Dawnsbury Days 2.58 (reach weapons)
Author: Dawnsbury Studios,
published 1 month ago,
Features:
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[*] [b]Feature: Reach weapons.[/b] You can now buy and equip melee weapons that reach up to 2 squares away. With these weapons, you sacrifice some damage in exchange for greater maneuverability and reach. Reach weapons have been one of the most requested features since the beginning of development, and now they're finally in!
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[*] Note: Reach weapons make changes to some of the core game code and break the assumption that in melee, the attacker and the defender are always adjacent. There could be issues remaining. Please report any bugs or breaks from fidelity to tabletop that you find.
[*] Classes (Fighter, Barbarian): Reversal — The feat Swipe is reverted to its tabletop wording where it requires that both of your targets are adjacent to each other. This is because with reach weapons, a Swipe that can reach any two creatures within your reach would be a little too broadly applicable. You will be able to get the original Swipe functionality back at a higher level with the homebrew Improved Swipe feat.
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Character content:
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[*] New deity: The Attainable Perfection (alignments: any good; divine font: heal or harm; domains: might, travel, healing, confidence; favored weapon: fist; extra spells: [i]fleet step[/i] (+ later on: [i]loose time's arrow, haste[/i])), thank you to SwingRipper for the design of the deity and to Danni for implementation!)
[*] New divine domains: might ([i]athletic rush[/i]), confidence ([i]veil of confidence[/i])
[*] New items: glaive, guisarme, halberd, whip, longspear, fauchard, ranseur, gnome flickmace
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Enemy tactics:
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[*] Tactics: Computer-controlled non-mindless enemies will now take the concealment miss chance from being concealed or hidden into account when choosing what to do.
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User interface:
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[*] User interface: Added an option to disable auto-music of music when the game is in the background.
[*] User interface: Fixed typos.
[*] User interface: Flying, swimming and ignoring of difficult terrain now appears next to Speed as well.
[*] User interface: Improved icons for whether a selection is complete or missing, with more colors and emphasis to make it more obvious if something is missing
[*] User interface: Step-by-step stride and Flying Flame are more intuitive to use with better text.
[*] User interface: The tooltip probability bar now takes concealment and invisibility into account.
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Modding:
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[*] Modding (reversal!): [i]QEffect.YouAreDealtLethalDamage[/i] now triggers only if the target had 1 or more HP prior to the damage event. This is a change from previous functionality, though to my knowledge, it doesn't affect any scenario already covered by mods.
[*] Modding: Added [i]Creature.AskForChoiceAmongButtons()[/i] so you can offer the player a choice from 3 or more options
[*] Modding: Added [i]QEffect.GetPersistentDamageKind()[/i] so you don't have to manipulate the Key string yourself to get the persistent damage type.
[*] Modding: Added [i]QEffect.ReducesPersistentDamageRecoveryCheckDc[/i] for ancestry options like Tanuki and Charhide Goblin.
[*] Modding: Added [i]Trait.DoNotAddToShop[/i].
[*] Modding: Fixed a crash that would happen if you replaced a QEffect entirely in [i]YouAcquireQEffect[/i].
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System:
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[*] System: Added automated tests that each spell and impulse that needs it has an attack roll or saving throw.
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Important bugfixes:
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[*] Classes (Champion, and others): Sometimes when a champion's reaction or other reaction interrupted an enemy area attack, the rules engine would stop and not continue playing the game.
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Bugfixes:
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[*] Ancestries (Human): Wintertouched Human should be a lore-disrecommended heritage for Tok'dar.
[*] Classes (Kineticist): Fixed the combining of some post-action effects which could have caused rules issues such as a kineticist's aura not dissipating upon using an overflow impulse.
[*] Classes (Kineticist): Gate attenuator's item bonus didn't apply to the spells you cast via Kinetic Activation.
[*] Classes (Monk): Monk's Mountain Stance interfered with Incredible movement.
[*] Classes (Monk): Some monk stances (such as Gorilla Stance) didn't expire automatically when you become unconscious.
[*] Classes (Wizard): The Counterspell feat no longer attempts to counterspell an enemy sustaining a spell (which isn't a counterspellable action).
[*] Impulses (Burning Jet): You don't tumble through enemies near your path anymore.
[*] Impulses (Flying Flame): Diagonal movement now counts as diagonal movement properly using the 5-10-5 rule instead of 5-5-5.
[*] Impulses (Timber Sentinel), Spells (Protector Tree): The tree is now mindless.
[*] Rules (Step-by-step stride): Step-by-step stride no longer allows you to tumble through two enemies on a single Stride.
[*] Rules (grappling): Grapples now end immediately if the grappler and the grapplee are no longer adjacent.
[*] Rules (persistent damage): All undead and constructs now have immunity to bleed damage, among other immunities.
[*] Rules (persistent damage): Creatures immune to a damage type can no longer receive it.
[*] Rules (targeting): When your target ceases to be a legal target by the time you execute an action, the action fails and is skipped. For example, if you use Double Slice against an enemy, but the enemy moves away as a reaction to your first Strike, the second Strike will not happen.
[*] Spells (Glimpse Weakness): Glimpse Weakness now ignores concealment.
[*] Spells (Heal, Harm): The 3-action variant sometimes caused constructs to roll a save against the spell.
[*] Spells (Shield): Fixed that the reaction confirmation box sometimes overran the textbox and not all language was visible.
[*] User interface: The Athletics bonuses in combat maneuver cards didn't apply item bonuses.