Dawnsbury Days 4.19 (rules fidelity, magus, and archery update)
[p]Features:[/p]
- [p]Squeezing. Large and larger creatures, such as savage animal companions, can now Squeeze in combat to fit into tighter spaces. You can squeeze from Other actions->Squeeze. In this first implementation, squeezing is a free action and a Large or larger creature can squeeze voluntarily at any time (by at most 5 feet), even if it fits the space. In a future implementation, we may add a rule that a creature must unsqueeze and unsqueezes automatically when it re-enters space it can expand into. While squeezing, a creature moves at half speed and is flat-footed. There is a rule option in Settings->House rules that you can enable to suppress the flat-footed condition from squeezing if you'd prefer creature to move about in squeezed form without that much of a penalty. Large and larger enemies will now squeeze if they find it necessary, though only as a last resort. A computer-controlled creature will always prefer taking an action while unsqueezed, e.g. to make a ranged attack if it has one.[/p]
- [p]User interface: Fixed an off display of the post-encounter loot report on non-basic resolutions.[/p]
- [p]Steam: Fixed that on some computers in some rare situations, where the connection between Dawnsbury Days and the user's Steam client didn't work, the game didn't launch at all. Now in those situations the game will instead show a dialog box alerting to the problem and then start without Steam integration.[/p]
- [p]New archetype: Eldritch Archer (feats: Basic Eldritch Archer Spellcasting, Enchanting Arrow, Precious Arrow)[/p]
- [p]New bard feat: Courageous Opportunity[/p]
- [p]New magus feats: Expansive Spellstrike, Spell Swipe[/p]
- [p]New magus hybrid study: Starlit Span (shooting star)[/p]
- [p]New monk feats: Monastic Archer Stance, Deflect Arrow, Return Fire[/p]
- [p]New ranger feat: Running Reload (also for Archer archetype)[/p]
- [p]New rogue feat: Shove Down[/p]
- [p]Archetypes (Beastmaster): If you have 2 or more animal companions, you can now select for each of them separately whether you want them to be nimble or savage.[/p]
- [p]Classes (Champion): Against oozes and in some other situations, a champion would sometimes do retributive strike with a bad weapon instead of allowing the player to select a weapon to use.[/p]
- [p]Classes (Champion): If a champion wielded both a reach weapon and a non-reach weapon, it was sometimes unable to use the reach weapon when taking a retributive Strike.[/p]
- [p]Rules (saving throws): Ancillary and delayed saving throws, such as from auras, afflictions, or zones, are now subject to the full rules for saving throws interactions. Thus, effects such as Guidance, Bit of Luck, Bottled Omen, Orc Superstition and other effects that allow you to modify the saving throw process now apply to these secondary saving throws as well.[/p]
- [p]Rules (stunned) (reversal!): If you become stunned during your turn, the stunned condition will consume your very next action on that same turn if possible instead of waiting for the beginning of your next turn to consume your actions. This change follows the spring 2026 errata to the tabletop rules.[/p]
- [p]Spells (Enlarge): The spell is now dispellable and dismissable. In the tabletop rules, the spell isn't normally dismissable but (1) historically, in First Edition, it was dismissable; (2) in larger exploration maps, you would be able to wait 5 minutes for the spell to expire naturally if you wanted to reach some hard-to-squeeze through nook; (3) I don't want creatures to be locked out of participating in combat, especially in large exploration maps, because they're too large and don't fit anywhere.[/p]
- [p]Encounters (The Lich): Fixed that if the lich expended one of his buff spells to counterspell your own buff, he would be stuck in prebuffing mode indefinitely allowing you infinite buffing time. Now, he will instead skip the expended spell in the prebuff sequence.[/p]
- [p]Ancestries (Elf): Fixed that Elf Step didn't allow you to take a 10-foot step with the Liberator champion's reaction, with the kineticist's Kindle Inner Flames free step, with the deflect critical hit spell, and with the rogue's Skirmish Strike. {i}(I am aware that this is a deviation from tabletop, where you can't normally combine Elf Step with other actions that allow you to step. However, that interpretation requires nonintuitive time-wasting user interface in Dawnsbury Days, so I instead changed the rules text in Dawnsbury Days to permit this and thus slightly buffed the Elf Step feat.){/i}[/p]
- [p]Classes (Alchemist): Fixed that starting from level 7, you could use Quick alchemy to create any items even if you ran out of reagents, and go into negative reagents. Now, when you no longer have any reagents, you will only be able to craft items that you have access to via perpetual infusions.[/p]
- [p]Classes (Kineticist): Fixed that Calcifying Sand didn't trigger against unarmed reach attacks.[/p]
- [p]Encounters (S9E5): Fixed that you could attempt to awaken unconscious creatures who were drained.[/p]
- [p]Settings: Fixed that "Disable edge scrolling" setting didn't persist across save loads.[/p]
- [p]Stat block: Creature stat block didn't show HP drained due to Drained, Mummy Rot or other conditions.[/p]
- [p]System: Fixed that the right vertical pillarbox didn't appear correctly on ultrawide resolutions.[/p]
- [p]Text: Fixed text in some cutscenes and stat blocks.[/p]
- [p]User interface: Fixed that gray floor tiles drawn on maps without backgrounds appeared too small on resolutions larger than 2K.[/p]
- [p]User interface: Spell-granting archetype feats now have the icon of that spell instead of the default archetype icon.[/p]
- [p]Modding: Added [c]AdventurePath.BansLootReport[/c] to allow mods to suppress the loot report if the campaign doesn't support it.[/p]
- [p]Modding: Added [c]KindedDamage.OriginalResolvedDamage[/c] to allow for the Guardian's Intercept Strike.[/p]
- [p]Modding: Added [c]ModManager.RegisterActionOnEachAdventurePath()[/c] to allows mods to perform more complex or programmatic setup of adventure paths after they're loaded, to adjust existing adventure paths, or to set up properties that aren't currently exposed through XML, such as changing the adventure path's [c]Icon[/c] that's displayed in Story mode selection.[/p]
- [p]Modding: Added [c]WeaponProperties.OverrideReach[/c] to allow to override a monster's reach for a specific attack.[/p]
- [p]Classes (Magus): Magus's Arcane cascade now heightens properly at level 15 for all hybrid studies.[/p]