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Dawnsbury Days 3.58 (alchemist update)

[p]This update adds the alchemist class:[/p][p][/p][p]The alchemist has a number of reagent batches per day. These can be used at morning preparations in advanced alchemy to create a large number of varied alchemical items (there are 50+ such items in Dawnsbury Days base game):[/p][p][/p][p]Or, the alchemist can also create any alchemical item on-the-fly in the middle of battle. This costs extra reagents (and of course, an ːoneactionː action), but gives you more flexibility and allows you to create bombs with additives which have extra power:[/p][p][/p][p]The alchemist is the 17th class to be added to the Dawnsbury Days base game, and, if we include mods, Dawnsbury Days is now class-complete πŸ’›.[/p][p]Full patch notes follow:[/p][p]Character content:[/p]
  • [p]New class: Alchemist. A complex versatile character who throws bombs and crafts items both in advance and on-the-fly. Research fields: Bomber, chirurgeon, Mutagenist, Toxicologist. Feats: Far Lobber, Quick Bomber, Smoke Bomb, Poison Resistance, Calculated Splash, Enduring Alchemy, Chemical Purification, Combine Elixirs, Debilitating Bomb, Sticky Bomb, Unquenchable Alchemist's Fire.[/p]
  • [p]New archetype: Alchemist (Basic Concoction, Quick Alchemy, Advanced Concoction, Expert Alchemy)[/p]
  • [p]New items:[/p]
    • [p]Elixirs: mistform elixir (lesser, moderate), numbing tonic (minor, lesser, moderate), elixir of life (lesser, moderate)[/p]
    • [p]Bombs: mud bomb, bottled lightning, thunderstone, frost vial, necrotic bomb, acid flask (all bombs lesser, moderate, and improved)[/p]
    • [p]Added improved versions of alchemist's fire, ghost charge, dread ampoule[/p]
    • [p]Mutagens: drakeheart mutagen, quicksilver mutagen, juggernaut mutagen, energy mutagen (fire, cold, electricity, acid) (all mutagens lesser and moderate)[/p]
    • [p]Poisons: giant centipede venom, black smear poison, black adder venom, spear frog poison, cytillesh oil, graveroot, leadenleg, hunting spider venom, giant scorpion venom, giant wasp venom, wyvern poison[/p]
[p]Rules update:[/p]
  • [p]Classes (Strategist): Group of Interest now causes creatures entering the battlefield after you declare a person of interest to also become persons of interest as they enter the battlefield.[/p]
[p]Balancing:[/p]
  • [p]Spells (bless, bane): The spells now have a maximum radius of 50 feet.[/p]
  • [p]Spells (positive luminance): The spell now has a maximum radius of 100 feet and a maximum value equal to the spell level times 10.[/p]
  • [p]Tactics (Clockwork Soldier): The clockwork soldiers in S8E3 will no longer dumbly waste moves trying to shield their distant allies.[/p]
[p]Rules fidelity:[/p]
  • [p]Encounters (S9E3): Lord Sinnthrix counts as wrathful for litany against wrath.[/p]
  • [p]Encounters (S9E5): Grandmother Demay counts as wrathful for litany against wrath.[/p]
  • [p]Items: Elixir of life now also grants a bonus to saves against poison and disease.[/p]
  • [p]Monsters (erinys): The fury devil erinys counts as wrathful for litany against wrath.[/p]
[p]User interface:[/p]
  • [p]User interface: You can now press Esc to cancel a combobox dialog such as for Flash Forge or Wish.[/p]
  • [p]User interface: Combo box dialogs such as for Flash Forge and Wish now display traits and you can fulltext search traits as well.[/p]
[p]Balancing (DLC2):[/p]
  • [p]Encounters (S9E1): Hard: Zetogeki: 3x -> 2x. Insane: Zetogeki: 5x -> 3x.[/p]
  • [p]Encounters (S9E1): Hard: Specter: 3x -> 2x.[/p]
  • [p]Encounters (S9E1): Medium: Specter, Zetogeki, Specter Wizard: Normal -> Weak.[/p]
  • [p]Encounters (S9E1): Medium and Hard: Specter: Added Sunlight Powerlessness 1.[/p]
  • [p]Encounters (S9E1): Easy: Specter: Added Sunlight Powerlessness 2.[/p]
  • [p]Encounters (S9E1): Medium: Specter Wizard: Removed level 4 fireballs (kept level 4 lightning bolts).[/p]
  • [p]Encounters (S9E2): Medium: Talia: Normal -> Weak.[/p]
  • [p]Encounters (S9E2): Medium: Animated Spellbook: Normal -> Weak.[/p]
  • [p]Encounters (S9E2): Hard: Animated Fireplace: Elite -> Normal.[/p]
  • [p]Encounters (S9E3): Erinys: Medium: Normal -> Inferior. Hard: Normal -> Weak.[/p]
  • [p]Encounters (S9E3): Uniila: Hard: Normal -> Weak. Medium: Weak -> Inferior.[/p]
  • [p]Encounters (S9E5): Possessed Child: Harming Hand damage or heal: Medium: 3d8 -> 2d6. Hard: 3d8 -> 3d6.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Unknowable Display damage: Medium: 13d6 -> 10d6. Hard: 13d6 -> 12d6.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Unknowable Display DC: 28 -> 27.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Unknowable Display: Removed confusion on failure. Instead, inflicts stunned 2 on failure, or stunned 5 on a critical failure.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Now native to Our Point of Light and no longer a legal target for banishment.[/p]
[p]Audio:[/p]
  • [p]Audio: Added all voice acting. From now, please report any missing or incorrect voice lines.[/p]
  • [p]Audio: Replaced Good Little Children campaign background music with the same music as in the Profane Barrier.[/p]
  • [p]Audio: Fixed that bombs, fire rays and other ranged elemental attacks played inappropriate sounds on hit and miss.[/p]
[p]Modding:[/p]
  • [p]Modding: Added Fighter.ShieldBlockYouAreDealtDamage[/p]
  • [p]Modding: Fixed that AddFeatForPurposesOfPrerequisitesOnly still applied OnCreature effects.[/p]
  • [p]Modding: Fixed that YouDealDamageEvent caused the rules engine to crash if the effect added a QEffect to its owner.[/p]
  • [p]System: Fixed that a faulty mod could in some cases delete the character library. Now, a faulty mod would usually cause only the characters affected by that mod to break. I'm noting here that all character content mods are code mods and have full privileges to do anything, so a mod might still corrupt a library, but it's less likely now.[/p]
[p]Bugfixes:[/p]
  • [p]Conditions: Fixed that Fleeing didn't go away if the source of fear died.[/p]
  • [p]Feats (Chaotic Spell): Fixed that chaotic spell didn't convert damage type.[/p]
  • [p]Items (gate attenuator): Fixed that a hero with the kineticist archetype showed up as unable to use the gate attenuator.[/p]
  • [p]Items (two-handed): Fixed that you could hand over a two-handed item to a friend who didn't have both hands free.[/p]
  • [p]Text: Improved text on some rule blocks, especially as related to alchemical items and poison.[/p]
  • [p]User interface: Fixed some health bar animation errors where sometimes the solid part of the bar would extrude too far to the right as an HP loss or gain was animated.[/p]

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 β€” as all Dawnsbury Days adventures do β€” 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 β€” from game designers to voice actors to modders to playtesters β€” 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 β€” the alchemist β€” 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 β€” 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 πŸ’›, 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]