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Dawnsbury Days 2.45 (system improvements update)

If you experience crashes or bugs in this new version, please report them here, in the bug reporting thread or on Discord, then you can switch to the "backup" Steam beta version to revert to the previous version.

Features:
  • New optional house rule: Allies don't provide soft cover to enemies
  • Rules: You can now use metamagic also with spells with a variable action cost.
  • User interface: While holding Tab, the interface now displays the cover kind of enemies and distance to each other creature in text.
  • User interface: You can now confirm dialog boxes in menus with Space or Enter.


Character content:
  • Feats: Battle Medicine, Trick Magic Item


System improvements:
  • System: Added automated tests for some rules logic.
  • System: Added automated tests to the deployment pipeline so that a release can't be deployed without tests passing.
  • System: Debug files are now distributed with the game so that error messages contain exact line numbers of where exceptions happened, which will help with debugging crashes.
  • System: Improved the deployment pipeline so that deployment of a new version is now faster, more automated and less prone to error.


Modding:
  • Modding: Added DamageKind.Mental - Trait.Mental equivalency to the list of energy damage traits.
  • Modding: Added the command to XML encounter files to allow you to set a creature's name, portrait and subtitle in a cutscene
  • Modding: Dawnsbury Days now automatically adds the trait Mod also to spells and impulses, not just feats.
  • Modding: Removed all obsolete members.
  • Modding: You can now use ModManager.RegisterFeatName instead of CustomFeat.
  • Modding: You can now use images files distributed with the game as cutscene portrait overrides for your cutscenes.


Bugfixes:
  • Ancestries (Dwarf): Avenge in Glory didn't work in "Ask to use reactions" mode.
  • Character builder: Skill selection and skill increases for many skills didn't make you trained or expert in that skill for the purposes of prerequisites, and instead made you trained or expert in Intimidation.
  • Classes (Barbarian): If you use animal instinct (wolf), you should be able to trip enemies even if you don't have a free hand (with your jaws trip attack).
  • Classes (Druid): A Druid with an incomplete list of prepared spells was not considered an incomplete character sheet.
  • Classes (Druid): Druid could not make daily preparations in story mode.
  • Classes (Druid): Storm order should have 2 focus points; and wild order should have only 1 focus point.
  • Classes (Druid): Striking handwraps of mighty blows incorrectly applied also to damage done in a battleform.
  • Classes (Fighter): Exacting Strike sohuld make it more obvious it does nothing on a critical failure.
  • Classes (Kineticist): Tidal Hands dealt 2d8 damage instead of 1d8 damage.
  • Classes (Monk), spells (Haste): Attack maneuvers gave a -15 multiple attack penalty on the fourth attack of the turn rather than -10.
  • Classes (Ranger): Disrupt Prey did nothing.
  • Classes (Rogue): Rules engine crashed when you become dying in the middle of a Twin Feint and drop your second weapon before you can make your second Strike
  • Classes (Wizard): If you use Reach Spell to extend a Fear spell's reach, Drain Bonded Item listed "Reach Fear" as an option rather than just "Fear".
  • Encounters (S2E4): Taking the skill check counted as a hostile action.
  • Encounters (S3E3): In the closing cutscene, Civilian spoke instead of Roderick.
  • Feats (Feather Step): Feather Step did nothing.
  • Pathfinding: Creatures sometimes moved on a different path than indicating when selecting the target tile.
  • Rules: Objects should not be able to drink.
  • Rules: Stupefied didn't apply to Perception checks and Perception DCs
  • Tactics (S3E1,S3E5): Enemy spellcasters will prefer to summon wolves over rats or snakes with Summon Animal.
  • Tactics (S4E2-S4E3): The monsters should not attempt to sustain their spells if they are slowed, and instead should attack.
  • Tactics: Enemies didn't attempt to escape from Grabbed or Restrained, even if they have no better options
  • Text: Updated the text of many spells to unify the style of writing.
  • User interface: Color blink effects, such as teleports or damage from the environment, displayed in the wrong place on resolutions other than 2560x1440.
  • User interface: Spell icon particles and context menu didn't scale based on screen size
  • User interface: The "You have no more actions." notice should better be placed under the bottom bar options in z-index.
  • User interface: The character portraits box could overflow if you added in too many custom character portraits.
  • User interface: The dimensions of context menu, particles and tooltips were wrong on resolutions other than 2560x1440.
  • User interface: You could attempt to delete the "Create new savefile" option which would crash the game