Dawnsbury Days 2.57 (better cones, 12 new class feats, more...)
Author: Dawnsbury Studios,
published 2 months ago,
[u]Features[/u]
[list]
[*] [b]Tabletop-accurate cone shapes.[/b] You can now fire your cone spells in all 16 directions allowed by the tabletop ruleset: from each edge of your square, and in all three directions from each corner. This expands your options on who to target with these close-range spells. If you find it too difficult to choose your targets this way, there is an option in Settings->Interface to allow only the 8 basic directions.
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[img]https://clan.cloudflare.steamstatic.com/images//44772825/32f9517186aa1c8ff4dfaaf98b0d5ae098549874.gif[/img]
[u]New character content[/u]
[list]
[*] Classes (Champion): Ranged Reprisal, Unimpeded Step, Weight of Guilt, Fiendsbane Oath, Esoteric Oath, Shining Oath
[*] Classes (Kineticist): Blazing Wave, Kinetic Activation
[*] Classes (Magus): Cascading Conflux
[*] Classes (Monk): Stand Still
[*] Classes (Ranger): Favored Enemy
[*] Classes (Rogue): Tumble Behind
[*] Items: greatpick
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[u]Campaign[/u]
[list]
[*] Encounters (Tutorial, S2E5): Chests now appear open after you open them.
[*] Encounters (S2E5): Added a description to the Exit key.
[*] Encounters (S2E6): [spoiler]You can now target Morning Dewdrop with healing effects to prolong the time limit.[/spoiler]
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[u]User interface[/u]
[list]
[*] User interface (House rules): Reworded and updated the House rules section of settings so that the default Dawnsbury Days rules are with all checkbox deselected, and any checkbox selected means that you made a change compared to the default. This is for clarity only, no defaults were effectively changed.
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[u]New art[/u]
[list]
[*] Portraits: Anime feminine elf, merfolk child 1, merfolk child 2, merfolk 1, merfolk 2
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[u]Bugfixes[/u]
[list]
[*] Classes (Champion): Retributive Strike etc. shouldn't trigger in response to damage from a poison affliction.
[*] Classes (Magus): Dimensional Assault didn't require a line-of-effect.
[*] Classes (Psychic): Restore the Mind had no sound effect.
[*] Encounters (S2E1, S2E3): [spoiler]Morning Dewdrop will flee more intelligently if directed to, choosing to move away from all enemies.[/spoiler]
[*] Encounters (S2E2): Fixed a typo in level description.
[*] Encounters (S4E2, S4E3): [spoiler]Flying no longer allows you to ignore difficult terrain underwater.[/spoiler]
[*] Impulses (Timber Sentinel): The impulse now specifies a range of 30 feet.
[*] Rules (Seek): Fixed that bonuses to Seek didn't work.
[*] Rules (concealment): Fixed that when you attempted to grapple a hidden creature and missed due to concealment, the grapple wouldn't end.
[*] Rules (forced movement): Burning Jet, pushing and pulling creatures and other effects that move things in a straight line will no longer attempt to avoid hazardous terrain.
[*] Rules (minions): If a minion or animal companion dies while holding or carrying any items, it will drop all of those items on the ground before disappearing so the items aren't lost forever.
[*] Rules (open a door): "Open" for Open Door should be a basic action and shouldn't show up in rules blocks.
[*] Spells (Dimension Door): The spell no longer has a range of 1 mile, but instead only 120 feet.
[*] Spells (Grease): Grease didn't count as hazardous terrain for the purposes of pathfinding.
[*] Spells (Kinetic Ram): Added the Air trait.
[*] Spells (Mage Armor): Mage Armor shouldn't be cumulative with armor's base AC bonus.
[*] Spells (Protector Tree): The spell now specifies a range of 30 feet.
[*] Spells (Water Walk, March of the Tsunami): Added the Water trait.
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[u]Modding[/u]
[list]
[*] Modding: Mods can now contain the folders CustomMapsV3 and CustomModsV3. These folders are normally ignored by the game but if the mod is loaded into Dawnsbury Days v3 (the version that will be released alongside the expansion), then these folders will be loaded instead of the main CustomMaps and CustomMods folder. For example, suppose a class mod, such as the Portalist, contains "Portalist.dll" in the folder CustomMods, and it contains "PortalistV3.dll" in the folder CustomModsV3. Both DLLs provide the portalist class, except the first one depends on the main branch Dawnsbury Days DLL and only contains portalist levels up to level 4; and the second one depends on the v3 branch of Dawnsbury Days DLL and contains portalist levels up to level 8. Now, depending on which version of the game the mod is loaded into, a different DLL will be loaded and so the same mod will work properly with both versions.
[*] Modding: Registered enum members are now kept track of separately per type. That means that you can have a FeatName, SpellId and QEffectId with the same name now. The name must still be unique across all mods, so you can't register a feat with the same FeatName technical string as another mod.
[*] Modding: Added CommonCombatActions.CreateADiversion, CommonCombatAction.CreateHide and CommonCombatActions.CreateTakeCover.
[*] Modding: Added xmldoc comments for all targeting options.
[*] Modding: CreateBasicStrikeDescription had a backwards-incompatible change that affected the mod "Remaster Feats" causing the feat remaster feat Slam Down to crash.
[*] Modding: Drawing an item now has the [i].Item[/i] property set.
[*] Modding: Made the Pathfinding class public.
[*] Modding: Minor text improvements to the Steam Workshop Uploader.
[*] Modding: The "Hide Legacy" remaster mod didn't suppress legacy spells from view.
[*] Modding: The [i]moderate-bomb[/i] item modification now works also with bombs that deal 1d4 persistent damage.
[*] Modding: The roll for Tumble Through now has the [i]ActionId.TumbleThrough[/i] property set, and Tumble through is now a full true action and you can execute actions after it.
[*] Modding: When two mods add a feat with the same name, the feat name will now automatically distinguish what mod it's coming from.