Features:
Advanced search. You can now filter feats, spells, and items in the character editor and in shops with advanced syntax such "lvl:7+ trait:consumable".

Inappropriate feats marked and ranked down. Feats that you can't use because they're for a different weapon loadout are now marked with a warning icon and placed farther down on the feat list. (For example, if your fighter wields melee weapons, the Double Shot feat will be marked down.) You can disable this feature in Settings->Interface.

New cheat: Conjure an Item
Character content:
New rogue feat: Twin Distraction

QoL:
Character builder: The advanced alchemy page listbox and inventory listboxes will no longer reset shop filter, scrollbar position, or expanded item group when you move an item.
Classes (Kineticist): When you have 11 or more impulses, they will now display in smaller size so that they fit better on screen.

Free encounter mode: You will no longer receive warnings when using "overleveled" characters for Training Grounds or if you have "too much treasure" for that encounter.
Spells (Magic Missile): You can now send all remaining darts at the last chosen target with a single button.

Spells (Summon Archmage): You can now send all remaining darts at the last chosen target with a single button.
Stat block: You can now hover over your Speed to display a detailed explanation of why you have this speed.

Story mode: The Shop page listbox in story mode will no longer reset shop filter, scrollbar position, or expanded item group when you move an item.
User interface: If you open a bottom submenu while an animation is being played, the submenu will remain open as long as it's still valid after the animation completes.
Balancing:
Buff — Rules (exploration mode): The creature that opens a door or otherwise takes an action that causes you to enter combat from exploration mode will now have their actions spent to open the door refunded so that they can take a full turn, as if initiative was rolled only after the door opened.
Tactics: Enemies with see invisibility or truesight will now take attacks of opportunity against invisible creatures.
Tactics: Enemies with poisonous attacks will prioritize those attacks more often against non-poisoned targets.
Rules fidelity:
Characters (Lori): Now counts as a celestial.
Classes (Alchemist): Fixed that Expanded Splash didn't increase your splash damage.
Classes (Champion): Litany against wrath and litany against sloth now display the save result for wrathful (or slothful) creatures properly.
Classes (Fighter): Fixed that the fighter didn't benefit from flanking in some situations involving the Lunge feat.
Classes (Fighter): Fixed that you could use Double Shot and Triple Shot with consumables such as bombs.
Classes (Fighter): Fixed that you could use Knockdown on a creature two sizes above you without Titan Wrestler, and on incorporeal creatures without being incorporeal yourself.
Classes (Fighter): Fixed that you could use Lunge with unarmed attack.
Classes (Fighter): You can now use Lunge also with Disarm, Shove, and Trip in addition to just with Strikes.
Classes (Magus): Now can take the Cantrip connection and Spell battery familiar abilities, just like "full" prepared spellcasters can.
Classes (Oracle): Fixed that Incendiary Aura affected also the casting oracle.
Classes (Psychic): All base game conscious minds now have granted spells up to level 9.
Classes (Psychic): Fixed that the No!!! feat could cause the rules engine to freeze.
Classes (Psychic): Fixed that you could have multiple instances of Glimpse Weakness on a single target simultaneously.
Classes (Ranger): Fixed that you could use Hunted Shot with consumables such as bombs.
Classes (Rogue): Fixed that you could incorrectly use Skirmish Strike with your quickened action.
Classes (Sorcerer): Fixed that the Hag bloodline's Horrific Visage triggered blood magic effects on your allies.
Classes (Wizard): Now is expert in unarmed attacks at level 11.
Encounters (S10E4c): Fixed that Ani's Nymph's Beauty aura persisted even after Ani was knocked unconscious.
Encounters (S12E5): Fixed that the Frost Worm would clear all targeting reticles when it unburrowed, not just the reticles that belonged to that particular Frost Worm.
Feats (Paragon Battle Medicine): Fixed that a condition reduced to 0 didn't go away entirely.
Feats (Quicken Spell): Fixed that you couldn't use Quicken Spell with variable-action spells such as heal and harm.
Impulses (Molten Wire): Fixed that the Molten Wire object didn't have object immunities and was targetable by, e.g. fear.
Impulses (Rattle the Earth): Flying creatures are no longer affected by shaking ground or fissures, and automatically succeed on their save against collapse.
Impulses (Volcanic Escape): Fixed that the DC was taken from the triggering creature rather than the kineticist.
Items (Shadow Signet): Fixed that the Shadow Signet didn't affect follow-up attacks from Biting Words and Spiritual Weapon.
Items (dread ampoule): Now has the Poison trait.
Items (dread rune): Fixed that the dread rune affected also allies, not just enemies.
Items (quicksilver mutagen): Fixed that Dawnsbury Days didn't take Quicksilver Mutagen into account when deciding which ability would be best to use for an attack roll, e.g. between Dexterity and Intelligence when using the Strategist's strategic strike.
Monsters (Celestial Geometry): Now speaks Common.
Monsters (Erinys): Fixed that the monster sometimes attempted to use Furious Fusillade when it would have no effect.
Monsters (Hamatula): Fixed that the hamatula's movement during Impaling Barb provoked.
Monsters (Hezrou): Fixed that the penalty against recovery from sickened persisted after the hezrou died.
Monsters (Omox): Fixed that Smother didn't end when you stopped being grappled by the omox.
Rules (Bon Mot): Now ignores concealment. (Same reasoning as for Demoralize. Concealment means you're not exactly sure where in a 5-by-5-foot square your opponent is. Adding the same amount of miss chance to a weapon Strike (where the exact position matters a lot) and to a shout (where you don't really care that much) felt confusing. Overall, Dawnsbury Days tries do whatever most tables to do, and what would lead to the least bug reports, and in case of doubt, favor the player, because they don't have the benefit of trying to convince the GM in the case of Dawnsbury Days.)
Rules (Create a Diversion): Now ignores concealment. (Same reasoning as above.)
Rules (Swallow whole): Fixed that you could swallow an infinite number of creatures at a time instead of just one big one or several smaller ones.
Rules (exploration mode): Fixed that you couldn't take multiple flourish actions in the same "turn" of exploration mode.
Rules (grabbed): If you're grabbed by multiple creatures at the same time, you now only have to succeed on a single flat check instead of making multiple checks.
Rules (hazards): Objects and hazards are now immune to polymorph.
Rules (regeneration): Fixed that regeneration broken by persistent damage would remain broken forever instead of only for 1 round.
Spells (Black Tentacles): Fixed that if you teleported out of Black Tentacles, you would remain grabbed.
Spells (Blade Barrier): Fixed that the maximum wall length was 60 feet, not 120 feet.
Spells (Chain Lightning): Fixed that follow-up lightning arcs were affected by stupefied and such.
Spells (Chromatic Ray): Fixed that it could petrify creatures not made of flesh.
Spells (Contingency): Fixed that triggering Contingency provoked attacks of opportunity.
Spells (Earthquake): Flying creatures are no longer affected by shaking ground or fissures, and automatically succeed on their save against collapse.
Spells (Eclipse Burst): Now doubles damage on a critical failure.
Spells (Flesh to Stone): Fixed that it could petrify elementals.
Spells (Heroism): Fixed that the spell also gave you a bonus to AC.
Spells (Lightning Storm): Fixed that follow-up lightning bolts were affected by stupefied and such.
Spells (Mariner's Curse): Now also inflicts slowed in aquatic terrains.
Spells (Paranoia): Fixed that a creature that critically failed its save still was able to heal their actual allies as if they were apparent allies.
Spells (Paranoia): Unconscious creatures are now temporarily immune to paranoia's effects.
Spells (Prismatic Spray): Fixed that it could confuse creatures immune to mental effects.
Spells (Prismatic Spray): Fixed that it could petrify creatures not made of flesh.
Spells (See Invisibility): Fixed that in some cases you couldn't take certain actions against invisible but detected creatures, even though you had see invisibility or truesight.
Spells (Summon Celestial): Fixed that the archangel you could summon couldn't cast spells.
Spells (True Seeing): Truesight now bypasses blur and mirror image.
Spells (Winning Streak): The spell now lasts until the end of the caster's next turn or until the end of the next turn of the creature who scored a critical hit last. (Reasoning: This is a bit further away from a literal interpretation of the rules which would call for the effect to end at the start of those turns, but the literal interpretation means the spell is very weak because it means you can't use it on yourself, and a single fighter can't extend the spell on his own. With this new interpretation, the spell becomes a bit stronger and can now better compete with the similar Haste.)
Spells (summon spells): Fixed that you could summon unique named NPCs.
Spells (summon spells): You now automatically summon Elite and Supreme variants of creatures if they're lower-level than the maximum you can summon. For example, a level 3 summon animal spell can summon up to level 2 creatures, so it can summon a Supreme Giant Rat (upleveled from -1 to 1) or an Elite Wolf (upleveled from 1 to 2). You can't uplevel creatures by more than two levels this way. (This is a difference from tabletop in that it makes summon spells slightly more flexible, but on the other hand, there are fewer creatures available in Dawnsbury Days overall, and summon spells aren't particularly strong anyway.)
Balancing:
Balancing (Obelisk 7 - Broken Lands): Reduced difficulty across all difficulty levels.
Balancing (Obelisk 8 - Troll-Headed Raiders): Reduced difficulty across all difficulty levels.
Balancing (Obelisk 10 - Monitor Mission): Reduced difficulty on Hard and Insane, and also removed low-level mook.
Balancing (Obelisk 11 - Lich's Tomb): Reduced difficulty on Insane.
Balancing (S12E1): Viki and Vraul are now "must survive."
Balancing (injury poisons): The DC of injury poisons will now be adjusted based difficulty level (lower on Easy, higher on Insane, various in between).
Balancing (runestone of nightmare): Price cost 250 -> 500. (In tabletop, the item costs 250gp, but it's an uncommon item from an adventure path, and in terms of power level, it appears more comparable to the energy runestones, so we're increasing the price to match those.)
Tactics (Brutarion): Now uses Call of the Commander less often.
User interface:
Character builder: Removed icons for most feats for consistency. Now, only the following types of feats will have icons: (1) Feats that grant you a spell will show that spell's icon; (2) Feats that give you a monk stance will show that stance's unarmed attack; (3) Impulse feats show that impulse's icons. There will still be some exceptions to this, but not as many as before.
Character editor: Filtering in feat and spell selection no longer clears when you make a selection.
Bugfixes:
Ancestries (Kobold): Fixed that you could use Freeze It! at master proficiency against the same target twice simultaneously.
Classes (Alchemist): Fixed a regression where if you only had 1 reagent left, you couldn't use additives on non-perpetual items, and if you had 0 reagents left, you couldn't use additives on perpetual items.
Classes (Alchemist): Fixed that if you switched from a lower-level inventory into the advanced alchemy page, it would continue showing that lower-level inventory instead of the inventory for the level you have selected in your level selector.
Classes (Alchemist): Fixed that in some cases, in free encounter mode only, Dawnsbury Days would erroneously say that you have too many alchemist reagents used up when you attempted to enter an encounter.
Classes (Cleric): Fixed that Fast Channel didn't actually lower the number of actions spent.
Classes (Kineticist): Fixed that Plate in Treasure always turned your impulses to be cold iron instead of the metal you selected.
Classes (Oracle): Fixed that out-of-combat objects made saves against the Flames oracle's curse.
Classes (Wizard): Fixed that Superior Bond didn't work if you recovered a high-level spell slot first on a non-universalist wizard.
Feats (Quicken Magic): Fixed a rare freeze that could happen when casting Quicken Spell and taking some other actions from feats.
Monsters (Graveknight): Fixed that Hungry Armor used the wrong action as the source of the effect.
Monsters (Vrock): Stunning Screech now has DC that scales with difficulty.
QoL: Fixed that if you skipped through some combat animations, such as a melee attack or opening a door, the next animation would also be skipped.
Rules: Fixed that items dropped in a removed-from-play zone would cease to exist when that removed-from-play zone ceases to exist instead of being shuntedd off back to the main battlefield.
Spells (Chromatic Image): Fixed that the illusion images weren't semi-transparent.
Spells (Mirror Image, Chromatic Image): Fixed that the illusion images didn't display properly for Large and larger creatures.
Story mode: Fixed that if a conversation triggers from a creature dying, if that creature has a hero swallowed whole, the conversation would play before the swallowed hero got ejected.
Story mode: Fixed that items dropped in a removed-from-play zone at end of encounter were lost forever.
Text: Fixed an off-by-one error in counterspelling.
Text: Fixed text in some stat blocks.
User interface: Fixed a regression where mousing over a character in the initiative order wouldn't highlight them on the battle map.
User interface: Fixed that some warnings text could overrun boundaries.
Modding:
Classes (Psychic): You can now add a deepest cantrip to your modded conscious minds.
Modding: Added CombatAction.WithWorsenSaveByOneStepAgainst. (This new CombatAction method allows you to set actions to downgrade target's saves if they meet a certain condition, and add a tooltip to the UI explaining why their save result was adjusted.)
Modding: Added ModManager.RegisterFeatNameReplacement.
Modding: Added ReactionOption.DoesNotCountAsYourTriggerResponse.
Character content (beyond the level cap):
New spells: ferrous form, boil blood, divine armageddon, divine inspiration, horrid wilting, moment of renewal, scintillating pattern, whirlpool, disappearance, angel form, inexhaustible cynicism
New impulse: Alloy of Flesh and Steel
The Four-Leaf Clover:
New chapter: Chapter 13 (Hell). Get your level 13 ancestry feat, then descend into the Plane Below and fight the lawful kind of fiends, among other opponents, as you rekindle an alliance with old friends to recover a lost piece of the artifact... and perhaps learn more about its dangers. (One optional side-encounter in S13E2a is not yet fully implemented.)
The library is now complete and contains all the books you can collect: Never Split the Party, Search for the Simple Teleport, When Comes The Dawn, A Categorization of Outsiders, Timeline of Our Point of Light, Battle of R'lyeh, Eric and the Dread Gazebo, Sun Runners' Guide, Lamentations on Incapacitation.