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Dawnsbury Days News

Dawnsbury Days 4.16 (hugging hotfix)

[p]Bugfixes:[/p]
  • [p]Story mode: Fixed a pathing regression introduced in 4.15 where some movements didn't execute, especially in cutscenes where characters move into each other, such as when hugging.[/p]
[p]Character content:[/p]
  • [p]New items: greater healer's gloves[/p]
  • [p]Spells (Deflect Critical Hit): Spell now shows an overhead and writes information into the combat log.[/p]
[p]Character content (beyond the level cap):[/p]
  • [p]Spells (Mage Armor): Now heightens properly for spell level 6 and beyond.[/p]
  • [p]Spells (Wish): Now orders spells by minimum spell level descending, and doesn't list some non-useful technical spells.[/p]
[p]Balancing:[/p]
  • [p]Spells (Mariner's Curse): The curse now lasts until long rest only, and on Insane difficulty only. On Hard and lower difficulties, the curse now lasts only for the rest of the encounter.[/p]
[p]Minor bugfixes:[/p]
  • [p]Text: Fixed text in some stat blocks.[/p]

Dawnsbury Days 4.15 (loot report, spellcasting, staff deity, universalist...)

[p]Feature:[/p]
  • [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][/p][p]Character content:[/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][/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]Art:[/p]
  • [p]Encounters (S1E5): Added art to the magic mouth spell.[/p]
[p]User interface:[/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][/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]Character content (beyond the level cap):[/p]
  • [p]New feats: Precise Debilitations, Tactical Debilitations, Vicious Debiliations, Dazzling Display, Terrifying Howl[/p]
  • [p]New item: oracular crown[/p]
[p]Balancing:[/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:[/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]Rules fidelity:[/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]Bugfixes:[/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:[/p]
  • [p]System: Improved the stability of mid-encounter saves in the face of modlist changes and version upgrades slightly.[/p]

Dawnsbury Days 4.14 (magical staves and customization update)

[p]Feature:[/p]
  • [p]Custom item names. You can now rename your weapons, armor or any other items as you like. To do this, right-click any item in your inventory, then choose "Name this item". This way, you can choose to swing around a "Spear of Purple Dreams" instead of a +2 greater striking nightmare fearsome longspear. Of course, there's nothing wrong with continuing to use the prosaic names either![/p]
[p][/p][p]Character content:[/p]
  • [p]Magical staves. You can now buy magical staves in the shop. Spellcasters can use a magical staff to cast spells they didn't learn (if spontaneous) or don't have prepared (if prepared) and effectively also as a source of additional spell slots. Spellcasters can further empower their staves by spending spell slots to add additional charges.[/p]
[p][/p]
  • [p]Items (scrolls): Scrolls for reaction spells, such as blood vendetta, deflect critical hit and breath of life have been added to the shop. You must be holding the scroll in your hand to be able to trigger its reaction.[/p]
  • [p]Items (staves): staff of healing, of abjuration, of conjuration, of divination, of enchantment, of evocation, of illusion, of necromancy, and of transmutation, and their greater and major variants[/p]
  • [p]New arcane thesis (Wizard): Spell Substitution[/p]
  • [p]New arcane thesis (Wizard): Staff Nexus (makeshift staff)[/p]
  • [p]New barbarian feats: Furious Bully, Thrash[/p]
  • [p]New cleric feat: Emblazon Armament[/p]
  • [p]New fighter feat: Dual-Handed Assault[/p]
  • [p]New kineticist impulse: Calcifying Sand[/p]
  • [p]New magus feat: Magical Memory[/p]
  • [p]New psychic feat: Strain Mind[/p]
  • [p]New spells: dimensional anchor[/p]
[p]Character content (beyond the level cap):[/p]
  • [p]New spells: flesh to stone, stone to flesh, paranoia, prismatic spray, warp mind, overwhelming presence, spell turning[/p]
  • [p]New feats: Embrace the Pain, Titan's Stature, Predator's Pounce, Dragon's Rage Wings, Defensive Recovery, Metal Melody[/p]
[p]User interface:[/p]
  • [p]User interface: An item rules block now appears when you mouse over an item you're holding in the bottom bar.[/p]
[p]Map editor:[/p]
  • [p]Map editor: You can now move and duplicate regions by box-selecting them.[/p]
  • [p]Map editor: Move, Clone and Delete tools now allow you to choose which layer of the map you want to move, duplicate, pick or delete from.[/p]
[p]Modding:[/p]
  • [p]Modding: Added CommonSpellEffects.CumulativeClumsy and CommonSpellEffects.CumulativeStupefied.[/p]
  • [p]Modding: Adventure paths can now override the Retraining explanation text, e.g. if they use downtimes that are outside Dawnsbury.[/p]
  • [p]Modding: Fixed that ranged unarmed attacks of monsters sometimes counted also as melee attacks.[/p]
  • [p]Modding: Rage powers with a SelfTarget now cannot be used outside of rage[/p]
[p]Rules fidelity:[/p]
  • [p]Classes (Psychic): Fixed that you couldn't take Psi Strikes if you had the Psychic archetype.[/p]
  • [p]Encounters (S6E5): Because aeons are originally native to Our Point of Light, they should not be a legal target of banishment even if they are technically outsiders in creature type.[/p]
  • [p]Items (axes): Fixed that the Axe weapon group critical specialization effect inflicted extra damage from your weapon specialization and other flat bonuses, which should have been excluded. The effect should only deal base weapon damage (plus any possible extra damage from weaknesses).[/p]
  • [p]Monsters (Clockwork Soldier): The clockwork soldier's damage resistance is now bypassed by orichalcum and adamantine.[/p]
  • [p]Monsters (Xorn): Fixed that Xorn and other monsters with the Claw Frenzy ability combined their Strikes for the purposes of weakness and resistance, even though Claw Frenzy doesn't allow them to do that.[/p]
  • [p]Spell (Chromatic Ray): Now replicates the effect of flesh to stone.[/p]
  • [p]Spells (Enlarge): Fixed some situations where the end of a size change effect resulted in an incorrect size where multiple size-change effects applied at the same time.[/p]
  • [p]Spells (Resist Energy): Added the heightened effect when upcast at spell level 7+.[/p]
[p]Bugfixes:[/p]
  • [p]Encounters (S9E5): Fixed that you kept your scroll of raise child if you had them in your common party inventory even if you used it during the encounter.[/p]
  • [p]Items (ring of wizardry): Fixed that equipping a ring of wizardry during the day would allow you to refresh all of your spell slots, not just gain new ones.[/p]
  • [p]Performance: Fixed a minor memory leak where the alchemist's Poison Resistance feat created additional effects on every state-check.[/p]
  • [p]Spells (Animate Dead): Forest Canopy and Liandra can no longer be summoned using Animate Dead.[/p]
  • [p]Steam: Fixed that swapping two runes on weapons in your inventory caused your run to no longer count as loot-only.[/p]
  • [p]Story mode: Fixed that an unfinished level up didn't block your progress if you had a prepared spellcaster in your party such as a cleric.[/p]
  • [p]Text: Improved text of some stat blocks.[/p]

Dawnsbury Days 4.13 (bugfixes)

[p]User interface:[/p]
  • [p]User interface: Increased the size of filter buttons in shop and spell menus on lower resolutions so that they're easier to click on a Steam Deck.[/p]
[p]Modding:[/p]
  • [p]Modding (Remaster Feats): Fixed an interaction between Remaster Feats and Granted Font where Granted Font adds extra divine font slots instead of replacing the existing ones if you had the Remaster Feats mod installed.[/p]
[p]Rules fidelity:[/p]
  • [p]Classes (Kineticist): Fixed that Safe Elements didn't add the nonlethal trait to pacifying impulses.[/p]
  • [p]Classes (Kineticist): Fixed that kineticist aura junctions applied even when your kinetic aura was offline.[/p]
  • [p]Rules (natural reach): Fixed that a creature with a greater natural reach (such as a Large creature or an enlarged creature) can now take many actions that previously required adjacency, such as disarming traps, at its natural reach also.[/p]
  • [p]Spells (Draw the Lightning): Fixed that Draw the Lightning stacked with itself.[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Alchemist): Fixed a regression where the rules engine crashed if you used Combine Elixirs with an elixir of life.[/p]
  • [p]Classes (Alchemist): Fixed that you could select high-level items with Perpetual Breadth for your extra perpetual infusions.[/p]
  • [p]Classes (various): Fixed a regression introduced in December where player characters only took half damage from a failed save against a damaging effect if they only had Evasion/Juggernaut/Resolve, even if they didn't have Improved Evasion/Greater Juggernaut/Greater Resolve.[/p]
  • [p]Crash: Fixed a regression where in some special circumstances, hovering over a creature in the initiative order crashed the game.[/p]
  • [p]Encounters (S9E5): Fixed that Nimble Dodge offered itself against an ally's Healing Hands.[/p]
  • [p]System: Fixed that the house rule "Characters don't drop items when knocked out" didn't persist across game restart.[/p]
  • [p]Text: Improved the text of some stat blocks.[/p]
  • [p]User interface: Fixed that if you had too many spell slots (due to an unfortunate interaction between Granted Font feat and the Remaster Feats mod), you could have so many slots that they wouldn't fit the screen.[/p]
[p]Removed features:[/p]
  • [p]Rules (large creatures): Temporarily disabled Step-by-Step Stride for Large creatures and greater creatures until it can be made to work reliably later, probably at the same time as when squeezing is implemented.[/p]
[p]System:[/p]
  • [p]System: Added Good Little Children Never Grow Up levels to automated gameplay tests so that we catch more regressions in future updates before they're released.[/p]

Dawnsbury Days 4.12 (custom portraits and new items hotfixes)

[p]User interface:[/p]
  • [p]User interface: If you're wielding a weapon in both hands, instead of it showing "Left hand" and an unusable "Right hand" in the Inventory submenu in battle, the game now shows a single menu, "Both hands."[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Fighter): Fixed a regression that allowed you to use Dueling Parry with a two-handed weapon held in a single hand.[/p]
  • [p]Encounters (S9E2): Fixed that Scarlet said that further exorcism is needed if you roll a failure after you've already secured exorcism success in previous rolls in the skill challenge.[/p]
  • [p]Items (ring of wizardry): Fixed that if you equipped or unequipped the ring of wizardry in the middle of a campaign, your character's build legality would not always be immediately rechecked.[/p]
  • [p]Items (two-handed weapons): Fixed that if you were wielding a two-hand-capable weapon in a single hand and switched to another two-handed-capable weapon, you'd place only one hand on the new weapon, not two. It's better if the game causes you to place both hands on the new weapon, because you can always remove a hand for free, but adding a hand costs an action.[/p]
  • [p]User interface: Fixed that the scrollable custom portraits pane showed up broken across the screen on some resolutions.[/p]