Dawnsbury Days 4.15 (loot report, spellcasting, staff deity, universalist...)
[p]Feature:[/p]
[/p][p]Character content:[/p]
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- [p]Loot report. Added a loot report at the end of each encounter in story mode that tells you what items you received as a reward for that encounter.[/p]
- [p]New cleric domain: Magic (magic's vessel, empower spell)[/p]
- [p]New deity: The Infinite Tome (healing/harmful; any alignment; favored weapon: staff; domains: magic, travel, luck, moon; granted spells: magic missile, invisibility, slow, skill: Arcana)[/p]
- [p]New universalist wizard feats: Hand of the Apprentice, Universal Versatility[/p]
- [p]Modding: Dawnsbury Days now automatically generates spell scrolls for modded spells into the shop (except for spells marked as uncommon).[/p]
- [p]Encounters (S1E5): Added art to the magic mouth spell.[/p]
- [p]User interface (spellcasting): Your spellcasting menu on the bottom bar now extends further to the left, so there is more space for more spells at higher levels.[/p]
- [p]User interface (spellcasting): When you have level 5 spells and greater, your spells are now shown in two rows, one above the other, so that each spell has more space available.[/p]
- [p]User interface (signature spells): Signature spells are now collapsed to the lowest level the signature spell can be instead of being repeated at each spell level.[/p]
- [p]Classes (Bard): Composition metamagic such as Lingering Composition and Inspire Heroics is now selected from the near the spell instead of being as an extra option on the main bottom bar.[/p]
- [p]Classes (Rogue): The rogue can now select an active debilitation and toggle between them so that you aren't always asked which debilitation to inflict (though you still can force the game to always ask if you want to).[/p]
- [p]Story mode: Simplified the descriptive text for short rest and long rest.[/p]
- [p]New feats: Precise Debilitations, Tactical Debilitations, Vicious Debiliations, Dazzling Display, Terrifying Howl[/p]
- [p]New item: oracular crown[/p]
- [p]Impulses (Petal Mist): Fixed the impulse to be faithful to its rules text. Range: 25 feet -> 30 feet. Area: 25-foot burst -> 15-foot burst.[/p]
- [p]Encounters (S8E4): The encounter now temporarily bans large creatures until squeezing is implemented because large creatures can't get around the bookshelves on the side of the pool.[/p]
- [p]Encounters (S9E5): Fixed that a rogue applied Debilitating Strikes even against allies when the rogue's attack was redirected by Bend Space.[/p]
- [p]Encounters (S9E5): Fixed that Grandmother Demay used Harsh Scolding too often, wasting actions when it would have been better to make Strikes instead.[/p]
- [p]Modding: Added [c][/c] element to custom campaign that you can use to offer optional encounters in your campaign.[/p]
- [p]Modding: Added [c]Constants.POSSIBILITY_GROUP_TOGGLES[/c]. I encourage all modders who are adding in-battle toggles into the bottom bar to add them to [c]PossibilitySectionId.SkillActions[/c] with the possibility group [c]Constants.POSSIBILITY_GROUP_TOGGLES[/c] for consistency with the base game and to conserve space on the bottom bar.[/p]
- [p]Modding: Added [c]Item.CanUse[/c] and [c]Item.WithCanUse[/c] which you can use to designate items as only useful for specific classes or otherwise for only specific characters.[/p]
- [p]Modding: Added [c]QEffect.YouProvideHealing[/c] to make it easier to apply modification to healing you cause as opposed to healing you receive.[/p]
- [p]Steam: Fixed that your mods wouldn't be displayed in the Mods screen on the Steam Deck.[/p]
- [p]Feats (Shield Block) (reversal!): You can no longer use Shield Block to mitigate the falling damage from when you're hit by a critical success off a Trip. A certain literal interpretation of the rules would allows this (after all, the damage comes from a successful action with the Attack trait), and it was kinda funny to shield block the ground you fall on, but it caused some confusion and it results in some strange edge cases where it can sometimes be better not to critically succeed a Trip (e.g. if your opponent has Aggressive Block), so you can no longer mitigate damage from a Trip this way.[/p]
- [p]Spells (Shield): Fixed that you could cast shield multiple times per encounter even if you Shield Blocked with it if you cast it from a staff.[/p]
- [p]Classes (Druid): Fixed that you couldn't take Combustion, Fiery Retort, or Fire Resistance as a Flame order explorer.[/p]
- [p]Classes (Druid): Fixed that you couldn't take Pulverizing Cascade or Natural Swimmer as a Wave order explorer.[/p]
- [p]Classes (Druid): Fixed that you couldn't take Storm Retribution as a Storm order explorer.[/p]
- [p]Classes (Fighter): Fixed that if you used your main reaction, enemies wouldn't provoke attacks of opportunity from you even if you had Combat Reflexes. This also affected some mods (Guardian).[/p]
- [p]Classes (Rogue): Fixed a regression where the Gang Up feat would cause you to flank your enemies even if you didn't have any allies adjacent.[/p]
- [p]Crash: Fixed a crash that could happen in story mode with some corrupt save files.[/p]
- [p]Items (staves): Fixed that you couldn't cast cantrips from a magical staff that didn't have any charges anymore.[/p]
- [p]Items (custom names): Fixed that applying runes to items with custom names could sometimes ephemerally corrupt their prosaic names, leaving you with abominations such as "striking Spear of Purple Dreams". From now on, your nickname, if set, supersedes any name modifications from runestones and such.[/p]
- [p]Text: Fixed issues in some stat blocks.[/p]
- [p]User interface: Fixed that on non-standard resolutions, the displacement square for large creature displayed off target.[/p]
- [p]System: Improved the stability of mid-encounter saves in the face of modlist changes and version upgrades slightly.[/p]