Dawnsbury Days 2.64 (unarmed fighting update)
Author: Dawnsbury Studios,
published 2 weeks ago,
Changes in rules interpretation:
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[*] [b]Kick.[/b] You can now make unarmed Strikes even with both hands occupied. If you have something in each hand, you can still make a kick, which shows up in the Attack maneuvers submenu. The kick uses the same properties as your basic unarmed Strike, which is usually the fist (which may be improved through, e.g. the monk's Improved Fist feature; in that case, that improvement applies to your kicks as well).
[*] [b]Agile maneuvers by default.[/b] Combat maneuvers (grapple, shove, trip, disarm) made without a weapon are now made with your basic unarmed weapon, which is usually the fist, and accordingly count as agile, meaning that the multiple attack penalty for making a combat maneuver later in the turn will now be only -4 or -8.
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Art:
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[*] New art: Skeleton Soldier
[*] New art: Symbols for persistent damage and for afflictions.
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Character content:
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[*] Classes (Fighter): Knockdown
[*] Classes (Strategist): Strategic Repose
[*] Feats: Armored Stealth, Powerful Disarm
[*] Spells: [i]hide from undead, restoration, spell resistance[/i]
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Improved enemy AI:
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[*] Tactics: Enemies will use Demoralize in some situations if they have nothing better to do and they're trained in Intimidation.
[*] Tactics: Enemies will not use fear effects against fighters, creatures in a champion's aura of courage or creatures otherwise unlikely to be affected.
[*] Tactics: Enemies with a reach weapon won't needlessly approach adjacent anymore.
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Balancing:
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[*] Monsters (Kobold Warrior): Reduced the Kobold Warriors' Dexterity to +1. [i](Its Dex of +3 from the tabletop game leads to the best possible course of action for the kobold being to drop the sword and use its fists, which is counterintuitive, and would also make the kobold warrior too strong.)[/i]
[*] Monsters (Skeletal Soldier, Skeletal Archer, Animated Statue, Tentacle Vine): These mindless creatures will no longer attempt clever strategies like flanking.
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User interface:
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[*] User interface: General feats and skill feats are now displayed separately, with general feats being more prominent
[*] User interface: Added option to filter for "One-handed" weapons by typing "one-handed" in the search box.
[*] User interface: Stat block is prettier and more informative:
[*] Spellcasting is now presented separately in a stat block.
[*] Basic unarmed attack is now always presented in a stat block.
[*] Immunities are now always presented in the stat block, in the top section.
[*] User interface: Removed the option to select "Darken outlines of all flyouts". This option is now enabled for everyone, since nobody really ever disabled it.
[*] User interface: The basic unarmed strike now appears in the main action bar for more classes, and is by default hidden only for the kineticist, psychic, wizard and sorcerer (in which case it's under the Attack maneuvers submenu).
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Story mode:
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[*] Character builder: All three evil alignments now show up as "not recommended" for the main adventure path.
[*] Character builder: Saffi no longer has Cleric as the recommended class.
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Modding:
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[*] Modding: Added [i]Creature.FocusPointMaximum[/i] which can help with some feats or spells that refresh focus points.
[*] Modding: Added [i]ModManager.RegisterEncounter[/i] which should make it easier to create encounters with custom code and logic, without needed to necessarily rely on code hooks and XML files.
[*] Modding: Added [i]Trait.Unsellable[/i] that allows you to make items that can't be sold during a campaign.
[*] Modding: Fixed that new damage types added by mods display properly in stat blocks.
[*] Modding: Made [i]ModManager.GetModdedEnumHumanName[/i] public.
[*] Modding: Modal dialogs can now appear during cutscenes.
[*] Modding: Obsoleted [i]Creature.DealDirectDamage[/i] in favor of the new [i]CommonSpellEffects.DealDirectDamage[/i] for consistency.
[*] Modding: Obsoleted [i]Heal[/i] in favor of the new [i]HealAsync[/i] in order to allow effects to trigger in response to healing.
[*] Modding: Updated game loading order so that all base game feats load first, and only afterwards mod loading starts. This will generally make things more stable and will allow the game to determine what feats come from what mod or base game, but it may have unintended consequence. Please report if you see a mod crash on load.
[*] Modding: You can now create and draw custom modal dialogs by creating a subclass of [i]ModalRequest[/i]. See [i]ConfirmationRequest[/i] and [i]ChooseAmongButtonsRequest[/i] for inspiration.
[*] Modding: [i]Creature.TranslateTo[/i] now also updates the creature's position visually.
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Bugfixes:
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[*] Classes (Cleric): [i]Athletic rush[/i] now allows you to Leap, Stride or do neither, not just Stride.
[*] Classes (Fighter, Barbarian, Ranger): Improved description of attack of opportunity/hunted prey.
[*] Classes (Kineticist), monsters (Fire Mephit): Hail of Splinters and the fire mephit's breath weapon now deal persistent damage based on the result of the basic save.
[*] Classes (Kineticist): Extract Elements can now be used against non-elementals such as the gargoyle.
[*] Classes (Magus): Fixed that the Laughing Shadow magus received 2 focus points instead of 1.
[*] Classes (Ranger, Druid): Fixed that animal companions maintained grapple if you didn't activate them during your turn.
[*] Monsters: Frightful Presence now doesn't extend through solid barriers like walls.
[*] Rules (Tumble Through): Tumble Through shouldn't end invisibility or count as a hostile action.
[*] Rules (combat maneuvers): Combat maneuvers didn't apply the agile trait from weapons used to make them.
[*] Rules (once-per-day abilities): Fixed that you could use some once-per-day abilities multiple times per day, such as Avenge in Glory.
[*] Rules (regeneration): When an attack of the appropriate damage type to shut off regeneration would deal the killing blow, it should deal the killing blow, not reduce the creature to 1 HP.
[*] Rules (stealth): Fixed that you could view the location of an undetected creature by hovering over it or clicking on it in the initiative order.
[*] Text: Fixed typos, improved style.
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Other:
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[*] Character library: When you switch from the [i]v3.0[/i] beta branch back to the main or experimental beta branch, your characters will be capped back to level 4, and pregens will be replaced back by the original Dawnsbury Days pregens instead of the new pregens in v3.0. This will overwrite any changes you made to the pregens.