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Dawnsbury Days 3.37 (levels 5–8, Bard, Oracle, 400+ new feats, spells, items)

This major patch updates Dawnsbury Days to version V3. It adds the bard and the oracle, hundreds of new feats, spells and items, a couple of new encounters, many new features, and enables the expansion adventure, "The Profane Barrier", which will be released today.

All of your characters and save files carry over. All mods continue to work, though some of them might not contain higher-level content.

This patch contains 2 new encounters that you can play in Free encounter mode even now, even without the DLC, but to play the new level 5–8 adventure, you'll need to purchase The Profane Barrier, which comes out later today:

https://store.steampowered.com/app/2980090/Dawnsbury_Days__The_Profane_Barrier/

Here's the release notes for this base game patch (same as those announced previously this week):

[h2]Highlights[/h2]

  • Level 8. You can now advance up to level 8.
  • New character content. You can now choose from 5 new ancestries (halfling, gnome, goblin, leshy, oozekin), 2 new versatile heritages (aasimar, tiefling), 2 new classes (Bard, Oracle), 200+ new feats, 140+ new spells, 80+ new items and more.
  • Rune subsystem. You can now craft magic weapons and armor with potency, striking, resilient and property runes.
  • Save profiles. Instead of a single autosave slot, you now have 3 player profiles for each adventure path. You can still also make any number of manual saves as before.
  • Rules fidelity. Redesigned subsystems for initiative, stealth and cover for greater intuitiveness and tabletop fidelity.
  • Name customization. You can now name your party, your heroes and your animal companions. If you rename your heroes, you will see a warning that voice acting will continue to refer to your characters as Anna, Scarlet, Tok'dar and Saffi.
  • GM mode. In GM mode, you control both the party and all monsters. You can use GM mode if you want monsters to use different tactics, or if you're playing with other players using Steam Remote Play Together and want one of the players to take the role of the gamemaster.
  • Performance. Dawnsbury Days now takes up less RAM, less disk space and is more stable on computers with weaker hardware.
  • 100+ minor improvements. This patch also brings 100+ minor improvements to rules fidelity, user interface, usability and stability, including bugfixes.


[h2]Features[/h2]

Story mode features:

  • Profiles. Instead of a single autosave, Dawnsbury Days now has three profile slots for each campaign (Dawnsbury Days, Profane Barrier, modded campaigns...). After you select a campaign in Story mode, you will first select one of the three profile slots to start or continue. You can still choose Quick start or Custom start for each campaign, but you can now also choose "Continue from Dawnsbury Days" to take your party from the base game. You can still make manual saves.
  • Custom party names. You can now name and rename your parties in Custom start and in the Party/Retraining screen. Your party's name will be part of the save file name and show up in the profile slot.
  • Custom hero names. In Story mode, you can rename Anna, Scarlet, Tok'dar and Saffi to names of your choice. This will only change the text and not voice acting.
  • Custom animal companion names. You can now name your animal companion.
  • Dialogue log. All dialogue lines are now outputted to the combat log so you can reread them later if you miss them.


In-combat features:

  • New combat action: Hand over item. You can now hand items in your hand over to adjacent allies.
  • GM mode. In GM mode, you control both the party and all monsters. You can use GM mode if you want monsters to use different tactics, or if you're playing with other players using Steam Remote Play Together and want one of the players to take the role of the gamemaster.
  • Arachnophobia mode. You can toggle arachnophobia mode in "Video" settings or at the beginning of an encounter that includes a spider in Story mode or Free encounter mode. In this mode, images of spiders will be replaced with bare text tokens with no art.


Rules fidelity features:

  • Initiative and delay redesign. Initiative and delaying have been redesigned for greater tabletop fidelity. Loopholes allowing you to trigger beneficial effects multiple times have been closed. You can no longer delay any detrimental effects, or prolong the duration of beneficial effects by delaying. Delaying works correctly across rounds.
  • Stealth system redesign. Stealth has been redesigned for greater tabletop fidelity. You can now Sneak through an area where you don't have cover or concealment, as long as you end your Sneak in a square where you have cover or concealment. Sneak and Hide now give you circumstance bonuses against observing enemies if you have cover (+2) or greater cover (+4). Step no longer makes you automatically undetected. Create a Diversion now lasts until end of turn only, but allows your Hidden status to persist even in plain sight with a Stealth check that isn't a critical failure. Fixed various bugs related to the stealth subsystem. Reduced visual clutter and improved and simplified the display of stealth in the combat log. Updated the rulebook.
  • Cover system redesign. Cover has been redesigned for greater intuitiveness, stability and performance. Cover rules are now more strict: A corner-to-corner line that "scratches" a corner of a wall midway now counts as blocked for the purposes of determining cover and line-of-effect. As a special exception to the standard line-drawing rules, you now also no longer have line-of-effect at all if you're looking at a creature directly behind a pillar of a wall. Prone creatures no longer provide cover to allies behind them. Cover is now more accurate. Updated the rulebook.
  • Reactive attack redesign. If the game is not sure that your primary weapon is the best choice for an attack of opportunity or similar reactive attack, it prompts you to choose a weapon. You can also enable "Ask for specific weapon for reactive attacks" to always have the option of choosing your weapon for a reactive attack.


Character editor features:

  • Inventory toasts. When you attempt to perform an illegal action in the inventory (such as buying an item you don't have enough gold for; attaching a rune to an item that can't be enchanted with etc., you will get an error message explaining why the action is illegal.
  • Import into character library. There is a new tab in Character library named "Import from story mode". In there, you can select a save file (manual or profile slot) and click "Import all" to get all four characters from the party from that save file into your character library.


System features:

  • Long-term effects. Some effects can now persist on players through multiple encounters, such as the mummy rot disease. This functionality is also exposed to mods which can create custom long-term effects.
  • Cheat menu. You can now enable cheat menu in Settings->System to kill any creature instantly or use other debugging/GM powers
  • Better credits. Improved the appearance of end credits and main menu credits.


[h2]Character content[/h2]

Character content (general):

  • Level 8. Characters can now advance up to level 8.
  • Class skills. Classes and subclasses now grant trained skills. For example, all clerics receive Religion as an extra trained skill, and deities grant an additional skill. Choosing skills is now optional. If you previously chose a skill that you're now granted automatically by your class, that skill will be unselected and you may pick a new skill in that slot the next time you retrain or update your character sheet.
  • New skills. Crafting, Survival, Performance.
  • New feats (general): Lengthy Diversion, Swift Sneak, Kip Up, Terrified Retreat, Advanced First Aid, Sanctify Water


Character content (ancestries):

  • Mixed and versatile heritages. All ancestries may now pick mixed and versatile heritages. Mixed heritages allow you to combine any two ancestries.
  • New ancestry: Gnome. Heritages: Chameleon, Sensate, Void, Wellspring, Unusual. Feats: Primal Cantrip, Gnome Weapon Familiarity, Gnome Weapon Innovator, Grim Insight, Illusion Sense, Life-Giving Magic, Razzle-Dazzle, Emphatetic Plea, Inventive Offensive, Energized Font.
  • New ancestry: Goblin. Heritages: Charhide, Razortooth, Snow, Unbreakable, Unusual. Feats: Bouncy Goblin, Burn It!, City Scavenger, Fang Sharpener, Second Heritage, Torch Goblin, Goblin Scuttle, Goblin Song, Loud Singer.
  • New ancestry: Halfling. Heritages: Breakfast, Gutsy, Jinxed, Observant, Wildwood, Unusual. Feats: Halfling Weapon Familiarity, Halfling Weapon Trickster, Halfling Skill, Unfettered Halfling, Easy to Miss, Cultural Adaptability, Halfling Luck, Halfling Ingenuity.
  • New ancestry: Leshy. Heritages: Cactus, Fruit, Water Lily, Unusual. Feats: Harmlessly Cute, Leshy Superstition, Undaunted, Pyrophilic Recovery, Defensive Needles, Heat Resistance.
  • New ancestry: Oozekin. Heritages: Acidic, Adaptive, Liquid, Unusual. Feats: Bounce, Hide Nucleus, Go With the Flow, Gooey Anatomy, Liquid Translation, Melting Blob, Reinforced Pseudopod, Gelatinous Body, Hungry Disarm, Rubber Body
  • New versatile heritage: Tiefling (Find Fault, Form of the Fiend, Daemonspawn, Nimble Hooves, Fiendish Resistance, Malicious Bane).
  • New versatile heritage: Aasimar (Heavenly Warmth, Halo, Orderly Mind, Blessed Blood, Celestial Resistance, Empyreal Blessing, Healer's Halo).
  • New feats (universal ancestry): Master of Insults, Fey Influence.
  • New feats (Elf): Elven Weapon Elegance, Elven Instincts, Arcane Cantrip
  • New feats (Orc): Bloody Blows, Defy Death
  • New feats (Dwarf): Dwarven Weapon Cunning, Tomb Watcher's Glare
  • New feats (Human): Clever Improviser, Dawnsbury Camaraderie, Weapon Familiarity, Advanced Weapon Familiarity
  • Elf ancestry boosts update. The Elf now has "Intelligence or Charisma" instead of "Charisma" as one of its ancestry ability boosts. Existing characters keep the Charisma boost, though they may retrain it to Intelligence.


Character content (classes):

  • New class: Bard. Muses: Maestro, Warrior, Morbid. Feats: Cantrip Expansion, Abundant Spellcasting 1, Abundant Spellcasting 2, Hymn of Healing, Triple Time, Dirge of Doom, Lingering Composition, Requiem of Death, Grisly Shield, Well-Versed, Inspire Defense, Multifarious Muse, Inspire Heroics, Song of Strength, Chaotic Spell, Steady Spellcasting
  • New class: Oracle. Mysteries: Ancestors, Ash, Battle, Bones, Cosmos, Flames, Life, Tempest. Feats: Abundant Spellcasting, Abundant Spellcasting 2, Cantrip Expansion, Divine Aegis, Domain Acument, Vision of Weakness, Advanced Revelation, Debilitating Dichotomy, Domain Fluency, Water Walking, Divine Access, Chaotic Spell, Steady Spellcasting
  • New feats (Barbarian): Attack of Opportunity, Brutal Bully, Cleave, Disarming Assault, Renewed Vigor
  • New feats (Champion): Loyal Companion, Advanced Deity's Domain, Companion Healing, Divine Health, Litany Against Wrath, Smite Evil, Second Ally, Shield Warden
  • New feats (Cleric): Cast Down, Detonating Spell, Selective Energy, Infinite Surging Focus, Advanced Domain, Versatile Font, Channel Smite, Reliable Channel Smite, Steady Spellcasting
  • New feats (Druid): Mature Animal Companion, Incredible Companion, Powerful Inhalation, Natural Spell, Wind Caller
  • New feats (Fighter): Furious Focus, Dazing Blow, Advanced Weapon Training, Second Weapon Group, Positioning Assault, Blind-Fight, Quick Shield Block, Disorienting Opening, Aggressive Block, Shatter Defenses, Improved Swipe
  • New feats (Kineticist): Impulse Penetration, Weapon Infusion, Consume Power, Clear as Air, Weight of Stone, Driving Rain, Dash of Herbs, Lightning Rod, Deflecting Wave, Energized Weapon, Volcanic Escape
  • New feats (Magus): Cascade Countermeasure, Capture Magic, Devastating Spellstrike, Distracting Spellstrike, Emergency Targe, Absorb Spell, Endless Spellstrike, Steady Spellcasting
  • New feats (Monk): Abundant Step, Align Ki, Ki Blast, One-Inch Punch, Mixed Maneuver, Whirling Throw
  • New feats (Psychic): Parallel Breakthrough, Brain Drain, Mental Static, Dark Persona's Presence, Steady Spellcasting
  • New feats (Ranger): Mature Animal Companion, Deadly Aim, Warden's Boon
  • New feats (Rogue): Analyze Weakness, Light Step, Skirmish Strike, Nimble Roll, Opportune Backstab, Head Stomp
  • New feats (Sorcerer): Advanced Bloodline, Chaotic Spell, Steady Spellcasting
  • New feats (Strategist): Disrupt Person of Interest, Group of Interest, Infinite Persons of Interest, Greater Scalpel's Point
  • New feats (Wizard): Spell Penetration, Advanced School Spell, Chaotic Spell, Steady Spellcasting
  • New hybrid study (Magus): Sparkling Targe
  • New theses (Wizard): Power Slot, Spell Blending
  • Updated chassis (Cleric): Deities now grant additional spells.
  • Updated chassis (Sorcerer): Bloodlines now grant additional spells.
  • New animal companion: Ape
  • New favored enemies (Ranger): Fey


Character content (spells):

  • Heightened spells. Spells now have their heightened effects up to spell level 4, or, for some spells, even beyond.
  • New spells: paralyze, dominate undead, blindness, stinking cloud, vampiric touch, crashing wave, curse of lost time, rouse skeletons, deflect critical hit, impending doom, crisis of faith, neutralize poison, positive attunement, phantom prison, fire shield, fly, phantasmal killer, stoneskin, blink, chromatic ray, chromatic armor, elemental assessor, chroma leach, draw the lightning, rebound barrier, sanguine mist, tortoise and the hare, winning streak, radiant beam, painful vibrations, angelic wings, horrific visage, fiery wings, sea of thought, astral rain, remote disarm, attack hints, dragon breath, swamp of sloth, thunderburst, shield of divine fire, lesser spell immunity, bestow curse, cascade countermeasure, dominate, abundant step, ki blast, flame barrier, wings, diamond dust, lucky break, destructive aura, positive luminance, eradicate undeath, rebuke death, touch of the moon, seed of negative energy, energy absorption, dimensional steps, guided strike, dread aura, elemental storm, invisibility cloak, life siphon, shifting form, powerful inhalation, cone of cold, cloudkill, vampiric exsanguination, chain lightning, animate dead, see invisibility, faerie fire, glitterdust, roaring applause, enduring might, delusional pride, litany against wrath, freedom of movement, true seeing, finger of death, shadow projectile, wall of fire, power word blind, shielding strike, hydraulic torrent, sudden bolt, open door, time stop, absorb spell, remove fear, remove paralysis, remove confusion, triple time, inspire courage, counter performance, hymn of healing, biting words, requiem of death, inspire defense, song of strength, tanglefoot, sleep, blistering invective, ray of enfeeblement, magic fang, pushing gust, disperse into air, soothing words, unity, empty inside, tidal surge, downpour, weapon surge, zeal for battle, ancestral touch, ancestral defense, ashen wind, incendiary ashes, call to arms, battlefield persistence, soul siphon, armor of bones, spray of stars, interstellar void, incendiary aura, whirling flames, life link, destroy affliction, tempest touch, vision of weakness, debilitating dichotomy, chilling darkness, charged javelin, bottle the storm, briny bolt, invisibility pulse, stormwind flight, phantom pain, jump
  • Spells (Animal Form): Added Shark and Ape as an animal form options.
  • Spells (Animate Dead): You can now summon more types of undead.
  • Spells (Summon Elemental): You can now summon more types of elementals.


Character content (deities):

  • New deity: The Unbreakable Friendship
  • New deity: The Everlasting Storm
  • New domains: family, zeal, void, air, water, lightning


Character content (items):

  • Critical specialization effects. Weapons now have critical specialization effects.
  • Rune subsystem. Weapons and armor can now be equipped with potency, striking, resilient and property runes. You can purchase runestones, apply them to your equipment, and detach runes from equipment back onto runestones. You can also upgrade and swap runes.
  • Precious metals subsystem. Weapons and armor can now be reforged with cold iron and adamantine, which grants them additional effects. Demons and fey have been updated to have a weakness to cold iron. Gargoyle has been updated to not be resistant to adamantine.
  • Heightened spell scrolls. You can now buy heightened spell scrolls at the shop. Each scroll that has a heightened effect can be bought at the shop at each spell level (2-4) where it has a heightened effect. This will also apply to modded spells that have a heightened definition.
  • New items (aeon resonators): standard, of heal, of bless, of invisibility, of double resonance
  • New items (aeon stones): of shielding, of Fortitude, of Reflex, of Will, of stealth from undead, of cheating death, of alertness, of resistance to poison, of Dexterity, of life, of knowledge, of fear, of enervation, of spell resistance
  • New items (armor): light barding, heavy barding, sturdy shield (minor, lesser, moderate)
  • New items (potions): of flying, of quickness, of swimming, of greater invisibility, of leaping, greater healing
  • New items (precious materials): weapons-grade cold iron, weapons-grade adamantine, armor-grade cold iron
  • New items (runestones): +1, +2, +3, +1 armor, +2 armor, +3 armor, striking, greater striking, major striking, resilient, greater resilient, major resilient, disrupting, fearsome, corrosive, demolishing, flaming, frost, shock, thundering, ghost touch, wounding, returning, anarchic, holy
  • New items (weapons): sling, halfling sling staff, buzzsaw axe, holy water
  • New items (worn items): doubling rings, belt of good health, fearless sash, grappler's belt, explorer's clothing, boots of bounding, cloak of elvenkind, boots of tumbling, bracers of missile deflection, barbarian's gloves, gloves of storing, lovers' gloves, bag of holding (type I, type II), backfire mantle, cloak of fire resistance, cloak of cold resistance, necklace of fireballs (I, II, III, IV, V, VI, VII), ring of the ram, ring of temporary fortitude, Tiara of Open Skies
  • Items (boots of elvenkind): Added an active ability, and added the combo with cloak of elvenkind


Character library:

  • Pregenerated characters have been rebuilt. Thanks to SwingRipper, all pregenerated characters have been rebuilt. They now go up to level 8. These new builds are more equal in power level to the standard Fighter, Rogue, Sorcerer, Cleric party, and you should be able to win the campaign with any combination of them in Medium (and Hard if you're good); they expose the most fun things about each class still and should still be easy to use.


[h2]Performance[/h2]

  • Loading times. Coverlines now preload when you view an encounter in free encounter mode and before you start an encounter in campaign mode, reducing a 10-200ms delay in starting an encounter. Also improved loading times a little overall, especially of the tutorial.
  • CPU usage. Upgraded libraries from .NET 8 to .NET 9 for an overall performance improvement, and made other performance optimizations.
  • Memory usage. Reduced the memory usage of Dawnsbury Days by unloading art from other levels. On my computer, this reduces memory usage from 2.7 GB down to 0.9 GB with DLC enabled. The feature is enabled by default but can be disabled in System menu.
  • Disk usage. Greatly decreased file size of both the base game and the expansion, mostly by using more suitable audio formats.


[h2]Art[/h2]

  • Group portraits. Added art to the lines where the Dawnsbury Four speak as a group. It's generated dynamically based on the portraits you selected.
  • Projectile art. Arrows and bolts now like like arrows and are pointed in the direction of the target.
  • More portraits. Added additional portrait options for player characters.
  • New art. There is new art for the following: Chaos, Evil, Take cover, Feint, Kick, Hide, Protector Tree, Regeneration deactivated, Faerie dragon, all combat maneuvers, Giant Rat, Animated Statue, Zombie Shambler, Skeletal Champion, Demon Flamesniper, Demon Flamesniper Unleashed, rapier and more.


[h2]User interface improvements[/h2]
User interface (general)

  • Fast scrolling. You can now press and hold the middle mouse button in a scroll pane, such as in the character builder, and drag your mouse up and down to scroll at a speed of your choice. You can still use the scrollbar or mouse wheel as normal.
  • Many traits now have tooltips, and some have colors.
  • Overall improved text and fixed typos in many spells and descriptions.


User interface (in-battle):

  • Feedback for illegal targeting. When you hold your mouse over a creature that's not a valid target for an action, a tooltip will show up explaining why that creature can't be targeted.
  • Tile details. When you mouse over terrain, you will now get information about the effect of the terrain, such as whether it's difficult or hazardous terrain.
  • Added a white-grey background to status icons that had transparency.
  • Changed the color of friendly characters from light green to green so their HP is better visible; and updated the colors of all factions in the initiative order.
  • Classes (Strategist, Divination Wizard): The tooltip for a strategic strike now shows exactly what you will roll and what the total result will be.
  • Combined powers from different ancestries and classes into same action group.
  • Increased the opacity of tooltips.
  • It should now be easier to see limits of your movement on some dark maps.
  • Projectiles, especially from bows, now appear directed.
  • Reorganized "Attack maneuvers" and "Other maneuvers" menus into "Maneuvers" and "Other actions".
  • Sleeping creatures now show tinted blue instead of red.
  • The bottom bar is now tinted red when enemies are playing.
  • The bottom bar now collapses even more elements into half-size as possible so that it doesn't need to reduce the width of buttons if possible.
  • Untyped bonuses to damage no longer say the word "Untyped".
  • You can no longer right-click out of a confirmation prompt (most players did this by accident).


User interface (combat log)

  • Added round numbers with background color to combat log.
  • Now displays action cost and traits for combat actions in combat log.
  • The combat log now says that a creature "casts" an action instead of "uses" if it's a spell.


User interface (menus):

  • A notification briefly appears to confirm your game was saved after you save game.
  • Added a button "Multiplayer?" to main menu to make it easier to figure out how to play with friends.
  • Bolded section names in the rulebook.
  • Save games are now sorted by last-modified-time descending order.


User interface (stat blocks):

  • If feats gives you bonuses to initiative, your total initiative bonus is display on your stat block alongside your perception.
  • Immunities to traits and conditions now appear in the immunities section of a stat block, and immunity to the death trait appears as immunity to "death effects" for extra clarity.
  • You can now press Ctrl+Q to "stick" a rules block to the screen so that you can scroll through it, and mouse over traits to view details


User interface (character builder):

  • Filtering (shop and spells). You can now filter items in the shop by categories (melee weapons, ranged weapons, shields, armor, ...) and you can filter spells by spell level.
  • Class descriptions are now scrollable instead of the text reducing its size.
  • Common loot now appears across multiple rows and always shows all of your items, even if you have many of them.
  • Grouped skill increase feats into categories.
  • Heritages and subfeats are now ordered intuitively (usually alphabetically, unless there's another concern).
  • If a prepared spellcaster is ready but missing prepared spells, it will now show up as Underleveled instead of Incomplete.
  • If you choose 2 spells at once for a spontaneous caster, you now make two selections separately in two single-spell selections, to make best use of the feature above.
  • If you choose only one spell from a list, you can now click on another spell in the list to switch to that spell without first deselecting the old one.
  • Items are now grouped into further groups (such as spell scrolls of each level).
  • Magic weapons, aeon stones, aeon resonators, fundamental runes, property runes and precious materials are now shown in their own subcategories within their tab. Aeon stones no longer have their color in the name but only in the art and in the description.
  • Skill increases now precede general feat selection so that it's more obvious that you can improve your skill before choose a skill feat that requires a higher skill proficiency.
  • Spells now have a textbox to filter spells.
  • Subfeats are now ordered by selectable first, then nonselectable subfeats.
  • The common loot contracts if it's overfull so that you can view all the items you have anyway.


[h2]Documentation[/h2]

  • Updated the manual for V3 and the Profane Barrier.
  • Updated the rulebook with information on worn items, runes, spell scrolls, major differences from tabletop and other changes coming with V3.
  • Updated the rulebook with information on how alignment works in Our Point of Light.
  • Added information for YouTubers on how to avoid and remove Content ID claims.


[h2]Encounter content[/h2]
Encounter content:

  • New free encounter: Hotel of Serenity. This is a level 5 multi-room encounter with cutscenes, voice acting and exploration.
  • New free encounter: The Life Drainers. This is a level 7 encounter against a succubus, a nabasu and a bodak.


Balancing:

  • Encounters (S3E4): Demon Flamesniper is now trained in Acrobatics.
  • Encounters (S3E4): Fixed that on difficulties lower than Insane, the demon sometimes made pointless moves in attempting to hide ineffectually.
  • Items (bow): The immobilized condition from the bow critical specialization effect can now be escaped by mindless creatures.
  • Story mode (S4): Reduced the shop level of Waves of Good Prices from 20 to 6.
  • Story mode: Added additional items and gold rewards to S4E4 and S4E5 to meet or exceed the treasure-by-level guidelines.
  • Tactics: Enemies will now aim lines and cones more accurately, making use of more aiming angles.
  • Tactics: Monsters with attack of opportunity will prefer to approach the party over demoralizing them.


[h2]Audio[/h2]

  • Rebalanced audio levels of sound effects so that they don't have such extreme differences in loudness.


[h2]Modding[/h2]

Modding:

  • Added .AddAuraAnimation(new MagicCircleAuraAnimation(...)) that allows for modded illustrations.
  • Added .WithIsNamedMonster() that prevents "Weak" and "Elite" from being added to the names of unique monsters.
  • Added AddNaturalWeapon(NaturalWeaponKind naturalWeaponKind, int attackBonus, Trait[] traits, string damage, DamageKind damageKind)
  • Added BurstAreaTarget.MustBeWithinShortDistanceOf and BurstAreaTarget.MustBeWithinShortDistanceOf_Distance.
  • Added CreatureIds to all creatures.
  • Added ModManager.RegisterCustomTile(string tileId, Action adjustTile). You can also use this to change how base game tiles behave.
  • Added ModManager.RegisterNewMusic.
  • Added QEffect.OverrideItemDamageDie and StrikeModifiers.Tag, meant to be used together.
  • Added QEffect.RerollActiveRoll.
  • Added SpiderIllustration and PlainTextPortraitIllustration. Combine these to create art that displays differently based on whether the user has arachnophobia mode enabled.
  • Added Trait.AllAncestries.
  • Added Trait.DoesNotPreventDelay
  • Added Trait.NonSummonable to allow excluding modded monsters from summon spells.
  • Added Trait.UsesPerception and QEffect.BonusToPerception.
  • Added map property DoNotDrawBattleGrid.
  • Added the ability for mods to add settings options with ModManager.RegisterBooleanSettingsOption(string technicalName, string caption, string longDescription, bool default) for registration API and PlayerProfile.Instance.IsBooleanOptionEnabled(string technicalName) for reading API.
  • Audio: Fixed that SlideIntoSong wouldn't reactivate the song if it was shutdown by .Silence() previously.
  • Changed art for shallow water and deep water tile to be distinguishable visually.
  • Encounter.AddTrigger() now safely supports multiple async methods per trigger.
  • Fixed that attacks versus non-AC defenses still showed "vs. AC" in stat blocks.
  • Fixed that close area effects originating from a source other than the caster were charted from the caster instead.
  • Fixed that corrupt custom portraits would crash the game.
  • Fixed that in many places, a number beginning with 42000 would be shown instead of a human-readable description of a trait, feature or spell.
  • If a mod attempts to add a feat with the same technical name as an existing feat, instead of crashing, one of the feats will be ignored.
  • If a mod attempts to add a spell with the same human-readable name as an existing spell, instead of crashing, one of the spells will be ignored.
  • If a mod attempts to add an item with the same technical name as an existing item, instead of crashing, one of the items will be ignored.
  • Improved the display of enemy thinking when you press F1. The new display now shows all the actions the creature is thinking of, and in brackets, it shows all tiebreakers in order, starting from layer, then usefulness, then the remaining tiebreakers.
  • Made ToStringOrTechnical public.
  • UndeadCreatureTargetingRequirement is public.
  • WhatDamageKindIsBestAgainstMe now takes alignment damage into account, enabling the Remaster Spells mod Divine Lance to work.
  • You can now use the many new methods in the CommonQuestions class to add dialogue and other player interactivity choices.


Official mods:

  • Official mod "Automatic Bonus Progression" updated to go up to level 8.
  • Official mod "Kobold" uploaded to the Steam Workshop and updated with level 5 ancestry feats.
  • Official mod "Portalist" updated to go up to level 8. New feats: Transposition Portal, Healing Portal, Rising Portal, Stealth Portal, Swerving Portal, Chained Portals, Relentless Portal, Retaliatory Portal


[h2]Bugfixes[/h2]

  • Ancestries (Orc): Orc Superstition didn't have stat block description.
  • Audio: Fixed that incorrect music sometimes started for a fraction of a second as an encounter started before it was replaced by the correct music from the cutscene.
  • Audio: When a chest turns out to be a mimic, a sound effect plays.
  • Character builder: Fixed that you kept your signature spells if you lose the original spell.
  • Classes (Barbarian):Barbarian rage short description now specifies proper 10 round duration.
  • Classes (Champion): Champion reactions no longer trigger on non-hostile actions.
  • Classes (Champion): Fixed that deity selection would show cleric-only information for the champion.
  • Classes (Cleric): Fixed that a cleric didn't cast spells granted by deities using its main spell save DC.
  • Classes (Cleric): Fixed that the death domain's Death's Call spell sometimes didn't trigger.
  • Classes (Druid): Storm druid now grants only 1 focus point, not 2.
  • Classes (Druid): Wild druid now grants 2 focus points (one per focus spell), not 1.
  • Classes (Fighter): Double Shot now has the Flourish trait.
  • Classes (Fighter): Knockdown now checks if the enemy is immune to the Trip action.
  • Classes (Kineticist): Added extra tolerance to the range of the kineticist's ability to recall an Aerial Boomerang.
  • Classes (Kineticist): Burning Jet now ignore uneven terrain, and starting from level 6, functions also a 60-foot leap.
  • Classes (Kineticist): Fixed that Safe Elements couldn't be used with Shard Strike.
  • Classes (Kineticist): Fixed that Safe Elements didn't exclude Four Winds.
  • Classes (Kineticist): Kinetic Activation now allows the kineticist to also cast the generic elementalist spell list spells Magic Weapon, Mage Armor, Faerie Fire, Resist Energy and Summon Elemental.
  • Classes (Kineticist): Kineticist description missed info on elemental blast; also improved naming and description of attack.
  • Classes (Kineticist): Safe Elements now works with Tidal Hands.
  • Classes (Kineticist): Spell resistance and magic immunity now apply to the kineticist's impulses.
  • Classes (Kineticist): The Dash of Herbs impulse now actually heals +4, as stated in its rules text.
  • Classes (Magus): Spellstrike now handles the Stupefied flat check
  • Classes (Monk): The monk couldn't make reaction attacks with Stand Still while in a stance with mandatory strikes with a weapon in hand (even a shield).
  • Classes (Psychic): Fixed that Glimpse Weakness would stack with itself.
  • Classes (Psychic): Fixed that you could stack Psi Strikes.
  • Classes (Psychic): Psi Burst doesn't reference in its text that it scales every two levels, but correctly does in game.
  • Classes (Ranger and Druid): You now cannot command animal companions that cannot take actions.
  • Classes (Ranger): Fixed that you could cast Gravity Weapon twice in an encounter.
  • Classes (Ranger): When you designate a foe as hunted prey using Favored Enemy, this is now written into the combat log.
  • Classes (Ranger, Druid, Champion): Fixed that "Command your animal companion" and "Act on your own" sometimes appeared even though your animal companion was dying; and sometimes didn't appear even though your companion was back alive.
  • Classes (Ranger, Druid, Champion): Fixed that animal companions has +2 extra Strength.
  • Classes (Ranger, Druid, Champion): Fixed that animal companions offered support benefits even if they were unconscious
  • Classes (Ranger, Druid, Champion): Fixed that animal companions' AC didn't improve when you upgraded them to Mature or to Nimble or Savage.
  • Classes (Ranger, Druid, Champion): Fixed that the mature animal companion's free action is skipped when you have auto end turn enabled and spend your last action.
  • Classes (Ranger, Druid, Champion): Mature animal companions can now act on their own even when you're unconscious or paralyzed.
  • Classes (Rogue): The rogue is now proficient with composite shortbows.
  • Classes (Rogue): Twin Feint didn't give the enemy flat-footed to your second Strike.
  • Classes (Rogue): You're Next didn't give you a circumstance bonus to the Demoralize action.
  • Classes (Rogue): You're Next should only trigger when you kill enemies, not friends.
  • Classes (Sorcerer): Fixed that Glutton's Jaw rolled twice for temporary HP.
  • Classes (Sorcerer): Fixed that blood magic effects activated off cantrips.
  • Classes (Sorcerer): Fixed that blood magic effects could stack.
  • Classes (Sorcerer): Fixed that the hag blood magic masqueraded as Jealous Hex.
  • Classes (Sorcerer): Fixed that you could stack Glutton's Jaw.
  • Classes (Sorcerer): Unraveling Blast now deals d4 damage dice, not d6 damage dice.
  • Classes (Strategist): Thrown weapon attacks should count as ranged for the purposes of strategic strike.
  • Classes (Wizard): Clarified that the Diviner's Sight spell only applies to allies.
  • Classes (Wizard): Drain Bonded Item should only appear for Wizard spells.
  • Classes (Wizard): Fixed that the transmuter's Shifting Form didn't grant a bonus to speed if you chose legs.
  • Classes (Wizard): Wizard is now trained in unarmed attacks.
  • Classes (animal companions): Active animal companion support abilities now generate a log and overhead message when they trigger.
  • Classes (spontaneous spellcasters): Fixed signature spells so that you can select a lower level spell at a higher-level signature slot.
  • Classes (spontaneous spellcasters): Fixed signature spells so that you receive lower-level versions as well.
  • Conditions: Slowed and Stunned should eat your Quickened action first.
  • Cutscenes: Fixed that minor delays would not get skipped when skipping cutscenes, wasting player time and playing too many sounds.
  • Cutscenes: Pressing Q during movement will no longer cause tokens to be left in strange in-between states in a visual bug.
  • Cutscenes: Pressing Q or "Skip cutscene" even once will skip the cutscene fully, including all door opening animations.
  • Encounters (S2E4): The elemental gate should be impervious to damage.
  • Feats (Intimidating Glare): The feat now causes Demoralize to lose the auditory trait.
  • Feats (Reach Spell): Reach Spell now applies to burst area spells as well.
  • Feats (Shield Block): Fixed that Shield Block would prevent damage from non-attack effects.
  • Feats (Widen Spell): You can no longer widen spells with a duration.
  • Feats: Fixed that Adopted Ancestry didn't give you options to move into modded ancestries.
  • Fixed that Dawnsbury Camaraderie caused a crash with some environmental effects.
  • Fixed that if an animal companion holds an item at end of encounter, that item ceases to exist instead of being returned to the player.
  • Fixed that underwater combat didn't give fire and acid resistance 5 to everyone.
  • Fixed that you couldn't attack a confused ally.
  • Forced movement: Reduced the distance you can push a creature diagonally (though retained that 10 feet allows you to push a creature 2 squares).
  • Free encounter mode: Encounters which don't depend on difficulty, such as cutscenes, now always display as the "Insane" trophy in free encounter mode if you completed them.
  • Free encounter mode: The minimap background picture was slightly misaligned with the creatures on top in free encounter mode.
  • Initiative: Closed the "delay exploit" e.g. with positive luminance where when you delay, your positive effects shouldn't happen twice, such as getting rid of Frightened.
  • Initiative: When you're slowed or stunned and quickened at the same time, the slow and stun effects will first eat into your quickened limited action instead of your freeform actions.
  • Items (scrolls): Scrolls now no longer use Trick Magic Item proficiency over a class derived proficiency.
  • Items: Fixed that "Raise shield" appeared twice for each shield.
  • Items: Swapping items for items in your inventory no longer swaps your left and right hand
  • Modding: Fixed an issue with some DawnniExpanded classes where you might not have a choice on skills to select from.
  • Modding: Fixed that the game crashed when you tried to level up a character whose class no longer exists because it was granted by a mod you unsubscribed from.
  • Modding: Illustrations loaded by mods didn't support partial transparency.
  • Monsters (Animated Statue): The statue's Armor Break ability incorrectly counted as a debuff.
  • Monsters (Demon Pest): The monster should know Dimension Door at spell level 5, not 4.
  • Monsters (Doorwarden, Living Armor): These constructs are now metal.
  • Monsters (Dretch): Fixed that Frenzied Slashes didn't count as hostile.
  • Monsters (Dretch): The rules engine no longer stops working when the Dretch dies in the middle of its Frenzied Slashes ability, and in other such similar cases.
  • Monsters (Flumph): Spray Perfume debuff didn't appear a QEffect.
  • Monsters (Undead): Undead monsters now all have poison trait immunity.
  • Monsters (constrict): The constrict ability on monsters no longer becomes permanently halved on subsequent uses after an enemy succeeds on their save.
  • Monsters (doors): Doors can no longer drink potions.
  • Monsters (objects): Fixed that objects weren't immune to some mental effects, such as the bard's composition auras.
  • Monsters (undead):The Bird animal companion's support ability applies dazzled to undead.
  • Monsters: Fixed that some monsters didn't apply some of their damage weaknesses.
  • Monsters: Frightful Presence has the proper traits, including Fear.
  • Monsters: The Inferior, Weak, Elite and Supreme adjustments now also apply to spell save DCs.
  • Pathfinding: Restrained monsters shouldn't display as capable of making attacks of opportunity.
  • Pregenerated characters: If you make choices earlier in the game that make a follow-up choice redundant, that follow-up choice is removed.
  • Rulebook: Fixed that if you searched for a section name, the section name appeared duplicated.
  • Rules (Delay): Fixed that you delaying into the next round of initiative could fail to increment the round number and fail to trigger end-of-round events
  • Rules (Escape): Using your unarmed attack to escape now adds the appropriate ability modifier to the roll.
  • Rules (Fleeing): A creature who is fleeing will stand up as a priority so that it flees more effectively.
  • Rules (Leap): You can no longer leap through enemies.
  • Rules (Seek): You're no longer offered the option to Seek if there are hidden but detected invisible enemies.
  • Rules (Sneak): Fixed a bug where sneaking would sometimes make you detected improperly.
  • Rules (attack modifiers): Penalties to ability scores such as Enfeebled are now taken into account when determining the best ability score to use with a finesse weapon or with strategic strike.
  • Rules (attack of opportunity): If an attack of opportunity or similar effect causes you to move, e.g. with shield critical specialization effect, your movement ends.
  • Rules (combat power): Fixed that weak and elite adjustments didn't modify the damage dealt by spells.
  • Rules (damage resolution): Hardness is no longer "spent" on trying to reduce damage of a type the construct or object is immune to.
  • Rules (effects): Fixed that if you used a single-target action against an enemy using the context menu instead of the bottom bar, that enemy's "After you are targeted by an effect" effects wouldn't trigger.
  • Rules (fleeing): Fleeing creatures will now attempt to escape grapples if able.
  • Rules (grapple): Fixed that you could try to escape a grapple that already ended during the one action just after the grapple ends.
  • Rules (grapple): Fixed that you couldn't re-grapple a creature you're already grappling via Maneuvers menu.
  • Rules (injury poisons): Creatures with immunity to poison damage are now immune to injury poisons.
  • Rules (quickened): It is no longer possible to use a single quickened action to use a 2+ cost action.
  • Rules (splash damage): Weapons that deal splash damage, such as bombs, the spell acid splash, the water kineticist's critical blast etc., all no longer add bonuses to damage to the splash damage.
  • Rules (stealth): As a GM interpretation, Dawnsbury Days will now treat the Sustain a Spell action as not breaking stealth.
  • Rules (stealth): Fixed that to become undetected, you needed to beat also the Perception DC of creatures still hidden by fog-of-war and not participating in combat.
  • Rules (stealth): Fixed that you remained undetected even as new monsters entered the battlefield from the fog-of-war or spawning.
  • Rules (stealth): Fixed that you rolled Stealth checks against creatures not yet in combat or hidden by fog-of-war.
  • Rules (stupefied): Stupefied should apply to mental skill checks.
  • Rules (stupefied): Stupefied shouldn't interfere with sustaining spells.
  • Rules (traits): Added the Wood trait to everything that has the Plant trait.
  • Rules (undetected): When an undetected creature takes an action that would reveal it, that action is now fully shown in the combat log.
  • Rules: Counteract level and DC is now determined more accurately for non-spell effects such as auras or non-spell actions.
  • Rules: Doors and other invulnerable objects are no longer the subject of fireball and other AoE effects.
  • Rules: Doors and some other noncombat "creatures" are now immune to a greater number of effects.
  • Rules: Fixed that Grapple used a multiple attack penalty of -5 instead of -4.
  • Rules: Fixed that a critical success on an Escape check didn't allow you to take a 5-foot Stride.
  • Rules: Fixed that a minion who died because its controller died didn't count as a minion that controller controls.
  • Rules: Fixed that a spell that requires sustaining will expire when a monster that's removed from combat doesn't sustain it next turn.
  • Rules: Fixed that detrimental effects that happen at end of turn, such as persistent damage, didn't affect animal companions and minions whose initiative you control.
  • Rules: Fixed that doors didn't block close area-of-effect spells like lightning bolt.
  • Rules: Fixed that doors didn't block line-of-effect.
  • Rules: Fixed that effects that expire at the beginning of the source's turn didn't expire if the source was a controlled minion.
  • Rules: Fixed that skill checks and skill DCs counted item bonuses twice.
  • Rules: Fixed that the "Escape from" option appeared undisabled even if you couldn't escape.
  • Rules: Fixed that the Clumsy condition didn't reduce your AC.
  • Rules: Fixed that the animal companion's start-of-turn effects, such as fast healing, didn't trigger if the companion was unconscious but not dying.
  • Rules: Fixed that you could continue to grapple even if you were prevented from attacking.
  • Rules: Fixed that you could still cast spells as a reaction even if you were somehow prevented from casting spells.
  • Rules: Fixed that you couldn't push a flying or swimming creature into water.
  • Rules: If a creature has immunity to nonlethal damage, you can now still attack that creature with a nonlethal weapon, albeit at a -2 circumstance penalty.
  • Rules: Line-of-effect is now blocked by walls as normal even at the edge of the map.
  • Rules: Reactive attacks, such as Opportune Backstab and Retributive Strike, no longer use or contribute to the multiple attack penalty, not even if you use them during your turn.
  • Spells (Animal Form): Animal Forms Snake and Shark now correctly ignore difficult terrain from water
  • Spells (Bane): Bane now affects targets immediately after they fail a save, not just after the next state-check.
  • Spells (Blood Vendetta): The spell no longer triggers against creatures immune to bleed.
  • Spells (Blood Vendetta, Death's Call): Fixed spells that cast as a reaction to allow them to be cast after you refresh them using the Wizard's Drain Bonded Item.
  • Spells (Command): You can now command creatures to end grapple, and commands which can't be taken by the creature are disabled.
  • Spells (Confusion): A confused creature will now only move, make Strikes and cast offensive cantrips. It won't attempt to sustain spells or cast defensive cantrips such as shield anymore.
  • Spells (Confusion): Confusion now has a tooltip so that it's clearer that damage can cause you to recover from confusion.
  • Spells (Divine Lance, Divine Wrath): Alignment-based spells now get the alignment trait based on their variant.
  • Spells (False Life): Fixed that false life didn't carry across encounters if cast from scrolls or the aeon stone of life
  • Spells (False Life, Mage Armor): Fixed that a spontaneous spellcaster could cast these spells even if they no longer had any spell slots of the given level for free at start of encounter.
  • Spells (False Life, Mage Armor): Fixed that the game should primarily offer you higher-level spell slots over lower-level spell slots when casting at start of encounter.
  • Spells (Fly): The spell now has the Air trait.
  • Spells (Force Fang): Spell should have a range of reach, not touch (so you can target 2 squares away if you wield a reach weapon).
  • Spells (Force Fang, Force Bolt): Force Bolt and Force Fang now ignore concealment, just like Magic Missile does.
  • Spells (Haste): You couldn't throw weapons with the quickened action.
  • Spells (Healer's Blessing): Healer's Blessing can no longer stack.
  • Spells (Lightning Bolt): Lightning Bolt now has the Air trait.
  • Spells (Mirror Image): Escaping a grapple shouldn't cause your Mirror Image to trigger.
  • Spells (Mirror Image): Fixed that you couldn't cast Mirror Image while blinded.
  • Spells (Scorching Ray): Fixed that Scorching Ray didn't show the number of targets and range.
  • Spells (Scorching Ray): Fixed that if you targeted two creatures, one with concealment and one without, your concealment miss chance check would affect both targets.
  • Spells (Searing Light): The spell now deals extra damage to all fiends, not just demons.
  • Spells (Shield): Fixed that the reaction confirmation box sometimes overran the textbox and not all language was visible.
  • Spells (Shocking Grasp): The spell is now extra effective against metal creatures and creatures that wear metal armor.
  • Spells (Spiritual Weapon): Spiritual Weapon attack now only shows one overhead instead of two.
  • Spells (True Strike): True Strike now applies only to a single attack roll, not all attack rolls of a Scorching Ray.
  • Spells (battleforms): Fixed the battleform Athletics modifier didn't apply if your base Athletics modifier was only -1.
  • Spells (battleforms): You now automatically re-equip your items if you end combat in a battleform.
  • Steam: Improved display on Steam Deck slightly.
  • Story mode (shop): Shop NPC level on mouse over now matches shop level instead of always showing 1.
  • Story mode: Fixed that loading the game would not stop voice line in progress.
  • Tactics: Enemies shouldn't attack their confused allies.
  • Tactics: Enemy AI will now take additional elemental and alignment damage into account when choosing what Strike to use.
  • Tactics: Fixed that AI functioned incorrectly around confused enemies.
  • Tactics: Fixed that enemies wouldn't attempt to flank high AC characters.
  • Tactics: If the average damage of an attack is negative, AI would never use that action. Now, it will instead always consider that damage is at least 1. (E.g. for a Venomous Snake with the Weak template)
  • Text: Fixed alignment of text in rules block captions.
  • Text: Fixed errors and missing information in stat blocks.
  • Text: Fixed that the Hidden condition revealed to you the names of enemies still in fog of war.
  • Text: Fixed various errors in stat blocks.
  • Text: Fixed various typos.
  • User interface (Shield): Shield Block from the feat and the Shield cantrip now generate an overhead and log entry when they activate.
  • User interface: Added information about spell levels to context menu when targeting a heightened spell at a creature.
  • User interface: Added information on base item to context menu when targeting a strike modification at a creature.
  • User interface: Fixed that you could click buttons after dragging from elsewhere.
  • User interface: Loot bag picture of dropped items appears too big on resolutions smaller than 2560x1440.
  • User interface: The scrollbar no longer cuts off combat log.
  • User interface: When delaying, the ghost of your initiative order should be blue, not green.
  • User interface: When you critically fail a Feint against an enemy and that enemy dies, the effect should be removed from you.
  • User interface: You can now collapse groups in the shop.

Release notes for the upcoming base game patch this Friday

Dawnsbury Days V3 (April 2025) release notes


On April 11th, Dawnsbury Days will be updated to version V3. This version adds the bard and the oracle, hundreds of new feats, spells and items, a couple of new encounters, many new features, and enables the expansion adventure, "The Profane Barrier", which will be released the same day.

All of your characters and save files will carry over. All mods will continue to work, though some of them might not contain higher-level content.

The upcoming patch will update the game from version 2.65 to version 3.36.

Here's the release notes.

[h2]Highlights[/h2]

  • Level 8. You can now advance up to level 8.
  • New character content. You can now choose from 5 new ancestries (halfling, gnome, goblin, leshy, oozekin), 2 new versatile heritages (aasimar, tiefling), 2 new classes (Bard, Oracle), 200+ new feats, 140+ new spells, 80+ new items and more.
  • Rune subsystem. You can now craft magic weapons and armor with potency, striking, resilient and property runes.
  • Save profiles. Instead of a single autosave slot, you now have 3 player profiles for each adventure path. You can still also make any number of manual saves as before.
  • Rules fidelity. Redesigned subsystems for initiative, stealth and cover for greater intuitiveness and tabletop fidelity.
  • Name customization. You can now name your party, your heroes and your animal companions. If you rename your heroes, you will see a warning that voice acting will continue to refer to your characters as Anna, Scarlet, Tok'dar and Saffi.
  • GM mode. In GM mode, you control both the party and all monsters. You can use GM mode if you want monsters to use different tactics, or if you're playing with other players using Steam Remote Play Together and want one of the players to take the role of the gamemaster.
  • Performance. Dawnsbury Days now takes up less RAM, less disk space and is more stable on computers with weaker hardware.
  • 100+ minor improvements. This patch also brings 100+ minor improvements to rules fidelity, user interface, usability and stability, including bugfixes.


[h2]Features[/h2]

Story mode features:

  • Profiles. Instead of a single autosave, Dawnsbury Days now has three profile slots for each campaign (Dawnsbury Days, Profane Barrier, modded campaigns...). After you select a campaign in Story mode, you will first select one of the three profile slots to start or continue. You can still choose Quick start or Custom start for each campaign, but you can now also choose "Continue from Dawnsbury Days" to take your party from the base game. You can still make manual saves.
  • Custom party names. You can now name and rename your parties in Custom start and in the Party/Retraining screen. Your party's name will be part of the save file name and show up in the profile slot.
  • Custom hero names. In Story mode, you can rename Anna, Scarlet, Tok'dar and Saffi to names of your choice. This will only change the text and not voice acting.
  • Custom animal companion names. You can now name your animal companion.
  • Dialogue log. All dialogue lines are now outputted to the combat log so you can reread them later if you miss them.


In-combat features:

  • New combat action: Hand over item. You can now hand items in your hand over to adjacent allies.
  • GM mode. In GM mode, you control both the party and all monsters. You can use GM mode if you want monsters to use different tactics, or if you're playing with other players using Steam Remote Play Together and want one of the players to take the role of the gamemaster.
  • Arachnophobia mode. You can toggle arachnophobia mode in "Video" settings or at the beginning of an encounter that includes a spider in Story mode or Free encounter mode. In this mode, images of spiders will be replaced with bare text tokens with no art.


Rules fidelity features:

  • Initiative and delay redesign. Initiative and delaying have been redesigned for greater tabletop fidelity. Loopholes allowing you to trigger beneficial effects multiple times have been closed. You can no longer delay any detrimental effects, or prolong the duration of beneficial effects by delaying. Delaying works correctly across rounds.
  • Stealth system redesign. Stealth has been redesigned for greater tabletop fidelity. You can now Sneak through an area where you don't have cover or concealment, as long as you end your Sneak in a square where you have cover or concealment. Sneak and Hide now give you circumstance bonuses against observing enemies if you have cover (+2) or greater cover (+4). Step no longer makes you automatically undetected. Create a Diversion now lasts until end of turn only, but allows your Hidden status to persist even in plain sight with a Stealth check that isn't a critical failure. Fixed various bugs related to the stealth subsystem. Reduced visual clutter and improved and simplified the display of stealth in the combat log. Updated the rulebook.
  • Cover system redesign. Cover has been redesigned for greater intuitiveness, stability and performance. Cover rules are now more strict: A corner-to-corner line that "scratches" a corner of a wall midway now counts as blocked for the purposes of determining cover and line-of-effect. As a special exception to the standard line-drawing rules, you now also no longer have line-of-effect at all if you're looking at a creature directly behind a pillar of a wall. Prone creatures no longer provide cover to allies behind them. Cover is now more accurate. Updated the rulebook.
  • Reactive attack redesign. If the game is not sure that your primary weapon is the best choice for an attack of opportunity or similar reactive attack, it prompts you to choose a weapon. You can also enable "Ask for specific weapon for reactive attacks" to always have the option of choosing your weapon for a reactive attack.


Character editor features:

  • Inventory toasts. When you attempt to perform an illegal action in the inventory (such as buying an item you don't have enough gold for; attaching a rune to an item that can't be enchanted with etc., you will get an error message explaining why the action is illegal.
  • Import into character library. There is a new tab in Character library named "Import from story mode". In there, you can select a save file (manual or profile slot) and click "Import all" to get all four characters from the party from that save file into your character library.


System features:

  • Long-term effects. Some effects can now persist on players through multiple encounters, such as the mummy rot disease. This functionality is also exposed to mods which can create custom long-term effects.
  • Cheat menu. You can now enable cheat menu in Settings->System to kill any creature instantly or use other debugging/GM powers
  • Better credits. Improved the appearance of end credits and main menu credits.


[h2]Character content[/h2]

Character content (general):

  • Level 8. Characters can now advance up to level 8.
  • Class skills. Classes and subclasses now grant trained skills. For example, all clerics receive Religion as an extra trained skill, and deities grant an additional skill. Choosing skills is now optional. If you previously chose a skill that you're now granted automatically by your class, that skill will be unselected and you may pick a new skill in that slot the next time you retrain or update your character sheet.
  • New skills. Crafting, Survival, Performance.
  • New feats (general): Lengthy Diversion, Swift Sneak, Kip Up, Terrified Retreat, Advanced First Aid, Sanctify Water


Character content (ancestries):

  • Mixed and versatile heritages. All ancestries may now pick mixed and versatile heritages. Mixed heritages allow you to combine any two ancestries.
  • New ancestry: Gnome. Heritages: Chameleon, Sensate, Void, Wellspring, Unusual. Feats: Primal Cantrip, Gnome Weapon Familiarity, Gnome Weapon Innovator, Grim Insight, Illusion Sense, Life-Giving Magic, Razzle-Dazzle, Emphatetic Plea, Inventive Offensive, Energized Font.
  • New ancestry: Goblin. Heritages: Charhide, Razortooth, Snow, Unbreakable, Unusual. Feats: Bouncy Goblin, Burn It!, City Scavenger, Fang Sharpener, Second Heritage, Torch Goblin, Goblin Scuttle, Goblin Song, Loud Singer.
  • New ancestry: Halfling. Heritages: Breakfast, Gutsy, Jinxed, Observant, Wildwood, Unusual. Feats: Halfling Weapon Familiarity, Halfling Weapon Trickster, Halfling Skill, Unfettered Halfling, Easy to Miss, Cultural Adaptability, Halfling Luck, Halfling Ingenuity.
  • New ancestry: Leshy. Heritages: Cactus, Fruit, Water Lily, Unusual. Feats: Harmlessly Cute, Leshy Superstition, Undaunted, Pyrophilic Recovery, Defensive Needles, Heat Resistance.
  • New ancestry: Oozekin. Heritages: Acidic, Adaptive, Liquid, Unusual. Feats: Bounce, Hide Nucleus, Go With the Flow, Gooey Anatomy, Liquid Translation, Melting Blob, Reinforced Pseudopod, Gelatinous Body, Hungry Disarm, Rubber Body
  • New versatile heritage: Tiefling (Find Fault, Form of the Fiend, Daemonspawn, Nimble Hooves, Fiendish Resistance, Malicious Bane).
  • New versatile heritage: Aasimar (Heavenly Warmth, Halo, Orderly Mind, Blessed Blood, Celestial Resistance, Empyreal Blessing, Healer's Halo).
  • New feats (universal ancestry): Master of Insults, Fey Influence.
  • New feats (Elf): Elven Weapon Elegance, Elven Instincts, Arcane Cantrip
  • New feats (Orc): Bloody Blows, Defy Death
  • New feats (Dwarf): Dwarven Weapon Cunning, Tomb Watcher's Glare
  • New feats (Human): Clever Improviser, Dawnsbury Camaraderie, Weapon Familiarity, Advanced Weapon Familiarity
  • Elf ancestry boosts update. The Elf now has "Intelligence or Charisma" instead of "Charisma" as one of its ancestry ability boosts. Existing characters keep the Charisma boost, though they may retrain it to Intelligence.


Character content (classes):

  • New class: Bard. Muses: Maestro, Warrior, Morbid. Feats: Cantrip Expansion, Abundant Spellcasting 1, Abundant Spellcasting 2, Hymn of Healing, Triple Time, Dirge of Doom, Lingering Composition, Requiem of Death, Grisly Shield, Well-Versed, Inspire Defense, Multifarious Muse, Inspire Heroics, Song of Strength, Chaotic Spell, Steady Spellcasting
  • New class: Oracle. Mysteries: Ancestors, Ash, Battle, Bones, Cosmos, Flames, Life, Tempest. Feats: Abundant Spellcasting, Abundant Spellcasting 2, Cantrip Expansion, Divine Aegis, Domain Acument, Vision of Weakness, Advanced Revelation, Debilitating Dichotomy, Domain Fluency, Water Walking, Divine Access, Chaotic Spell, Steady Spellcasting
  • New feats (Barbarian): Attack of Opportunity, Brutal Bully, Cleave, Disarming Assault, Renewed Vigor
  • New feats (Champion): Loyal Companion, Advanced Deity's Domain, Companion Healing, Divine Health, Litany Against Wrath, Smite Evil, Second Ally, Shield Warden
  • New feats (Cleric): Cast Down, Detonating Spell, Selective Energy, Infinite Surging Focus, Advanced Domain, Versatile Font, Channel Smite, Reliable Channel Smite, Steady Spellcasting
  • New feats (Druid): Mature Animal Companion, Incredible Companion, Powerful Inhalation, Natural Spell, Wind Caller
  • New feats (Fighter): Furious Focus, Dazing Blow, Advanced Weapon Training, Second Weapon Group, Positioning Assault, Blind-Fight, Quick Shield Block, Disorienting Opening, Aggressive Block, Shatter Defenses, Improved Swipe
  • New feats (Kineticist): Impulse Penetration, Weapon Infusion, Consume Power, Clear as Air, Weight of Stone, Driving Rain, Dash of Herbs, Lightning Rod, Deflecting Wave, Energized Weapon, Volcanic Escape
  • New feats (Magus): Cascade Countermeasure, Capture Magic, Devastating Spellstrike, Distracting Spellstrike, Emergency Targe, Absorb Spell, Endless Spellstrike, Steady Spellcasting
  • New feats (Monk): Abundant Step, Align Ki, Ki Blast, One-Inch Punch, Mixed Maneuver, Whirling Throw
  • New feats (Psychic): Parallel Breakthrough, Brain Drain, Mental Static, Dark Persona's Presence, Steady Spellcasting
  • New feats (Ranger): Mature Animal Companion, Deadly Aim, Warden's Boon
  • New feats (Rogue): Analyze Weakness, Light Step, Skirmish Strike, Nimble Roll, Opportune Backstab, Head Stomp
  • New feats (Sorcerer): Advanced Bloodline, Chaotic Spell, Steady Spellcasting
  • New feats (Strategist): Disrupt Person of Interest, Group of Interest, Infinite Persons of Interest, Greater Scalpel's Point
  • New feats (Wizard): Spell Penetration, Advanced School Spell, Chaotic Spell, Steady Spellcasting
  • New hybrid study (Magus): Sparkling Targe
  • New theses (Wizard): Power Slot, Spell Blending
  • Updated chassis (Cleric): Deities now grant additional spells.
  • Updated chassis (Sorcerer): Bloodlines now grant additional spells.
  • New animal companion: Ape
  • New favored enemies (Ranger): Fey


Character content (spells):

  • Heightened spells. Spells now have their heightened effects up to spell level 4, or, for some spells, even beyond.
  • New spells: paralyze, dominate undead, blindness, stinking cloud, vampiric touch, crashing wave, curse of lost time, rouse skeletons, deflect critical hit, impending doom, crisis of faith, neutralize poison, positive attunement, phantom prison, fire shield, fly, phantasmal killer, stoneskin, blink, chromatic ray, chromatic armor, elemental assessor, chroma leach, draw the lightning, rebound barrier, sanguine mist, tortoise and the hare, winning streak, radiant beam, painful vibrations, angelic wings, horrific visage, fiery wings, sea of thought, astral rain, remote disarm, attack hints, dragon breath, swamp of sloth, thunderburst, shield of divine fire, lesser spell immunity, bestow curse, cascade countermeasure, dominate, abundant step, ki blast, flame barrier, wings, diamond dust, lucky break, destructive aura, positive luminance, eradicate undeath, rebuke death, touch of the moon, seed of negative energy, energy absorption, dimensional steps, guided strike, dread aura, elemental storm, invisibility cloak, life siphon, shifting form, powerful inhalation, cone of cold, cloudkill, vampiric exsanguination, chain lightning, animate dead, see invisibility, faerie fire, glitterdust, roaring applause, enduring might, delusional pride, litany against wrath, freedom of movement, true seeing, finger of death, shadow projectile, wall of fire, power word blind, shielding strike, hydraulic torrent, sudden bolt, open door, time stop, absorb spell, remove fear, remove paralysis, remove confusion, triple time, inspire courage, counter performance, hymn of healing, biting words, requiem of death, inspire defense, song of strength, tanglefoot, sleep, blistering invective, ray of enfeeblement, magic fang, pushing gust, disperse into air, soothing words, unity, empty inside, tidal surge, downpour, weapon surge, zeal for battle, ancestral touch, ancestral defense, ashen wind, incendiary ashes, call to arms, battlefield persistence, soul siphon, armor of bones, spray of stars, interstellar void, incendiary aura, whirling flames, life link, destroy affliction, tempest touch, vision of weakness, debilitating dichotomy, chilling darkness, charged javelin, bottle the storm, briny bolt, invisibility pulse, stormwind flight, phantom pain, jump
  • Spells (Animal Form): Added Shark and Ape as an animal form options.
  • Spells (Animate Dead): You can now summon more types of undead.
  • Spells (Summon Elemental): You can now summon more types of elementals.


Character content (deities):

  • New deity: The Unbreakable Friendship
  • New deity: The Everlasting Storm
  • New domains: family, zeal, void, air, water, lightning


Character content (items):

  • Critical specialization effects. Weapons now have critical specialization effects.
  • Rune subsystem. Weapons and armor can now be equipped with potency, striking, resilient and property runes. You can purchase runestones, apply them to your equipment, and detach runes from equipment back onto runestones. You can also upgrade and swap runes.
  • Precious metals subsystem. Weapons and armor can now be reforged with cold iron and adamantine, which grants them additional effects. Demons and fey have been updated to have a weakness to cold iron. Gargoyle has been updated to not be resistant to adamantine.
  • Heightened spell scrolls. You can now buy heightened spell scrolls at the shop. Each scroll that has a heightened effect can be bought at the shop at each spell level (2-4) where it has a heightened effect. This will also apply to modded spells that have a heightened definition.
  • New items (aeon resonators): standard, of heal, of bless, of invisibility, of double resonance
  • New items (aeon stones): of shielding, of Fortitude, of Reflex, of Will, of stealth from undead, of cheating death, of alertness, of resistance to poison, of Dexterity, of life, of knowledge, of fear, of enervation, of spell resistance
  • New items (armor): light barding, heavy barding, sturdy shield (minor, lesser, moderate)
  • New items (potions): of flying, of quickness, of swimming, of greater invisibility, of leaping, greater healing
  • New items (precious materials): weapons-grade cold iron, weapons-grade adamantine, armor-grade cold iron
  • New items (runestones): +1, +2, +3, +1 armor, +2 armor, +3 armor, striking, greater striking, major striking, resilient, greater resilient, major resilient, disrupting, fearsome, corrosive, demolishing, flaming, frost, shock, thundering, ghost touch, wounding, returning, anarchic, holy
  • New items (weapons): sling, halfling sling staff, buzzsaw axe, holy water
  • New items (worn items): doubling rings, belt of good health, fearless sash, grappler's belt, explorer's clothing, boots of bounding, cloak of elvenkind, boots of tumbling, bracers of missile deflection, barbarian's gloves, gloves of storing, lovers' gloves, bag of holding (type I, type II), backfire mantle, cloak of fire resistance, cloak of cold resistance, necklace of fireballs (I, II, III, IV, V, VI, VII), ring of the ram, ring of temporary fortitude, Tiara of Open Skies
  • Items (boots of elvenkind): Added an active ability, and added the combo with cloak of elvenkind


Character library:

  • Pregenerated characters have been rebuilt. Thanks to SwingRipper, all pregenerated characters have been rebuilt. They now go up to level 8. These new builds are more equal in power level to the standard Fighter, Rogue, Sorcerer, Cleric party, and you should be able to win the campaign with any combination of them in Medium (and Hard if you're good); they expose the most fun things about each class still and should still be easy to use.


[h2]Performance[/h2]

  • Loading times. Coverlines now preload when you view an encounter in free encounter mode and before you start an encounter in campaign mode, reducing a 10-200ms delay in starting an encounter. Also improved loading times a little overall, especially of the tutorial.
  • CPU usage. Upgraded libraries from .NET 8 to .NET 9 for an overall performance improvement, and made other performance optimizations.
  • Memory usage. Reduced the memory usage of Dawnsbury Days by unloading art from other levels. On my computer, this reduces memory usage from 2.7 GB down to 0.9 GB with DLC enabled. The feature is enabled by default but can be disabled in System menu.
  • Disk usage. Greatly decreased file size of both the base game and the expansion, mostly by using more suitable audio formats.


[h2]Art[/h2]

  • Group portraits. Added art to the lines where the Dawnsbury Four speak as a group. It's generated dynamically based on the portraits you selected.
  • Projectile art. Arrows and bolts now like like arrows and are pointed in the direction of the target.
  • More portraits. Added additional portrait options for player characters.
  • New art. There is new art for the following: Chaos, Evil, Take cover, Feint, Kick, Hide, Protector Tree, Regeneration deactivated, Faerie dragon, all combat maneuvers, Giant Rat, Animated Statue, Zombie Shambler, Skeletal Champion, Demon Flamesniper, Demon Flamesniper Unleashed, rapier and more.


[h2]User interface improvements[/h2]
User interface (general)

  • Fast scrolling. You can now press and hold the middle mouse button in a scroll pane, such as in the character builder, and drag your mouse up and down to scroll at a speed of your choice. You can still use the scrollbar or mouse wheel as normal.
  • Many traits now have tooltips, and some have colors.
  • Overall improved text and fixed typos in many spells and descriptions.


User interface (in-battle):

  • Feedback for illegal targeting. When you hold your mouse over a creature that's not a valid target for an action, a tooltip will show up explaining why that creature can't be targeted.
  • Tile details. When you mouse over terrain, you will now get information about the effect of the terrain, such as whether it's difficult or hazardous terrain.
  • Added a white-grey background to status icons that had transparency.
  • Changed the color of friendly characters from light green to green so their HP is better visible; and updated the colors of all factions in the initiative order.
  • Classes (Strategist, Divination Wizard): The tooltip for a strategic strike now shows exactly what you will roll and what the total result will be.
  • Combined powers from different ancestries and classes into same action group.
  • Increased the opacity of tooltips.
  • It should now be easier to see limits of your movement on some dark maps.
  • Projectiles, especially from bows, now appear directed.
  • Reorganized "Attack maneuvers" and "Other maneuvers" menus into "Maneuvers" and "Other actions".
  • Sleeping creatures now show tinted blue instead of red.
  • The bottom bar is now tinted red when enemies are playing.
  • The bottom bar now collapses even more elements into half-size as possible so that it doesn't need to reduce the width of buttons if possible.
  • Untyped bonuses to damage no longer say the word "Untyped".
  • You can no longer right-click out of a confirmation prompt (most players did this by accident).


User interface (combat log)

  • Added round numbers with background color to combat log.
  • Now displays action cost and traits for combat actions in combat log.
  • The combat log now says that a creature "casts" an action instead of "uses" if it's a spell.


User interface (menus):

  • A notification briefly appears to confirm your game was saved after you save game.
  • Added a button "Multiplayer?" to main menu to make it easier to figure out how to play with friends.
  • Bolded section names in the rulebook.
  • Save games are now sorted by last-modified-time descending order.


User interface (stat blocks):

  • If feats gives you bonuses to initiative, your total initiative bonus is display on your stat block alongside your perception.
  • Immunities to traits and conditions now appear in the immunities section of a stat block, and immunity to the death trait appears as immunity to "death effects" for extra clarity.
  • You can now press Ctrl+Q to "stick" a rules block to the screen so that you can scroll through it, and mouse over traits to view details


User interface (character builder):

  • Filtering (shop and spells). You can now filter items in the shop by categories (melee weapons, ranged weapons, shields, armor, ...) and you can filter spells by spell level.
  • Class descriptions are now scrollable instead of the text reducing its size.
  • Common loot now appears across multiple rows and always shows all of your items, even if you have many of them.
  • Grouped skill increase feats into categories.
  • Heritages and subfeats are now ordered intuitively (usually alphabetically, unless there's another concern).
  • If a prepared spellcaster is ready but missing prepared spells, it will now show up as Underleveled instead of Incomplete.
  • If you choose 2 spells at once for a spontaneous caster, you now make two selections separately in two single-spell selections, to make best use of the feature above.
  • If you choose only one spell from a list, you can now click on another spell in the list to switch to that spell without first deselecting the old one.
  • Items are now grouped into further groups (such as spell scrolls of each level).
  • Magic weapons, aeon stones, aeon resonators, fundamental runes, property runes and precious materials are now shown in their own subcategories within their tab. Aeon stones no longer have their color in the name but only in the art and in the description.
  • Skill increases now precede general feat selection so that it's more obvious that you can improve your skill before choose a skill feat that requires a higher skill proficiency.
  • Spells now have a textbox to filter spells.
  • Subfeats are now ordered by selectable first, then nonselectable subfeats.
  • The common loot contracts if it's overfull so that you can view all the items you have anyway.


[h2]Documentation[/h2]

  • Updated the manual for V3 and the Profane Barrier.
  • Updated the rulebook with information on worn items, runes, spell scrolls, major differences from tabletop and other changes coming with V3.
  • Updated the rulebook with information on how alignment works in Our Point of Light.
  • Added information for YouTubers on how to avoid and remove Content ID claims.


[h2]Encounter content[/h2]
Encounter content:

  • New free encounter: Hotel of Serenity. This is a level 5 multi-room encounter with cutscenes, voice acting and exploration.
  • New free encounter: The Life Drainers. This is a level 7 encounter against a succubus, a nabasu and a bodak.


Balancing:

  • Encounters (S3E4): Demon Flamesniper is now trained in Acrobatics.
  • Encounters (S3E4): Fixed that on difficulties lower than Insane, the demon sometimes made pointless moves in attempting to hide ineffectually.
  • Items (bow): The immobilized condition from the bow critical specialization effect can now be escaped by mindless creatures.
  • Story mode (S4): Reduced the shop level of Waves of Good Prices from 20 to 6.
  • Story mode: Added additional items and gold rewards to S4E4 and S4E5 to meet or exceed the treasure-by-level guidelines.
  • Tactics: Enemies will now aim lines and cones more accurately, making use of more aiming angles.
  • Tactics: Monsters with attack of opportunity will prefer to approach the party over demoralizing them.


[h2]Audio[/h2]

  • Rebalanced audio levels of sound effects so that they don't have such extreme differences in loudness.


[h2]Modding[/h2]

Modding:

  • Added .AddAuraAnimation(new MagicCircleAuraAnimation(...)) that allows for modded illustrations.
  • Added .WithIsNamedMonster() that prevents "Weak" and "Elite" from being added to the names of unique monsters.
  • Added AddNaturalWeapon(NaturalWeaponKind naturalWeaponKind, int attackBonus, Trait[] traits, string damage, DamageKind damageKind)
  • Added BurstAreaTarget.MustBeWithinShortDistanceOf and BurstAreaTarget.MustBeWithinShortDistanceOf_Distance.
  • Added CreatureIds to all creatures.
  • Added ModManager.RegisterCustomTile(string tileId, Action adjustTile). You can also use this to change how base game tiles behave.
  • Added ModManager.RegisterNewMusic.
  • Added QEffect.OverrideItemDamageDie and StrikeModifiers.Tag, meant to be used together.
  • Added QEffect.RerollActiveRoll.
  • Added SpiderIllustration and PlainTextPortraitIllustration. Combine these to create art that displays differently based on whether the user has arachnophobia mode enabled.
  • Added Trait.AllAncestries.
  • Added Trait.DoesNotPreventDelay
  • Added Trait.NonSummonable to allow excluding modded monsters from summon spells.
  • Added Trait.UsesPerception and QEffect.BonusToPerception.
  • Added map property DoNotDrawBattleGrid.
  • Added the ability for mods to add settings options with ModManager.RegisterBooleanSettingsOption(string technicalName, string caption, string longDescription, bool default) for registration API and PlayerProfile.Instance.IsBooleanOptionEnabled(string technicalName) for reading API.
  • Audio: Fixed that SlideIntoSong wouldn't reactivate the song if it was shutdown by .Silence() previously.
  • Changed art for shallow water and deep water tile to be distinguishable visually.
  • Encounter.AddTrigger() now safely supports multiple async methods per trigger.
  • Fixed that attacks versus non-AC defenses still showed "vs. AC" in stat blocks.
  • Fixed that close area effects originating from a source other than the caster were charted from the caster instead.
  • Fixed that corrupt custom portraits would crash the game.
  • Fixed that in many places, a number beginning with 42000 would be shown instead of a human-readable description of a trait, feature or spell.
  • If a mod attempts to add a feat with the same technical name as an existing feat, instead of crashing, one of the feats will be ignored.
  • If a mod attempts to add a spell with the same human-readable name as an existing spell, instead of crashing, one of the spells will be ignored.
  • If a mod attempts to add an item with the same technical name as an existing item, instead of crashing, one of the items will be ignored.
  • Improved the display of enemy thinking when you press F1. The new display now shows all the actions the creature is thinking of, and in brackets, it shows all tiebreakers in order, starting from layer, then usefulness, then the remaining tiebreakers.
  • Made ToStringOrTechnical public.
  • UndeadCreatureTargetingRequirement is public.
  • WhatDamageKindIsBestAgainstMe now takes alignment damage into account, enabling the Remaster Spells mod Divine Lance to work.
  • You can now use the many new methods in the CommonQuestions class to add dialogue and other player interactivity choices.


Official mods:

  • Official mod "Automatic Bonus Progression" updated to go up to level 8.
  • Official mod "Kobold" uploaded to the Steam Workshop and updated with level 5 ancestry feats.
  • Official mod "Portalist" updated to go up to level 8. New feats: Transposition Portal, Healing Portal, Rising Portal, Stealth Portal, Swerving Portal, Chained Portals, Relentless Portal, Retaliatory Portal


[h2]Bugfixes[/h2]

The Profane Barrier DLC releases on April 11th

We are in the final stages of development of the Profane Barrier, a level 5–8 expansion of Dawnsbury Days.

I expect it will be released in three weeks, on Friday April 11th, 15:00 UTC.

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

You can wishlist the expansion here:
https://store.steampowered.com/app/2980090/Dawnsbury_Days__The_Profane_Barrier/

The expansion will cost $5 (standard regional pricing adjustments will apply as normal) and will require the base game to play.

The expansion contains only the new story and the new encounters. All the improvements to the core game systems, as well as new feats, spells, ancestries and classes will be added to the base game at the same time as the expansion is released, but they will be available to everyone, including players who don't have the expansion. The purpose of this is to allow all mods to be compatible with all installations of the game, whether or not each player has the DLC installed or not.

Thank you everyone for your interest in Dawnsbury Days and I hope you'll enjoy the expansion as much as we enjoyed making it!

Profane Barrier playtest begins — sign up here

A new version of Dawnsbury Days is approaching the finish line, and alongside, a story-based expansion with 24 new encounters to play through on character levels 5–8.

The expansion will cost $5 and will have these features:
  • Play at 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

At the same time, the base game will be updated with bug fixes, user interface improvements and new character content, including:
  • New ancestries: Halfling, Gnome, Leshy, Goblin, Oozekin
  • New heritages: Mixed heritage, Aasimar, Tiefling
  • New classes: Bard, Oracle
  • New feats
  • New spells
  • New items, and a rune subsystem
  • New encounters for the free encounter mode
  • More improvements! Wait for the patch notes...

However, before the release, we still need to conduct a major prerelease playtest and I'm now recruiting players interested in rooting out bugs and providing feedback on both the new character content and the new higher-level adventure.

If you're interested in participating in this playtest, please sign up at this Google form. I very much appreciate everyone who would be willing to assist.

Dawnsbury Days, with the updates it's had since release and especially the updates that will come alongside the Profane Barrier, is now a huge game. It has 361 feats and 268 spells now (!), and that's before we get into mods or items. It is no longer possible for one person to test all of this, so a major playtest is very necessary.

Click here to sign up for the playtest.

Roadmap to release, and information on new achievements

Development of The Profane Barrier, an expansion for Dawnsbury Days, is nearing completion.

Here's the release roadmap:



Some things still need to be done or implemented, and I still need to add voice acting to all the Profane Barrier cutscenes, but we're rapidly approaching a time when the major prerelease playtest of the expansion will begin.

I expect the playtest to begin in March. It will be a larger-scale private playtest. I will announce here on Steam when registration for the playtest opens.

If the playtest reveals no major issues, then a release would follow afterwards.

[h2]On achievements[/h2]

At the beginning of the playtest, I will introduce new Steam achievements to Dawnsbury Days. Some of these will be for features that will be added to Dawnsbury Days base game with the expansion — such as the Bard and Oracle classes — but most of these will be for achievements in the Profane Barrier campaign.

Steam does not have the capability to track DLC-specific achievements separately — they must be added to the base game.

That means that from the beginning of the playtest until the release of the expansion, it will not be possible for players outside the playtest to collect all Dawnsbury Days achievements.

I'm sorry for that. I recognize it's not ideal to have a game in a state where you can't collect all the achievements. I am postponing the publishing of the achievements as much as I can to minimize the time when Dawnsbury Days isn't 100%-completable, but ultimately the new achievements need to be playtested as well, so I need to publish them for the playtest.

There are currently 52 achievements. Until Profane Barrier is released, then, please consider that if you have 52 achievements in Dawnsbury Days, you have the trophy and you 100% fully completed the game.

Thank you for understanding, and I'm excited to begin the major playtest and share the Profane Barrier and higher-level gameplay with everyone soon!