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Dawnsbury Days News

Dawnsbury Days DLC 2 releases October 17th

[p]The second Dawnsbury Days expansion, Good Little Children Never Grow Up, will be released on October 17th, in two and a half weeks.[/p][p][/p][p]You can wishlist the expansion now to be notified when it goes on sale! [/p][p]The expansion features:[/p]
  • [p]Level up to level 9. Gain new class features such as debilitating strikes or a second gate's threshold.[/p]
  • [p]Make use of your skills. Recall knowledge, sense motive, convince others in conversation or take special actions.[/p]
  • [p]Non-linear exploration maps. The adventure consists of five maps, two of which are heavily nonlinear: You can explore rooms of the orphanage as you choose, meeting NPCs and uncovering secrets.[/p]
  • [p]New monsters, hazards and puzzles. Fight both famous monsters like the Shadow Demon or unusual ones like the basalt lizard Zetogeki.[/p]
  • [p]Multiple endings. The adventure will end happily — as all Dawnsbury Days adventures do — but how much you discover and what fate befalls each character will depend on your actions throughout the adventure.[/p]
  • [p]Based on an adventure by Sneak Attack Press. This adventure is a high-level retelling of a classic short adventure by Sneak Attack Press, originally published in 2010 for the 4th edition of the world's oldest roleplaying game.[/p]
[p]I want to thank everyone who participated in this project — from game designers to voice actors to modders to playtesters — and all of you who enjoy Dawnsbury Days. And of course I would thank Matthew who wrote the original adventure that the expansion is based on.[/p][p]Mechanically, the expansion will work much like the Profane Barrier. All improvements to the game engine go to everyone, but the new story content is locked behind the DLC. [/p][p]In this case, character level 9 has already been added to the base game and the improvements made to the engine for the DLC, such as a better system for out-of-combat dialogue and skill checks, has been made available to modders.[/p][p]Also, I will be adding a new class — the alchemist — to the game sometime in early October, prior to the release of the DLC. The alchemist is already available in the experimental beta branch and will enter the main branch soon.[/p][p][/p][p]With the alchemist, if you count all mods, the game will now be class-complete! Or perhaps, if I dare say, more than class-complete because some mods also add homebrew classes not present in first-party tabletop material. Admittedly, some classes are more "filled in" with regards to feats than others.[/p][p]Pricing-wise, the expansion will cost $5, the same as the Profane Barrier. It contains slightly less encounter content than the base game, significantly less new mechanical content, but much more dialogue and voice acting content. I admit there is some tension in asking the same price for a smaller expansion and for the base game — in some sense, you're paying more for the expansion to compensate what I now view as too low a price for the base game... but consider that the base game now has many times as much content as it had on release date.[/p][p]Still, I hope to reduce this tension a little by offering both a 10% launch discount and a 10% complete-the-bundle discount, meaning that if you already own the base game and the Profane Barrier, your final price will be about $4, which I think is a reasonable price to pay for the expansion.[/p][p]Allow me to conclude with some screenshots![/p][p]There are many NPCs that you can talk to in this expansion:[/p][p][/p][p]Some NPCs are human but a perhaps surprising number is not:[/p][p][/p][p]Of course, fighting remains a core element of Dawnsbury Days and you'll have access to many new spells:[/p][p][/p][p]And a bunch of locations to use them in, including some with longer ranges and more open space:[/p][p][/p][p]Thank you for reading 💛, and if the expansion interests you, go ahead and wishlist it to get it during the launch discount![/p]

Dawnsbury Days 3.57 (voice acting hotfix)

Fixes a regression introduced 3.55 yesterday that removed voice acting from the base game campaign (levels 1–4).

Dawnsbury Days 3.56 (Trick Magic Item fix)

[p]Fixes some bugs that I noticed in a recent Dawnsbury Days Twitch stream.[/p][p]Lore:[/p]
  • [p]Demon Pest: Lawful Evil -> Chaotic Evil[/p]
  • [p]Demon Flamesniper: Lawful Evil -> Chaotic Evil[/p]
[p]Art:[/p]
  • [p]New art: Scimitar.[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Kineticist): Fixed that the wood elemental blast dealt positive damage against non-undead creatures.[/p]
  • [p]Feats (Trick Magic Item): Fixed that characters with innate spells from their ancestry (or who had focus spells but not a full spell list) couldn't use Trick Magic Item.[/p]
  • [p]Story mode: Fixed that prepared spellcasters required "Level up and fix" instead of a simple level up in a level up in adventure path view.[/p]
  • [p]Text: Fixed typos in some lines and rules blocks.[/p]
  • [p]User interface: Improved display of reasons for inability to target a creature.[/p]

Dawnsbury Days 3.55 (level 9 update)

[p]This update raises the character level cap to 9, unlocking new ancestry feats, class features, and level 5 spells.[/p][p]It also makes balance changes and bugfixes, though mostly to the upcoming DLC2 (Good Little Children Never Grow Up), which is currently available only to playtesters.[/p][p]It doesn't add any new level 9 encounter content: That will come in October with DLC2.[/p][p]Full patch notes:[/p][p]Features:[/p]
  • [p]Increased level cap to level 9. There are no level 9 encounters yet (this will come with DLC2 in October).[/p]
[p]Story mode:[/p]
  • [p]Encounters (S9E2, S9E3): You can no longer open new doors, pick up wooden swords or cast Planar Binding while there are hostile enemies near.[/p]
[p]Balancing:[/p]
  • [p]Encounters (S9E1): Specter, Specter Wizard: Damage resistance 10 -> 5.[/p]
  • [p]Encounters (S9E3): In the easter egg encounter, the yangethe are weaker: Hard: Normal -> Weak. Medium: Normal -> Inferior.[/p]
  • [p]Encounters (S9E3): Scroll of burning hands -> Alchemist's fire[/p]
  • [p]Encounters (S9E3): Wooden Statuette: AC 14 -> 12.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Removed precision immunity.[/p]
  • [p]Noncombat encounters: Removed summons and followers from being able to contribute to noncombat skill checks. Now only the Dawnsbury Four can make those skill checks.[/p]
  • [p]Spells (Speak with Animals): The spell now allows you to use linguistic actions against animals.[/p]
  • [p]Spells (Tree Step): Tree Step should count the Protector Tree and the Timber Sentinel as trees.[/p]
[p]Modding:[/p]
  • [p]Modding: Added AttackOfOpportunityMechanics.OverheadName[/p]
  • [p]Modding: Added AttackOfOpportunityMechanics.StrikeAndReactionTraits[/p]
  • [p]Modding: Added Dawnsbury.Core.Possibilities.Possibilities.FilterAnyPossibility(Func)[/p]
  • [p]Modding: Added DialogueSkillCheckResult.CreatureWhoseRollCounted[/p]
  • [p]Modding: Added QEffect.WhenYouUseShieldBlock.[/p]
  • [p]Modding: Added the option to use custom traits for OfferAndMakeReactiveStrike.[/p]
  • [p]Modding: Fixed several issues with Creature.WieldsItem[/p]
  • [p]Modding: Fixed that creatures from DLC2 didn't appear properly in Tiled.[/p]
  • [p]Modding: Improved display of some custom enum members in stat blocks and elsewhere.[/p]
  • [p]Modding: Made Creature.Possibilities public.[/p]
  • [p]Rules: Monster innate focus spells no longer consume innate focus points and instead count as innate prepared spells.[/p]
[p]User interface:[/p]
  • [p]User interface: Improved the display of additional traits for alignment spells and some other spells.[/p]
[p]Bugfixes:[/p]
  • [p]Character builder: Fixed that you couldn't always search the full text of traits, especially for mods.[/p]
  • [p]Classes (Fighter): Fixed a regression that Quick Shield Block didn't work with the Shield spell.[/p]
  • [p]Classes (Kineticist): Fixed that Extract Element caused elementals to gain resistance against all of your impulses, not just impulses they'd otherwise be immune to.[/p]
  • [p]Classes (Monk): Ki Strike now heightens at spell levels 5 and 9.[/p]
  • [p]Classes (Rogue): Fixed that opportune backstab counted as an attack of opportunity.[/p]
  • [p]Encounters (S9E2, S9E3): Fixed that you exited combat even if you were still confused.[/p]
  • [p]Encounters (S9E3): Creatures summoned with Planar Binding now count as summoned for the purposes of Protection and Circle of Protection spells.[/p]
  • [p]Encounters (S9E3): Fixed that you could use Group movement to attempt to move out-of-bounds.[/p]
  • [p]Encounters (S9E3): Lesser death is an evil outsider, and so should count as a fiend.[/p]
  • [p]Encounters (S9E5): Fixed that Grandmother Demay's aura reduced even unpreventable healing.[/p]
  • [p]Encounters (S9E5): Fixed that if you summoned the contract devil and it survived until the end of the encounter, a second contract devil would spawn.[/p]
  • [p]Encounters (S9E5): Fixed that using Healing Hand against Grandmother Demay would crash the game if the Grandmother used Bend Space in return.[/p]
  • [p]Encounters (S9E5): Liandra should no longer be a remnant after being resurrected with raise child.[/p]
  • [p]Encounters (S9E5): The contract devil's name should be Lord Sinnthrix.[/p]
  • [p]GM Mode: Fixed that you couldn't control friend-faction creatures (green creatures) as the GM in GM mode.[/p]
  • [p]Items (forceful): Fixed that forceful striking weapons added only +1/+2 to damage, not +2/+4.[/p]
  • [p]Monsters (black pudding): Fixed that the monster didn't have the monster grab ability.[/p]
  • [p]Monsters (shadow demon): Damage resistance should be bypassed also be negative damage in addition to force damage and positive damage (only if you have Holy Castigation).[/p]
  • [p]Rules: Fixed that the Fleeing condition didn't go away if the source of fear died.[/p]
  • [p]Rules: Fixed that the drained condition sometimes interfered with HP calculation causing strange situations such as you being able to "awaken" a dying creature.[/p]
  • [p]Spells (summoning): Fixed that summoned monsters sometimes left behind permanent items.[/p]
  • [p]Story mode (DLC2): Fixed that clicking a link didn't work in the story mode at end of Good Little Children Never Grow Up.[/p]
  • [p]Story mode (mid-encounter saves): Fixed that mid-encounter saves that including cross-level content sometimes desynced.[/p]
  • [p]Text: Improved some rules blocks.[/p]
  • [p]User interface: Fixed that signature spell selection text overflowed the screen on some resolutions.[/p]
[p]System:[/p]
  • [p]Tests: Added automated tests also for the Profane Barrier, to ensure future regressions won't cause progression breaks in the DLC adventure.[/p]

Dawnsbury Days 3.54 (miscellanous bugfixes)

[p]Performance:[/p]
  • [p]Performance: Fixed a bug that caused Dawnsbury Days to load images multiple times, resulting in slower load of images.[/p]
[p]User interface:[/p]
  • [p]New option: Invert blue and red for saving throw probability bar. It's disabled by default but you can enable it in Settings->Interface.[/p]
  • [p]Classes (Rogue): The Enfeebled debilitation now has a tooltip on what enfeebled means.[/p]
  • [p]Cheats: The Summon a Monster cheat command now lists each monster's level, and orders monsters by level.[/p]
[p]Rules fidelity:[/p]
  • [p]Rules (stealth): You can now make attacks of opportunity against creature who are hidden from you, as long as they are not undetected. You will still suffer from the 50% miss chance, and AI-controlled enemies will generally not make use of this.[/p]
[p]Modding:[/p]
  • [p]Added PreparedSpellSlots.AdditionalPreparableSpells.[/p]
  • [p]Modding: Added a AllowFriendlyFireFromHumans property, so that certain Gaia-aligned creatures can be targeted by players directly.[/p]
  • [p]Modding: Added the .WithCustomShop() method to the DawnsburyStop class. This can be used to set a custom illustration, name, description and inventory for your custom adventure paths.[/p]
  • [p]Modding: Fixed that modded illustrations "blinked" on screen many times as they were being loaded.[/p]
  • [p]Modding: You no longer have to add +0 at the end of the damage equation when adding a natural or Manufactured weapon to a creature via the builder.[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Animal Companion): Command an Animal now has the concentrate trait.[/p]
  • [p]Classes (Cleric): Fixed that you could select deity-granted additional spells for your archetype-granted prepared spells.[/p]
  • [p]Classes (Rogue): Fixed that you could apply more than one rogue debilitation to a single target.[/p]
  • [p]Encounters (S9E2): Creatures affected by Uncontrollable Hunger now navigate around walls properly.[/p]
  • [p]Items (shock): Fixed that the rules engine would crash if you killed an enemy with splash damage from a shock weapon's critical hit.[/p]
  • [p]Monsters (Erinys): Resistance to good 5 -> Weakness to good 5[/p]
  • [p]Monsters (Hamatula): Fixed that the barbed devil never used its weapon attacks.[/p]
  • [p]Monsters (Poltergeist): Fixed that the poltergeist left a telekinetic object behind him.[/p]
  • [p]Noncombat: Fixed that noncombat skill check predictions sometimes showed incorrect, even negative, percentages if there were too many characters in your party.[/p]
  • [p]Rules: Fixed that in some edge cases, you were able to strike with a ranged reloadable weapon that wasn't loaded.[/p]
  • [p]Spells (Cantrips): Cantrips can now be used as reactions.[/p]
  • [p]Spells (Well of Healing): Well of Healing now correctly displays the spell's range.[/p]
  • [p]Text: Fixed text in some stat blocks and cutscenes.[/p]
[p]Balancing:[/p]
  • [p]Spells (Speak with Animals): Increased the circumstance bonus on social checks with animals from +2 to +4.[/p]
  • [p]Encounters (S9E1): Insane: Elite Zetogeki -> Zetogeki. Elite Specter -> Specter.[/p]
  • [p]Encounters (S9E1): Society skill check DCs: 21 -> 16; 26 -> 21; 28 -> 24.[/p]
  • [p]Encounters (S9E2): Food poisoning: Fortitude DC 24->22; 26->24; 28->26. Base damage 2d6->1d6; 3d6->2d6; 4d6->3d6. Advanced damage is multiplied the same.[/p]
  • [p]Encounters (S9E2): Medium only: Removed Black Pudding.[/p]
  • [p]Encounters (S9E2): Medium only: Removed Poltergeist.[/p]
  • [p]Encounters (S9E3): Tiberius damage resistance on Medium and Hard: 10 -> 5 (remains at 10 on Insane)[/p]
  • [p]Encounters (S9E4): Revenants damage resistance 10 -> 5[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Speed 12 -> Medium 5, Hard 6, Insane 7.[/p]
  • [p]Encounters (S9E5): Possessed children now deal only 2 damage on a miss.[/p]
  • [p]Encounters (S9E5): Possessed children now heal to full when their domination is cleansed from Lenka's boon; and they also become charged with positive energy instead, replacing Harming Hand with Healing Hand. [/p]
[p]Good Little Children Never Grow Up:[/p]
  • [p]Encounters (S9E1): Removed sunlight powerlessness from specters.[/p]
  • [p]Encounters (S9E1): You now lose your stupefied condition from Specter attacks before the skill checks at end of encounter.[/p]
  • [p]Encounters (S9E1): Fixed that you didn't lose the encounter if Tarnak died.[/p]
  • [p]Encounters (S9E2): Fixed some issues with the conversation with Azor.[/p]
  • [p]Encounters (S9E2): If at least one of your characters has Speak with Animals active, then all of your characters benefit from it when speaking with Azor.[/p]
  • [p]Encounters (S9E3): Fixed that clicking "Cancel" on the second prompt to initiate a Planar Binding ritual would crash the rules engine.[/p]
  • [p]Encounters (S9E3): The Wooden Statuette can now be directly targeted by attacks.[/p]
  • [p]Encounters (S9E3): You can now summon a demon from another universe with the "Chaotic Evil" invocation, which triggers a crossover easter egg, and also a new achievement.[/p]
  • [p]Encounters (S9E5): Added tooltips on the kinds of devils you can summon if you made a deal with the contract devil.[/p]
  • [p]Encounters (S9E5): Reworked the Bend Space ability.[/p]
  • [p]Text: Improved text in some dialogue and other places in the expansion.[/p]
  • [p]Audio: Improved music in some sections.[/p]
  • [p]Hazards: You can no longer retch if it would have no effect while suffering from food poisoning.[/p]