[u][b]Damage subsystem redesign[/b][/u] The damage subsystem has been rewritten. Now, in general, a single "damage event" will show up as a single line in the combat log and trigger reactions as a whole. Multiple Strikes within the same action (such as Flurry of Blows or Double Slice) now count as separate damage events, and their damage is combined only for the purposes of weakness, resistance and hardness. This redesign fixes several bugs: [list] [*] Classes (Monk): The Stunning Fist procs even if you miss on both Flurry of Blows attacks. [*] Classes (Monk): The Flurry of Blows does not combine damage for the purposes of weaknesses and resistances properly. [*] Feats (Ferocity): If an enemy orc is dealt an attack that does multiple damage types, they'll use ferocity after the first damage type but before taking the second type. For example, a raging Dragon barbarian will trigger ferocity with its slashing damage, then knock out the orc with the elemental damage. [*] Feats (Dangerous Sorcery): "BonusToDamage" QEffect (such as of Dangerous Sorcery) applies after critical/halving save changes for impulses and spells. [*] Spells (Acid Splash): Acid Splash incorrectly dealt 2d6 damage on a crit, instead should have just dealt 1d6. [*] Classes (Barbarian): Draconic Rage didn't always trigger if the target wasn't weak to that damage type [/list] [u][b]Modding[/b][/u] [list] [*] Added CalculatedCharacterSheetValues.AdditionalClassTraits and TrueFeat.WithAllowsForAdditionalClassTrait to allow modders to more easily create archetype feats. [/list] [u][b]Bugfixes[/b][/u] [list] [*] Classes (Psychic): Fade into Daydreams and Calculate Threats should be unusable if you've already used them this turn [/list]