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Dawnsbury Days News

Dawnsbury Days 3.41 (bleed hotfix)

Modding:
  • Modding: Added AncestrySelectionFeat.PreventUsageAsMixedHeritage to allow the Dragon modded ancestry mod to prevent creation of nonfunctioning mixed heritages.
  • Modding: Added ModManager.RegisterInlineTooltip to allow modders to create custom tooltips.
  • Modding: Fixed that blue spell links didn't work for modded spells.

Bugfixes:
  • Classes (Ranger): Fixed multiple issues with Warden's Boon, including that it didn't always grant Hunt Prey benefits, and didn't grant hunter's edge benefits and it didn't work properly if there were multiple rangers on the battlefield.
  • Spells (Blood Vendetta): Fixed that Blood Vendetta allowed you to punish your allies.
  • Rules (conditions): Fixed a regression that all persistent damage was removed when you were healed to full, not just bleed damage.
  • Text: Improved text.

Dawnsbury Days 3.40

Balancing:
  • Monsters (Babau): The babau will now prefer to use its longspear over its jaws in more circumstances.
  • Monsters (Prismatic Polyhedron): The polyhedra can now use their prismatic ray ability even while confused.

Rules fidelity:
  • Conditions (persistent damage): If you're healed to full HP, your bleed persistent damage now goes away on its own.

Audio:
  • Added a very subtle otherworldly feel to the voice lines undead monsters in the DLC expansion.

Bugfixes:
  • Encounters (S7E1): Fixed that arachnophobia mode text tokens didn't respect opacity as spiders were created or died.
  • Fixed that the game crashed on startup on the DRM-free Patreon version of the game if you never played the Steam version on that computer before.
  • Spells (Bane): Fixed that the Bane spell could affect "Forest Canopy" and other out-of-combat creatures.
  • User interface: The Load game button should only appear in the main menu if you have at least one manual save.

Dawnsbury Days 3.39 (usability and rules fidelity)

Features:

  • Classes (Fighter, Barbarian): You can now abort your Sudden Charge after your first Stride if you change your mind.

Art:

  • Items: Increased the contrast, visibility and improved color balance on weapon potency fundamental runes and weapon striking fundamental runestones.

Balancing:

  • Encounters (S5E7): Lori gets a -4 fall shock circumstance penalty to Will saves for the duration of the encounter.
  • Encounters (S8E4): On Insane, phase 2 boss AC 30->32.
  • Feats (Master of Insults): Reduced the power of Master of Insults by updating the first benefit to: "You can Demoralize the same enemy any number of times each encounter, but you take a cumulative -2 circumstance penalty to Demoralize for each time you already used Demoralize against that enemy that encounter. A critical failure on a Demoralize causes you to take a -4 cumulative penalty instead."
  • Monsters (Demon Pest): Demon Pest now has flying.
  • Monsters (Succubus): The succubus will no longer attempt to embrace or kiss creatures she has dominated.
  • Monsters (The Inevitable Death): The Inevitable Death now gains a +4 monster weapon specialization damage bonus to attacks and abilities using its buzzsaw axe.

Modding:

  • Classes (Magus): Fixed that Absorb Spell cast as a reaction to an Expansive Spellstrike effect that damages you didn't recharge your Spellstrike.

Bugfixes:

  • Classes (Cleric): The variant rule "Divine font functions as in the remaster" didn't apply to a cleric if they took Versatile Font.
  • Classes (Psychic): Fixed that Astral Rain counted as a necromancy effect rather than an evocation effect when sustained.
  • Classes (Psychic): Fixed that Astral Rain effect didn't count as hazardous terrain for the purposes of pathfinding.
  • Encounters (S5E2): Fixed that the shrine reconsecration cutscene played as soon as the primary shadow was destroyed, even if some spawned shadows remained.
  • Hazards (The Profane Barrier): Fixed that a hero somehow starting its turn within The Profane Barrier crashed the rules engine.
  • Items (runestone of fearsome): Fixed that the fearsome rune inflicted frightened on creatures immune to fear, emotion or mental.
  • Monsters (Giant Animated Statue): Now counts as an object for the purposes of razing weapons.
  • Monsters (Living Armor): Now counts as an object for the purposes of razing weapons.
  • Monsters (Vrock): The vrock's Spore Cloud should deal persistent piercing damage instead of persistent poison damage.
  • Spells (Jump): Fixed that Jump provoked also in the target square, instead of just in the origin square.
  • Spells (Jump): Fixed that you couldn't abort a Jump after you started casting.
  • Spells (Wall of Fire): Fixed that the rules engine would crash if you used the line variant of Wall of Fire that included an out-of-combat creature such as a ritual caster or a living spell.
  • Text: Fixed text errors and improve some battle log entries.
  • User interface: Disarm trap contextual action shouldn't appear in stat blocks.

Dawnsbury Days 3.38 (post-release patch)

Features:

  • New variant rule: "Cleric's divine font functions as in the remaster" (You can enable this under "House rules".)
  • New cheat options: +1000 Max HP, Heal to full, Teleport anyone

Character content:

  • Ancestries (Orc): Orc Weapon Carnage

Story mode:

  • Encounters (S5E5, S5E6, S5E7): The NPC cleric now has cantrips prepared.

Modding:

  • Added Creature.CanTakeTrainedOnlyActions.
  • Deprecated Checks.SkillCheck. Please use TaggedChecks.SkillCheck from now on instead.
  • Fixed that modded morning preparation actions didn't appear on every long rest for characters who don't have any prepared spell slots.

Bugfixes:

  • Ancestries (Gnome): Fixed that Grim Insight didn't give the source flat-fotted until the end of your next turn.
  • Ancestries: Fixed that mixed heritage didn't allow you to make ancestry choices for the second ancestry (such as the kobold's Draconic Exemplar) and didn't grant you base effects of the second ancestry (such as the halfling's Keen Eyes).
  • Ancestries: Fixed that the creature could become "Mod", "Third-party", "Homebrew" or "Non-OGL" if it had an ancestry with those traits.
  • Classes (Bard): Counter Performance now correctly works as a fortune effect.
  • Classes (Bard): Fixed that Dirge of Doom affected mindless creatures and creatures immune to fear.
  • Classes (Bard): Fixed that the rules engine could crash if you cast Counter Performance against an AoE effect that includes more targets than you had focus points left.
  • Classes (Bard): Metamagic, such as the bard's Lingering Composition, now only appears if there's at least one spell that could be affected, so you won't see "Lingering Composition (Gnome)" anymore.
  • Classes (Bard): Redesigned Counter Performance so that it works correctly.
  • Classes (Champion): Fixed that the Redeemer champion's Glimpse of Redemption ability doesn't correctly prolong the enfeebled or stupefied condition of the target if the target was already enfeebled or stupefied.
  • Classes (Champion): Smite Evil stacks.
  • Classes (Kineticist): Fixed that Volcanic Escape crashed the rules engine if you were dealt persistennt damage.
  • Classes (Kineticist): Fixed that the "...and blast" kineticist action didn't work if you used it as the last action on your turn.
  • Classes (Oracle), monsters (Linnorm Manifestation): Fixed that a creature drained via the Bones oracle's moderate curse or the linnorm manifestation's linnorm poison could survive at negative HP if drained.
  • Classes (Oracle): Fixed that in some rare cases, the game could crash if you selected Abundant Spellcasting or Abundant Spellcasting 2 on the Oracle, then switched class to something other than Oracle.
  • Classes (Oracle): Fixed that the Battle oracle's weapon group training didn't stack with ancestry weapon familiarity. _(For example, if you were a Battle oracle orc, even if you chose axes and Orc Weapon Familiarity, you still weren't trained in orc necksplitter.)_
  • Crash: Fixed that the game would crash if you aimed a cone at pointed the mouse cursor at precisely the center point of your token.
  • Cutscenes: Fixed that the battle log didn't contain some text produced by non-creatures, such as "The Dawnsbury Four" group lines or some modded lines in the Roguelike Mode mod.
  • Encounters (S2E2): Fixed that characters could sometimes repeat the same line about being poisoned twice.
  • Encounters (S3E3): Fixed that the box on the bottom of the map didn't count as an obstacle.
  • Encounters (S5E2): Wounded Leshy didn't accept healing from Hymn of Healing.
  • Feats (Battle Medicine): You can now use Battle Medicine also against DC 30 (for 2d8+30 HP) if your Medicine proficiency is at least master.
  • Hazards: Fixed that traps triggered in response to unconscious bodies.
  • Items (bow): Fixed that bow critical specialization effect could pin creatures over water, lava or chasms.
  • Items (holy runestone, anarchic runestone): Fixed that the penalties for not being the appropriate alignment didn't apply if you applied these runestones to handwraps of mighty blows.
  • Items (necklace of fireballs): The fireballs from a necklace of fireballs now count as spells for the purposes of spell resistance and spell immunity.
  • Modding: Fixed that old versions of the example mod "Dawnsbury.Mods.Demo.Miscellanous" could crash the game if loaded into a more recent version of the game.
  • Modding: Fixed that some modded ancestries couldn't be selected as a mixed heritage.
  • Monsters (Baraquielle, Seraphiel): Fixed that they didn't count as celestials for the purpose of Chilling Darkness.
  • Monsters (Cinder Rat, Giant Dragonfly): Fixed that these monsters didn't use the insect death noise.
  • Monsters (Ochre Jelly, Black Pudding, The Inevitable Death): Fixed that duplicated enemies didn't retain their difficulty and weak/elite modifications on the copy.
  • Monsters (Will-o'-Wisp): The will-o'-wisp now counts as speaking Common.
  • Monsters (constructs): Armor Break shouldn't trigger on a critical failure against save effects.
  • Rules (animal companions): If both you and your animal companion are unconscious, and you have auto-end-turn enabled, your turn should auto-end.
  • Rules (cover): Fixed that you would sometimes not have line-of-effect fully blocked in the pillar situation when targeting a square where there used to be a door.
  • Rules (dying): Fixed that you rolled a recovery check at start of your turn even if you were healed by fast healing at the same time.
  • Rules (flanking): Being restrained or under the effect of Calm Emotions should prevent you from contributing to flanking.
  • Rules: Animal companions, dominated creatures and summoned creatures can now use Disarm or Disarm a trap if they're trained in Athletics or Thievery respectively.
  • Spells (Magic Fang): Fixed that you could cast the spell on enemies.
  • Text: Fixed typos and text errors.
  • User interface: Constructs should say they're destroyed, not dead.
  • User interface: Fixed that the "Are you sure?" prompt appeared when you Stride as a subordinate action even if you disabled "Ask to confirm bad actions" from the Settings menu.
  • User interface: In "Shop and party inventory", the characters now show stat blocks appropriate to their level at the currently selected party level

The Profane Barrier is released!

When a child disappears from your hometown, you initially suspect a hag, but soon you find out the truth is far more sinister.

The Profane Barrier, a DLC with a level 5–8 adventure path that continues where Dawnsbury Days left off, has just been released.

The Profane Barrier is a new story-driven adventure path with the following features:
  • Character levels 5-8, including 100+ new spells and 60+ new feats
  • 24 encounters, including noncombat encounters, multi-stage encounters and exploration encounters
  • 30+ new monsters, hazards, subsystems and other obstacles
  • Fully voice-acted cutscenes bookending each encounter!
  • Narrative continues just after the end of the original story — you can even import your characters from the previous adventure

Thank you all for your support and interested in Dawnsbury Days over the last year, and if you choose to play The Profane Barrier, I hope you'll enjoy it as much as we enjoyed making it!

You can play it at:
https://store.steampowered.com/app/2980090/Dawnsbury_Days__The_Profane_Barrier/