Dawnsbury Days 3.55 (level 9 update)
[p]This update raises the character level cap to 9, unlocking new ancestry feats, class features, and level 5 spells.[/p][p]It also makes balance changes and bugfixes, though mostly to the upcoming DLC2 (Good Little Children Never Grow Up), which is currently available only to playtesters.[/p][p]It doesn't add any new level 9 encounter content: That will come in October with DLC2.[/p][p]Full patch notes:[/p][p]Features:[/p]
- [p]Increased level cap to level 9. There are no level 9 encounters yet (this will come with DLC2 in October).[/p]
- [p]Encounters (S9E2, S9E3): You can no longer open new doors, pick up wooden swords or cast Planar Binding while there are hostile enemies near.[/p]
- [p]Encounters (S9E1): Specter, Specter Wizard: Damage resistance 10 -> 5.[/p]
- [p]Encounters (S9E3): In the easter egg encounter, the yangethe are weaker: Hard: Normal -> Weak. Medium: Normal -> Inferior.[/p]
- [p]Encounters (S9E3): Scroll of burning hands -> Alchemist's fire[/p]
- [p]Encounters (S9E3): Wooden Statuette: AC 14 -> 12.[/p]
- [p]Encounters (S9E5): Grandmother Demay: Removed precision immunity.[/p]
- [p]Noncombat encounters: Removed summons and followers from being able to contribute to noncombat skill checks. Now only the Dawnsbury Four can make those skill checks.[/p]
- [p]Spells (Speak with Animals): The spell now allows you to use linguistic actions against animals.[/p]
- [p]Spells (Tree Step): Tree Step should count the Protector Tree and the Timber Sentinel as trees.[/p]
- [p]Modding: Added AttackOfOpportunityMechanics.OverheadName[/p]
- [p]Modding: Added AttackOfOpportunityMechanics.StrikeAndReactionTraits[/p]
- [p]Modding: Added Dawnsbury.Core.Possibilities.Possibilities.FilterAnyPossibility(Func)[/p]
- [p]Modding: Added DialogueSkillCheckResult.CreatureWhoseRollCounted[/p]
- [p]Modding: Added QEffect.WhenYouUseShieldBlock.[/p]
- [p]Modding: Added the option to use custom traits for OfferAndMakeReactiveStrike.[/p]
- [p]Modding: Fixed several issues with Creature.WieldsItem[/p]
- [p]Modding: Fixed that creatures from DLC2 didn't appear properly in Tiled.[/p]
- [p]Modding: Improved display of some custom enum members in stat blocks and elsewhere.[/p]
- [p]Modding: Made Creature.Possibilities public.[/p]
- [p]Rules: Monster innate focus spells no longer consume innate focus points and instead count as innate prepared spells.[/p]
- [p]User interface: Improved the display of additional traits for alignment spells and some other spells.[/p]
- [p]Character builder: Fixed that you couldn't always search the full text of traits, especially for mods.[/p]
- [p]Classes (Fighter): Fixed a regression that Quick Shield Block didn't work with the Shield spell.[/p]
- [p]Classes (Kineticist): Fixed that Extract Element caused elementals to gain resistance against all of your impulses, not just impulses they'd otherwise be immune to.[/p]
- [p]Classes (Monk): Ki Strike now heightens at spell levels 5 and 9.[/p]
- [p]Classes (Rogue): Fixed that opportune backstab counted as an attack of opportunity.[/p]
- [p]Encounters (S9E2, S9E3): Fixed that you exited combat even if you were still confused.[/p]
- [p]Encounters (S9E3): Creatures summoned with Planar Binding now count as summoned for the purposes of Protection and Circle of Protection spells.[/p]
- [p]Encounters (S9E3): Fixed that you could use Group movement to attempt to move out-of-bounds.[/p]
- [p]Encounters (S9E3): Lesser death is an evil outsider, and so should count as a fiend.[/p]
- [p]Encounters (S9E5): Fixed that Grandmother Demay's aura reduced even unpreventable healing.[/p]
- [p]Encounters (S9E5): Fixed that if you summoned the contract devil and it survived until the end of the encounter, a second contract devil would spawn.[/p]
- [p]Encounters (S9E5): Fixed that using Healing Hand against Grandmother Demay would crash the game if the Grandmother used Bend Space in return.[/p]
- [p]Encounters (S9E5): Liandra should no longer be a remnant after being resurrected with raise child.[/p]
- [p]Encounters (S9E5): The contract devil's name should be Lord Sinnthrix.[/p]
- [p]GM Mode: Fixed that you couldn't control friend-faction creatures (green creatures) as the GM in GM mode.[/p]
- [p]Items (forceful): Fixed that forceful striking weapons added only +1/+2 to damage, not +2/+4.[/p]
- [p]Monsters (black pudding): Fixed that the monster didn't have the monster grab ability.[/p]
- [p]Monsters (shadow demon): Damage resistance should be bypassed also be negative damage in addition to force damage and positive damage (only if you have Holy Castigation).[/p]
- [p]Rules: Fixed that the Fleeing condition didn't go away if the source of fear died.[/p]
- [p]Rules: Fixed that the drained condition sometimes interfered with HP calculation causing strange situations such as you being able to "awaken" a dying creature.[/p]
- [p]Spells (summoning): Fixed that summoned monsters sometimes left behind permanent items.[/p]
- [p]Story mode (DLC2): Fixed that clicking a link didn't work in the story mode at end of Good Little Children Never Grow Up.[/p]
- [p]Story mode (mid-encounter saves): Fixed that mid-encounter saves that including cross-level content sometimes desynced.[/p]
- [p]Text: Improved some rules blocks.[/p]
- [p]User interface: Fixed that signature spell selection text overflowed the screen on some resolutions.[/p]
- [p]Tests: Added automated tests also for the Profane Barrier, to ensure future regressions won't cause progression breaks in the DLC adventure.[/p]