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Dawnsbury Days News

Dawnsbury Days 4.11 (versatile-handed weapons, Dispel Magic, ...)

[p]Features:[/p]
  • [p]Feature: Wielding two-handed weapons in one hand. You can now wield two-handed weapons in one hand by removing a hand from them, either in combat or out-of-combat. You can't use most two-handed weapons with one hand only. You can hold them in your hand, but can't attack. Some weapons allow you to attack even if you hold them in one hand, but they will deal less damage. Each item will tell you if it works in this "lesser" form.[/p]
    • [p]New item: bastard sword[/p]
    • [p]Rules fidelity: You can now grip the earthbreaker and the staff with one hand only, but you will deal less damage with a one-hand grip.[/p]
  • [p]Feature: Remove from play. Some effects and spells can now remove creatures from play. "Removed from play" is a new game zone which is a holding area for creatures who aren't on the battlefield, for example, creatures who are swallowed whole, who plane shift onto other planes of existence, or who are briefly outside the current time. The effect that removes a creature from play determines what actions the creature that's removed from play can take while outside play (if any), and how it can return in play.[/p]
[p]Character content:[/p]
  • [p]New alchemist feat: Healing Bomb[/p]
  • [p]New animal companions: Cat, Wolf.[/p]
  • [p]New general feats: Breath Control[/p]
  • [p]New items: runestone of shifting, ring of wizardry (type I, type II, type III, type IV)[/p]
  • [p]New ranger feat: Enlarge Companion[/p]
  • [p]New spells: dispel magic[/p]
[p]Character content (beyond the level cap):[/p]
  • [p]New feats: Castigating Weapon, Elemental Shape, Emotional Surge, Fearsome Brute, Impose Order, Imposing Destrier, Knockback Strike, Ongoing Strategy, Quicken Spell, Signature Spell Expansion, Silencing Strike, Sneak Savant, Winding Flow, Litany Against Sloth, Greater Debilitating Bomb, Greater Bloodline (dragon wings, arcane countermeasure, celestial brand, abyssal wrath, flame pillar, you're mine), Radiant Blade Spirit, Overwhelming Energy, Side by Side, Widen Kinetic Aura, Effortless Concentration, Heroic Presence, Whirlwind Strike[/p]
  • [p]New spells: cast into time, maze, true target, "all is one, one is all", summon archmage, summon draconic legion, uncontrollable dance, meteor swarm[/p]
  • [p]New items: shadow signet, major healing potion, greater elixir of life, major elixir of life, true elixir of life[/p]
  • [p]Classes (Ranger): Rangers now can access the Incredible Companion feat at level 10.[/p]
[p]User interface:[/p]
  • [p]User interface: Portrait selector will now appear with a scrollbar instead of reducing portrait size, so that portraits are still readable even if you have a lot of them.[/p]
  • [p]User interface: Rules blocks for items are now prettier and more structured, and show a scrollbar if the item description is too long.[/p]
  • [p]Classes (Psychic): The actions granted by the psychic's subconscious minds now have short descriptions for use on the stat block.[/p]
  • [p]Classes (Rogue): Nimble Dodge (and its Nimble Roll upgrade) no longer ask you if you want an extra circumstance bonus if you already have as much circumstance bonus anyway from other factors (such as a raised shield or cover).[/p]
[p]Rules fidelity:[/p]
  • [p]Classes (Alchemist): Debilitating Bomb now inflicts a status penalty to Speed rather than an untyped penalty.[/p]
  • [p]Classes (Champion): When you have the Blade Ally divine ally, you can now choose between disrupting, shifting, ghost touch and returning instead of having only disrupting.[/p]
  • [p]Rules (grappling): Fixed that Large and larger creatures couldn't sustain a grapple in their extended natural reach.[/p]
  • [p]Rules (monster grab): Monsters' grab ability is no longer affected by concealment (though the initial Strike monsters must make to qualify for the free grab is still affected as normal).[/p]
  • [p]Spells (Power Word Blind): The spell now only dazzles enemies of level 14 or higher instead of blinding them.[/p]
[p]Modding:[/p]
  • [p]Modding: Added [c]QEffect.WithDispellable(...)[/c] to designate an effect as being dispellable by dispel magic. If multiple effects are dispellable referring to the same spell and are on the same creature, they will all be dispelled by the same dispel magic casting. Do not use this on ephemeral effects, do this on the source effects that generate the ephemeral effects.[/p]
  • [p]Modding: If you have non-Steam mods loaded, such as Team+ mods, they now appear in the Mods window in-game as well.[/p]
  • [p]Modding: Added QEffect.SwallowWhole().[/p]
    • [p]Known issue: Area spells you cast while swallowed do not affect the swallowing creature, but it's not a particularly burning problem because casting a spell while swallowed will result in you starting to suffocate so is generally not a great idea anyway.[/p]
  • [p]Rules: Fixed that doors and other out-of-combat elements could gain temporary HP from some modded abilities.[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Kineticist): Fixed that the wood kineticist's aura impulse did nothing (it should have granted temporary HP to allies within your kinetic aura).[/p]
  • [p]Classes (Monk): Fixed that Stunning Fist triggered even against enemies who would die from the damage and thus where stunning them would do nothing.[/p]
  • [p]Classes (Psychic): Fixed that Reach Spell on psi cantrips didn't always fully update the rules block, esp. for Shield.[/p]
  • [p]Classes (Psychic): Fixed that a supposedly-amped version of a psi cantrip appeared in metamagic menu even though it didn't work and the rules do not allow you to use metamagic and amps together.[/p]
  • [p]Classes (Rogue): Fixed an incorrect interaction between Double Slice and Opportune Backstab where an Opportune Backstab intervening in the middle of Double Slice could cause resistance to apply again in full to the second Double Slice strike.[/p]
  • [p]Encounters (S7E2, S9E3): Fixed that large creatures could see some terrain actions appear multiple times on the taskbar.[/p]
  • [p]Encounters (S9E2): Fixed a regression where a troll appeared in the haunted orphanage's dining room instead of an animated axe.[/p]
  • [p]Hazards: Fixed that objects could be flat-footed in certain situations.[/p]
  • [p]Monsters (Animated Fireplace): Fixed that the fireplace didn't have the monster grab ability.[/p]
  • [p]Monsters (Yangethe): Fixed that the yangethe didn't have the monster grab ability.[/p]
  • [p]Monsters (devils): Fixed that the water kineticist's elemental blast would incorrectly deal resisted bludgeoning damage to devils instead of non-resisted cold damage.[/p]
  • [p]Rules: Fixed that harmful emanations emanated from Large and larger creatures sometimes incorrectly affected also the caster.[/p]
  • [p]Rules: Fixed that if you had two different resistances that applied to the same damage type (for example, "fire 3, allied magical effects 2"), that now only the best resistance applies instead of all of them. In this case, you now only resist 3 damage from a friendly-fire fireball instead of 5 damage.[/p]
  • [p]Spells (Shadow Siphon): Fixed that Shadow Siphon didn't consume a spell slot upon use.[/p]
  • [p]Spells (Shadow Siphon): Fixed that Shadow Siphon triggered even if you were prevented from casting spells or didn't have enough spell slots.[/p]
  • [p]Spells (battleforms): Battleform spells now remove other battleform spells on cast, and remember non-battleform size changes from spells such as Enlarge when dismissed.[/p]
  • [p]Text: Fixed the names of greater resilient and major resilient armor fundamental runes.[/p]
  • [p]Text: Fixed the text in some stat blocks.[/p]
  • [p]User interface: Fixed a regression where stat blocks for illusory creatures such as spiritual weapon and flaming sphere didn't display relevant text.[/p]
  • [p]User interface: Fixed that you couldn't search items by traits.[/p]

What next for Dawnsbury Days? (player survey)

[p]Happy new year 2026, everyone! [/p][p]Today, I'm looking for everyone's thoughts on what you would like to see in Dawnsbury Days next.[/p][p]While I consider Dawnsbury Days a complete self-contained game, it's still fun to improve it further, and there are several paths that we could take.[/p][p]I prepared a player survey here: https://forms.gle/9iiZPSHaBKUf4tw48[/p][p]If you have some time, I would appreciate if you filled it in and let me know what features or what improvements would matter the most to you![/p]

Dawnsbury Days 4.10 (bugfixes and improvements)

[p]Balancing:[/p]
  • [p]Classes (Strategist): All strategists are now trained in Medicine from level 1 in addition to all their other class features. (The class isn't particularly overpowered, and can struggle to use the third action, so the extra nudge towards using Battle Medicine feels appropriate, esp. given Forensic Investigator exists as a subclass in the tabletop game.)[/p]
[p]Character content (beyond the level cap):[/p]
  • [p]Feats (Cleric): Holy Light, Shield of Faith[/p]
  • [p]New spells: feeblemind, righteous might, suffocate, arrow salvo, awaken entropy, spirit blast, blinding fury, chromatic image, demon form, field of razors, field of life, necrotize, phantasmal calamity, purple worm sting, suspended retribution, vitrifying blast, zealous conviction[/p]
  • [p]New items: runestone of axiomatic, runestone of unholy[/p]
[p]Editor content:[/p]
  • [p]New visual tiles: Dirt road (same as Floor); mud (same as shallow water); wooden rubble (same as rubble).[/p]
[p]Modding:[/p]
  • [p]Classes (Fighter): Fixed that Reactive Shield didn't trigger if you had Shield Block reactions from the modded Guardian's level 7 class feature.[/p]
  • [p]Classes (Magus): Fixed that a Sparkling Targe magus with Emergency Targe couldn't use Shield Block in specific situations involving modded high-level archetypes.[/p]
  • [p]Modding (SpellSavingThrow.VisualOnly()): This method can be called to display a non-functional spell saving throw in the target description, for spells that involve a saving throw that isn't rolled immediately on target.[/p]
  • [p]Modding (aerial difficult terrain): TileQEffects can now be set to provide difficult to only flying creatures.[/p]
  • [p]Modding (Team+): Added telemetry where if you allowed the sending of anonymous telemetry and you are using a Team+ mod from outside the Steam Workshop, the game will send information that a Team+ mod is being used to me. This will help us figure out how many players are using Team+ content in Dawnsbury Days.[/p]
[p]User interface:[/p]
  • [p]Map editor: You can now zoom and pan in the map editor.[/p]
  • [p]Map editor: Map editor now remembers whether you were on the Map or Map properties tabs as you switch through maps or reload the game.[/p]
  • [p]Classes (Alchemist): Quick Alchemy now shows you the level of items crafted with perpetual infusions as well.[/p]
  • [p]Classes (Alchemist): Improved the clarity of the perpetual infusions symbol.[/p]
  • [p]Classes (Alchemist): Improved text of quick alchemy items crafted with additives.[/p]
  • [p]User interface: Increased opacity of tooltips so they're better readable.[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Fighter): Fixed that Combat Grab didn't allow you to make the attack against a nonadjacent creature within your natural reach.[/p]
  • [p]Classes (Fighter): Fixed that some reactions that downgrade attacks, such as Reactive Shield, incorrectly triggered even on natural 20 attacks where they could not be downgraded even with the extra circumstance bonus.[/p]
  • [p]Classes (Fighter): Fixed that you could use Combat Grab against incorporeal creatures.[/p]
  • [p]Encounters (Death Drainers): Fixed a regression where a bodak was accidentally removed from the Death Drainers free encounter.[/p]
  • [p]Impulses (Petal Mist): Fixed that Large and larger creatures got healed multiple times instead of just once when in the zone.[/p]
  • [p]Items (Tiara of Open Skies): Fixed that the Tiara of Open Skies increased your Wisdom even if you didn't wear it (because you were already wearing the Diadem of King in Yellow, for example).[/p]
  • [p]Map editor: Fixed that in the map editor, you couldn't search creatures by their full stat blocks and could only search by name.[/p]
  • [p]Map editor: Fixed that selection of Large and larger monsters in the map editor didn't always work or display properly.[/p]
  • [p]Map editor: Fixed that the map editor didn't always handle the situation where a map loads a tileset from a different folder correctly.[/p]
  • [p]Map editor: Fixed that the map editor didn't handle tilesets which begin with ID 0 properly.[/p]
  • [p]Map editor: Fixed that the map editor didn't process tiles at the very beginning and end of a tileset file correctly when saving maps.[/p]
  • [p]Map editor: Fixed that undoing or redoing the checking or unchecking of the "Arrive in cutscene" checkbox could result in the editor crashing.[/p]
  • [p]Rules (natural reach) (reversal!): Fixed that many feats, spells and effects that required you to touch the target required the target to be adjacent to you. From now on, instead it's sufficient that a touch-range target is within your natural reach, that is, the reach you get from your size, as opposed to a weapon. So, for example, when you become Large from the enlarge spell, your natural reach expands to 2, so you can now cast touch-range spells against nonadjacent targets.[/p]
  • [p]Spells (Animal Form): Adjusted interactions with creature size.[/p]
  • [p]Spells (Baleful Polymorph): Fixed bugs.[/p]
  • [p]Spells (Blade Barrier): Fixed bugs.[/p]
  • [p]Spells (Disintegrate): Fixed bugs.[/p]
  • [p]Spells (Elemental Form): Adjusted interactions with creature size.[/p]
  • [p]System: Fixed a regression introduced in 4.8 where some tiles would not properly display anymore in the Tiled external map editor.[/p]
  • [p]System: Fixed that background images for DLC maps were distributed with the base game, which caused the base game size to be unnecessarily larger.[/p]
  • [p]Text: Fixed a regression in spacing when the letter 'f' appears in italics.[/p]
  • [p]Text: Improved text in various statblocks.[/p]

Dawnsbury Days 4.9 (mod loading hotfix)

Fixes a regression introduced in 4.8 that prevented newly subscribed mods from loading into Dawnsbury Days.

Dawnsbury Days 4.8 (map editor)

[p]This update adds an in-game map editor that you can access from the main menu:[/p][p][/p][p]It also updates the text renderer and makes several other improvements.[/p][p]Full patch notes follow.[/p][p]Feature:[/p]
  • [p]Map editor. You can now create your own custom encounter using an in-game map editor accessible from the main menu. You can also playtest those maps from the editor and even share them with the community on the Steam Workshop or elsewhere.[/p]
    • [p]All user interface elements of the editor have tooltips on the status bar, and additional documentation is in the in-game rulebook (accessible via the button "Help" from the editor).[/p]
    • [p]I welcome feedback and bug reports on the map editor on Discord or otherwise. I expect the editor will improve over time as I and others start using it more often.[/p]
[p]Text rendering:[/p]
  • [p]Moved to a new font renderer for most text. The new renderer makes way fewer kerning errors, resulting in prettier text especially on lower resolutions. This also enabled some other improvements:[/p]
  • [p]Added diacritics to my name (Petr Hudeček) as well as the names of other contributors in the credits.[/p]
  • [p]Replaced typewriter quotes and typewriter apostrophes with prettier punctuation quotes and apostrophes.[/p]
  • [p]Fixed that the text at end of credits would run up agaisnt the scrollbar.[/p]
[p]Art:[/p]
  • [p]Art: Replaced default art for many tiles. This art only appears on maps where a full replacement background image doesn't exist, such as for some modded maps.[/p]
[p]Character content (beyond the level cap):[/p]
  • [p]Classes (Alchemist): Expanded Splash[/p]
[p]User interface:[/p]
  • [p]Classes (Alchemist): The bomb critical specialization effect will no longer ask you whether to increase the splash radius if you're a bomber alchemist or if there are no allies that the bomb would hit in the expanded radius. In those cases, the radius will simply expand always.[/p]
  • [p]System: Mid-encounter saves are no longer considered experimental.[/p]
  • [p]User interface: Reduced window chrome on smaller resolutions to make buttons more readable.[/p]
[p]Modding:[/p]
  • [p]Removed the need for a Windows form when checking Steam Workshop dependencies, reducing friction on the Steam Deck.[/p]
  • [p]Removed the need to approve code mods. The requirement to approve code mods was added in 2023 out of concern that a user might download a mod while mistakenly believing that even if the code mod is malicious, it cannot do any damage. In practice, over the past three years, all mods that have been created have been placed on the Steam Workshop, none have been malicious and the authors of all such mods are active on the Discord. The need to approve is adding friction to the startup process while not providing much extra security, so I'm removing it. It remains true that a mod running within Dawnsbury Days has the same privileges as Dawnsbury Days itself.[/p]
  • [p]Modding: Fixed that some modded adventure paths (e.g. Dawnsbury Days Randomized) would crash at the end when the closing narration should play.[/p]
[p]Bugfixes:[/p]
  • [p]Free encounter mode: Fixed that the minimaps of some encounters displayed graphical artifacts before the background map was loaded due to rounding errors.[/p]
  • [p]Text: Fixed that some cutscene text didn't match voice lines.[/p]
  • [p]Text: Improved text and fixed text errors in some stat blocks.[/p]