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Dawnsbury Days 2.38 [Druid, You Are The Dragon, 12+ feats, modding, bugfixes]

This update rewrites the code of the spellcasting subsystems. Everything should still work as before, and all mods should continue to function properly, but if you encounter any issues, please report a bug, and then you may switch to the backup Steam branch.

New content:
  • New additional encounter: You Are The Dragon. You play as a level 6 electricity dragon, plus 2 adventurers of your design, against a group of high-level enemies.
  • New class: Druid. The druid is a primal prepared spellcaster who can have an animal companion (with animal order), wildshape into an animal battle form (with wild order) or move fast and evoke lightning (with storm order) — or a combination of all of these for a druid who explores multiple orders.
  • New sorcerer bloodline: Fire Elemental (primal tradition)
  • New spell: protector tree
  • New heritages: Elemental Heart Dwarf, Wintertouched Human, Grave Orc
  • New ancestry feats:
    • Dwarf: Adaptive Vision.
    • Elf: Demonbane Warrior.
    • Human: Dragon Spit.
    • Orc: Cantrip Spell Resistance.
  • New class feats:
    • Barbarian: Draconic Arrogance
    • Cleric: Holy Castigation
    • Kineticist: Flying Flame
    • Magus: Steady Spellcasting
    • Monk: Elemental Fist
    • Psychic: Psi Strikes
    • Ranger: Heal Companion
    • Wizard/Sorcerer: Counterspell


New features:
  • Controls: The keyboard shortcut to skip cutscene is now "Q".
  • User interface: Spells and impulses with multiple area targets (Tidal Hands, Telekinetic Rend) now show a shadow of the first area targeted when you target the second area.


Modding:
  • Modding: Added DeadlyD6, DeadlyD12, FatalD8 and FatalD12.
  • Modding: Added ModManager.RegisterActionOnEachKineticistImpulse.
  • Modding: Added ModManager.RegisterNewKineticistImpulse. You can now also add kineticist composite impulses by adding the trait Composite to them.
  • Modding: Added an API endpoint to add additional damage on a critical hit only (AddExtraKindedDamageOnStrike).
  • Modding: Added main trait for all weapons so that they can be added as proficiency by modded ancestries, backgrounds, classes and other feats.
  • Modding: Allow creatures to manifest later in cutscenes
  • Modding: Allow cutscenes to set camera and to avoid panning to speaker
  • Modding: The spellcasting system has been reworked. This allows one creature to have spells from multiple sources. Many existing methods have been marked as obsolete, please stop using them so I can remove them in a future version.
  • Modding: You can now apply the "PlayerControlled" flag to a tile when creating an encounter map to put the monster on that tile under player's control
  • Modding: You can now create encounters that require fewer player characters than 4 by not placing all four starting tiles on the map


Bugfixes:
  • Balancing (S4E2): The monster's fire immunity was reduced to fire resistance 5.
  • Character builder: The rules text block doesn't always display proper items for the selected level
  • Character builder: When you select a prepared spellcaster class, prepare a cantrip, then change to a different prepared spellcaster, you can't select the same cantrip you prepared for that other class.
  • Classes (Cleric): It's unclear what the healing font does if you're picking the Blooming Flower.
  • Classes (Kineticist): Creatures can take damage during cutscenes when moving through player-created damaging terrain, which can potentially cause the game to crash if this brings a character down to 0 HP
  • Classes (Kineticist): ||Fire impulses should work underwater.||
  • Classes (Sorcerer): Dangerous Sorcery applies to spell scrolls.
  • Items (greatclub), Classes (Monk): The Backswing trait has no effect.
  • Rules (grappling): When you command a creature grappling another creature to "drop", it drops the creature as an item on the ground
  • Rules (flying): Flying creatures should be able to Step into difficult terrain.
  • Spells (Boneshaker): Boneshaker can be cast on monsters without a skeleton such as the mimic.
  • Spells (Calm Emotions): Calm Emotions doesn't stop Double Slice.
  • Spells (Guidance): The sound effect is too loud.
  • Spells (Touch of Undeath): The spell doesn't cause further healing to be halved.
  • Text (Psychic): Fixed that Psi Burst didn't say that it can do mental damage.
  • User interface: Spell attack bonus in rules block didn't change based on difficulty.
  • User interface: The Restrained condition does not indicate who is restraining.

Dawnsbury Days 2.37 [modding improvements]

New content:
  • Spells: magic hide


Licensing-related changes:
  • Modding: You can now view the list of installed Steam Workshop mods from the main menu, including the license they are distributed under.
  • Modding: Mods can now contain an OGL or ORC copyright notice that is displayed from the Dawnsbury Days mods menu. It is your responsibility as the modder to include a proper copyright notice. I can help you with this in the Dawnsbury Discord server. The Steam Workshop Uploader directory now contains instructions on how to do this. The Licensing directory now contains example OGL and ORC notices that you can base your notice on.
  • Modding: Improved the custom modding readme file, and template files.
  • Modding: All mods distributed with the game now include OGL copyright notices.
  • System: The Dawnsbury Days System Reference Document now names only the sources it actually requires instead of all of the Archives.


Modding:
  • Free encounter mode: Custom Graveyard map is now disabled by default and must be re-enabled by modders who want to play it.
  • Modding: Added nullable reference type annotations to still more types (but still not all).


System:
  • Reduced the version number in the main menu to just "2.37" instead of "2.37.0.0".

Dawnsbury Days 2.36

New features:
  • Character builder: The default character portrait is no longer Annacoesta but rather an obvious placeholder.
  • Free encounter mode: The minimap in free encounter mode now shows monsters on the minimap based on difficulty.
  • Performance: The game no longer calculates tactics usefulness for player characters unless they're confused.
  • Rules: Added the "Create a Diversion" skill action.
  • Rules: Added the option to release a grappled creature as a free action.
  • Rules: Added the option to use Administer First Aid to stop bleeding.
  • Rules: Added the option to use Administer First Aid to treat poison.
  • Spells (True Strike): True Strike now displays preview of both rolls, and also whether it applies to a roll.
  • System: Steam Remote Play Together is now enabled. This allows you to invite a friend and essentially screen-share the game with them, sharing keyboard and mouse input and the screen. The game has no special support for this "multiplayer". You will still both see the same screen, but it is now possibly to play a campaign or encounters cooperatively over the internet this way.
  • User interface: Roll descriptions from the combat log now visually display your roll on the probability chart.


Modding:
  • Modding: "Difficulty doesn't affect this encounter." now also happens within story mode for modded adventure paths that don't have difficulty levels.
  • Modding: Added a textbox for change notes text to Workshop Uploader.
  • Modding: Added nullable reference type annotations to QEffect and some other types to assist in determining whether a parameter can be null.
  • Modding: Added the ability to add cutscenes to custom encounters. See the readme file in CustomMaps folder for details.
  • Modding: Added the ability to use custom voice file for narration in custom adventure paths (the attribute name is "voiceFile").
  • Modding: Added the properties CampaignState.Tags and CampaignState.PerDayTags to allow mods to track information through a campaign, including across a long rest.
  • Modding: Updated the player profile so that Steam Workshop custom maps are saved relative to the Steam Workshop folder instead of the computer root.
  • System: Upgraded the version of many system libraries.


Bugfixes:
  • Character builder: Changing an ancestry could result an illegal character with wrong or even impossible ability boosts.
  • Character builder: If you retrained out of a spell that you had selected as a signature spell, you would retain that spell as a signature spell.
  • Classes (Fighter): Many Strike modifiers displayed in the rules block twice.
  • Classes (Fighter, Monk): Primary unarmed attacks should be excluded from options when making a Sudden Charge or Flurry of Blows while you're wielding a two-handed weapon.
  • Classes (Kineticist, Fighter): Abilities that allow you to Stride but not Step (such as Sudden Charge or Four Winds) erroneously failed to display a "provokes" indicator on the first tile.
  • Classes (Magus): You could enter Arcane Cascade even if you were already in Arcane Cascade.
  • Classes (Monk): You can now exit monk stances voluntarily as a free action from the Other maneuvers menu.
  • Classes (Psychic): The Psi Burst should be able to deal mental damage, not just bludgeoning damage.
  • Classes (Ranger): If you didn't command an animal companion, it didn't take persistent damage.
  • Classes (Sorcerer): Blood magic triggered when you Sustain a Spiritual Weapon effect.
  • Classes (Sorcerer): Blood magic triggered when you cast a spell from a scroll.
  • Classes (Strategist): Devise a Stratagem now also prints the rolled number into the combat log.
  • Encounters (Fog-Infested Cavern): The demon uses Swipe even while restrained.
  • Encounters (S1E5): The Candelabra's text no longer says that you will "win the game."
  • Encounters (S2E1): ||Morning Dewdrop complains about paralysis even if you direct her to flee before her first turn.||
  • Encounters (S3E3): The Golden Candelabra no longer has HP equal to the number of blades of grass in Sweet Apple Acres, and instead has a more reasonable 500 HP.
  • Encounters (S3E4): The demon sometimes used Stride instead of Sneak improperly if the path to the plotted target goes via tumble through or around enemies with AoO.
  • Encounters (S4E1): Animal companions and summoned creatures got left behind in the cutscene where the Dawnsbury Four are ejected from the Daybreak.
  • Encounters (S4E5): Animal companions and summoned creatures didn't get healed to full when the gods heal up the party.
  • Free encounter mode: The free encounter mode showed false threat categories for encounters with difficulty differences.
  • Items: You can could put armor into your hand during an encounter.
  • Monsters (Dark Poet): The monster shouldn't summon fire elementals.
  • Monsters (Venomous Snake): The Venomous Snake had a sting attack instead of a bite attack.
  • Monsters (mephits): Mephit Breath Weapons had incorrect damage type traits, notably preventing their breath weapons from being used underwater.
  • Rules (Delay): You could incorrectly use Delay to get rid of the Stunned condition.
  • Rules: Disarm was not an Athletics Trained-only action.
  • Rules: Feint was not a Deception Trained-only action.
  • Rules: Stunned and Slowed did not stack.
  • Spells (Bless, Bane): Bless and Bane also affected chests, doors and mindless creatures.
  • Spells (Calm Emotions): The ability to sustain calm emotions suddenly disappeared after one of the calmed creatures was banished as a result of the creature that summoned them dying.
  • Spells (Depress Courage): The spell affected also allies, not just enemies.
  • Spells (Heal): 3-action heal against non-undead should not break invisibility.
  • Spells (True Strike): True Strike did not expire after your first attack roll.
  • System: Fixed many possible null reference exceptions.
  • Tactics: Enemy will no longer attempt to cast Fear on a Protector Tree.
  • Text: Fixed multiple typos throughout the game.
  • Text: Fixed that Touch of Undeath did not show the proper reason for halving heals.
  • Text: The creature in S4E2 dealt 2d8+4+2 damage when it's elite (instead of +6).
  • User interface: On low resolution, the text of +1 striking handwraps of mighty blows and some items ran into the gold cost.
  • User interface: Used up prepared spells and spontaneous spell slots didn't show up in stat block during medium rest.

Dawnsbury Days 2.35 [Spiritual Weapon crash bug fix]

  • Fixed a bug where the game would crash if you had your mouse over a Spiritual Weapon or Flaming Sphere as it disappears when you don't Sustain the spell.

Dawnsbury Days 2.34 [Steam Workshop Uploader bugfix]

  • Fixed a regression where Dawnsbury Days 2.33 caused the Steam Workshop Uploader to no longer work.