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Dawnsbury Days News

Dawnsbury Days 3.60 (alchemist character library hotfix)

Fixes that the game would crash if you opened advanced alchemy for an alchemist from within the character library if you didn't have the character also in your active party.

I'm sorry for the need for multiple hotfixes for the new class, and thank you to everyone who reported bugs! I very much appreciate the reports πŸ’›!

Dawnsbury Days 3.59 (Chirurgeon hotfix)

  • [p] Fixes that selecting the Chirugeon alchemist research field would cause the game to crash. [/p]
  • [p] Fixes that the number of used reagents would be calculated incorrectly if the same alchemist appeared multiple times in a party in free encounter mode.
    [/p]

Dawnsbury Days 3.58 (alchemist update)

[p]This update adds the alchemist class:[/p][p][/p][p]The alchemist has a number of reagent batches per day. These can be used at morning preparations in advanced alchemy to create a large number of varied alchemical items (there are 50+ such items in Dawnsbury Days base game):[/p][p][/p][p]Or, the alchemist can also create any alchemical item on-the-fly in the middle of battle. This costs extra reagents (and of course, an ːoneactionː action), but gives you more flexibility and allows you to create bombs with additives which have extra power:[/p][p][/p][p]The alchemist is the 17th class to be added to the Dawnsbury Days base game, and, if we include mods, Dawnsbury Days is now class-complete πŸ’›.[/p][p]Full patch notes follow:[/p][p]Character content:[/p]
  • [p]New class: Alchemist. A complex versatile character who throws bombs and crafts items both in advance and on-the-fly. Research fields: Bomber, chirurgeon, Mutagenist, Toxicologist. Feats: Far Lobber, Quick Bomber, Smoke Bomb, Poison Resistance, Calculated Splash, Enduring Alchemy, Chemical Purification, Combine Elixirs, Debilitating Bomb, Sticky Bomb, Unquenchable Alchemist's Fire.[/p]
  • [p]New archetype: Alchemist (Basic Concoction, Quick Alchemy, Advanced Concoction, Expert Alchemy)[/p]
  • [p]New items:[/p]
    • [p]Elixirs: mistform elixir (lesser, moderate), numbing tonic (minor, lesser, moderate), elixir of life (lesser, moderate)[/p]
    • [p]Bombs: mud bomb, bottled lightning, thunderstone, frost vial, necrotic bomb, acid flask (all bombs lesser, moderate, and improved)[/p]
    • [p]Added improved versions of alchemist's fire, ghost charge, dread ampoule[/p]
    • [p]Mutagens: drakeheart mutagen, quicksilver mutagen, juggernaut mutagen, energy mutagen (fire, cold, electricity, acid) (all mutagens lesser and moderate)[/p]
    • [p]Poisons: giant centipede venom, black smear poison, black adder venom, spear frog poison, cytillesh oil, graveroot, leadenleg, hunting spider venom, giant scorpion venom, giant wasp venom, wyvern poison[/p]
[p]Rules update:[/p]
  • [p]Classes (Strategist): Group of Interest now causes creatures entering the battlefield after you declare a person of interest to also become persons of interest as they enter the battlefield.[/p]
[p]Balancing:[/p]
  • [p]Spells (bless, bane): The spells now have a maximum radius of 50 feet.[/p]
  • [p]Spells (positive luminance): The spell now has a maximum radius of 100 feet and a maximum value equal to the spell level times 10.[/p]
  • [p]Tactics (Clockwork Soldier): The clockwork soldiers in S8E3 will no longer dumbly waste moves trying to shield their distant allies.[/p]
[p]Rules fidelity:[/p]
  • [p]Encounters (S9E3): Lord Sinnthrix counts as wrathful for litany against wrath.[/p]
  • [p]Encounters (S9E5): Grandmother Demay counts as wrathful for litany against wrath.[/p]
  • [p]Items: Elixir of life now also grants a bonus to saves against poison and disease.[/p]
  • [p]Monsters (erinys): The fury devil erinys counts as wrathful for litany against wrath.[/p]
[p]User interface:[/p]
  • [p]User interface: You can now press Esc to cancel a combobox dialog such as for Flash Forge or Wish.[/p]
  • [p]User interface: Combo box dialogs such as for Flash Forge and Wish now display traits and you can fulltext search traits as well.[/p]
[p]Balancing (DLC2):[/p]
  • [p]Encounters (S9E1): Hard: Zetogeki: 3x -> 2x. Insane: Zetogeki: 5x -> 3x.[/p]
  • [p]Encounters (S9E1): Hard: Specter: 3x -> 2x.[/p]
  • [p]Encounters (S9E1): Medium: Specter, Zetogeki, Specter Wizard: Normal -> Weak.[/p]
  • [p]Encounters (S9E1): Medium and Hard: Specter: Added Sunlight Powerlessness 1.[/p]
  • [p]Encounters (S9E1): Easy: Specter: Added Sunlight Powerlessness 2.[/p]
  • [p]Encounters (S9E1): Medium: Specter Wizard: Removed level 4 fireballs (kept level 4 lightning bolts).[/p]
  • [p]Encounters (S9E2): Medium: Talia: Normal -> Weak.[/p]
  • [p]Encounters (S9E2): Medium: Animated Spellbook: Normal -> Weak.[/p]
  • [p]Encounters (S9E2): Hard: Animated Fireplace: Elite -> Normal.[/p]
  • [p]Encounters (S9E3): Erinys: Medium: Normal -> Inferior. Hard: Normal -> Weak.[/p]
  • [p]Encounters (S9E3): Uniila: Hard: Normal -> Weak. Medium: Weak -> Inferior.[/p]
  • [p]Encounters (S9E5): Possessed Child: Harming Hand damage or heal: Medium: 3d8 -> 2d6. Hard: 3d8 -> 3d6.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Unknowable Display damage: Medium: 13d6 -> 10d6. Hard: 13d6 -> 12d6.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Unknowable Display DC: 28 -> 27.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Unknowable Display: Removed confusion on failure. Instead, inflicts stunned 2 on failure, or stunned 5 on a critical failure.[/p]
  • [p]Encounters (S9E5): Grandmother Demay: Now native to Our Point of Light and no longer a legal target for banishment.[/p]
[p]Audio:[/p]
  • [p]Audio: Added all voice acting. From now, please report any missing or incorrect voice lines.[/p]
  • [p]Audio: Replaced Good Little Children campaign background music with the same music as in the Profane Barrier.[/p]
  • [p]Audio: Fixed that bombs, fire rays and other ranged elemental attacks played inappropriate sounds on hit and miss.[/p]
[p]Modding:[/p]
  • [p]Modding: Added Fighter.ShieldBlockYouAreDealtDamage[/p]
  • [p]Modding: Fixed that AddFeatForPurposesOfPrerequisitesOnly still applied OnCreature effects.[/p]
  • [p]Modding: Fixed that YouDealDamageEvent caused the rules engine to crash if the effect added a QEffect to its owner.[/p]
  • [p]System: Fixed that a faulty mod could in some cases delete the character library. Now, a faulty mod would usually cause only the characters affected by that mod to break. I'm noting here that all character content mods are code mods and have full privileges to do anything, so a mod might still corrupt a library, but it's less likely now.[/p]
[p]Bugfixes:[/p]
  • [p]Conditions: Fixed that Fleeing didn't go away if the source of fear died.[/p]
  • [p]Feats (Chaotic Spell): Fixed that chaotic spell didn't convert damage type.[/p]
  • [p]Items (gate attenuator): Fixed that a hero with the kineticist archetype showed up as unable to use the gate attenuator.[/p]
  • [p]Items (two-handed): Fixed that you could hand over a two-handed item to a friend who didn't have both hands free.[/p]
  • [p]Text: Improved text on some rule blocks, especially as related to alchemical items and poison.[/p]
  • [p]User interface: Fixed some health bar animation errors where sometimes the solid part of the bar would extrude too far to the right as an HP loss or gain was animated.[/p]

Dawnsbury Days DLC 2 releases October 17th

[p]The second Dawnsbury Days expansion, Good Little Children Never Grow Up, will be released on October 17th, in two and a half weeks.[/p][p][/p][p]You can wishlist the expansion now to be notified when it goes on sale! [/p][p]The expansion features:[/p]
  • [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 β€” as all Dawnsbury Days adventures do β€” 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]I want to thank everyone who participated in this project β€” from game designers to voice actors to modders to playtesters β€” and all of you who enjoy Dawnsbury Days. And of course I would thank Matthew who wrote the original adventure that the expansion is based on.[/p][p]Mechanically, the expansion will work much like the Profane Barrier. All improvements to the game engine go to everyone, but the new story content is locked behind the DLC. [/p][p]In this case, character level 9 has already been added to the base game and the improvements made to the engine for the DLC, such as a better system for out-of-combat dialogue and skill checks, has been made available to modders.[/p][p]Also, I will be adding a new class β€” the alchemist β€” to the game sometime in early October, prior to the release of the DLC. The alchemist is already available in the experimental beta branch and will enter the main branch soon.[/p][p][/p][p]With the alchemist, if you count all mods, the game will now be class-complete! Or perhaps, if I dare say, more than class-complete because some mods also add homebrew classes not present in first-party tabletop material. Admittedly, some classes are more "filled in" with regards to feats than others.[/p][p]Pricing-wise, the expansion will cost $5, the same as the Profane Barrier. It contains slightly less encounter content than the base game, significantly less new mechanical content, but much more dialogue and voice acting content. I admit there is some tension in asking the same price for a smaller expansion and for the base game β€” in some sense, you're paying more for the expansion to compensate what I now view as too low a price for the base game... but consider that the base game now has many times as much content as it had on release date.[/p][p]Still, I hope to reduce this tension a little by offering both a 10% launch discount and a 10% complete-the-bundle discount, meaning that if you already own the base game and the Profane Barrier, your final price will be about $4, which I think is a reasonable price to pay for the expansion.[/p][p]Allow me to conclude with some screenshots![/p][p]There are many NPCs that you can talk to in this expansion:[/p][p][/p][p]Some NPCs are human but a perhaps surprising number is not:[/p][p][/p][p]Of course, fighting remains a core element of Dawnsbury Days and you'll have access to many new spells:[/p][p][/p][p]And a bunch of locations to use them in, including some with longer ranges and more open space:[/p][p][/p][p]Thank you for reading πŸ’›, and if the expansion interests you, go ahead and wishlist it to get it during the launch discount![/p]

Dawnsbury Days 3.57 (voice acting hotfix)

Fixes a regression introduced 3.55 yesterday that removed voice acting from the base game campaign (levels 1–4).