Dawnsbury Days 2.54 (champion and UI improvements)
Author: Dawnsbury Studios,
published 2 months ago,
[u]Character content:[/u]
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[*]New class: [b]Champion.[/b] The champion is the successor to the paladin — a divine armored holy warrior who defends the weak. Thank you very much to Ooster, who first created the champion as a mod and allowed it to be merged to the base game. Existing characters with the Champion class will be automatically converted to use the base game version and will continue to work as normal (and you can now unsubscribe from the Champion mod). Compared to the modded champion, this new version also fixes several bugs, notably the Glimpse of Redemption crash bug, fixes some class feats, adjusts the text of the mod to be in the same style as the rest of Dawnsbury Days, updates some art and makes other minor improvements.
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[*] Improvements: Lay on Hands, Sun Blade and Desperate Prayer now have new art. Resilient Mind can now also be taken by the Cleric. Devoted Guardian is now part of the Raise shield action itself. You can now have an animal companion divine ally.
[*] Changes: You can now choose Deity's Domain multiple times. Causes now automatically set your alignment to the alignment required by the cause. Desperate Prayer is now a free action rather than something you do at start of turn (this is a very minor power boost compared to tabletop rules, but it's less annoying because you can trigger it when you want instead of being asked at the start of each turn).
[*] Bugfixes: Glimpse of Redemption now longer crashes the rules engine if an ally is dealt persistent or heat damage. Divine Grace now applies only if you decide to take the reaction.
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[*] New items: maul
[*] New spells: [i]water walk[/i]
[*] New feats (Fighter): Devoted Guardian
[*] New feats (Cleric): Resilient Mind
[*] New portrait: Feminine leshy adventurer
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[u]Features:[/u]
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[*]Pathfinding: Automatic pathfinding is now smarter. If there are two or more possible paths, the game will prioritize a path based on these tiebreakers: (1) first, a path without tumble through; (2) second, a path without known traps or hazardous terrain; (3) third, a path without attacks of opportunity; (4) fourth, the shortest path. This applies to both player characters and computer-controlled characters.
[*]Pathfinding: Step-by-step stride. In some rare situations (such as when you want to trigger an attack of opportunity on purpose), you may want to choose your path precisely, square by square, instead of using the automatic pathfinding. You can now do this using the "Step-by-step stride" action.
[*]User interface: You can now select, cut, copy and paste in textboxes.
[*]User interface: Pregenerated characters now appear in alphabetical order of their classes, with class names being highlighted front-and-center compared to the pregenerated characters' names.
[*]User interface: The line you're hovering your mouse over in the battle log is now highlighted.
[*]User interface: Improved the wording of maneuvers and added your actual skill bonus with the relevant skill into the maneuver rules block.
[*]User interface (Kineticist): Flying Flame now traces the path the flame will take.
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[u]Major bugfixes:[/u]
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[*]User interface: Fixed that on resolutions other than 2560x1440, if you used "Lock mouse to window" and then moved your cursor towards the right side of the screen, the cursor would get locked in the bottom right corner.
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[u]Modding:[/u]
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[*]Modding: Added xmldoc and explanation to Trait.Basic.
[*]Modding: Published the Portalist as an example mod to GitHub.
[*]Modding: Added "Versatile B" as a trait.
[*]Modding: Added "WalkableLava" tile to distinguish between lava tiles that deal 1 damage to you, and lava tiles that prevent you from moving onto them.
[*]Modding: Added ModManager.RegisterActionOnEachItem.
[*]Modding: CreateReload() now has the reloaded weapon as an associated CombatAction.Item.
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[u]Bugfixes:[/u]
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[*]Art: Improved the art for Take cover and for the spell [i]fireball[/i].
[*]Classes (Kineticist): Updated the Timber Sentinel so that the created creature references its kineticist, to avoid confusion in case a party contains multiple wood kineticists
[*]Modding: Fixed that class feats would sometimes disappear for characters with modded classes when the mod load order changed.
[*]Rules: Fixed that if two effects that increase damage die apply to the same Strike, only one is applied.
[*]Rules: Fixed that swimming creatures, such as the druid in snake form, could swim over lava, and couldn't swim through shallow water.
[*]Rules: Electricity didn't show up as a trait.
[*]Rules: Fixed that you could administer potions to constructs.
[*]Rules: Escape DC was calculated from the Fortitude of the escaper, not of the grappler.
[*]User interface: Fixed that if damage die size is increased by an effect, the damage string should show up as blue.
[*]User interface: Fixed that the portrait selection tab overran the width of the window on 4K resolution.
[*]User interface: Fixed the splash damage from alchemical bombs didn't display properly on the rules block.
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