Full notes
Full Dawnsbury Days update
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What changed
- Balance
- Gameplay
- UI and audio
- Server
- Performance
- Fixes
Dawnsbury Days changes
This update mostly introduces armor property runes. Starting at character level 5, when you gain access to +1 armor, you can also etch these property runes into your armor to customize it and give it additional effects, such as extra energy resistance, defense against critical hits, or spell-like effects such as invisibility:
Full patch notes:
Feature:
Armor property runes. You can now buy armor property runes and attach them to your armor. Armor must have at least a +1 armor potency rune to be enchanted with armor property runes (a +2 armor can have two armor property runes, and a +3 armor can have three runes).
New armor property runes: energy resistance runes (fire-resistant, cold-resistant, acid-resistant, sonic-resistant, electricity-resistant, greater fire-resistant, greater cold-resistant, greater acid-resistant, great sonic-resistant, greater electricity-resistant), fortification, greater fortification, energy-adaptive, dread (lesser, moderate, greater), winged, greater winged, invisibility, triple-use invisibility, advancing, greater advancing, aim-aiding
Character content:
New archetype: Martial Artist (Martial Artist Dedication, Follow-Up Strike, Grievous Blow, plus many class feats picked from other classes)
New homebrew heritage: Aeonite (Orderly Mind, Shield From Chaos, Greater Shield from Chaos, Hover, Levitate, and Aeonic Regeneration). Aeonites are descendants of aeons, the original world-builders of Our Point of Light.
New spells: plant form, summon celestial, summon fiend
Rules fidelity:
Ancestries (Human): The General Training feat can now only be used to take 1st level general feats. Characters made before this update retain any higher level feats they took with General Training and retain the ability to use General Training this way, but characters created after this will need to wait until level 13 and then take Advanced General Training as per tabletop rules.
Classes (Alchemist): Debilitating Bomb and Greater Debilitating Bomb now force you to pick a choice at the time you craft the bomb, not at the point the target fails its save.
Items (cloister robe): The moderate cloister robe should give a +2 item bonus to Religion, not +1.
User interface:
Animations: Creatures will now move faster during cutscenes, even if they're enemies.
Classes (Sorcerer): Glutton's Jaw now displays the roll made for temporary HP.
User interface: The icons informing you that you can't use a certain item now have tooltips explaining why you can't use it and what it means for you.
Balancing:
- Pregenerated charactersAll pregenerated characters have been updated to have their fundamental and weapon property runes earlier, as much as the new greater starting wealth by level allows. (This should help reduce the differences between continuing from a save file and starting from scratch in high-level campaigns a little.)
Items (holy water): Holy water is now ghost touch. (This is technically not faithful to the tabletop rules, but (1) holy water feels like it should be effective against ghosts; (2) the thematic difference between positive and good damage is small, and indeed, in the remastered rules, holy water does function effectively against ghosts since there it deals spirit damage; (3) the item is very weak anyway so it feels that much worse to be unable to use it in a situation where it actually might otherwise be useful.)
Spells (summoning): Demon Horizonwalker is now marked as NonSummonable, due to "Sneak away" looking strange as a player facing option.
Story mode: It's no longer a lore recommendation that Anna, Scarlet, and Saffi are not orcs.
Modding:
- ModdingAdded [c]BattlePhase.StandardTilesize[/c] to allow for a hypothetical mod that would allow some sort of zoom, but I don't intend right now to implement zooming into the base game (I can see adding it in principle, but it's not a priority right now).
- ModdingAdded [c]Creature.DoesNotProvideSoftCoverToEnemies[/c].
- ModdingAdded [c]Creature.GainTemporaryHP(DiceFormula)[/c].
- ModdingAdded [c]ModManager.Frontend.RegisterAtEndOfDrawFrame(...)[/c].
- ModdingAdded [c]ModManager.Frontend.RegisterAtEndOfDrawInPhase(...)[/c].
- ModdingAdded [c]ModManager.Frontend.RegisterAtEndOfUpdateFrame(...)[/c].
- ModdingAdded [c]ModManager.Frontend.RegisterAtEndOfUpdateInPhase(...)[/c].
- ModdingAdded [c]ModManager.RegisterItemNameReplacement[/c] to allow mods to safely sunset items that have since been implemented in the base game.
- ModdingAdded [c]QEffect.BeforeBonusesAreFlattened[/c].
Modding: Base game will now automatically replace certain modded items with equivalent base game items to allow those mods to stop maintaining those items. For now, this applies to some Team+'s Barbarians+'s mutagens and to Weapons Expanded's elven branched spear and to some DawnniEx mutagens. If you are the creator of a mod that adds an item that has since been implemented in the base game and you'd like to merge them, you can send me a private message (or a message in the Dawnsbury Discord server) with the technical name of your modded item and the ItemName of the equivalent base game item and I'll add the RegisterItemNameReplacement substitution into the next build of Dawnsbury Days.
Modding: You can now use [c]{r}flying{/r}[/c] to give blue rules reminder tooltips, or [c]{r:alignment damage}good damage{/r}[/c] to refer to a term other than what's displayed. You can register rules terms with [c]ModManager.RegisterInlineTooltip[/c] as normal.
Bugfixes:
Audio: Dawnsbury Days will now prevent a rare crash due to a possible data race in the audio subsystem.
- Classes (Champion)Fixed that Blade Ally dealt extra positive damage and inflicted enfeebled, even if you didn't choose the disrupting rune (and inflicted this twice if you did).
- Items (moderate cloister robe)Fixed that the item had a negative price.
Items (oracular crown): The item no longer shows up as unusable to non-oracles who can still benefit from the Religion bonus.
- Items (runestone of disrupting)Fixed that it inflicted enfeebled even against non-undead and even if you didn't score a critical hit.
- ModdingFixed that the wish spell caused the rules engine to crash when certain modded spells were loaded.
- RulesFixed that some effects that affect saving throws didn't apply to some ancillary saving throws, such as the brawling critical specialization effect's Fortitude save.
- Spells (Black Tentacles)Fixed that there were two Escape buttons.
Spells (battleforms): Battleform spells now correctly display how much temp HP you get in the spell description.
- TextFixed text in some stat blocks.
- TextFixed text in the Multiplayer? dialog box.
Character content (beyond the level cap):
New feats:
Class feats
Alchemist: True Debilitating Bomb
Bard: Vigorous Inspiration
Champion: Aura of Faith, Oath Aura
Cleric: Deity's Protection
Druid: Necromantic Deflection, Timeless Nature
Fighter: Spring Attack
Kineticist: Shattershields, Orchard's Endurance
Magus: Overwhelming Spellstrike, Hasted Assault
Monk: Timeless Body, Diamond Soul, Disrupt Ki
Oracle: Forestall Curse
Psychic: Low-Level Spell Slots, No!!!
Ranger: Double Prey, Shared Prey
Rogue: Preparation
Sorcerer: Greater Spiritual Evolution
Strategist: Perfect Seek, Strategic Bypass
Wizard: Forcible Energy, Superior Bond
Ancestry feats
Universal: Pain Is Temporary
Aasimar: Celestial Strikes, Summon Celestial Kin
Dwarf: Telluric Power, Dwarven Weapon Expertise
Elf: Avenge Ally, Elven Weapon Expertise
Gnome: Instinctive Obfuscation
Goblin: Unbreakable-er Goblin, Very Sneaky, Very, Very Sneaky
Halfling: Cobble Dancer, Halfling Weapon Expertise
Human/Orc: Bounce Back
Human: Advanced General Training
Leshy: Plant Form, Cloak of Poison
Oozekin: Lighter than Air
Orc: Ferocious Beasts, Incredible Ferocity, Lifeblood’s Call, Mask of Fear, Orc Weapon Expertise
Tiefling: Fiendish Strikes, Fiend's Step, Summon Fiendish Kin
Four-Leaf Clover:
New art: Hezrou
Source
Changelog.gg summarizes and formats this update. How we read updates.
