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Dawnsbury Days 4.3 (more subclasses and class feats)

[p]In this patch, we're adding some character content that we felt important for some builds. There is so much content in the tabletop game that we can't have everything, so I want to thank SwingRipper for his work in selecting (and where necessary, designing homebrew) feats and spells for implementation and I want to thank Pixie1001 for her work in implementing this content.[/p][p]Character content:[/p]
  • [p]New barbarian instinct: Giant (Giant's Stature)[/p]
  • [p]New bard feat: Melodious Spell[/p]
  • [p]New beastmaster feat: Enlarge Companion[/p]
  • [p]New cleric feat: Granted Spells Font[/p]
  • [p]New druidic order: Flame (Fire Lung, Fire Resistance, Combustion, Fiery Retort)[/p]
  • [p]New druid feat: Storm Retribution[/p]
  • [p]New oracle feat: Cursed Resiliency[/p]
  • [p]New psychic feat: Violent Unleash[/p]
  • [p]New ranger feats: Enlarge Companion, Far Shot[/p]
  • [p]New rogue feat: Distracting Feint[/p]
  • [p]New wizard feat: Conceal Spell[/p]
[p]Rules fidelity:[/p]
  • [p]Classes (Psychic): Psi Burst now allows you to select whether you want to use the mindshift version or not. If you do, it now uses a Will save instead of a Reflex save.[/p]
[p]Modding:[/p]
  • [p]Modding (important!): Each mod can now load its own Harmony version. If you're a mod developer using Harmony, please upgrade the version of Harmony you're using to 2.4.2.0. After all modders upgrade to that version, I will update the base game to use .NET 10 for performance improvements. After that, using an older Harmony version will no longer be possible.[/p]
  • [p]Modding: Added "LivingArmor" as a possible monster to add to custom encounters.[/p]
  • [p]Modding: Fixed that the example mod "Infinite feats and spells" crashed on start up.[/p]
  • [p]Modding: Flanking is now recalculated at the beginning and end of each state-check, not just at the end, so you can refer to whether a creature is flanked at state-check time. Note that this flanking information may not be perfect, e.g. if state-check causes a creature to gain a condition that would prevent it from flanking. Consider doing any calculations in state-check layer 1 to alleviate this.[/p]
  • [p]User interface: The Mod settings menu now has a scrollbar if there's not enough space for all mod settings.[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Fighter): Fixed that the Fighter didn't get the Juggernaut ability at level 9 (automatic upgrade of successes on Fortitude saves to critical successes)[/p]
  • [p]Classes (Kineticist): Fixed that the upcast version of Clear as Air suffered from the same issues as the Dread Aura enchanter spell.[/p]
  • [p]Classes (Monk): Fixed that Crane Flutter could respond to Escape attempts, even though they don't target your AC.[/p]
  • [p]Classes (Monk): Fixed that Wolf Drag always knocked the target prone even if you didn't succeed on the attack roll.[/p]
  • [p]Classes (Monk): Fixed that the Path to Perfection class feature's ability to turn success to critical successes always improved your Fortitude saves only, regardless of whether you chose Fortitude, Reflex, or Will.[/p]
  • [p]Classes (Wizard): Fixed that some Wizard theses gave you extra level 10 spell slots at character level 19.[/p]
  • [p]Classes (Wizard): Fixed that the enchanter's Dread Aura school spell allowed sustaining on the turn it was cast, and that it didn't expire even if you didn't sustain it.[/p]
  • [p]Encounters (S5E1, S5E7): Fixed that these tight-space encounters didn't ban large animal companions.[/p]
  • [p]Encounters (S5E4): Fixed that extra skeletons appeared on Insane difficulty in free encounter mode preview.[/p]
  • [p]Encounters (S7E6): Fixed that the celestial lions summoned from the first trap didn't have the Summoned trait.[/p]
  • [p]Items (aeon stones): Fixed that spells cast from aeon stones had a spell save DC of 0 for the purposes of effects like Counterspell.[/p]
  • [p]Monsters (dark merfolk): Fixed that the creature didn't have swimming.[/p]
  • [p]Spells (Acid Splash): Fixed that the spell didn't properly heighten to spell level 5 and beyond.[/p]
  • [p]System: Fixed a regression where some settings would not persist across multiple launches of the game and would instead reset to their defaults.[/p]
  • [p]Text: Fixed that some modified Strikes, such as Power Attack or Exacting Strike, only showed up as a regular Strike in the battle log.[/p]
  • [p]Text: Improved text of some stat blocks and feats.[/p]