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Dawnsbury Days News

Dawnsbury Days 3.48 (level 9 staging, action symbols, bugfixes)

[p]This patch prepares the stage for a future increase of the level cap to 9 by adding level 9 items and level 9 ancestry feats to the game. If you want to try level 9 already now, you'll need to subscribe to the official level 20 mod. You can also use the new items in free encounter mode without the mod.[/p][p]This patch also replaces the simple geometric shapes used as action symbols by the slightly more complex shapes found in tabletop rulebooks.[/p][p]Also, it adds the wish spell. Yes, yes, that's a level 10 spell that's far from being remotely available in the Dawnsbury Days campaigns, but I need the functionality to make it work anyway for other purposes, and I love the spell, and with this, I can now say that Dawnsbury Days is the first video game in 25 years to implement the spell![/p][p]Character content: [/p]
  • [p]New impulses: Flash Forge[/p]
  • [p]New spells: wish, miracle, alter reality, primal phenomenon[/p]
  • [p]New items: javelin of lightning, elemental gem, brewer's regret, greater hat of the magi, lesser soothing tonic, moderate soothing tonic, greater soothing tonic, cloak of acid resistance, cloak of electricity resistance, runestone of crushing, runestone of greater crushing, runestone of nightmare, storm breath[/p]
  • [p]New level 9 ancestry feats: Divine Magic, Heavenly Speed, Celestial Wings, Pinch Time, Battleforger, Energy-Blessed, Heroes' Call, Mountain's Stoutness, Otherwordly Acumen, Elf Step, Invisibility Adept, Life Leap, Freeze It!, Hungry Goblin, Scalding Spit, Fade Away, Guiding Luck, Irrepressible, Unhampered Passage, Dragon Prince, Multitalented, Aeromancer, Bark and Tendril, Lucky Keepsake, Spore Cloud, Death's Drums, Pervasive Superstition, Undying Ferocity, Orc Warmask, Mask of Power, Mask of Pain, Fiendish Wings, Fey Ascension, Bounce It Off!, Between the Scales, Dragon Breath, Arcane Caster[/p]
  • [p]New Ranger favored enemy: Devil[/p]
[p] Features: [/p]
  • [p]New cheat code: Summon a monster[/p]
[p] User interface: [/p]
  • [p]User interface: Replaced action symbols that were simple geometric shapes by rulebook-accurate action symbols for action, two actions, three actions, reaction and free action.[/p]
  • [p]Stat blocks: Reduced whitespace.[/p]
[p] Modding: [/p]
  • [p]The Drink and Administer actions now have CombatAction.Item set to the consumable being drunk.[/p]
  • [p]Added QEffect.OfferAlternateSkillForInitiative for abilities such "You can roll Deception instead of Perception for initiative."[/p]
  • [p]Obsoleted Tile.Overhead in favor of Creature.Overhead and Tile.TileOverhead. More obsoletions will follow in future patches.[/p]
[p] Bugfixes: [/p]
  • [p]Archetypes (Champion): Fixed that you wouldn't receive a domain spell from the Deity's Domain feat if you were a champion due to an archetype.[/p]
  • [p]Beyond level 9: Fixed that ability scores didn't work for level 10 and later.[/p]
  • [p]Beyond level 9: Fixed that you received the wrong number of spells at levels 19 and 20.[/p]
  • [p]Classes (Bard): Bard was double-trained in Occultism and Performance.[/p]
  • [p]Classes (Cleric): Fixed that Versatile Font didn't work properly with Harmful Font clerics.[/p]
  • [p]Classes (Monk): Fixed that Align Ki didn't give HP based on your level, but only based on you Wisdom modifier.[/p]
  • [p]Classes (Monk): Fixed that Mountain Stance didn't apply your armor potency runes.[/p]
  • [p]Classes (Psychic): Conscious minds now grant a 5th-level spell at level 9.[/p]
  • [p]Classes (Sorcerer): Bloodlines now grant a 5th-level spell at level 9.[/p]
  • [p]Encounters (S8E5): Tok'dar and Saffi, when speaking together, always used the name "Tok'dar and Saffi" instead of their actual names, if they were changed[/p]
  • [p]Feats (Fey Influence): The granted spell is now only a level 1 spell. It's not heightened automatically anymore. This is for rules fidelity and consistency with other feats.[/p]
  • [p]Modding: Fixed that the Steam Workshop Uploader counted the optional-dependencies.txt file as a license file.[/p]
  • [p]Monsters (Destrachan): Painful Harmonics is now a sonic effect.[/p]
  • [p]Spells (Cone of Cold): Added the Air trait.[/p]
  • [p]Spells (Shadow Projectile): Fixed that Shadow Projectile didn't always apply the flat-footed effect.[/p]
  • [p]Steam Deck: Removed buttons that open external files or webpages when running on the Steam Deck because they would do nothing anyway.[/p]
  • [p]System: Made it so that if a non-Steam custom mod is loaded, no telemetry is sent, so that exception traces from mods in development don't clutter real bug reports.[/p]
  • [p]Text: Fixed typos and improved stat block texts.[/p]
  • [p]Tutorial: GM mode no longer applies in the tutorial.[/p]
  • [p]User interface: Fixed that terrain information appeared in low font size or didn't appear at all on lower resolutions.[/p]

Dawnsbury Days 3.47 (statblocks, UI, and level 5 spells)

[p]This update makes several major improvement to the user interface.[/p][p]Most importantly, the statblocks of characters and creatures are now presented visually instead of as pure text. The information that I think players want to refer to the most often — defenses and HP — is particularly prominent:[/p][p][/p][p]Next, this update makes some visual updates to the character builder and fixes some bugs. The most notable improvement, I think, is to the preparation page for prepared spellcasters, where your spell slots now appear in a different scheme and make better use of screen space:[/p][p][/p][p]In-battle rules blocks also have some improvement, especially on nonstandard resolutions. But everyone will benefit for example from this new text scheme in the damage stat block which makes it clearer how damage is calculated for each damage type for more complex spells and effects, also using color:[/p][p][/p][p]Finally, this update adds about 25 new spells, almost all of which are level 5 spells, and it also extends programmed heightened effects for almost all existing spells. You may ask, "what's the point of implementing level 5 spells if the level cap is 8 and we can't learn them?"[/p][p]Well, for starters, you can get them from the shop when playing in free encounter mode:[/p][p][/p][p]But yes, it doesn't appear wise to spend this much effort implementing level 5 spells if you can't use them in an adventure naturally.[/p][p]I wonder.[/p][p]Could it be that Dawnsbury Days will receive an extra level's worth of encounters? Perhaps following one of the ideas presented by the Dawnsbury Four at the conclusion of the Profane Barrier?[/p][p]I don't know — but I do expect an announcement in summer.[/p][p]Full patch notes:[/p][p]Character content:
[/p]
  • [p]New spells: entangle, acid storm, banishment, black tentacles, blink charge, blister, breath of life, cloak of colors, crushing despair, death ward, elemental breath, elemental form, flame strike, geyser, healing well, incendiary fog, lightning storm, mariner's curse, quicken time, stagnate time, rip the spirit, spiritual torrent, synaptic pulse, tree step, wyvern sting
    [/p]
[p]User interface (character builder):
[/p]
  • [p]Character builder: The class selection page and the spell preparation page now have more space.[/p]
  • [p]Character builder: Updated the spell preparation dialog to be able to display large numbers of spell slots.[/p]
  • [p]Character builder: Your subclass is no longer deselected when you click your main class. [/p]
[p]User interface:
[/p]
  • [p] Conditions: Added an overhead on a successful Retch and Grapple [/p]
  • [p] Context menu: Increased size of the context menu so that it's easier to click things. [/p]
  • [p] Stat blocks: Damage blocks are now more readable, and distinguish between damage types more clearly, including with color. [/p]
  • [p] Stat blocks: Improved the display of stat blocks overall. [/p]
  • [p] Stat blocks: There is now a minimum font size for stat blocks so that they don't reduce to unreadable font size.
    [/p]
[p]Rules fidelity:
[/p]
  • [p] Added heightened effects for higher level versions of the following spells: blink, bottle the storm, chromatic armor, chromatic ray, elemental assessor, command, confusion, destructive aura, diamond dust, dimensional steps, dimension door, divine wrath, dragon claws, draw the lightning, energy absorption, enervation,fire shield, flame barrier, forbidding ward, haste, heroism, horrific visage, litany against wrath, seed of negative energy, magic weapon, march of the tsunami, painful vibrations, paralyze, phantasmal killer, phantom prison, positive attunement, positive luminance, rebounding barrier, rebuke death, roaring applause, rouse skeletons, sanguine mist, see invisibility, shadow projectile, shield of divine fire, soothing words, stoneskin, swamp of sloth, thunderburst, whirling flames [/p]
  • [p] Added heightened effects for the following impulses: Call the Hurricane, Cyclonic Ascent, Kindle Inner Flames, Retch Rust, Storm Spiral, Impenetrable Fog, Solar Detonation, Spike Skin, Clear as Air, Lightning Rod, Volcanic Escape, Rising Hurricane, Roiling Mudslide, Steam Knight, Molten Wire, Living Bonfire, Return to the Sea, Whirling Grindstone [/p]
  • [p] Character creation: If you would receive duplicate skills from your ancestry, background or class, you will now get the option to take substitute skills instead. [/p]
  • [p] Rules: Releasing a grapple or dropping a held item is no longer a manipulate action. Technically, this is a step away from rules fidelity, where this action is "manipulate but does not provoke" but it leads to strange results such as the fact that when grappled, you can fail to release an item or fail to release a creature from your hold, but "releasing your muscles" is perhaps the easiest action a human can take so I agree that this shouldn't fail.
    [/p]
[p]Balancing:
[/p]
  • [p] Potion of greater invisibility: Level 8->9, price 80gp->135gp.
    [/p]
[p]Bugfixes:
[/p]
  • [p] Ancestries (Goblin): Improved Goblin Song description. [/p]
  • [p] Ancestries (Kobold - modded): Fixed that you could use the kobold's breath weapon any number of times in a row instead of needing to wait 1d4 rounds between uses. [/p]
  • [p] Animal companions (Ape, Bear): The support action of these animal companions now only applies to creatures you hit, not also to creatures you deal ancillary damage to, such as with splash damage. [/p]
  • [p] Character builder (prepared spellcaster): You can now move and swap cantrips between cantrip spell slots. [/p]
  • [p] Character builder (prepared spellcasters): You can now drag-and-drop spells from higher-level spell slots into lower-level spell slots (if they are still legal there). [/p]
  • [p] Character builder: Fixed that you could take the same spell as a signature spell twice if you designated a spell as a signature spell on a level earlier than when you took it. [/p]
  • [p] Classes (Fighter): Fixed that Dazing Blow's incapacitation trait didn't apply properly at odd character levels. [/p]
  • [p] Classes (Fighter): To reduce confusion, you will no longer be able to use Exacting Strike as your last action in a turn because that would have no effect anyway. [/p]
  • [p] Classes (Magus): Fixed that you couldn't use Spellstrike at reach range (such as with a glaive) with touch spells (such as Shocking Grasp or the Psychic's Imaginary Weapon). [/p]
  • [p] Classes (Magus): Laughing Shadow magus dealt only 4 extra damage in arcane cascade instead of 5 extra damage at level 7. [/p]
  • [p] Classes (Monk): Fixed that Stunning Fist's incapacitation trait didn't apply properly at odd character levels. [/p]
  • [p] Classes (Monk): Stunning Fist should display as incapacitation. [/p]
  • [p] Classes (spontaneous spellcasters): Fixed that if you selected a spell as a signature spell on a level before you learned that spell, the spell wouldn't actually be a signature spell. [/p]
  • [p] Encounters (S7E6): Fixed that heroes didn't wake up at the beginning of the final cutscene. [/p]
  • [p] Impulses (Desert Wind): Fixed incorrect heightening information in impulse's rules block. [/p]
  • [p] Impulses (Desert Wind): Fixed that even if you had Safe Elements, your allies still couldn't see through the fog. [/p]
  • [p] Impulses (Return to the Sea): Now affects all allies starting from kineticist level 6. [/p]
  • [p] Impulses (Rising Hurricane): The target should be knocked prone. d [/p]
  • [p] Items (handwraps of mighty blows): Fixed that some property runestones, such as runestone of wounding, couldn't applied to handwraps. Now, instead, you can apply any runestone to the handwraps, but the runes will only apply to those unarmed weapons you have that match the requirements (for example, the wounding rune won't apply to your basic fist, because that's a bludgeoning weapon). [/p]
  • [p] Rules (animal companions): Fixed that in some situations, if you healed your animal companion from dying on your turn, you couldn't command it until you first took some other action. [/p]
  • [p] Rules (bleed): Fixed that bleed was removed upon any healing, not just healing to full HP. [/p]
  • [p] Skills (Medicine): Fixed that the Treat Poison bonus/penalty sometimes expired too early before it had a chance to apply to a poisoned creature's next saving [/p]
  • [p] Spells (Litany Against Wrath): Fixed that the spell didn't heighten to level 4, and that it wasn't extra effective against the vrock and the abrikandilu. [/p]
  • [p] Spells (Magic Weapon): Fixed that you could cast magic weapon on a +1 striking weapon even though it would provide no benefits. [/p]
  • [p] User interface: Fixed that some text didn't appear at very low resolutions when reduced to very low font size.
    [/p]
[p]Modding:
[/p]
  • [p] Added ActionId.Constrict to the Constrict monster ability. [/p]
  • [p] Added Dawnsbury.Display.Controls.Statblocks.CreatureStatblock.CreatureStatblockSectionGenerators to allow modders to add their own custom sections into creature stat blocks. [/p]
  • [p] Added optional-dependencies.txt. Mods can now contain optional dependencies on other mods by including a text file named optional-dependencies.txt in the mod's root folder (next to the license file). Each line in that file corresponds to one optional dependency and must contains the Steam ID of another mod on which the mod depends. Steam will not require the player to download these optional dependencies, but if the player happens to have it, then this will guarantee that the optional dependencies are loaded first, regardless of how the user's mod load order is set up. [/p]
  • [p] Added the Flumph, Faerie Dragon and Animated Statue to the DlcTileset.tsx. [/p]
  • [p] Fixed that the Lantern Archon didn't have art in the map editor tileset file.
    [/p]

Dawnsbury Days 3.46 (roguelike mode spider companion hotfix)

Modding:
  • Roguelike Mode: Fixed that the game would crash if you finished an encounter with the spider companion.
  • Fixed that `Proficiencies.SetExactly()` didn't work.
  • Fixed that legality checks were sometimes performed prior to calculation of morning and precombat preparations.

Bugfixes:
  • Archetypes (Champion): Fixed that a level 6+ champion-archetype character couldn't take Unimpeded Step, Ranged Reprisal or Weight of Guild even if the character had the Champion's Reaction feat.
  • Classes (Rogue): Fixed that Skirmish Strike's "Strike, then Step" counted as Exacting Strike.

Dawnsbury Days 3.45 (kineticist update)

Character content:

  • New spells: clad in metal, ill omen
  • New feats (Kineticist): Elemental Overlap
  • New impulses (Kineticist): Thermal Nimbus, Rising Hurricane, Roiling Mudslide, Call the Hurricane, Cyclonic Ascent, Kindle Inner Flames, Retch Rust, Storm Spiral, Impenetrable Fog, Command Elemental, Lava Leap, Plate in Treasure, Return to the Sea, Solar Detonation, Spike Skin, Drifting Pollen, Ash Strider, Desert Wind, Tree of Duality, Steam Knight, Petal Mist, Rain of Rust, Living Bonfire, Elemental Artillery, Primal Caltrops, Molten Wire, Whirling Grindstone

Rules fidelity:

  • Archetypes (Bard, Oracle, Psychic, Sorcerer): Multiclass archetypes for spontaneous spellcasters now grant a signature spell at level 6.
  • Classes (Kineticist): Safe Elements now protects your allies from the effects of your kineticist stances.
  • Classes (Magus): Fixed that Spellstrike didn't increase your multiple attack penalty twice.
  • Hazards: Objects are now immune to forced movement.
  • Impulses (Armor in Earth, Metal Carapace, Hardwood Armor): These armors now use your unarmored defense proficiency if it's higher than all of your armor proficiencies.
  • Items: Leather armor now counts as non-metallic.
  • Items: You can no longer reforge non-metallic armors with precious materials. (Existing armor will retain its materials, but no new cold iron leather armor or cold iron explorer's clothing may be created.)
  • Rules: Pulling and sliding no longer works on creatures immune to forced movements.

Art:

  • New art (S5E3): Swamp sword
  • New art (animal companion): Capybara
  • New art (hero portrait): Anime goblin masculine
  • Classes (Kineticist): Air, fire, water, earth, wood, metal elemental blasts now each have unique art.
  • Classes (Kineticist): Kinetic aura now has the color of your element.
  • Classes (Kineticist): Your kinetic aura is now more visible if you're in a kineticist stance.

User interface:

  • Stat blocks: Improved display of spellcasting if you have spellcasting from multiple sources.

Modding:

  • Added Proficiencies.SetExactly.
  • Added RerollDirection.RerollAndKeepWorst.
  • Added new cheat: Infinite actions

Bugfixes:

  • Archetypes (Duelist): The dedication incorrectly didn't grant you Quick Draw as a free feat.
  • Archetypes (Medic): Treat Condition didn't use your Medicine skill to make the counteract check.
  • Classes (Barbarian): Fixed that Animal Instinct barbarian's unarmed Strikes didn't count as brawling weapons.
  • Classes (Fighter): Fixed that Fighter could take the Attack of Opportunity feat if taking the Barbarian, Magus or Champion archetype.
  • Classes (Kineticist): Invoking an overflow impulse didn't always cause your kinetic aura to collapse visually (you would still lose it as far as the rules system is concerned).
  • Classes (Kineticist): Tremorsense didn't expire when you lose your kinetic aura.
  • Classes (Sorcerer): Bespell Weapon didn't specify in its rules text what damage type is chosen for each spell school.
  • Classes (Sorcerer): Bespell Weapon triggered also on sustaining a spell.
  • Classes (Sorcerer): Fixed that if Swamp of Sloth causes a creature to die, the rules engine would crash.
  • Conditions (persistent damage): Fixed that if you received bleed damage while at full HP (such as from Blood Vendetta), it would be removed immediately as if you were healed to full HP.
  • Domains (Lightning): The spell Charged Javelin granted a status bonus also to Demoralize and other actions that aren't weapon attacks.
  • Encounters (S5E2): Fixed that Anna commented that leshy is still wounded after you defeated the redcap if you healed the leshy to full in a single action.
  • Encounters (S5E3): Fixed that Saffi didn't complain about magic-immune will-o'-wisps if he was a kineticist.
  • Skills (Medicine): Fixed that if you used Treat Poison on yourself, you didn't get the circumstance bonus to your next save.
  • Skills (Medicine): Fixed that you couldn't use Treat Poison on yourself unless there was a poisoned adjacent subject as well.
  • Spells (Biting Words, Charming Words): Fixed that spells with the Linguistic trait could be used against creatures who don't speak Common.
  • Spells (Shield): Fixed that Shield's Shield Block worked also against non-attacks such as the vrock's persistent piercing damage.
  • Spells (Shield, Inspire Courage, Inspire Defense, Song of Strength): These effects should count as a buff for the purposes of achievements.
  • Text: Improved text, fixed typos and traits and descriptions of various stat blocks.
  • User interface: Fixed that "critical specialization effect" overhead text appeared for Flail and Hammer weapons even if the target was already prone.
  • User interface: Fixed that psychic archetype's psi cantrips didn't always show on the stat block.
  • User interface: Saving throw breakdown tooltip now shows "Impulse DC" or "Base DC" instead of "Spell DC" in case the triggering action isn't a spell.

Dawnsbury Days 3.44 (Clockwork Soldier hotfix)

Bugfixes:
  • Encounters (S8E4): Fixed that the rules engine sometimes crashed at the beginning of the Clockwork Soldier's turn if the Clockwork Soldier used Activate Defenses on itself the previous turn.
  • Text: Fixed that the rules block for enemy manufactured weapons showed some traits twice.

Modding:
  • Archetypes: Fixed that spellcasting archetypes would sometimes crash if selected alongside the same archetype from DawnniExpanded. To some extent, this problem still exists: If you want to use base game archetypes, do not use DawnniExpanded archetypes on the same character.