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Dawnsbury Days News

Dawnsbury Days 3.62 (familiars, and pre-release feature freeze)

[p]This patch adds combat familiars.[/p][p]Some classes, such as the alchemist and the wizard, and some ancestries, such as the gnome, can now take a familiar. Dawnsbury Days is using a modified version of the tabletop rules called "combat familiars" that tries to match the tabletop rules in actual affect on gameplay if not the exact implementation.[/p][p]A combat familiar isn't a creature in its own right; it can't be targeted or dealt damage, it always sits in your space and it aids you only with familiar abilities that you choose at morning preparations:[/p][p][/p][p]Most abilities are passive, but some require activation during combat:[/p][p][/p][p]On the note of customization, you can now use your own illustrations also for your animal companions:[/p][p][/p][p]This is the final feature update before the release of Good Little Children Never Grow Up this upcoming Friday, October 17th. [/p][p]The familiars are less playtested than I would have liked, but I am not aware of any bug, and given the impending release of the expansion, I decided to push them out now in the hope that maybe some of you will try them out before the expansion release, find some bugs and perhaps we'll manage to fix them before the expansion release, when I expect a larger number of players to play the game. If you decide to try familiars and encounter any bugs, please report them![/p][p]Full patch notes follow.[/p][p]Character content:[/p]
  • [p]New subsystem: Combat familiars. A combat familiar isn't a creature in its own right. It can’t be targeted or dealt damage, always sits in your space, and participates in combat only by aiding you with familiar abilities.[/p]
    • [p]New feats: Familiar, Enhanced Familiar.[/p]
    • [p]New familiar illustrations: Black cat, Toad, Fairy, Pixie, Faerie dragon.[/p]
    • [p]New familiar abilities: Threat display, Spell delivery, Accompanist, Item delivery, Kinspeech, Lab assistant, Partner in crime, Second opinion, Valet, Cantrip connection, Extra reagents, Familiar focus, Restorative familiar, Spell battery.[/p]
  • [p]New feats: Feral Mutagen.[/p]
  • [p]New feature: You can now change the portrait of your animal companion. You can now also use custom portraits for your animal companions and familiars.[/p]
  • [p]New items: Bestial mutagen (lesser, moderate)[/p]
  • [p]Spells: Removed Blister and replaced it with a homebrew Withering Wave spell.[/p]
[p]Rules fidelity:[/p]
  • [p]Classes (Champion): Fixed that the champion didn't get expert proficiency in unarmored defense at level 7.[/p]
[p]Good Little Children:[/p]
  • [p]Cinematics: Improved text in some cinematics to match voice acting.[/p]
  • [p]Encounters (S9E1): Your frightened effects automatically wear off at end of encounter.[/p]
  • [p]Encounters (S9E2): Added information on source of Doomed.[/p]
  • [p]Encounters (S9E2, S9E3): Fixed that your multiple attack penalty was kept alive through your extended no-pressure turn.[/p]
  • [p]Encounters (S9E3): Fixed that the yangethe's confusion ability had a DC of 0 instead of 26.[/p]
  • [p]Encounters (S9E3): The Tiara of Open Skies dialogue is no longer available if you don't actually have the Tiara of Open Skies.[/p]
  • [p]Encounters (S9E5): You can now use the scroll of raise child even if you have in your common party inventory only.[/p]
[p]Modding:[/p]
  • [p]Modding: You can now create custom selection options with [c]ModManager.RegisterSelectionOption[/c].[/p]
  • [p]Modding: You can now use [c]{link:[/c]Fireball:Wizard:4}[/p]
[p]\[/c] etc. to refer to spells at a specific spell level.\[/p]\[/p]
  1. [p]Modding: You can now use [c]{link:IntimidatingGlare}[/c] etc. to refer to feats, not just to spells.[/p]
[p]User interface:[/p]
  • [p]Classes (Oracle): Added a warning if casting a cursebound spell would cause you to become overwhelmed.[/p]
  • [p]User interface: Added expiration information to tooltip of all temporary effects.[/p]
  • [p]User interface: Improved the warning that you won't have enough actions left to sustain a spell by adding the icon and name of the spell that would be lost.[/p]
  • [p]User interface: Improved visual display of some interface elements.[/p]
[p]Bugfixes:[/p]
  • [p]Animal companions: Fixed that dying animal companions experienced detrimental effects also at end of turn of their master if the master was dying.[/p]
  • [p]Animal companions: Fixed that the Bear and the Ape companions dealt damage to the target even if you missed and only dealt splash damage.[/p]
  • [p]Classes (Alchemist): Fixed that infused items placed in the shared party inventory didn't count as used up reagent batches.[/p]
  • [p]Classes (Alchemist): Fixed that the Chirurgeon alchemist added its Crafting on top of its Medicine bonus instead of merely using Crafting in place of Medicine.[/p]
  • [p]Classes (Alchemist): Fixed that you could flashback non-mutagen consumables with mutagenic flashback, and that if you consumed the same mutagen multiple times, it would show up multiple times in the mutagenic flashback menu.[/p]
  • [p]Classes (Alchemist): Fixed that you could use Double Brew any number of times in a turn.[/p]
  • [p]Classes (Beastmaster): Fixed a bug where you couldn't take the Animal Order Explorer feat and the Beastmaster archetype on the same level using free archetype.[/p]
  • [p]Classes (Beastmaster): Fixed a bug where you couldn't take the champion's Animal Companion ally after having taken the Beastmaster archetype at level 2.[/p]
  • [p]Items (Tiara of Open Skies): Fixed that the Tiara of Open Skies didn't add a +1 to your Wisdom-based skills.[/p]
  • [p]Modding: Fixed that if an item modification fails to load, it's removed from the item instead of the whole item being deleted.[/p]
  • [p]Modding: Fixed the the game would crash if you deleted all custom portraits from the custom portraits folders.[/p]
  • [p]Monsters (oozes): Fixed that you could deal electricity damage to newly spawned split oozes in the instant before they gained immunity to electricity by throwing a bomb that deals splash damage.[/p]
  • [p]Spells (Animal Form): Fixed heightening to spell level 5 so that it also increases damage, fixed text; fixed that Animal Form didn't grant reach at spell levels 4 and 5. As a difference from tabletop, it still doesn't expand your reach to 15 feet at spell level 5 and it still doesn't change your size. Those improvement will need to wait until Dawnsbury Days properly supports large creatures.[/p]
  • [p]Spells (See Invisibility, True Seeing): Fixed that you didn't automatically spot invisible creatures after casting see invisibility or true seeing.[/p]
  • [p]Text: Improved wording of various stat blocks and of some cutscene text.[/p]
[p] [/p]

Dawnsbury Days 3.61 (combat log update)

[p]I looked at some other games, and they tend to have more readable and more colorful battle log than Dawnsbury Days so I was thinking to move a little in that direction, while still retaining all the detail you want in a faithful simulator.[/p][p]It looks like this:[/p][p][/p][p]The new battle log is a little wider, uses more icons, a horizontal line to separate turns and reduces some repetitive text, while retaining all information on all rolls.[/p][p]Full patch notes:[/p][p]Character content:[/p]
  • [p]New druidic order: Wave druid. Feats: Shore Step, Natural Swimmer, Pulverising Cascade. Focus spells: rising surf, pulverizing cascade[/p]
[p]User interface:[/p]
  • [p]Overhauled the combat log.[/p]
    • [p]Actions show action cost.[/p]
    • [p]Creature names are now shown in color.[/p]
    • [p]More log lines now give more information on mouse over.[/p]
    • [p]Multiline lines are shown indented to make it clearer where a new logical line begins.[/p]
    • [p]Text is overall more succinct and to-the-point.[/p]
    • [p]The log is wider.[/p]
    • [p]The log overall has more icons and colors to be more easily searchable.[/p]
    • [p]Turn boundaries are marked visually.[/p]
[p]Bugfixes:[/p]
  • [p]Modding: Fixed that the game corrupted the character library when saving characters with some specific modded rune-like items.[/p]
  • [p]Classes (Alchemist): Fixed that the game crashed if you opened the advanced alchemy page while editing directly in your character library (as opposed to in your free encounter squad).[/p]
  • [p]Encounters (S8E1): Some of what visually looked like difficult terrain wasn't actually difficult terrain.[/p]
  • [p]Hazards: Objects are now immune to the stunned condition (which didn't do anything previously anyway).[/p]
  • [p]Pathfinding: Pathfinding will now correctly show that enemies can make attacks of opportunity against you even if you're invisible (though they can't if you're undetected).[/p]
  • [p]System: Fixed that an error during serialization could cause the save file or character library to become corrupted. Now instead the game will fail to save the file or save the library and safely crash without corrupting files.[/p]
  • [p]User interface: Fixed that credits didn't line up correctly in post-victory screen.[/p]
  • [p]User interface: Fixed that tiles could be moused-over even if covered by the user interface.[/p]
[p]Good Little Children Never Grow Up:[/p]
  • [p]Audio: Normalized loudness some more.[/p]
  • [p]Cutscenes: Made miscellaneous improvements to cinematics and text.[/p]
  • [p]Encounters (S9E1): If you use default art for the Dawnsbury Four, alternate beachside art is used instead.[/p]
  • [p]Encounters (S9E3): Updated the map background to be smaller and to not blur the lower level.[/p]
  • [p]Encounters (S9E5): Fixed that you could attempt to awaken children who were brought to 0 HP by the Grandmother's draining attack.[/p]
  • [p]Balancing:[/p]
    • [p]Encounters (S9E3): Made it clearer that the wooden statuette is flammable.[/p]
    • [p]Encounters (S9E3): Reduced Detect Magic DC by 5 on all difficulties.[/p]
    • [p]Encounters (S9E5): Grandmother Demay: HP: Hard: 370 -> 400 (but then reduced by Weak). Insane: 370 -> 430.[/p]
    • [p]Encounters (S9E5): Possessed Child: HP 70 -> 60.[/p]
    • [p]Encounters (S9E5): Possessed Child (cleansed): Healing Hand: Damage: On hit: 3d8 -> 3d8/3d6/2d6 (based on difficulty); On miss: 2 -> 1d4. Heal: 3d8 -> 3d8/3d6/2d6 (based on difficulty).[/p]
[p]Story mode:[/p]
  • [p]Story mode: Added an option to directly continue from end of the Profane Barrier to Good Little Children.[/p]
[p]System:[/p]
  • [p]From now on, if the character library is somehow corrupted due to a bug, when the game next starts, instead of erasing the character library, it will fail to load and pop up an error message. When you see this, you have two options: (1) Send me an email or a Discord message so that I can fix the error; (2) erase your character library manually by deleting the file %APPDATA%/Dawnsbury/characterLibrary.json. It is very rare for a library to become corrupt. I have only seen it once in the year-and-a-half since Dawnsbury Days was released.[/p]

Dawnsbury Days 3.60 (alchemist character library hotfix)

Fixes that the game would crash if you opened advanced alchemy for an alchemist from within the character library if you didn't have the character also in your active party.

I'm sorry for the need for multiple hotfixes for the new class, and thank you to everyone who reported bugs! I very much appreciate the reports 💛!

Dawnsbury Days 3.59 (Chirurgeon hotfix)

  • [p] Fixes that selecting the Chirugeon alchemist research field would cause the game to crash. [/p]
  • [p] Fixes that the number of used reagents would be calculated incorrectly if the same alchemist appeared multiple times in a party in free encounter mode.
    [/p]

Dawnsbury Days 3.58 (alchemist update)

[p]This update adds the alchemist class:[/p][p][/p][p]The alchemist has a number of reagent batches per day. These can be used at morning preparations in advanced alchemy to create a large number of varied alchemical items (there are 50+ such items in Dawnsbury Days base game):[/p][p][/p][p]Or, the alchemist can also create any alchemical item on-the-fly in the middle of battle. This costs extra reagents (and of course, an ːoneactionː action), but gives you more flexibility and allows you to create bombs with additives which have extra power:[/p][p][/p][p]The alchemist is the 17th class to be added to the Dawnsbury Days base game, and, if we include mods, Dawnsbury Days is now class-complete 💛.[/p][p]Full patch notes follow:[/p][p]Character content:[/p]
  • [p]New class: Alchemist. A complex versatile character who throws bombs and crafts items both in advance and on-the-fly. Research fields: Bomber, chirurgeon, Mutagenist, Toxicologist. Feats: Far Lobber, Quick Bomber, Smoke Bomb, Poison Resistance, Calculated Splash, Enduring Alchemy, Chemical Purification, Combine Elixirs, Debilitating Bomb, Sticky Bomb, Unquenchable Alchemist's Fire.[/p]
  • [p]New archetype: Alchemist (Basic Concoction, Quick Alchemy, Advanced Concoction, Expert Alchemy)[/p]
  • [p]New items:[/p]
    • [p]Elixirs: mistform elixir (lesser, moderate), numbing tonic (minor, lesser, moderate), elixir of life (lesser, moderate)[/p]
    • [p]Bombs: mud bomb, bottled lightning, thunderstone, frost vial, necrotic bomb, acid flask (all bombs lesser, moderate, and improved)[/p]
    • [p]Added improved versions of alchemist's fire, ghost charge, dread ampoule[/p]
    • [p]Mutagens: drakeheart mutagen, quicksilver mutagen, juggernaut mutagen, energy mutagen (fire, cold, electricity, acid) (all mutagens lesser and moderate)[/p]
    • [p]Poisons: giant centipede venom, black smear poison, black adder venom, spear frog poison, cytillesh oil, graveroot, leadenleg, hunting spider venom, giant scorpion venom, giant wasp venom, wyvern poison[/p]
[p]Rules update:[/p]
  • [p]Classes (Strategist): Group of Interest now causes creatures entering the battlefield after you declare a person of interest to also become persons of interest as they enter the battlefield.[/p]
[p]Balancing:[/p]
  • [p]Spells (bless, bane): The spells now have a maximum radius of 50 feet.[/p]
  • [p]Spells (positive luminance): The spell now has a maximum radius of 100 feet and a maximum value equal to the spell level times 10.[/p]
  • [p]Tactics (Clockwork Soldier): The clockwork soldiers in S8E3 will no longer dumbly waste moves trying to shield their distant allies.[/p]
[p]Rules fidelity:[/p]
  • [p]Encounters (S9E3): Lord Sinnthrix counts as wrathful for litany against wrath.[/p]
  • [p]Encounters (S9E5): Grandmother Demay counts as wrathful for litany against wrath.[/p]
  • [p]Items: Elixir of life now also grants a bonus to saves against poison and disease.[/p]
  • [p]Monsters (erinys): The fury devil erinys counts as wrathful for litany against wrath.[/p]
[p]User interface:[/p]
  • [p]User interface: You can now press Esc to cancel a combobox dialog such as for Flash Forge or Wish.[/p]
  • [p]User interface: Combo box dialogs such as for Flash Forge and Wish now display traits and you can fulltext search traits as well.[/p]
[p]Balancing (DLC2):[/p]
  • [p]Encounters (S9E1): Hard: Zetogeki: 3x -> 2x. Insane: Zetogeki: 5x -> 3x.[/p]
  • [p]Encounters (S9E1): Hard: Specter: 3x -> 2x.[/p]
  • [p]Encounters (S9E1): Medium: Specter, Zetogeki, Specter Wizard: Normal -> Weak.[/p]
  • [p]Encounters (S9E1): Medium and Hard: Specter: Added Sunlight Powerlessness 1.[/p]
  • [p]Encounters (S9E1): Easy: Specter: Added Sunlight Powerlessness 2.[/p]
  • [p]Encounters (S9E1): Medium: Specter Wizard: Removed level 4 fireballs (kept level 4 lightning bolts).[/p]
  • [p]Encounters (S9E2): Medium: Talia: Normal -> Weak.[/p]
  • [p]Encounters (S9E2): Medium: Animated Spellbook: Normal -> Weak.[/p]
  • [p]Encounters (S9E2): Hard: Animated Fireplace: Elite -> Normal.[/p]
  • [p]Encounters (S9E3): Erinys: Medium: Normal -> Inferior. Hard: Normal -> Weak.[/p]
  • [p]Encounters (S9E3): Uniila: Hard: Normal -> Weak. Medium: Weak -> Inferior.[/p]
  • [p]Encounters (S9E5): Possessed Child: Harming Hand damage or heal: Medium: 3d8 -> 2d6. Hard: 3d8 -> 3d6.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Unknowable Display damage: Medium: 13d6 -> 10d6. Hard: 13d6 -> 12d6.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Unknowable Display DC: 28 -> 27.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Unknowable Display: Removed confusion on failure. Instead, inflicts stunned 2 on failure, or stunned 5 on a critical failure.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Now native to Our Point of Light and no longer a legal target for banishment.[/p]
[p]Audio:[/p]
  • [p]Audio: Added all voice acting. From now, please report any missing or incorrect voice lines.[/p]
  • [p]Audio: Replaced Good Little Children campaign background music with the same music as in the Profane Barrier.[/p]
  • [p]Audio: Fixed that bombs, fire rays and other ranged elemental attacks played inappropriate sounds on hit and miss.[/p]
[p]Modding:[/p]
  • [p]Modding: Added Fighter.ShieldBlockYouAreDealtDamage[/p]
  • [p]Modding: Fixed that AddFeatForPurposesOfPrerequisitesOnly still applied OnCreature effects.[/p]
  • [p]Modding: Fixed that YouDealDamageEvent caused the rules engine to crash if the effect added a QEffect to its owner.[/p]
  • [p]System: Fixed that a faulty mod could in some cases delete the character library. Now, a faulty mod would usually cause only the characters affected by that mod to break. I'm noting here that all character content mods are code mods and have full privileges to do anything, so a mod might still corrupt a library, but it's less likely now.[/p]
[p]Bugfixes:[/p]
  • [p]Conditions: Fixed that Fleeing didn't go away if the source of fear died.[/p]
  • [p]Feats (Chaotic Spell): Fixed that chaotic spell didn't convert damage type.[/p]
  • [p]Items (gate attenuator): Fixed that a hero with the kineticist archetype showed up as unable to use the gate attenuator.[/p]
  • [p]Items (two-handed): Fixed that you could hand over a two-handed item to a friend who didn't have both hands free.[/p]
  • [p]Text: Improved text on some rule blocks, especially as related to alchemical items and poison.[/p]
  • [p]User interface: Fixed some health bar animation errors where sometimes the solid part of the bar would extrude too far to the right as an HP loss or gain was animated.[/p]