In this patch, we're adding some character content that we felt important for some builds. There is so much content in the tabletop game that we can't have everything, so I want to thank SwingRipper for his work in selecting (and where necessary, designing homebrew) feats and spells for implementation and I want to thank Pixie1001 for her work in implementing this content.
Character content:
New barbarian instinct: Giant (Giant's Stature)
New bard feat: Melodious Spell
New beastmaster feat: Enlarge Companion
New cleric feat: Granted Spells Font
New druidic order: Flame (Fire Lung, Fire Resistance, Combustion, Fiery Retort)
New druid feat: Storm Retribution
New oracle feat: Cursed Resiliency
New psychic feat: Violent Unleash
New ranger feats: Enlarge Companion, Far Shot
New rogue feat: Distracting Feint
New wizard feat: Conceal Spell
Rules fidelity:
Classes (Psychic): Psi Burst now allows you to select whether you want to use the mindshift version or not. If you do, it now uses a Will save instead of a Reflex save.
Modding:
Modding (important!): Each mod can now load its own Harmony version. If you're a mod developer using Harmony, please upgrade the version of Harmony you're using to 2.4.2.0. After all modders upgrade to that version, I will update the base game to use .NET 10 for performance improvements. After that, using an older Harmony version will no longer be possible.
Modding: Added "LivingArmor" as a possible monster to add to custom encounters.
Modding: Fixed that the example mod "Infinite feats and spells" crashed on start up.
Modding: Flanking is now recalculated at the beginning and end of each state-check, not just at the end, so you can refer to whether a creature is flanked at state-check time. Note that this flanking information may not be perfect, e.g. if state-check causes a creature to gain a condition that would prevent it from flanking. Consider doing any calculations in state-check layer 1 to alleviate this.
User interface: The Mod settings menu now has a scrollbar if there's not enough space for all mod settings.
Bugfixes:
Classes (Fighter): Fixed that the Fighter didn't get the Juggernaut ability at level 9 (automatic upgrade of successes on Fortitude saves to critical successes)
Classes (Kineticist): Fixed that the upcast version of Clear as Air suffered from the same issues as the Dread Aura enchanter spell.
Classes (Monk): Fixed that Crane Flutter could respond to Escape attempts, even though they don't target your AC.
Classes (Monk): Fixed that Wolf Drag always knocked the target prone even if you didn't succeed on the attack roll.
Classes (Monk): Fixed that the Path to Perfection class feature's ability to turn success to critical successes always improved your Fortitude saves only, regardless of whether you chose Fortitude, Reflex, or Will.
Classes (Wizard): Fixed that some Wizard theses gave you extra level 10 spell slots at character level 19.
Classes (Wizard): Fixed that the enchanter's Dread Aura school spell allowed sustaining on the turn it was cast, and that it didn't expire even if you didn't sustain it.
Encounters (S5E1, S5E7): Fixed that these tight-space encounters didn't ban large animal companions.
Encounters (S5E4): Fixed that extra skeletons appeared on Insane difficulty in free encounter mode preview.
Encounters (S7E6): Fixed that the celestial lions summoned from the first trap didn't have the Summoned trait.
Items (aeon stones): Fixed that spells cast from aeon stones had a spell save DC of 0 for the purposes of effects like Counterspell.
Monsters (dark merfolk): Fixed that the creature didn't have swimming.
Spells (Acid Splash): Fixed that the spell didn't properly heighten to spell level 5 and beyond.
System: Fixed a regression where some settings would not persist across multiple launches of the game and would instead reset to their defaults.
Text: Fixed that some modified Strikes, such as Power Attack or Exacting Strike, only showed up as a regular Strike in the battle log.
Text: Improved text of some stat blocks and feats.
