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Dawnsbury Days News

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]

Looking for playtesters for DLC 2

[p]I'm looking for players to play the upcoming level 9 DLC adventure, Good Little Children Never Grow Up. I would like to learn about any bugs, rules issues, technical issues and about balancing concerns before the DLC goes live for everyone.[/p][p]If you're interested in playtesting the adventure, please sign up at this Google form. I would very much appreciate your help! 💛[/p][p]I expect playtesting to happen in waves over September and October. I'm also happy to answer questions in this thread.[/p]

Dawnsbury Days 3.53 (music volume and cover hotfix)

Fixes three regressions introduced in 3.51:
  • Fixed that if you set an audio slider to 0% exactly, it would reset to 100% the next time you load the game.
  • Fixed that standard and greater cover didn't apply circumstance penalties to ranged attacks against the creature in cover.
  • Fixed that holding Tab would show everyone who had at least standard cover from the source tile as being in fully blocked line of sight.

I'm sorry for the regressions, and thank you for reporting them!