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Dawnsbury Days News

Announcing the development of a level 10–15 expansion

[p]We started development on a new expansion for Dawnsbury Days.[/p][p]The Four-Leaf Clover will be a level 10–15 expansion, a world-spanning adventure where you travel to exotic locations across Our Point of Light as you work to evict the starborn from our world![/p][p][/p][p]The new expansion will feature:[/p]
  • [p]Level cap: 15[/p]
  • [p]40+ new encounters[/p]
  • [p]Six chapters[/p]
  • [p]World-spanning adventure[/p]
  • [p]Home base[/p]
  • [p]Full voice acting[/p]
[p]You will have access to high-level feats and spells such as in this fight against an undead ghostship risen from the waves:[/p][p][/p][p]The adventure will have more choices available to you also outside combat:[/p][p][/p][p]Your quest will be of planar importance and so you may attract the attention of powerful entities as well:[/p][p][/p][p]And you will gain access to a home base of your own where you can spend downtime. It doesn't look like much at first, but you're sure to improve it:[/p][p][/p][p]The current state of development is:[/p]
  • [p]Chapter 1 is complete (sans voice acting).[/p]
  • [p]Class features are implemented up to level 15, but many spells and feats are still missing.[/p]
  • [p]We have a vision and encounter-by-encounter outline for the remaining 5 chapters, but the script isn't written yet, and nothing is implemented.[/p]
[p]The cost of this project is, unfortunately, fairly high. There is a lot of art needed, and a lot of voice acting needed. While I will cover most of it with profit from Dawnsbury Days, the budget estimate makes me a little nervous. [/p][p]For this reason, I'm renewing the attention I place on my Patreon at https://www.patreon.com/dawnsbury. If you're interested in further financially supporting the development of Dawnsbury Days and the Four-Leaf Clover, please consider having a look at the Patreon where you can subscribe. I fairly regularly write design posts and other interesting behind-the-scenes content there.[/p][p]In any case, thank you for your interest in Dawnsbury Days, and I'll make another news post here when I have more information about the expansion to share![/p]

Dawnsbury Days 4.20 (Workshop Uploader hotfix)

[p]Fixes a regression introduced in 4.19 that caused the Dawnsbury Days Workshop Uploader to crash on startup.[/p]

Dawnsbury Days 4.19 (rules fidelity, magus, and archery update)

[p]Features:[/p]
  • [p]Squeezing. Large and larger creatures, such as savage animal companions, can now Squeeze in combat to fit into tighter spaces. You can squeeze from Other actions->Squeeze. In this first implementation, squeezing is a free action and a Large or larger creature can squeeze voluntarily at any time (by at most 5 feet), even if it fits the space. In a future implementation, we may add a rule that a creature must unsqueeze and unsqueezes automatically when it re-enters space it can expand into. While squeezing, a creature moves at half speed and is flat-footed. There is a rule option in Settings->House rules that you can enable to suppress the flat-footed condition from squeezing if you'd prefer creature to move about in squeezed form without that much of a penalty. Large and larger enemies will now squeeze if they find it necessary, though only as a last resort. A computer-controlled creature will always prefer taking an action while unsqueezed, e.g. to make a ranged attack if it has one.[/p]
[p]Important bugfix:[/p]
  • [p]User interface: Fixed an off display of the post-encounter loot report on non-basic resolutions.[/p]
[p]System:[/p]
  • [p]Steam: Fixed that on some computers in some rare situations, where the connection between Dawnsbury Days and the user's Steam client didn't work, the game didn't launch at all. Now in those situations the game will instead show a dialog box alerting to the problem and then start without Steam integration.[/p]
[p]Character content:[/p]
  • [p]New archetype: Eldritch Archer (feats: Basic Eldritch Archer Spellcasting, Enchanting Arrow, Precious Arrow)[/p]
  • [p]New bard feat: Courageous Opportunity[/p]
  • [p]New magus feats: Expansive Spellstrike, Spell Swipe[/p]
  • [p]New magus hybrid study: Starlit Span (shooting star)[/p]
  • [p]New monk feats: Monastic Archer Stance, Deflect Arrow, Return Fire[/p]
  • [p]New ranger feat: Running Reload (also for Archer archetype)[/p]
  • [p]New rogue feat: Shove Down[/p]
[p]Rules fidelity:[/p]
  • [p]Archetypes (Beastmaster): If you have 2 or more animal companions, you can now select for each of them separately whether you want them to be nimble or savage.[/p]
  • [p]Classes (Champion): Against oozes and in some other situations, a champion would sometimes do retributive strike with a bad weapon instead of allowing the player to select a weapon to use.[/p]
  • [p]Classes (Champion): If a champion wielded both a reach weapon and a non-reach weapon, it was sometimes unable to use the reach weapon when taking a retributive Strike.[/p]
  • [p]Rules (saving throws): Ancillary and delayed saving throws, such as from auras, afflictions, or zones, are now subject to the full rules for saving throws interactions. Thus, effects such as Guidance, Bit of Luck, Bottled Omen, Orc Superstition and other effects that allow you to modify the saving throw process now apply to these secondary saving throws as well.[/p]
  • [p]Rules (stunned) (reversal!): If you become stunned during your turn, the stunned condition will consume your very next action on that same turn if possible instead of waiting for the beginning of your next turn to consume your actions. This change follows the spring 2026 errata to the tabletop rules.[/p]
  • [p]Spells (Enlarge): The spell is now dispellable and dismissable. In the tabletop rules, the spell isn't normally dismissable but (1) historically, in First Edition, it was dismissable; (2) in larger exploration maps, you would be able to wait 5 minutes for the spell to expire naturally if you wanted to reach some hard-to-squeeze through nook; (3) I don't want creatures to be locked out of participating in combat, especially in large exploration maps, because they're too large and don't fit anywhere.[/p]
[p]Balancing:[/p]
  • [p]Encounters (The Lich): Fixed that if the lich expended one of his buff spells to counterspell your own buff, he would be stuck in prebuffing mode indefinitely allowing you infinite buffing time. Now, he will instead skip the expended spell in the prebuff sequence.[/p]
[p]Bugfixes:[/p]
  • [p]Ancestries (Elf): Fixed that Elf Step didn't allow you to take a 10-foot step with the Liberator champion's reaction, with the kineticist's Kindle Inner Flames free step, with the deflect critical hit spell, and with the rogue's Skirmish Strike. {i}(I am aware that this is a deviation from tabletop, where you can't normally combine Elf Step with other actions that allow you to step. However, that interpretation requires nonintuitive time-wasting user interface in Dawnsbury Days, so I instead changed the rules text in Dawnsbury Days to permit this and thus slightly buffed the Elf Step feat.){/i}[/p]
  • [p]Classes (Alchemist): Fixed that starting from level 7, you could use Quick alchemy to create any items even if you ran out of reagents, and go into negative reagents. Now, when you no longer have any reagents, you will only be able to craft items that you have access to via perpetual infusions.[/p]
  • [p]Classes (Kineticist): Fixed that Calcifying Sand didn't trigger against unarmed reach attacks.[/p]
  • [p]Encounters (S9E5): Fixed that you could attempt to awaken unconscious creatures who were drained.[/p]
  • [p]Settings: Fixed that "Disable edge scrolling" setting didn't persist across save loads.[/p]
  • [p]Stat block: Creature stat block didn't show HP drained due to Drained, Mummy Rot or other conditions.[/p]
  • [p]System: Fixed that the right vertical pillarbox didn't appear correctly on ultrawide resolutions.[/p]
  • [p]Text: Fixed text in some cutscenes and stat blocks.[/p]
  • [p]User interface: Fixed that gray floor tiles drawn on maps without backgrounds appeared too small on resolutions larger than 2K.[/p]
  • [p]User interface: Spell-granting archetype feats now have the icon of that spell instead of the default archetype icon.[/p]
[p]Modding:[/p]
  • [p]Modding: Added [c]AdventurePath.BansLootReport[/c] to allow mods to suppress the loot report if the campaign doesn't support it.[/p]
  • [p]Modding: Added [c]KindedDamage.OriginalResolvedDamage[/c] to allow for the Guardian's Intercept Strike.[/p]
  • [p]Modding: Added [c]ModManager.RegisterActionOnEachAdventurePath()[/c] to allows mods to perform more complex or programmatic setup of adventure paths after they're loaded, to adjust existing adventure paths, or to set up properties that aren't currently exposed through XML, such as changing the adventure path's [c]Icon[/c] that's displayed in Story mode selection.[/p]
  • [p]Modding: Added [c]WeaponProperties.OverrideReach[/c] to allow to override a monster's reach for a specific attack.[/p]
[p]Character content (beyond the level cap):[/p]
  • [p]Classes (Magus): Magus's Arcane cascade now heightens properly at level 15 for all hybrid studies.[/p]

Dawnsbury Days 4.18 (UI improvements and bugfixes)

[p]Highlights:[/p]
  • [p]Inventory: Fixes a bug where if, outside combat, you replaced an item held in a single hand while having the other hand free and while your backpack was already full with all 12 items, by an item from the party inventory, the shop or another character's inventory, the replaced item ceased to exist. Now, the item will simply move to the unoccupied hand.[/p]
  • [p]User interface: Stat blocks now show an icon of the creature, icon, or spell in the topleft corner.[/p]
  • [p]User interface: The dying value and maximum dying value now display with more contrast on the token so it's more obvious how close you are to losing the encounter.[/p]
  • [p]User interface: Added probability of success information and check breakdown to Escape attempts so you can review your chance of success before taking the Escape action.[/p]
  • [p]Items: Bags of holding will now unfurl to show items they hold with more space for each contained item.[/p]
  • [p]Steam: Added a link to the Steam Workshop to the main menu to make mods more discoverable.[/p]
[p]Story mode:[/p]
  • [p]Balancing (S1E1): Removed one minor healing potion.[/p]
  • [p]Balancing (S1E2): Removed a scroll of burning hands.[/p]
  • [p]Encounters (S1E1): Added more information into the official campaign on loot.[/p]
  • [p]Story mode: Fixed that if you exited an encounter after the game applied made some campaign-affecting effects, such as collecting ritual scraps or making decisions at the S9E3 ritual circle, your save would remember those effects even if the encounter wasn't completed. This could cause the save to become partially corrupt, and mid-encounter saves to fail.[/p]
  • [p]User interface: Loot report now looks a little better.[/p]
[p]Character content (beyond the level cap):[/p]
  • [p]Classes (Ranger): Precision hunter's edge now heightens at levels 11 and 19.[/p]
  • [p]Classes (Rogue): Analyze Weakness now heightens at levels 11 and 17.[/p]
  • [p]New feats: Dimensional Disappearance, Ode to Ouroboros[/p]
  • [p]New spells: regenerate[/p]
[p]Rules fidelity:[/p]
  • [p]Spells (Shadow Siphon): The spell now only reduces damage done to you and your allies. This boosts the spell's power somewhat compared to tabletop where the spell would reduce damage also to your enemies caught in the blast, but this change allows the shadow siphon to work consistently within Dawnsbury Days engine.[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Champion): Fixed that the vrock didn't count as wrathful for the purposes of litany against wrath.[/p]
  • [p]Classes (Rogue): Fixed that Analyze Weakness was affected by concealment.[/p]
  • [p]Classes (Sorcerer): Adjusted the Imperial sorcerer's arcane countermeasure so that it doesn't trigger off of non-hostile cantrips.[/p]
  • [p]Spells (Disrupting Weapons): Fixed that a weapon affected by disrupting weapons would be immune to further disrupting weapons forever instead of until end of the encounter.[/p]
  • [p]Spells (Mariner's Curse): Fixed that the curse effect only applied on a critical failure, not also on a normal failure.[/p]
  • [p]Tactics (Divine Wrath): Fixed that the game crashed without an error message when a computer-controlled monster attempted to cast Divine Wrath.[/p]
  • [p]Tactics: Fixed that some bugged situations involving an infinite loop of computer tactics choices would cause the game to crash without an error message.[/p]
  • [p]Text: Fixed the text of some stat blocks.[/p]
  • [p]User interface: Fixed a 1px imperfection in the height of the scroll bar height in some situations in scroll panes.[/p]
  • [p]User interface: Fixed that the rules block for combat actions sometimes cut off the bottom c. 20px of text.[/p]
[p]Audio:[/p]
  • [p]Audio: Added a sound effect to Retch.[/p]
[p]User interface:[/p]
  • [p]User interface: Fixed that the close button on Ctrl+Q–expanded rules blocks was a little skewed.[/p]
  • [p]User interface: Full-body illustrations in cutscenes (for creatures that have them) are now a bit larger.[/p]
  • [p]User interface: Official adventures now have an icon next to their name in the Story mode menu.[/p]
[p]Modding:[/p]
  • [p]Modding: You can now use magic circles of sizes other than 1600x1600. It will work as long as the texture has the same width and height.[/p]

Dawnsbury Days 4.17 (signature metamagic spells hotfix)

[p]Fixes a regression introduced in 4.15 that caused the game to crash if you attempt to cast a signature spell while having a metamagic feat applicable to that spell, and in some other more rare situations. [/p][p]I'm sorry for the multiple hotfixes for this Friday's update. It contained a couple of deep redesigns.[/p]