Dawnsbury Days 2.58 (reach weapons)
Features:
Character content:
Enemy tactics:
User interface:
Modding:
System:
Important bugfixes:
Bugfixes:
- Feature: Reach weapons. You can now buy and equip melee weapons that reach up to 2 squares away. With these weapons, you sacrifice some damage in exchange for greater maneuverability and reach. Reach weapons have been one of the most requested features since the beginning of development, and now they're finally in!
- Note: Reach weapons make changes to some of the core game code and break the assumption that in melee, the attacker and the defender are always adjacent. There could be issues remaining. Please report any bugs or breaks from fidelity to tabletop that you find.
- Classes (Fighter, Barbarian): Reversal — The feat Swipe is reverted to its tabletop wording where it requires that both of your targets are adjacent to each other. This is because with reach weapons, a Swipe that can reach any two creatures within your reach would be a little too broadly applicable. You will be able to get the original Swipe functionality back at a higher level with the homebrew Improved Swipe feat.
- Note: Reach weapons make changes to some of the core game code and break the assumption that in melee, the attacker and the defender are always adjacent. There could be issues remaining. Please report any bugs or breaks from fidelity to tabletop that you find.
Character content:
- New deity: The Attainable Perfection (alignments: any good; divine font: heal or harm; domains: might, travel, healing, confidence; favored weapon: fist; extra spells: fleet step (+ later on: loose time's arrow, haste)), thank you to SwingRipper for the design of the deity and to Danni for implementation!)
- New divine domains: might (athletic rush), confidence (veil of confidence)
- New items: glaive, guisarme, halberd, whip, longspear, fauchard, ranseur, gnome flickmace
Enemy tactics:
- Tactics: Computer-controlled non-mindless enemies will now take the concealment miss chance from being concealed or hidden into account when choosing what to do.
User interface:
- User interface: Added an option to disable auto-music of music when the game is in the background.
- User interface: Fixed typos.
- User interface: Flying, swimming and ignoring of difficult terrain now appears next to Speed as well.
- User interface: Improved icons for whether a selection is complete or missing, with more colors and emphasis to make it more obvious if something is missing
- User interface: Step-by-step stride and Flying Flame are more intuitive to use with better text.
- User interface: The tooltip probability bar now takes concealment and invisibility into account.
Modding:
- Modding (reversal!): QEffect.YouAreDealtLethalDamage now triggers only if the target had 1 or more HP prior to the damage event. This is a change from previous functionality, though to my knowledge, it doesn't affect any scenario already covered by mods.
- Modding: Added Creature.AskForChoiceAmongButtons() so you can offer the player a choice from 3 or more options
- Modding: Added QEffect.GetPersistentDamageKind() so you don't have to manipulate the Key string yourself to get the persistent damage type.
- Modding: Added QEffect.ReducesPersistentDamageRecoveryCheckDc for ancestry options like Tanuki and Charhide Goblin.
- Modding: Added Trait.DoNotAddToShop.
- Modding: Fixed a crash that would happen if you replaced a QEffect entirely in YouAcquireQEffect.
System:
- System: Added automated tests that each spell and impulse that needs it has an attack roll or saving throw.
Important bugfixes:
- Classes (Champion, and others): Sometimes when a champion's reaction or other reaction interrupted an enemy area attack, the rules engine would stop and not continue playing the game.
Bugfixes: