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Dawnsbury Days News

Dawnsbury Days 3.49 (save anytime, ...)

[p]Features: [/p]
  • [p]Save Anytime. You can now save your story mode game also in the middle of an encounter. However, such a "mid-encounter" save works by replaying all of your actions in that encounter. As a result, future changes to the rules engine, such as bugfixes or updates to how certain spells work, updates to encounter maps, changes to your House rules options, or changes to your mod list can cause the save to become partially corrupt. If this happens, Dawnsbury Days will load the encounter at the last known good position and you may need to replay the last few rounds yourself. In case changes to the mod list or rules engine are severe enough that the encounter becomes unloadable, then loading such a mid-encounter save will load your position in the campaign just before you started that encounter.[/p]
    • [p]I will be happy for any reports of unloadable or only partially loadable saves. If you attempt to load a mid-encounter save and you receive a red error message that load was only partially successful, I will be very happy to receive the corrupt save file from you: Please send me a message.[/p]
  • [p]Simultaneous cutscene movement. In some cutscenes where it makes sense (e.g. S1E4, S4E4), the Dawnsbury Four will now move simultaneously instead of one-by-one. This feature is also available to modders using Cinematics.MoveGroupAsync.[/p]
[p] Character content: [/p]
  • [p]Spells: speak with animals, synesthesia[/p]
  • [p]Items: runestone of keen, weapons-grade silver, armor-grade silver[/p]
  • [p]Character library: Pregenerated characters have been updated to level 9. (Currently, this is only available to alpha playtesters of "DLC2" or if you're subscribed to the level 20 technical unlock mod.)[/p]
[p] Story mode: [/p]
  • [p]Story mode: If you continue an adventure path from an adventure path that ends on a much earlier level, you will now get gold from the "skipped" levels. For example, if you begin "The Strange Crash", an adventure path that begins at level 4, after completing "Animal Wilds" (an adventure path that ends on level 2), you will receive an extra 500gp at the beginning of the campaign (the total value you would be expected to gain on the skipped 3rd level).[/p]
[p] Rules fidelity: [/p]
  • [p]Impulses (Plate in Treasure): Now allows you to make your weapons, armor and impulses silver.[/p]
  • [p]Rules (Backstabber): Fixed that the Backstabber trait didn't give you a +2 bonus if you had a +3 weapon.[/p]
  • [p]Rules: Bleed damage now counts as physical damage.[/p]
  • [p]Spells (Clad in Armor): Now allows you to make your weapons and armor silver.[/p]
  • [p]Spells (Summon Animal etc.): Fixed that you could summon creatures that need to breathe air in aquatic environments, and that you could summon creatures that require water in non-aquatic environments. Elementals, undead and constructs can still be summoned even underwater, as they do not need to breathe.[/p]
[p] Modding: [/p]
  • [p]Encounters (S2E3): Added QEffectId.SpeakAboutMissingArmor.[/p]
  • [p]Modding: Added LoadOrder.AtEndOfLoadingSequence.[/p]
  • [p]Modding: Added Trait.DoNotShowInContextMenu and Option.SuppressFromContextMenu to allow you to create combat actions that won't appear in a context menu and must be clicked in the bottom action bar only.[/p]
  • [p]Modding: Added WithAdditionalRequirementOnCaster to all AreaTargets.[/p]
  • [p]Modding: Added the ability to set up class feature descriptions for higher levels using .WithClassFeatures() which automatically decides what to include based on the user's character level cap.[/p]
  • [p]Modding: Added the tile modifiers EnemyControlled, GaiaControlled and GaiaFriendsControlled to the main tileset.[/p]
  • [p]Modding: Fixed that the Giant Dragonfly couldn't be added from Tiled editor[/p]
  • [p]Modding: Fixed that the psychic's psi spells couldn't be added easily.[/p]
  • [p]Spells (summoning spells): Fixed that the sustain action of summoning spells didn't refer to the sustaining QEffect with ReferencedQEffect but instead referred to a different QEffect.[/p]
[p]Bugfixes:[/p]
  • [p]Ancestries (Elf): Fixed that Otherworldly Acumen allowed you to take focus spells.[/p]
  • [p]Ancestry feats (Fey Ascension): The rules text of Fey Ascension referred to Fey Influence spells instead.[/p]
  • [p]Animal companions: Fixed that if you had a mature animal companion, the game wouldn't ask you to confirm ending turn if you had any actions left.[/p]
  • [p]Classes (Champion): Fixed that the Liberator champion's Oath offered you a second Step even if you rejected the first.[/p]
  • [p]Classes (Champion): Fixed that the Liberator champion's liberating step sometimes allowed you to Stride 5 feet instead of just taking a Step.[/p]
  • [p]Classes (Fighter): Fixed that you could select level 2 class feats with Natural Ambition if you also had the Agile Shield Grip feat.[/p]
  • [p]Classes (Ranger): Fixed that the Precision hunter's edge could trigger several times in the same round.[/p]
  • [p]Encounters (S2E5): Fixed that effects as True Seeing would cause you rediscover the secret door infinitely.[/p]
  • [p]Feats (Chaotic Spell): Fixed that chaotic spell didn't always convert the damage type of the chaotic spell to the random damage type.[/p]
  • [p]Modding: Fixed that optional dependencies weren't respected for OGL mods.[/p]
  • [p]Modding: Fixed that optional dependencies weren't respected if there wasn't at least one required dependency in your mod list.[/p]
  • [p]Spells (Blink Charge): The spell crashed the game sometimes if you selected it.[/p]
  • [p]Spells (Mage Armor, False Life): Fixed that these spells, cast at the beginning of combat as a free action, provokes attacks of opportunity on modded maps where the Dawnsbury Four start adjacent to an enemy.[/p]
  • [p]Spells (Stinking Cloud): Stinking Cloud now triggers even at end of your delayed turns.[/p]
  • [p]Spells (Unraveling Blast): Update spell so that if the target critically fails, its reactions are already disabled when it would response to the damage.[/p]
  • [p]Story mode: Fixed that the level up screen wouldn't allow you to easily fix errors that have crept into earlier levels, such as due to mod changes or game upgrades.[/p]
  • [p]Story mode: Fixed that you could downgrade your +2 runes to +1 runes in the store, which not only didn't give you money for the downgrade but in fact cost you extra money.[/p]
  • [p]Text: Fixed wording of the Bulwark trait.[/p]
  • [p]Text: Improved text of various rules blocks.[/p]

Announcing Dawnsbury Days - Good Little Children Never Grow Up

[p]There will be a level 9 expansion to Dawnsbury Days and you can wishlist it now.[/p][p][/p][p]In Dawnsbury Days - Good Little Children Never Grow Up, the Dawnsbury Four advance to level 9 and seek to find lost children of the farmer Tarnak in a seemingly abandoned haunted orphanage. But as you try to rescue these poor souls, you may discover dark truths of the orphanage's past and may come to face even more terrible adversaries than before.[/p][h3]Features[/h3]
  • [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]You can view and wishlist the expansion now.[/p][p][/p][h3]Screenshots[/h3][p]The expansion features heavier use of skills and dialogue:[/p][p][/p][p]The expansion takes place at level 9 and features more dangerous foes than before:[/p][p]
But of course, your own powers have grown substantially as well, for example with level 5 spells such as the famous cone of cold or more obscure but quite potent spells like quicken time:[/p][p][/p][p]And while there are enemies to fight, there are also many NPCs to interact with, both mundane and mysterious. Are they a friend or a foe...?[/p][p][/p][p]Thank you for reading and If this level 9 expansion sounds appealing to you, please consider wishlisting the expansion now![/p][p]View expansion Store page[/p]

Dawnsbury Days 3.48 (level 9 staging, action symbols, bugfixes)

[p]This patch prepares the stage for a future increase of the level cap to 9 by adding level 9 items and level 9 ancestry feats to the game. If you want to try level 9 already now, you'll need to subscribe to the official level 20 mod. You can also use the new items in free encounter mode without the mod.[/p][p]This patch also replaces the simple geometric shapes used as action symbols by the slightly more complex shapes found in tabletop rulebooks.[/p][p]Also, it adds the wish spell. Yes, yes, that's a level 10 spell that's far from being remotely available in the Dawnsbury Days campaigns, but I need the functionality to make it work anyway for other purposes, and I love the spell, and with this, I can now say that Dawnsbury Days is the first video game in 25 years to implement the spell![/p][p]Character content: [/p]
  • [p]New impulses: Flash Forge[/p]
  • [p]New spells: wish, miracle, alter reality, primal phenomenon[/p]
  • [p]New items: javelin of lightning, elemental gem, brewer's regret, greater hat of the magi, lesser soothing tonic, moderate soothing tonic, greater soothing tonic, cloak of acid resistance, cloak of electricity resistance, runestone of crushing, runestone of greater crushing, runestone of nightmare, storm breath[/p]
  • [p]New level 9 ancestry feats: Divine Magic, Heavenly Speed, Celestial Wings, Pinch Time, Battleforger, Energy-Blessed, Heroes' Call, Mountain's Stoutness, Otherwordly Acumen, Elf Step, Invisibility Adept, Life Leap, Freeze It!, Hungry Goblin, Scalding Spit, Fade Away, Guiding Luck, Irrepressible, Unhampered Passage, Dragon Prince, Multitalented, Aeromancer, Bark and Tendril, Lucky Keepsake, Spore Cloud, Death's Drums, Pervasive Superstition, Undying Ferocity, Orc Warmask, Mask of Power, Mask of Pain, Fiendish Wings, Fey Ascension, Bounce It Off!, Between the Scales, Dragon Breath, Arcane Caster[/p]
  • [p]New Ranger favored enemy: Devil[/p]
[p] Features: [/p]
  • [p]New cheat code: Summon a monster[/p]
[p] User interface: [/p]
  • [p]User interface: Replaced action symbols that were simple geometric shapes by rulebook-accurate action symbols for action, two actions, three actions, reaction and free action.[/p]
  • [p]Stat blocks: Reduced whitespace.[/p]
[p] Modding: [/p]
  • [p]The Drink and Administer actions now have CombatAction.Item set to the consumable being drunk.[/p]
  • [p]Added QEffect.OfferAlternateSkillForInitiative for abilities such "You can roll Deception instead of Perception for initiative."[/p]
  • [p]Obsoleted Tile.Overhead in favor of Creature.Overhead and Tile.TileOverhead. More obsoletions will follow in future patches.[/p]
[p] Bugfixes: [/p]
  • [p]Archetypes (Champion): Fixed that you wouldn't receive a domain spell from the Deity's Domain feat if you were a champion due to an archetype.[/p]
  • [p]Beyond level 9: Fixed that ability scores didn't work for level 10 and later.[/p]
  • [p]Beyond level 9: Fixed that you received the wrong number of spells at levels 19 and 20.[/p]
  • [p]Classes (Bard): Bard was double-trained in Occultism and Performance.[/p]
  • [p]Classes (Cleric): Fixed that Versatile Font didn't work properly with Harmful Font clerics.[/p]
  • [p]Classes (Monk): Fixed that Align Ki didn't give HP based on your level, but only based on you Wisdom modifier.[/p]
  • [p]Classes (Monk): Fixed that Mountain Stance didn't apply your armor potency runes.[/p]
  • [p]Classes (Psychic): Conscious minds now grant a 5th-level spell at level 9.[/p]
  • [p]Classes (Sorcerer): Bloodlines now grant a 5th-level spell at level 9.[/p]
  • [p]Encounters (S8E5): Tok'dar and Saffi, when speaking together, always used the name "Tok'dar and Saffi" instead of their actual names, if they were changed[/p]
  • [p]Feats (Fey Influence): The granted spell is now only a level 1 spell. It's not heightened automatically anymore. This is for rules fidelity and consistency with other feats.[/p]
  • [p]Modding: Fixed that the Steam Workshop Uploader counted the optional-dependencies.txt file as a license file.[/p]
  • [p]Monsters (Destrachan): Painful Harmonics is now a sonic effect.[/p]
  • [p]Spells (Cone of Cold): Added the Air trait.[/p]
  • [p]Spells (Shadow Projectile): Fixed that Shadow Projectile didn't always apply the flat-footed effect.[/p]
  • [p]Steam Deck: Removed buttons that open external files or webpages when running on the Steam Deck because they would do nothing anyway.[/p]
  • [p]System: Made it so that if a non-Steam custom mod is loaded, no telemetry is sent, so that exception traces from mods in development don't clutter real bug reports.[/p]
  • [p]Text: Fixed typos and improved stat block texts.[/p]
  • [p]Tutorial: GM mode no longer applies in the tutorial.[/p]
  • [p]User interface: Fixed that terrain information appeared in low font size or didn't appear at all on lower resolutions.[/p]

Dawnsbury Days 3.47 (statblocks, UI, and level 5 spells)

[p]This update makes several major improvement to the user interface.[/p][p]Most importantly, the statblocks of characters and creatures are now presented visually instead of as pure text. The information that I think players want to refer to the most often — defenses and HP — is particularly prominent:[/p][p][/p][p]Next, this update makes some visual updates to the character builder and fixes some bugs. The most notable improvement, I think, is to the preparation page for prepared spellcasters, where your spell slots now appear in a different scheme and make better use of screen space:[/p][p][/p][p]In-battle rules blocks also have some improvement, especially on nonstandard resolutions. But everyone will benefit for example from this new text scheme in the damage stat block which makes it clearer how damage is calculated for each damage type for more complex spells and effects, also using color:[/p][p][/p][p]Finally, this update adds about 25 new spells, almost all of which are level 5 spells, and it also extends programmed heightened effects for almost all existing spells. You may ask, "what's the point of implementing level 5 spells if the level cap is 8 and we can't learn them?"[/p][p]Well, for starters, you can get them from the shop when playing in free encounter mode:[/p][p][/p][p]But yes, it doesn't appear wise to spend this much effort implementing level 5 spells if you can't use them in an adventure naturally.[/p][p]I wonder.[/p][p]Could it be that Dawnsbury Days will receive an extra level's worth of encounters? Perhaps following one of the ideas presented by the Dawnsbury Four at the conclusion of the Profane Barrier?[/p][p]I don't know — but I do expect an announcement in summer.[/p][p]Full patch notes:[/p][p]Character content:
[/p]
  • [p]New spells: entangle, acid storm, banishment, black tentacles, blink charge, blister, breath of life, cloak of colors, crushing despair, death ward, elemental breath, elemental form, flame strike, geyser, healing well, incendiary fog, lightning storm, mariner's curse, quicken time, stagnate time, rip the spirit, spiritual torrent, synaptic pulse, tree step, wyvern sting
    [/p]
[p]User interface (character builder):
[/p]
  • [p]Character builder: The class selection page and the spell preparation page now have more space.[/p]
  • [p]Character builder: Updated the spell preparation dialog to be able to display large numbers of spell slots.[/p]
  • [p]Character builder: Your subclass is no longer deselected when you click your main class. [/p]
[p]User interface:
[/p]
  • [p] Conditions: Added an overhead on a successful Retch and Grapple [/p]
  • [p] Context menu: Increased size of the context menu so that it's easier to click things. [/p]
  • [p] Stat blocks: Damage blocks are now more readable, and distinguish between damage types more clearly, including with color. [/p]
  • [p] Stat blocks: Improved the display of stat blocks overall. [/p]
  • [p] Stat blocks: There is now a minimum font size for stat blocks so that they don't reduce to unreadable font size.
    [/p]
[p]Rules fidelity:
[/p]
  • [p] Added heightened effects for higher level versions of the following spells: blink, bottle the storm, chromatic armor, chromatic ray, elemental assessor, command, confusion, destructive aura, diamond dust, dimensional steps, dimension door, divine wrath, dragon claws, draw the lightning, energy absorption, enervation,fire shield, flame barrier, forbidding ward, haste, heroism, horrific visage, litany against wrath, seed of negative energy, magic weapon, march of the tsunami, painful vibrations, paralyze, phantasmal killer, phantom prison, positive attunement, positive luminance, rebounding barrier, rebuke death, roaring applause, rouse skeletons, sanguine mist, see invisibility, shadow projectile, shield of divine fire, soothing words, stoneskin, swamp of sloth, thunderburst, whirling flames [/p]
  • [p] Added heightened effects for the following impulses: Call the Hurricane, Cyclonic Ascent, Kindle Inner Flames, Retch Rust, Storm Spiral, Impenetrable Fog, Solar Detonation, Spike Skin, Clear as Air, Lightning Rod, Volcanic Escape, Rising Hurricane, Roiling Mudslide, Steam Knight, Molten Wire, Living Bonfire, Return to the Sea, Whirling Grindstone [/p]
  • [p] Character creation: If you would receive duplicate skills from your ancestry, background or class, you will now get the option to take substitute skills instead. [/p]
  • [p] Rules: Releasing a grapple or dropping a held item is no longer a manipulate action. Technically, this is a step away from rules fidelity, where this action is "manipulate but does not provoke" but it leads to strange results such as the fact that when grappled, you can fail to release an item or fail to release a creature from your hold, but "releasing your muscles" is perhaps the easiest action a human can take so I agree that this shouldn't fail.
    [/p]
[p]Balancing:
[/p]
  • [p] Potion of greater invisibility: Level 8->9, price 80gp->135gp.
    [/p]
[p]Bugfixes:
[/p]
  • [p] Ancestries (Goblin): Improved Goblin Song description. [/p]
  • [p] Ancestries (Kobold - modded): Fixed that you could use the kobold's breath weapon any number of times in a row instead of needing to wait 1d4 rounds between uses. [/p]
  • [p] Animal companions (Ape, Bear): The support action of these animal companions now only applies to creatures you hit, not also to creatures you deal ancillary damage to, such as with splash damage. [/p]
  • [p] Character builder (prepared spellcaster): You can now move and swap cantrips between cantrip spell slots. [/p]
  • [p] Character builder (prepared spellcasters): You can now drag-and-drop spells from higher-level spell slots into lower-level spell slots (if they are still legal there). [/p]
  • [p] Character builder: Fixed that you could take the same spell as a signature spell twice if you designated a spell as a signature spell on a level earlier than when you took it. [/p]
  • [p] Classes (Fighter): Fixed that Dazing Blow's incapacitation trait didn't apply properly at odd character levels. [/p]
  • [p] Classes (Fighter): To reduce confusion, you will no longer be able to use Exacting Strike as your last action in a turn because that would have no effect anyway. [/p]
  • [p] Classes (Magus): Fixed that you couldn't use Spellstrike at reach range (such as with a glaive) with touch spells (such as Shocking Grasp or the Psychic's Imaginary Weapon). [/p]
  • [p] Classes (Magus): Laughing Shadow magus dealt only 4 extra damage in arcane cascade instead of 5 extra damage at level 7. [/p]
  • [p] Classes (Monk): Fixed that Stunning Fist's incapacitation trait didn't apply properly at odd character levels. [/p]
  • [p] Classes (Monk): Stunning Fist should display as incapacitation. [/p]
  • [p] Classes (spontaneous spellcasters): Fixed that if you selected a spell as a signature spell on a level before you learned that spell, the spell wouldn't actually be a signature spell. [/p]
  • [p] Encounters (S7E6): Fixed that heroes didn't wake up at the beginning of the final cutscene. [/p]
  • [p] Impulses (Desert Wind): Fixed incorrect heightening information in impulse's rules block. [/p]
  • [p] Impulses (Desert Wind): Fixed that even if you had Safe Elements, your allies still couldn't see through the fog. [/p]
  • [p] Impulses (Return to the Sea): Now affects all allies starting from kineticist level 6. [/p]
  • [p] Impulses (Rising Hurricane): The target should be knocked prone. d [/p]
  • [p] Items (handwraps of mighty blows): Fixed that some property runestones, such as runestone of wounding, couldn't applied to handwraps. Now, instead, you can apply any runestone to the handwraps, but the runes will only apply to those unarmed weapons you have that match the requirements (for example, the wounding rune won't apply to your basic fist, because that's a bludgeoning weapon). [/p]
  • [p] Rules (animal companions): Fixed that in some situations, if you healed your animal companion from dying on your turn, you couldn't command it until you first took some other action. [/p]
  • [p] Rules (bleed): Fixed that bleed was removed upon any healing, not just healing to full HP. [/p]
  • [p] Skills (Medicine): Fixed that the Treat Poison bonus/penalty sometimes expired too early before it had a chance to apply to a poisoned creature's next saving [/p]
  • [p] Spells (Litany Against Wrath): Fixed that the spell didn't heighten to level 4, and that it wasn't extra effective against the vrock and the abrikandilu. [/p]
  • [p] Spells (Magic Weapon): Fixed that you could cast magic weapon on a +1 striking weapon even though it would provide no benefits. [/p]
  • [p] User interface: Fixed that some text didn't appear at very low resolutions when reduced to very low font size.
    [/p]
[p]Modding:
[/p]
  • [p] Added ActionId.Constrict to the Constrict monster ability. [/p]
  • [p] Added Dawnsbury.Display.Controls.Statblocks.CreatureStatblock.CreatureStatblockSectionGenerators to allow modders to add their own custom sections into creature stat blocks. [/p]
  • [p] Added optional-dependencies.txt. Mods can now contain optional dependencies on other mods by including a text file named optional-dependencies.txt in the mod's root folder (next to the license file). Each line in that file corresponds to one optional dependency and must contains the Steam ID of another mod on which the mod depends. Steam will not require the player to download these optional dependencies, but if the player happens to have it, then this will guarantee that the optional dependencies are loaded first, regardless of how the user's mod load order is set up. [/p]
  • [p] Added the Flumph, Faerie Dragon and Animated Statue to the DlcTileset.tsx. [/p]
  • [p] Fixed that the Lantern Archon didn't have art in the map editor tileset file.
    [/p]

Dawnsbury Days 3.46 (roguelike mode spider companion hotfix)

Modding:
  • Roguelike Mode: Fixed that the game would crash if you finished an encounter with the spider companion.
  • Fixed that `Proficiencies.SetExactly()` didn't work.
  • Fixed that legality checks were sometimes performed prior to calculation of morning and precombat preparations.

Bugfixes:
  • Archetypes (Champion): Fixed that a level 6+ champion-archetype character couldn't take Unimpeded Step, Ranged Reprisal or Weight of Guild even if the character had the Champion's Reaction feat.
  • Classes (Rogue): Fixed that Skirmish Strike's "Strike, then Step" counted as Exacting Strike.