HomeGamesUpdatesPricingMethodology
Steam News4 April 20263mo ago

Dawnsbury Days 4.22 (fixes for Eldritch Archer and Eldritch Trickster, ...)

Modding: Added [c]ActionId.Balance[/c] to designate balance checks. Added [c]QEffect.

Full notes

Full Dawnsbury Days update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

30 fixes10 additions5 changes0 removals
  • Balance
  • Gameplay
  • Fixes
  • Maps
  • Performance
  • UI and audio
addedAdded [c]ActionId.Balance[/c] to designate balance checks.
addedAdded [c]QEffect.IgnoreAmountOfResistanceAgainstYourActions[/c] to allow you to ignore resistances, meant for effects such as Overwhelming Energy, Surging Might, and the barbarian's Devastator ability.
addedAdded [c]WeaknessAndResistance.AddSpecialResistance[/c] to allow easy adding of custom resistance types.
addedAdded [c]ModdedSelectionOption.ShouldRemoveSelectedChoice[/c] for more complex modded selection options.
addedAdded [c]Actions.RefundReaction(Trait[])[/c].
fixedClasses (Magus): Fixed that Sparkling Targe magus abilities applied only against spells and not other magical effects such as breath weapons.

Dawnsbury Days changes

addedAdded [c]ActionId.Balance[/c] to designate balance checks.
addedAdded [c]QEffect.IgnoreAmountOfResistanceAgainstYourActions[/c] to allow you to ignore resistances, meant for effects such as Overwhelming Energy, Surging Might, and the barbarian's Devastator ability.
addedAdded [c]WeaknessAndResistance.AddSpecialResistance[/c] to allow easy adding of custom resistance types.
addedAdded [c]ModdedSelectionOption.ShouldRemoveSelectedChoice[/c] for more complex modded selection options.
addedAdded [c]Actions.RefundReaction(Trait[])[/c].

Modding:

  • Added [c]ActionId.Balance[/c] to designate balance checks.

  • Added [c]QEffect.IgnoreAmountOfResistanceAgainstYourActions[/c] to allow you to ignore resistances, meant for effects such as Overwhelming Energy, Surging Might, and the barbarian's Devastator ability.

  • Added [c]WeaknessAndResistance.AddSpecialResistance[/c] to allow easy adding of custom resistance types.

  • Added [c]ModdedSelectionOption.ShouldRemoveSelectedChoice[/c] for more complex modded selection options.

  • Added [c]Actions.RefundReaction(Trait[])[/c].

  • Made [c]ModdedSelectionOption.IsComplete[/c] virtual.

Rules fidelity:

  • Archetypes (Elritch Archer): Eldritch Archer abilities now work also with crossbows, not just with bows.

  • Classes (Magus)Fixed that Sparkling Targe magus abilities applied only against spells and not other magical effects such as breath weapons.
  • Classes (Oracle): Collapsed the three resistanced granted by the Ash and Cosmos oracle mystery benefits into a single resistance to physical damage.

  • Classes (Sorcerer): For Shield of Divine Fire, collapsed the three physical resistances into a single resistance to physical damage. Now protects against bleed as well.

  • Items (magical staves)Fixed that a spontaneous spellcaster could charge a staff they're unable to prepare.
  • Items (magical staves)Fixed that you could cast high-level divine spells if you had the oracle archetype even if you weren't actually able to cast spells of that level from that archetype.
  • Items (magical staves)Fixed that you could expend a spell slot uselessly to attempt to charge a magical staff you wield but are unable to prepare.
  • Monsters (Demon Pest): Collapsed the three resistances into a single resistance to physical damage. Now protects against bleed as well, but has an exception for cold iron.

  • Spells (Overwhelming Presence)Fixed that you could counterspell spells cast by the creature you're paying tribute to.
  • Spells (Stoneskin): Collapsed the three resistances into a single resistance to physical damage. Now protects against bleed as well, but has an exception for adamantine.

Bugfixes:

  • Archetypes (Eldritch Trickster)Fixed that you could only select Bard or Cleric as an archetype and not any other spellcasting multiclass archetype.
  • Classes (Barbarian)Fixed that Adrenaline Rush gave you a bonus to all skills, not just Athletics.
  • Classes (Fighter)Fixed that Reactive Shield prompted you to raise your shield even against non-physical attacks where it wouldn't help.
  • Classes (Sorcerer)Fixed that the Imperial sorcerer's arcane countermeasures spell crashed the rules engine when you attempted to downlevel a variable-action spell such as heal .
  • EconomyFixed that the starting wealth by level at level 6 was 5700gp instead of 570gp and at level 13 was 94000gp instead of 9400gp.
  • InventoryFixed that you couldn't stack alchemical poisons.
  • Items (poisons)Fixed that a poisoned versatile piercing or versatile slashing weapon didn't switch to that damage type in preference against enemies who aren't immune to poison or piercing (or poison or slashing). This meant that weapons like morningstar were largely unable to inflict poison even if poisoned.
  • Items (shifting)Fixed that you could shift weapons into magical staves and that you could shift magical staves into other weapons.
  • Map editorFixed that erasing the background image for a map didn't always cause that change to save.
  • Monsters (prismatic polyhedra)Fixed that all rays were done against Reflex DC, instead of against Reflex, Fortitude, or Will DC, as appropriate. Fixed that potent beam rolled an extra saving throw that did nothing.
  • Rules (Delay)Fixed that you couldn't delay after you aborting an action.
  • Rules (grapple)Fixed that if the creature you were grappling was unsummoned without dying, you would retain the grapple even though the creature no longer exists.
  • Rules (large creatures)Fixed that Huge and larger creatures could sometimes hurt themselves with their cone attacks such as breath weapons.
  • Spells (Chain Lightning)Fixed that a critical save in the middle of the chain didn't end the chain.
  • Spells (Shadow Siphon)Fixed that the spell didn't require line of sight to the affected ally.
  • Spells (Winter Bolt)Added warning about removing a lodged winter bolt with your last action.
  • Spells (Wish)Fixed that you couldn't use Wish (and the other three Wish-like spells) with spells that have variants, such as from having a different effect at different number of actions spent.
  • SystemFixed that sometimes when you set your volume sliders to 0% or 100%, this wasn't permanently saved into your settings and would revert on game restart.
  • TextFixed text in some stat blocks.
  • User interfaceFixed a regression in 4.21 that your map moved when you pressed a WASD key while typing, e.g. the name of the item you want to create with Quick Alchemy.
  • User interfaceFixed that if you aborted the casting of a spell, that wasn't shown in the battle log.
  • User interfaceFixed that if you were under a compulsion to take an action (such as via Fleeing or Command), you were still asked if you were sure to take unusual actions even though there's nothing you can do to avoid taking them.

Character content (beyond the level cap):

  • New feats: Mighty Bulwark

The Four-Leaf Clover (spoilers!):

  • ArtAdded new art for some monsters.
  • Encounters (S10E4a)Fixed that the Lightning Treant's Cleave ability did nothing.
  • Encounters (S10E4a)Reduced Lightning Treant's fast healing on Insane difficulty: 30 -> 15.
  • Encounters (S10E5)Fixed that the clockwork sentinels didn't count as speaking Common.
  • Encounters (S10E6)Fixed that the lava trap kept spitting lava even after the room was filled to the ceiling with lava.
  • Encounters (S10E6)Fixed that you didn't exit combat pressure when teleporting out of the lava trap room.
  • Mansion: You can now obtain and read some books in the mansion.

  • Mansion: You can now watch some side-content scenes in the mansion.

  • Text: Made some changes to some dialogue.

Source

Steam News / 4 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.