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Dawnsbury Days News

Good Little Children Never Grow Up gameplay trailer

[p]A sung gameplay trailer for the upcoming expansion is now online![/p][previewyoutube][/previewyoutube][p]For this trailer, we recorded an original piece of music — a lullaby that was often sung at the orphanage before it was abandoned twenty years ago. In the trailer, it's sung by Liandra, the ghost who remains attached to the orphanage and who's also present in the expansion key art.[/p][p]Gameplay-wise, the trailer presents higher-level character content and combat. It shows off greater effect ranges and the greater sets of conditions and numbers that we see at higher levels.[/p][p]It also shows several locations of the expansion and some of the new mechanics, such as group movement and noncombat skill checks.[/p][p]If you're interested in playing this upcoming expansion, consider wishlisting it now![/p][p][/p]

Progress on expansion and upcoming updates of achievements

[p]We've made a lot of progress on the upcoming Dawnsbury Days expansion, Good Little Children Never Grow Up. A private playtest is in progress and a more general playtest will come soon, too, probably in late September. Casting call for voice actors has been posted this weekend and most of the implementation work is done.[/p][p]Progress:[/p]
  • [p]\[100% done] Level 9 character content[/p]
  • [p]\[100% done] Script[/p]
  • [p]\[100% done] Steam page[/p]
  • [p]\[100% done] Monsters and hazards[/p]
  • [p]\[100% done] Encounter content[/p]
  • [p]\[60% done] Audio[/p]
  • [p]\[50% done] Trailer[/p]
  • [p]\[10% done] Voice acting[/p]
  • [p]\[10% done] Playtest[/p]
  • [p]\[0% done] Achievements[/p]
  • [p]\[0% done] Final polish[/p]
[p]The expansion is a bit experiment with its additional non-linearity and heavy use of noncombat skill checks, but it looks like it's working together well enough.[/p][p]As before with the Profane Barrier, I will want to add additional achievements for this expansion, and Steam achievements can't be separated by DLC, which means that any of you who have achieved the 100% ribbon trophy will lose it and be unable to regain it until the expansion releases. I'm sorry.[/p][p]Character level cap in the base game will increase to 9 shortly before the expansion releases.[/p][p]The expansion release is still planned for autumn 2025. [/p][p]Until then, expect a few more miscellaneous improvements to the base game, and a few more news posts, and consider wishlisting the expansion if you're interested![/p]

Dawnsbury Days 3.50 (Golden Candelabra hotfix)

Fixes a regression introduced in 3.49 where the rules engine crashed on each enemy's turn after the reveal of the magic mouth in S1E5 (the fifth encounter of the base game).

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]