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Dawnsbury Days News

Dawnsbury Days 4.4 (map editor alpha preview)

[p]This update includes an alpha preview of the in-game map editor:[/p][p][/p][p]You'll be able to use the in-game map editor to create your own encounters. This was already possible (and many modders did this), but you needed to use an external map editor named Tiled (mapeditor.org).[/p][p]Tiled is an excellent editor and it's certainly more capable than the in-game map editor that Dawnsbury Days will have but the in-game editor will have a couple of advantages, such as:[/p]
  • [p]It handles Large and larger monsters and very large maps better.[/p]
  • [p]It's easier to find monsters and hazards to place using the Dawnsbury Days editor because instead of technical IDs, you can directly see and search stat blocks.[/p]
  • [p]It's easier to configure monsters.[/p]
[p]The in-game map editor will also have more game-specific tooltips and overall, I hope, be faster to use.[/p][p]If you're willing to test out the new map editor, I welcome all feedback. You may post it as a comment on this news post or send it to me on Discord or send it via the standard in-game feedback form.[/p][p]The editor is disabled by default and has not undergone much testing yet. If you want to try it, you must enable it from Settings->System.[/p][p]Full patch notes follow:[/p][p]Alpha features:[/p]
  • [p]Alpha preview feature: Map editor. Dawnsbury Days now includes an ingame map editor that you can use to create your own encounters. The map editor is in alpha preview. To make it appear in the main menu, go to Settings->System and click "Allow map editor". I will appreciate any bug reports or other feedback on the map editor. I hope to release it as a standard part of the game later.[/p]
[p]Character content:[/p]
  • [p]New level 6 spells: blade barrier, disintegrate, baleful polymorph[/p]
[p]Balancing:[/p]
  • [p]Encounters (S9E3): On Medium difficulty only, removed Combat Reflexes from the Hamatula and removed his ability to take attacks of opportunity in response to melee attacks.[/p]
[p]Art:[/p]
  • [p]Art: Updated art for all animal companions, replacing stock assets and real-world photographs.[/p]
  • [p]Font: Slightly improved text rendering clarity for overhead flyouts.[/p]
[p]Modding:[/p]
  • [p]Modding: Fixed that you could select modded archetype skill feats at even level as though they were class feats, even though they're not.[/p]
[p]Rules fidelity:[/p]
  • [p]Classes (Monk): Fixed that Crane Stance didn't give upi a +5-foot-bonus to your leap distance.[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Barbarian): Fixed that the rules engine could crash after when the Giant barbarian's Giant Stature ability elapsed when rage ended.[/p]
  • [p]Encounters (S9E2): Fixed a regression where the Rotting Banquet appeared partially off the table.[/p]
[p]System:[/p]
  • [p]System: Upgraded the MonoGame framework and the MonoGame.Extended bitmap font drawing library to newer versions.[/p]
  • [p]System: Upgraded the .NET library and runtime to version 10, which brings additional performance improvements.[/p]

Dawnsbury Days 4.3 (more subclasses and class feats)

[p]In this patch, we're adding some character content that we felt important for some builds. There is so much content in the tabletop game that we can't have everything, so I want to thank SwingRipper for his work in selecting (and where necessary, designing homebrew) feats and spells for implementation and I want to thank Pixie1001 for her work in implementing this content.[/p][p]Character content:[/p]
  • [p]New barbarian instinct: Giant (Giant's Stature)[/p]
  • [p]New bard feat: Melodious Spell[/p]
  • [p]New beastmaster feat: Enlarge Companion[/p]
  • [p]New cleric feat: Granted Spells Font[/p]
  • [p]New druidic order: Flame (Fire Lung, Fire Resistance, Combustion, Fiery Retort)[/p]
  • [p]New druid feat: Storm Retribution[/p]
  • [p]New oracle feat: Cursed Resiliency[/p]
  • [p]New psychic feat: Violent Unleash[/p]
  • [p]New ranger feats: Enlarge Companion, Far Shot[/p]
  • [p]New rogue feat: Distracting Feint[/p]
  • [p]New wizard feat: Conceal Spell[/p]
[p]Rules fidelity:[/p]
  • [p]Classes (Psychic): Psi Burst now allows you to select whether you want to use the mindshift version or not. If you do, it now uses a Will save instead of a Reflex save.[/p]
[p]Modding:[/p]
  • [p]Modding (important!): Each mod can now load its own Harmony version. If you're a mod developer using Harmony, please upgrade the version of Harmony you're using to 2.4.2.0. After all modders upgrade to that version, I will update the base game to use .NET 10 for performance improvements. After that, using an older Harmony version will no longer be possible.[/p]
  • [p]Modding: Added "LivingArmor" as a possible monster to add to custom encounters.[/p]
  • [p]Modding: Fixed that the example mod "Infinite feats and spells" crashed on start up.[/p]
  • [p]Modding: Flanking is now recalculated at the beginning and end of each state-check, not just at the end, so you can refer to whether a creature is flanked at state-check time. Note that this flanking information may not be perfect, e.g. if state-check causes a creature to gain a condition that would prevent it from flanking. Consider doing any calculations in state-check layer 1 to alleviate this.[/p]
  • [p]User interface: The Mod settings menu now has a scrollbar if there's not enough space for all mod settings.[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Fighter): Fixed that the Fighter didn't get the Juggernaut ability at level 9 (automatic upgrade of successes on Fortitude saves to critical successes)[/p]
  • [p]Classes (Kineticist): Fixed that the upcast version of Clear as Air suffered from the same issues as the Dread Aura enchanter spell.[/p]
  • [p]Classes (Monk): Fixed that Crane Flutter could respond to Escape attempts, even though they don't target your AC.[/p]
  • [p]Classes (Monk): Fixed that Wolf Drag always knocked the target prone even if you didn't succeed on the attack roll.[/p]
  • [p]Classes (Monk): Fixed that the Path to Perfection class feature's ability to turn success to critical successes always improved your Fortitude saves only, regardless of whether you chose Fortitude, Reflex, or Will.[/p]
  • [p]Classes (Wizard): Fixed that some Wizard theses gave you extra level 10 spell slots at character level 19.[/p]
  • [p]Classes (Wizard): Fixed that the enchanter's Dread Aura school spell allowed sustaining on the turn it was cast, and that it didn't expire even if you didn't sustain it.[/p]
  • [p]Encounters (S5E1, S5E7): Fixed that these tight-space encounters didn't ban large animal companions.[/p]
  • [p]Encounters (S5E4): Fixed that extra skeletons appeared on Insane difficulty in free encounter mode preview.[/p]
  • [p]Encounters (S7E6): Fixed that the celestial lions summoned from the first trap didn't have the Summoned trait.[/p]
  • [p]Items (aeon stones): Fixed that spells cast from aeon stones had a spell save DC of 0 for the purposes of effects like Counterspell.[/p]
  • [p]Monsters (dark merfolk): Fixed that the creature didn't have swimming.[/p]
  • [p]Spells (Acid Splash): Fixed that the spell didn't properly heighten to spell level 5 and beyond.[/p]
  • [p]System: Fixed a regression where some settings would not persist across multiple launches of the game and would instead reset to their defaults.[/p]
  • [p]Text: Fixed that some modified Strikes, such as Power Attack or Exacting Strike, only showed up as a regular Strike in the battle log.[/p]
  • [p]Text: Improved text of some stat blocks and feats.[/p]

Dawnsbury Days 4.2 (crash hotfix)

[p]Critical bugfixes:[/p]
  • [p]Crash: Fixed a regression introduced in 4.1 that caused the game to sometimes crash a few seconds after loading when it failed to load music.[/p]
[p]Balancing:[/p]
  • [p]Items (runestone of demolishing): The runestone's persistent damage now ignores hardness.[/p]
[p]Bugfixes:[/p]
  • [p]Classes (Kineticist): Fixed that Lava Leap didn't benefit from the fire kineticist' impulse junction.[/p]
  • [p]Classes (Monk): Fixed that Gorilla Pound didn't have expertise in Intimidation as a prerequisite.[/p]
  • [p]Spells (summon dragon): Replaced the spell icon because it was the same icon as used for zeal for battle.[/p]
  • [p]Text: Improved the text of some rules blocks.[/p]

Dawnsbury Days 4.1 (Domain Initiate crash hotfix)

  • Modding: Fixed a regression where Dawnsbury Days would crash when loading a Cleric sheet that had the Domain Initiate feat if you had DawnniExpanded installed.
  • Encounters (S5E2): Large creatures no longer see duplicate Consecrate or Win the encounter button.
  • Encounters (S5E2): Large creatures no longer suffer negative damage multiple times in the shrine.
  • Encounters (S9E5): Fixed that you lost the encounter if the summoned erinys or infantry devil died.

Dawnsbury Days 4.0 (large creatures)

[p]This is a substantial update, both in terms of content and improvements for players, but especially technically, on the behind, in terms of what the underlying engine is capable of.[/p][p]Most importantly, creatures can now occupy more than one square:[/p][p][/p][p]This update adds four free encounters at character level 9 into the base game, all of which are against Large or Huge creatures, such as you see in the above screenshot of a fight against a troll king and his minions.[/p][p]But you can also benefit from this new engine capability by summoning large creatures, having a large animal companion or using the spell enlarge.[/p][p]Next, I updated the visuals of the spellcasting menu:[/p][p][/p][p]This is probably not yet the menu's final form but you can see what I'm going for: At higher levels, the buttons became too narrow and it became somewhat difficult to read the names of the spells. If Dawnsbury Days continues to higher levels still in the future, the menu will get further updates to accommodate that.[/p][p]Another update in this patch are a bunch of new feats for the alchemist (especially for non-Bomber alchemists) and for the monk (specifically, the level 6 feats that enhance your existing stances).[/p][p]The update also makes some performance optimizations, and fixes bugs, especially within DLC2 (Good Little Children). And it implements many of the changes that players asked for on Steam forums, in the Discord server or when filling in the feedback form, such as better filtering when selecting feats, spells, and items.[/p][p]Finally, I want to say that this update touched a lot of core logic throughout the codebase. I now have a good set of automated tests, but despite that, I'll be happy for any reports of bugs you encounter that may have been introduced by this update.[/p][p]Thank you for your interest in Dawnsbury Days![/p][p]Full patch notes follow.[/p][p]Feature:[/p]
  • [p]Large creatures. Creatures can now occupy multiple squares and be of Medium, Large, Huge, Gargantuan size or even higher (Colossal) sizes. Large and larger creatures have greater natural reach, which they can further boost with a reach weapon. They flank with the center of their space. They determine whether they have a clear shot based on the square in their space that's the most beneficial to them; but conversely, attackers who attack Large or larger creatures determine whether they have a clear shot by aiming for the least-well-covered square of the target's space. Large creatures count distance based on the square in their space that minimizes the distance. Large creature emanate aura, emanations, cones and lines from the corners or edges of their space.[/p]
    • [p]Some maps aren't made for large creatures. If you use a Large ancestry (such as from a mod) or have a Large animal companion, they will become Medium instead for those encounters. This applies to the full chapter 2 (Elements of a Crime), S3E1, S3E2, S3E4, S4E5, S5E5, S6E2, S6E4, S6E5, S7E5, S7E6, S9E2, S9E3 and the free encounter Hotel of Serenity.[/p]
    • [p]This is a complex feature that required a redesign and rewrite of core code and of hundreds of spells, feats and features. It is likely that there are some rules inaccuracies, and possibly even bugs and regressions in functionality. Please report any bugs or issues you encounter, whether they relate to Large creatures or not.[/p]
[p]New free encounters: (you will find all of these under High-level encounters)[/p]
  • [p]Unusual Trolls (level 9 low; a two-headed troll and a troll who isn't weak to fire)[/p]
  • [p]Dominated Trolls (level 9 low; bulky trolls supported by an undead evoker)[/p]
  • [p]Troll King (level 9 moderate; featuring a troll who's louder than the others)[/p]
  • [p]Adult Fire Dragon (level 9 extreme; a Huge threat; he starts with a level 4 invisibility and a level 6 fireball before he goes for the breath weapon...)[/p]
[p]Character content:[/p]
  • [p]New alchemist feats: Combine Elixirs, Bypass Poison Immunity, Pinpoint Poisoner, Sticky Poison[/p]
  • [p]New general feat: Titan Wrestler[/p]
  • [p]New monk feats: Gorilla Pound, Wolf Drag, Mountain Stronghold, Dragon Roar, Crane Flutter[/p]
  • [p]New spells: enlarge, shadow blast, shadow siphon, summon dragon[/p]
[p]Usability:[/p]
  • [p]Encounters (Hotel of Serenity): You can now use Group movement in Hotel of Serenity when out of combat.[/p]
  • [p]Encounters (S5E2): You can now use Group movement in the Swamp when out of combat.[/p]
  • [p]Encounters (S5E2): When you encounter a cutscene, your current movement is now disrupted so that you stay closer to the rest of your party.[/p]
[p]Rules fidelity:[/p]
  • [p]Rules (reversal!): Easier long reach. Dawnsbury Days now uses a different rules interpretation for flanking with reach. Now, if the line between the center of your space and your ally's space cuts through the precise corner of an enemy's space and any of the two lines opposite that corner, you count as flanking that enemy. This is only relevant if at least one flanker has a reach of 10 feet or more because the situation can't happen at a reach of 5 feet. Dawnsbury Days is making this change in part to align with FoundryVTT's interpretation, and as a preparatory step towards introducing Large creatures later.[/p]
  • [p]Rules (reversal!): Buffed resistance to all. Dawnsbury Days now uses a different rules interpretation for group resistances such as "resistance to all", "resistance to physical" and "resistance to ranged attacks". From now on, such resistances apply to each damage type separately, but still apply only once to each source of damage. For example, a magic missile is still resisted only once, but a flaming longsword is now resisted twice: once for slashing damage and once for fire damage. Similarly, if you use Double Slice with, say, a slashing and piercing weapon, resistance to physical will now apply against each weapon separately instead of only once. This new interpretation is more faithful to the tabletop rules. Overall, it has the effect of making incorporeal monsters stronger. Monsters with hardness are unaffected by this and still resist the entire thing only once, regardless of how many damage types are involved. The champion's reaction still reduce only the total damage taken, not each damage type separately. This may get changed in the future.[/p]
  • [p]Rules (reversal!): Buffed forced movement. When you're pushing a creature, you can now choose what square the target is pushed into, as long as each square of movement moves the target further away from you, even if it's not in a direct line, counted by Chebyshev distance (the greater of horizontal and vertical difference), and as long as you never move the target closer to you along either axis. This is similar to the interpretation of forced movement used in the 4th edition of the world's oldest roleplaying game, and we think it will lead to more intuitive results, especially with large creatures.[/p]
  • [p]Animal companions: Mature and savage animal companions now grow in size as expected. They will also have a 10-foot natural reach in their large from. A literal reading of the rules would suggest that Large animal companions should not have an extended reach because nothing specifically grants it to them, but for consistency with expectations from enemy monsters and for consistency with the spell enlarge, Dawnsbury Days grants them the extra reach as well.[/p]
  • [p]Animal companions: The bird, bat and capybara are now small creatures.[/p]
  • [p]Classes (Alchemist) (reversal!): Dawnsbury Days now uses a different rules interpretation for interaction between perpetual infusions and additives. If you add an additive to an item you have selected for perpetual infusions, you still won't consume any reagents. You still can't use perpetual infusions with the Combine Elixirs feat.[/p]
  • [p]Classes (Cleric): Nerfed healer's blessing so that it affects each spell cast only once. For example, if a hero benefits from both healer's blessing and fast healing from hymn of healing, they will get the healing bonus from hymn of healing only once. (Any additional casts of hymn of healing would still get affected as normal.)[/p]
  • [p]Items (armor): Full plate, half plate, breastplate, scale mail, chain mail, chain shirt and the Metal Carapace kineticist armor now count as metal armor for the purposes of Shocking Grasp and other electricity spells (though this doesn't appear on your stat block, it does apply).[/p]
  • [p]Items (bag of holding): Fixed that you could place a bag of holding into another bag of holding.[/p]
[p]New deviations from tabletop:[/p]
  • [p]Rules (squeezing): As a concession in implementing Large creatures, Large and larger creatures are unable to squeeze and so utterly unable to enter certain locations on certain maps. Maps with Large enemies are designed such that this is not a problem, but it could be a problem for player characters who use enlarge. This limitation may be lifted in the future.[/p]
  • [p]Rules (tumble through): As a concession in an effort to implement Large and larger creatures with reasonable performance, from now on, creatures will be able to tumble through multiple creatures in a single Stride. Each such creature still requires its own Acrobatics roll, all such rolls must succeed, and each movement through an occupied square still counts as difficult terrain.[/p]
[p]User interface:[/p]
  • [p]Combat log: Log now highlights attacks of opportunity.[/p]
  • [p]Encounters (S9E2): Added a visual indicator on the stairs when it's possible to use them to climb up.[/p]
  • [p]User interface: Added a search textbox to spell preparation pages of prepared casters.[/p]
  • [p]User interface: Alchemical items are now categorized under their own tab in the shop and are sorted into subcategories (bombs, elixirs, mutagens, and poisons). Bombs are further sorted into lesser, moderate, and improved.[/p]
  • [p]User interface: Character editor now shows a preview of granted spells such as innate ancestry spells at the level you'd receive them instead of at your maximum spell level.[/p]
  • [p]User interface: If an enemy is immune to all damage, the overhead flyout now says "immune" instead of "-0 (resisted)"[/p]
  • [p]User interface: Improved the display of the movement range line on nonbasic resolutions.[/p]
  • [p]User interface: Increased gap between character inventories to make it clearer where one inventory ends and another begins[/p]
  • [p]User interface: Increased the highlight of the creature on the battlefield when you hover over it in the initiatve tracker.[/p]
  • [p]User interface: The line "Click anywhere to continue..." will no longer show up on cinematic lines after you've clicked through a line at least 20 times, with the understanding that by that point, you probably remember what to do.[/p]
  • [p]User interface: The spellcasting menu now presents spells vertically to allow for more readable text when you have a large number of spell levels available.[/p]
  • [p]User interface: Using Ctrl+Backspace in textboxes now deletes word-by-word instead of letter-by-letter.[/p]
  • [p]User interface: You can now use "-" at the beginning of search terms such as "-two-handed" and "-attack" to filter out list options that contains the given text.[/p]
  • [p]User interface: Your dying status numbers now appear on top of status indicators on character tokens if you're dying.[/p]
[p]Balancing:[/p]
  • [p]Items (aeon stone of shielding): Replaced "Your shield spells prevent twice as much damage." by "Your shield spells prevent 5 more damage."[/p]
  • [p]Tactics (S9E5): Reduced the frequency with which Grandmother Demay uses her Harsh Scolding ability.[/p]
[p]Modding:[/p]
  • [p]Feature: Source code is now included embedded in the PDB file so that modders have to do less fiddling with the decompiler. (Note that Dawnsbury Days is not open source; and the source code is not for redistribution or reuse -- it's just to assist modders in making Dawnsbury Days mods.)[/p]
  • [p]Modding: Added Citizen to creatures in the base tileset.[/p]
  • [p]Modding: Added [c]CombatAction.Origin[/c] which shows the affliction, persistent damage QEffect and ultimate source of an action that's rooted in a pseudocreature, such as persistent damage or a poison affliction.[/p]
  • [p]Modding: Added an overload for [c]WithRulesBlockForSpell[/c] which allows you to specify spell level.[/p]
  • [p]Modding: Fixed that DLC2's tileset wasn't available via CustomMaps.[/p]
  • [p]Modding: Fixed that the tile "PowerCrystal" wasn't usable.[/p]
  • [p]Modding: From now on, if the base game later adds a feat with the same technical name as a modded feat, it will automatically replace the modded feat by default. For example, this update replaces the Crane Flutter feat from the More Dedications mod with the base game Crane Flutter feat.[/p]
  • [p]Modding: Made all classes public.[/p]
  • [p]Modding: Spells and kineticist impulses cast as a reaction now contain all the spell's traits in the reaction traits array. Mods can use this to make extra reactions possible in response to specific types of spells.[/p]
  • [p]User interface: Fixed that there might not be enough space in Story mode menu for all of your adventure paths if you were subscribed to too many of them.[/p]
  • [p]User interface: Mods are now shown in a scrollable list box, so that you can view them and their licenses even when you have a very large number of mods.[/p]
[p]Audio:[/p]
  • [p]Encounters (S9E5): Removed the lyrics from the final encounter and replaced the music with the instrumental version of the song.[/p]
[p]Bugfixes:[/p]
  • [p]Ancestries (Dwarf): Dwarven Weapon Familiarity now works correctly with proficiency of dwarf weapons (there are no such weapons in the base game, but mods may add them).[/p]
  • [p]Classes (Alchemist): Fixed that you could affect poison-immune creatures with alchemical poisons.[/p]
  • [p]Classes (Cleric): Rapid Response now only applies to living allies.[/p]
  • [p]Classes (Fighter): If you have both Reactive Shield and Quick Shield Block, then Reactive Shield now allows you to raise a shield even if it wouldn't help you for the attack roll, so that you can use Quick Shield Block for the attack.[/p]
  • [p]Classes (Fighter): Reactive Shield now takes existing circumstance bonuses to AC into account.[/p]
  • [p]Classes (Fighter): Reactive Shield now takes existing circumstance bonuses to AC into account.[/p]
  • [p]Classes (Magus): Emergency Targe now takes existing circumstance bonuses to AC into account.[/p]
  • [p]Classes (Ranger): Fixed that the rules engine would crash if a ranger using Twin Takedown dropped unconscious after the first Strike but before the second (e.g. because of a hamatula's reactive attack or an archon's retributive strike).[/p]
  • [p]Conditions (confused): Fixed that mindless creatures, as well as the Protector Tree, could become confused.[/p]
  • [p]Encounters (S4E5): The Final Dusk's incorporeal resistance shouldn't protect him from negative damage.[/p]
  • [p]Encounters (S9E2, S9E3): Fixed that the timber sentinel moved with the party when using Group movement.[/p]
  • [p]Encounters (S9E3): Fixed that the timber sentinel could "protect" the wooden statuette.[/p]
  • [p]Encounters (S9E5): Fixed that the Healing Hand ability of a cleansed possessed child showed to-hit chance against allies even though such an action succeeds automatically.[/p]
  • [p]Familiars: Fixed that you could only take Restorative Familiar if you had a focus pool.[/p]
  • [p]Items (alchemical poison): Fixed that alchemical items triggered even if you didn't deal any slashing or piercing damage to the target.[/p]
  • [p]Items (bag of holding): Fixed that if you swapped a rune from within a bag of holding onto a weapon or armor, it could result in a duplicate non-removable rune on the bag of holding that you could "unattach" infinitely for free runes.[/p]
  • [p]Items (bombs): Fixed that moderate and improved bombs still showed up with the word "lesser" in the Strike context menu.[/p]
  • [p]Items (bracers of missile deflection): The item now takes existing circumstance bonuses to AC into account.[/p]
  • [p]Items (keen): Fixed that as long as the game predicted a hit on a 19, the keen rune transformed the result into a critical success on all d20 results, not just on a natural 19.[/p]
  • [p]Items (scrolls): Fixed that you could read scrolls while blinded.[/p]
  • [p]Modding: Fixed that Dawnsbury Days preferred to use the CustomModsV3 folder even if it was empty.[/p]
  • [p]Modding: Fixed that if you somehow had a resistance to a damage type and a resistance to a group of damage types that was greater than your resistance to the individual damage type, the smaller resistance would take priority.[/p]
  • [p]Monsters (Lesser Death): Fixed that a simple Step provoked the Lesser Death's lurking death ability.[/p]
  • [p]Player information: Fixed that you saw attack-of-opportunity warnings if an undetected invisible enemy was threatening an attack of opportunity.[/p]
  • [p]Rules (attack of opportunity): Fixed that you couldn't make attacks of opportunity with unarmed reach attacks (such as the Frog Animal barbarian's tongue attack) at reach.[/p]
  • [p]Rules (dying): Fixed that if you for some reason began dying at the beginning of your turn and you immediately stabilized, you would avoid dropping unconscious and instead were able to take your turn while at 0 HP.[/p]
  • [p]Rules (grapple): Fixed the monster with reach couldn't reassert grapple at nonadjacent reach.[/p]
  • [p]Rules (stealth): Fixed that a creature would become detected only at the end of an action rather than at the beginning (it still remains Hidden until that action is complete, though).[/p]
  • [p]Rules (stealth): Fixed that if you summoned a creature, all enemy undetected creatures would immediately become detected.[/p]
  • [p]Rules (stealth): Fixed that the "seen" overhead text sometimes displayed when you were invisible even though you weren't actually spotted by any enemy.[/p]
  • [p]Spells (Bane): Improved description of mechanics of the bane spell, especially on maps without time pressure like S9E2.[/p]
  • [p]Spells (Cloak of Colors): Fixed that the cloak triggered also on a miss, not just on a hit.[/p]
  • [p]Spells (Dominate Undead): Fixed that you could use dominate undead on minions.[/p]
  • [p]Spells (Friendfetch): Fixed that if you moved two allies, it sometimes happened that they could "get stuck" against each other, causing one of them to move less than expected.[/p]
  • [p]Story mode: Fixed that the CONTINUE button didn't show up in Story mode if one of your save files was corrupted.[/p]
  • [p]Story mode: Fixed that your divine and angelic blessings didn't carry over from the Profane Barrier into Good Little Children Never Grow Up.[/p]
  • [p]Story mode: Improved the stability of loading mid-encounter saves.[/p]
  • [p]System: Fixed a bug that if you started with the game running in the background, it would play music and handle mouse input anyway, even if it wasn't the active window.[/p]
  • [p]Text: Fixed some text in dialogue.[/p]
  • [p]Text: Improved damage stat blocks.[/p]
  • [p]Text: Improved some stat blocks.[/p]
  • [p]Text: Improved text of some stat blocks and dialogue.[/p]
  • [p]User interface: Fixed that you could accidentally end turn by pressing middle mouse button when scrolling the combat log.[/p]
  • [p]User interface: Fixed that you could pan over the battle map while scrolling a scroll pane.[/p]
[p]Performance:[/p]
  • [p]Performance: Greatly improved performance of enemy tactics calculation.[/p]
  • [p]Performance: Greatly reduced the filesize of DLC2 maps to reduce pressure on video card memory and reduce load times.[/p]
  • [p]Performance: Improved performance of calculating possibilities.[/p]
  • [p]Performance: Improved performance of creating creatures and actions.[/p]
  • [p]Performance: Improved performance of drawing listboxes.[/p]
  • [p]Performance: Improved performance of drawing the combat log and of drawing lines.[/p]
  • [p]Performance: Improved performance of some basic internal operations, improving speed overall.[/p]
[p]External:[/p]
  • [p]IMDb: Cast list and credits for DLC 2 are now available on IMDb as well.[/p]
  • [p]Website: The official website https://dawnsbury.neocities.org/ was updated to reflect the release of the expansions.[/p]