Fixed that your armor gave you an item bonus not just to your AC but also to all saving throws.
Dawnsbury Days 2.58 (reach weapons)
Features:
Feature: Reach weapons. You can now buy and equip melee weapons that reach up to 2 squares away. With these weapons, you sacrifice some damage in exchange for greater maneuverability and reach. Reach weapons have been one of the most requested features since the beginning of development, and now they're finally in!
Note: Reach weapons make changes to some of the core game code and break the assumption that in melee, the attacker and the defender are always adjacent. There could be issues remaining. Please report any bugs or breaks from fidelity to tabletop that you find.
Classes (Fighter, Barbarian): Reversal — The feat Swipe is reverted to its tabletop wording where it requires that both of your targets are adjacent to each other. This is because with reach weapons, a Swipe that can reach any two creatures within your reach would be a little too broadly applicable. You will be able to get the original Swipe functionality back at a higher level with the homebrew Improved Swipe feat.
Character content:
New deity: The Attainable Perfection (alignments: any good; divine font: heal or harm; domains: might, travel, healing, confidence; favored weapon: fist; extra spells: fleet step (+ later on: loose time's arrow, haste)), thank you to SwingRipper for the design of the deity and to Danni for implementation!)
New divine domains: might (athletic rush), confidence (veil of confidence)
Tactics: Computer-controlled non-mindless enemies will now take the concealment miss chance from being concealed or hidden into account when choosing what to do.
User interface:
User interface: Added an option to disable auto-music of music when the game is in the background.
User interface: Fixed typos.
User interface: Flying, swimming and ignoring of difficult terrain now appears next to Speed as well.
User interface: Improved icons for whether a selection is complete or missing, with more colors and emphasis to make it more obvious if something is missing
User interface: Step-by-step stride and Flying Flame are more intuitive to use with better text.
User interface: The tooltip probability bar now takes concealment and invisibility into account.
Modding:
Modding (reversal!): QEffect.YouAreDealtLethalDamage now triggers only if the target had 1 or more HP prior to the damage event. This is a change from previous functionality, though to my knowledge, it doesn't affect any scenario already covered by mods.
Modding: Added Creature.AskForChoiceAmongButtons() so you can offer the player a choice from 3 or more options
Modding: Added QEffect.GetPersistentDamageKind() so you don't have to manipulate the Key string yourself to get the persistent damage type.
Modding: Added QEffect.ReducesPersistentDamageRecoveryCheckDc for ancestry options like Tanuki and Charhide Goblin.
Modding: Added Trait.DoNotAddToShop.
Modding: Fixed a crash that would happen if you replaced a QEffect entirely in YouAcquireQEffect.
System:
System: Added automated tests that each spell and impulse that needs it has an attack roll or saving throw.
Important bugfixes:
Classes (Champion, and others): Sometimes when a champion's reaction or other reaction interrupted an enemy area attack, the rules engine would stop and not continue playing the game.
Bugfixes:
Dawnsbury Days 2.57 (better cones, 12 new class feats, more...)
Features
Tabletop-accurate cone shapes. You can now fire your cone spells in all 16 directions allowed by the tabletop ruleset: from each edge of your square, and in all three directions from each corner. This expands your options on who to target with these close-range spells. If you find it too difficult to choose your targets this way, there is an option in Settings->Interface to allow only the 8 basic directions.
Encounters (Tutorial, S2E5): Chests now appear open after you open them.
Encounters (S2E5): Added a description to the Exit key.
Encounters (S2E6): You can now target Morning Dewdrop with healing effects to prolong the time limit.
User interface
User interface (House rules): Reworded and updated the House rules section of settings so that the default Dawnsbury Days rules are with all checkbox deselected, and any checkbox selected means that you made a change compared to the default. This is for clarity only, no defaults were effectively changed.
Classes (Champion): Retributive Strike etc. shouldn't trigger in response to damage from a poison affliction.
Classes (Magus): Dimensional Assault didn't require a line-of-effect.
Classes (Psychic): Restore the Mind had no sound effect.
Encounters (S2E1, S2E3): Morning Dewdrop will flee more intelligently if directed to, choosing to move away from all enemies.
Encounters (S2E2): Fixed a typo in level description.
Encounters (S4E2, S4E3): Flying no longer allows you to ignore difficult terrain underwater.
Impulses (Timber Sentinel): The impulse now specifies a range of 30 feet.
Rules (Seek): Fixed that bonuses to Seek didn't work.
Rules (concealment): Fixed that when you attempted to grapple a hidden creature and missed due to concealment, the grapple wouldn't end.
Rules (forced movement): Burning Jet, pushing and pulling creatures and other effects that move things in a straight line will no longer attempt to avoid hazardous terrain.
Rules (minions): If a minion or animal companion dies while holding or carrying any items, it will drop all of those items on the ground before disappearing so the items aren't lost forever.
Rules (open a door): "Open" for Open Door should be a basic action and shouldn't show up in rules blocks.
Spells (Dimension Door): The spell no longer has a range of 1 mile, but instead only 120 feet.
Spells (Grease): Grease didn't count as hazardous terrain for the purposes of pathfinding.
Spells (Kinetic Ram): Added the Air trait.
Spells (Mage Armor): Mage Armor shouldn't be cumulative with armor's base AC bonus.
Spells (Protector Tree): The spell now specifies a range of 30 feet.
Spells (Water Walk, March of the Tsunami): Added the Water trait.
Modding
DawnsburyDays 2.56 (expiration protection hotfix)
Fixed that if you sustained your spell as your third action, you would still get told that "This will cause your spell to expire" even though that's exactly what you're preventing with your action.
Fixed that casting a variable action spell such as heal did not trigger expiration protection question even if it would cause you to stop sustaining a spell.
Thank you everyone for your bug reports!
Dawnsbury Days 2.55 (lay on hands hotfix)
Fixes a bug that the game would crash if you hovered your mouse over the text "lay on hands" in the Champion class description.