action group.
  • Increased the opacity of tooltips.
  • It should now be easier to see limits of your movement on some dark maps.
  • Projectiles, especially from bows, now appear directed.
  • Reorganized "Attack maneuvers" and "Other maneuvers" menus into "Maneuvers" and "Other actions".
  • Sleeping creatures now show tinted blue instead of red.
  • The bottom bar is now tinted red when enemies are playing.
  • The bottom bar now collapses even more elements into half-size as possible so that it doesn't need to reduce the width of buttons if possible.
  • Untyped bonuses to damage no longer say the word "Untyped".
  • You can no longer right-click out of a confirmation prompt (most players did this by accident).


User interface (combat log)

  • Added round numbers with background color to combat log.
  • Now displays action cost and traits for combat actions in combat log.
  • The combat log now says that a creature "casts" an action instead of "uses" if it's a spell.


User interface (menus):

  • A notification briefly appears to confirm your game was saved after you save game.
  • Added a button "Multiplayer?" to main menu to make it easier to figure out how to play with friends.
  • Bolded section names in the rulebook.
  • Save games are now sorted by last-modified-time descending order.


User interface (stat blocks):

  • If feats gives you bonuses to initiative, your total initiative bonus is display on your stat block alongside your perception.
  • Immunities to traits and conditions now appear in the immunities section of a stat block, and immunity to the death trait appears as immunity to "death effects" for extra clarity.
  • You can now press Ctrl+Q to "stick" a rules block to the screen so that you can scroll through it, and mouse over traits to view details


User interface (character builder):

  • Filtering (shop and spells). You can now filter items in the shop by categories (melee weapons, ranged weapons, shields, armor, ...) and you can filter spells by spell level.
  • Class descriptions are now scrollable instead of the text reducing its size.
  • Common loot now appears across multiple rows and always shows all of your items, even if you have many of them.
  • Grouped skill increase feats into categories.
  • Heritages and subfeats are now ordered intuitively (usually alphabetically, unless there's another concern).
  • If a prepared spellcaster is ready but missing prepared spells, it will now show up as Underleveled instead of Incomplete.
  • If you choose 2 spells at once for a spontaneous caster, you now make two selections separately in two single-spell selections, to make best use of the feature above.
  • If you choose only one spell from a list, you can now click on another spell in the list to switch to that spell without first deselecting the old one.
  • Items are now grouped into further groups (such as spell scrolls of each level).
  • Magic weapons, aeon stones, aeon resonators, fundamental runes, property runes and precious materials are now shown in their own subcategories within their tab. Aeon stones no longer have their color in the name but only in the art and in the description.
  • Skill increases now precede general feat selection so that it's more obvious that you can improve your skill before choose a skill feat that requires a higher skill proficiency.
  • Spells now have a textbox to filter spells.
  • Subfeats are now ordered by selectable first, then nonselectable subfeats.
  • The common loot contracts if it's overfull so that you can view all the items you have anyway.


[h2]Documentation[/h2]

  • Updated the manual for V3 and the Profane Barrier.
  • Updated the rulebook with information on worn items, runes, spell scrolls, major differences from tabletop and other changes coming with V3.
  • Updated the rulebook with information on how alignment works in Our Point of Light.
  • Added information for YouTubers on how to avoid and remove Content ID claims.


[h2]Encounter content[/h2]
Encounter content:

  • New free encounter: Hotel of Serenity. This is a level 5 multi-room encounter with cutscenes, voice acting and exploration.
  • New free encounter: The Life Drainers. This is a level 7 encounter against a succubus, a nabasu and a bodak.


Balancing:

  • Encounters (S3E4): Demon Flamesniper is now trained in Acrobatics.
  • Encounters (S3E4): Fixed that on difficulties lower than Insane, the demon sometimes made pointless moves in attempting to hide ineffectually.
  • Items (bow): The immobilized condition from the bow critical specialization effect can now be escaped by mindless creatures.
  • Story mode (S4): Reduced the shop level of Waves of Good Prices from 20 to 6.
  • Story mode: Added additional items and gold rewards to S4E4 and S4E5 to meet or exceed the treasure-by-level guidelines.
  • Tactics: Enemies will now aim lines and cones more accurately, making use of more aiming angles.
  • Tactics: Monsters with attack of opportunity will prefer to approach the party over demoralizing them.


[h2]Audio[/h2]

  • Rebalanced audio levels of sound effects so that they don't have such extreme differences in loudness.


[h2]Modding[/h2]

Modding:

  • Added .AddAuraAnimation(new MagicCircleAuraAnimation(...)) that allows for modded illustrations.
  • Added .WithIsNamedMonster() that prevents "Weak" and "Elite" from being added to the names of unique monsters.
  • Added AddNaturalWeapon(NaturalWeaponKind naturalWeaponKind, int attackBonus, Trait[] traits, string damage, DamageKind damageKind)
  • Added BurstAreaTarget.MustBeWithinShortDistanceOf and BurstAreaTarget.MustBeWithinShortDistanceOf_Distance.
  • Added CreatureIds to all creatures.
  • Added ModManager.RegisterCustomTile(string tileId, Action adjustTile). You can also use this to change how base game tiles behave.
  • Added ModManager.RegisterNewMusic.
  • Added QEffect.OverrideItemDamageDie and StrikeModifiers.Tag, meant to be used together.
  • Added QEffect.RerollActiveRoll.
  • Added SpiderIllustration and PlainTextPortraitIllustration. Combine these to create art that displays differently based on whether the user has arachnophobia mode enabled.
  • Added Trait.AllAncestries.
  • Added Trait.DoesNotPreventDelay
  • Added Trait.NonSummonable to allow excluding modded monsters from summon spells.
  • Added Trait.UsesPerception and QEffect.BonusToPerception.
  • Added map property DoNotDrawBattleGrid.
  • Added the ability for mods to add settings options with ModManager.RegisterBooleanSettingsOption(string technicalName, string caption, string longDescription, bool default) for registration API and PlayerProfile.Instance.IsBooleanOptionEnabled(string technicalName) for reading API.
  • Audio: Fixed that SlideIntoSong wouldn't reactivate the song if it was shutdown by .Silence() previously.
  • Changed art for shallow water and deep water tile to be distinguishable visually.
  • Encounter.AddTrigger() now safely supports multiple async methods per trigger.
  • Fixed that attacks versus non-AC defenses still showed "vs. AC" in stat blocks.
  • Fixed that close area effects originating from a source other than the caster were charted from the caster instead.
  • Fixed that corrupt custom portraits would crash the game.
  • Fixed that in many places, a number beginning with 42000 would be shown instead of a human-readable description of a trait, feature or spell.
  • If a mod attempts to add a feat with the same technical name as an existing feat, instead of crashing, one of the feats will be ignored.
  • If a mod attempts to add a spell with the same human-readable name as an existing spell, instead of crashing, one of the spells will be ignored.
  • If a mod attempts to add an item with the same technical name as an existing item, instead of crashing, one of the items will be ignored.
  • Improved the display of enemy thinking when you press F1. The new display now shows all the actions the creature is thinking of, and in brackets, it shows all tiebreakers in order, starting from layer, then usefulness, then the remaining tiebreakers.
  • Made ToStringOrTechnical public.
  • UndeadCreatureTargetingRequirement is public.
  • WhatDamageKindIsBestAgainstMe now takes alignment damage into account, enabling the Remaster Spells mod Divine Lance to work.
  • You can now use the many new methods in the CommonQuestions class to add dialogue and other player interactivity choices.


Official mods:

  • Official mod "Automatic Bonus Progression" updated to go up to level 8.
  • Official mod "Kobold" uploaded to the Steam Workshop and updated with level 5 ancestry feats.
  • Official mod "Portalist" updated to go up to level 8. New feats: Transposition Portal, Healing Portal, Rising Portal, Stealth Portal, Swerving Portal, Chained Portals, Relentless Portal, Retaliatory Portal


[h2]Bugfixes[/h2]