This hotfix addresses some issues with the launcher crashing on certain hardware configurations, issues with crashing when loading Act 1, and we've also fixed the Vulkan "Device Lost" error that was impacting some players.
Thank you to everyone who has sent us crash or bug reports, emailed our support team, and notified us on socials, Discord, Reddit, Steam and our forums about these issues! All of these reports, feedback and suggestions are incredibly valuable to us and help us pinpoint and fix issues as quickly as possible for you.
Thank you for being with us on this journey!
Changelist:
Fixed "Device Lost" Vulkan API error message.
Fixed the launcher crashing on startup on certain hardware configurations.
Fixed a crash when loading Act 1.
Fixed an issue with specific interfaces being displayed incorrectly at lower resolutions.
Fixed not being able to reach the skeleton with the damaged headpiece in the blighted village.
Hotfix #13 Now Live!
Hey Everyone,
We’ve just rolled out a new hotfix for you!
This hotfix addresses the issue with NPCs running away from you after using the Wild Shape ability, certain NPC’s will no longer rise from the dead after specific dialogs and your game will no longer crash simply because you committed too many crimes.
Thank you for your support tickets, Reddit, Steam, Forum, Discord and social posts about these issues! Your feedback and bug reports are incredibly helpful to us and we value the time you take to play the game and let us know your thoughts.
Thanks for your support!
Changelist:
Fixed a threading crash related to physics when loading a level.
Fixed a crash on loading a game where you've committed an egregious amount of crimes.
Fixed a crash related to textures when loading a level.
Fixed a crash when approaching the Owlbear Cave.
Fixed broken NPC behavior when saving while NPCs are reacting to your Wild Shape.
Fixed pickpocketing not showing the correct items available for "borrowing".
Fixed multiple clicks on the same target opening multiple pickpocket windows.
Fixed certain NPCs rising from the dead after specific dialogs.
Fixed fur on bear models.
Hotfix #12 Now Live!
Hello Everyone!
It's been a few days since we released Patch 5 into the world and it's been awesome to see so many of you jumping back into the game to experience the latest changes! Be sure to check out our Community Update video for all the details of Patch 5’s changes if you haven’t already: [previewyoutube="F7_lnDAvd9s;full"] In today's hotfix we've addressed some crashing issues, fixed an issue with disappearing UI when long resting in multiplayer and we've addressed some issues with tooltips, along with a bunch of other fixes.
We want to thank each and every one of you who has taken the time to post your thoughts or issues here on Steam, on Reddit, our Forums, our Discord or sent to us on our social media pages. Even if you're just uploading crash reports or simply playing the game, all of this helps us pinpoint issues so we can get them fixed as soon as possible for you.
Thanks for being with us on this journey!
Changelist:
Bug fixes:
Fixed a rare crash related to loading save games during multiplayer.
Fixed a rare crash when loading a save game made during combat with the Gnolls.
Fixed a crash when speaking to a certain Mossy Myconid.
Fixed a crash related to files containing partial UTF8 characters.
Fixed a crash related to tooltips.
Fixed a crash related to saving when someone is casting a spell.
Fixed an issue with attacks against beasts and monsters not being treated as a crime.
Fixed an issue with disappearing UI when long resting in multiplayer.
Fixed an issue with Shadowheart's Artefact not appearing in a certain cinematic.
Fixed an issue with several goblins that could not be spoken to.
Fixed being unable to pin tooltips for containers.
Fixed an overlap in SFX on the Active Roll UI.
Fixed the incorrect unsummon animation playing.
Fixed flickering black materials in the Whispering Depths.
Fixed the player avatar being able to move before they finish getting up in Tutorial.
Fixed a rare issue causing giant tooltips to appear.
Fixed missing data causing certain crashes.
Patch #5
In last week’s Community Update we introduced some of the major new features and improvements coming to Baldur’s Gate 3 in Patch 5. During Thursday’s Panel From Hell 3 we recreated some of these updates during our first ever #LarPG (in addition to giving open-mouth kisses to human skulls and wielding sausages at dubious suits of armour).
Is the sausage mightier than the sword? Depending on the meat content, yes.
Today you get to try it out for yourself. Patch 5 is now live!
Onward, for a read of our patch notes in full.
IMPROVEMENTS and ADDITIONS
Added new scenes expanding on Shadowheart's mysterious artefact.
Added new recruitment scenes with Shadowheart.
Additional reactivity from Shadowheart when she approves of you.
Added Background Goals - Now every character will have their own series of secret miniquests based on their Background and for each you complete you’ll receive an Inspiration Point up to a maximum of 4.
Added new camp scene with Scratch and the owlbear cub.
Added Point and Click character responses.
Added 12 new magic items in loot and quest rewards.
Revised active roll UI during dialogue. This includes improved displaying of bonuses and double dice for rolling with Advantage or Disadvantage.
You can now use spells and items to increase chances when rolling during dialogue (including your companions' spells and items).
Picking locks and disarming traps are now active rolls.
Added a new Disengage action that allows you to avoid provoking Attacks of Opportunity.
Adding an item during Bartering will automatically equalise the gold on both sides.
Added a way to cancel concentration from the concentration indicator.
You can now pin most tooltips to hover over additional terms... for more tooltips.
Increased the line limit in the dialogue history window.
You can now save while leveling up.
Added unique visual effects for class-specific spells.
Added new icons for spells, statuses and items.
Added dozens of new interactable items, expanding on the lore and background of the world.
Revamped visuals for spells used by multiple classes to create more cohesion with Class-specific spells.
Properly indicate when an action is fully free (does not count as a full or bonus action in combat).
Added a tooltip for surfaces in combat log entries.
Added better feedback on saving throws.
Added feedback to clarify why casting a spell at a target is impossible.
NPCs have new reactions when they're unable to talk to you.
Updated assorted spell, item, status, and book descriptions.
Cinematics -Cinematic character emotions. -Camera choice and motion. -Cinematic VFX. -Improved cinematic motion when characters look around. -Improved cinematic behaviour involving objects. -Introduced a cinematic visual for 'The Mark of the Absolute'.
Animations -Updated Worg model and its climbing animations. -Added Crab and Spider climbing animations. -Added Stave animations for Goblins. -Improved Mind Flayer animations. -Improved Human running and idle animations.
Audio -Characters now have semi-procedural armour sounds during cinematics that follow their movements. -Creatures now have jumping vocalisations. -Added new ambient sounds and music to camps. -Explosions - bigger booms, louder braaams. -Impacts and gore - combat actions are more nuanced and represented much more 'close-up'. -Item Destruction - all new debris system to increase realism. -Added sound feedback when Moon Puzzle is solved. -New UI sounds. -More detailed cinematic sounds. -Remastered Spell Vocals. -Multi Output - You can now choose your audio device to tailor a better audio experience. -Midnight Mode - A dedicated mix to avoid disturbing people around you.
Multiplayer -Added multiplayer support for local ready checks if other party members are not nearby. -A warning is now shown when trying to talk to another player's followers. -Added additional feedback when connecting to a lobby. -You can now lock your inventory in a multiplayer game.
APPLE M1 SPECIFIC
Users playing BG3 on an M1 machine now have the option to run the game at a higher performance via ARM64. Please be aware, ARM64 is not yet supported by Steam. Steam integration and cross-saves are currently only available via Rosetta.
BALANCE and GAMEPLAY
General
Food can no longer be consumed for immediate healing. Instead, they provide Camp Supplies that are used to take a full long rest (it's possible to take a partial long rest without using camp supplies that restores up to half of HP and resources).
Jumping now provokes Attacks of Opportunity.
Throwing distance is now influenced by the weight of the thrown object .
Shove distance is now based on the target's weight and the caster's Strength.
The Knock Out action has been removed. Instead, you can toggle a passive feature called Non-Lethal Attacks to enable the same effect for any melee attacks.
Encumbrance now has three levels of severity. Players at maximum encumbrance can no longer perform certain actions.
Backstabbing characters no longer provides Advantage on attack.
The Prone condition now inflicts disadvantage on Strength and Dexterity saving throws instead of imposing guaranteed failure.
Conjured familiars no longer leave blood when they are unsummoned.
Added XP rewards for achieving background goals.
Removed HP from light source objects.
The Hermit and Sailor backgrounds are taking a break.
Added Hellish Rebuke to Asmodeus Tieflings.
Dark One's Blessing now provides at least 1 temporary HP.
Faerie Fire now ignores allies with the Sculpt Spells feature.
Shield Master can now be activated only once per turn.
Added an AC bonus to the Dual Wielder feat.
Druids in wild shapes can no longer cast verbal spells while Silenced.
Boars, Crabs, Intellect Devourers, and Spiders now react to non-damaging magic.
Spiders are no longer immune to fall damage.
Humanoid races and creatures now attack their target higher and lower depending on the terrain.
NPCs now keep an eye on players for a while after letting them go with a warning.
NPCs will no longer recognise you when shapeshifting after escaping prison, UNLESS there were witnesses.
Guard reinforcements can now include more than one guard.
NPCs now treat killing allied beasts the same as murdering one of their friends.
Knocked out NPCs will disappear after the next long rest.
Nautiloid
'Us' will now leave the party if attacked in its recruitment dialogue.
Flaming Sword can now be looted from Commander Zhalk.
Ravaged Beach
Shadowheart no longer enters combat with the Intellect Devourers if you don't recruit her.
Overgrown Ruins
Increased XP when persuading the bandits at the chapel to leave.
Added XP reward for scaring the bandits outside the chapel.
Increased area in which player characters will join the cinematic of the skeletons rising in the chapel.
Added banters between Gimblebock and Taman.
Druid Grove
Made NPC behaviour more reactive during Wyll's recruitment.
Improved wandering behaviour of the grove squirrel.
If any of the 5 druids performing the ritual die or become Silenced, druids will initiate their attack (no more sniping them!).
Druids won't initiate their attack on the tieflings if they get into a combat against the harpy or other hostile creatures.
Harpies now start singing before combat starts.
Blighted Village
True Soul Edowin now immediately bleeds to death if Novices Andrick and Brynna are killed in one shot before the situation has been resolved.
Removed die roll to free Barcus Wroot if there's no consequence for failure.
Barcus Wroot is now more insistent in his cries for help.
Added a player voice bark when returning to Owlbear Cave after certain conditions.
Goblin Camp
Added a new status effect as a reward for the Rite of Loviatar: When you have 30% or less hit points, you get +2 bonus on attack rolls and wisdom saving throws.
Backup Goblins for Goblin Checkpoint now have the 'Slightly Drunk' condition.
Provided sleeping drunkards with better behaviour if player avoids combat.
Added reactions to the Goblins if someone kills the Scrying Eye.
Novices Andrick and Brynna now have more dialogue reactivity in the Goblin Camp.
Made Gribbo more reactive to interruptions when following Volo to his cage . Gribbo now also follows Volo more closely.
Failing to get out of chains in certain ways will now inflict pain.
Completing the Rite of Loviatar no longer rewards Inspiration Points, but a unique status effect instead.
Priestess Gut can no longer detect invisible or stealthed characters during certain interactions.
Swamp
Redistributed exploration XP.
Using Auntie Ethel's charm grants all 6 effects from Enhanced Abilities until a long rest: Bear's Endurance, Bear's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom.
Visually improved the appearance and disappearance of Auntie Ethel's doubles.
The Risen Road
The githyanki may now search Lae'zel's corpse if she's left behind and dies at the githyanki patrol.
Underdark
After revealing Gekh and his allies, they will not start dialogue until you approach the raft (the same behaviour as when Gekh is hidden).
Reduced Baelen's HP.
Items in the Whispering Depths hideout no longer trigger Web Sense.
Camp
Added Forced Rest after Goblin Celebration Victory.
The Talkative Skeleton can't get knocked out anymore.
The Talkative Skeleton's arrival appearance now plays for Silenced characters.
The Shadowheart ultimatum scene has been replaced with a new scene in the Goblin camp.
Tweaked Shadowheart's acknowledgement of Selûne-worshipping players.
COMBAT CHANGES
General
NPCs now have similar basic actions to those of the player. -Most Humanoids now have access to Dash, Jump, Throw, Shove. -Most other creatures now have access to Dash.
NPCs will now only use Slash and Smash once per fight.
NPCs now only receive weapon actions like Cleave and Slash if they've equipped the corresponding weapon.
Bugbears, Ogres, and certain Goblins now have ranged spells, allowing them to attack from range if nothing else is available.
When difficult terrain prevents an enemy from making a melee attack, it will try a ranged attack.
Disarmed characters now look for replacement weapons. Most NPCs have their own preferences.
AI now supports basic resource planning, allowing characters to better reason about spells that grant more resources (like Dash and Action Surge) .
AI now reasons better about effects that give bonuses to rolls.
AI now understands aura effects (e.g. Silence, Gale's Necrotic aura, Flaming Sphere etc.).
AI now reasons better about overlapping crowd control statuses (e.g. casting Blind on a sleeping target).
AI is now less willing to damage allies to remove effects such as Sleep.
Less intelligent creatures (imps, beasts, etc.) will no longer destroy items for their secondary effects (e.g. destroying a barrel to cause an explosion to nearby enemies).
Added AI archetypes for Ogres and Zombies.
Adjusted how willing the AI is to target summons (more for beasts/creatures, less for humanoids).
AI now reasons better about the Prone condition and difficult terrain.
AI is now less biased towards targeting enemies it's already attacked, or attacking a target that attacked them.
Gave certain NPC archers secondary melee weapons in case they get disarmed or cornered.
Rebalanced wolf companion attacks to be more in line with other companions.
NPCs can now throw healing potions at allies in order to heal them (if they have the Throw action).
Movement speed adjusted for certain NPC races to be consistent with player characters. -Dwarf, Gnome, Duergar, and Halfling Movement Speed reduced from 9 to 7.5 units. -Wood Elf Movement Speed reduced from 10.5 fto 9 units.
Enemies now use portals.
Added climbable cobwebs in the Abandoned Outpost and the Shattered Temple's spider pit.
NPCs will now try to avoid electrified steam clouds.
Made candles and candelabras moveable where applicable.
Removed Multiattack from Minotaurs and all humanoids under level 5 It was a bit much.
AI now tries to avoid ending turns on ledges that may cause their feet to visually float off of the ground.
Added saving throw proficiencies for humanoid NPCs at level 4 and 6, as per player classes.
Adjusted Duergar's Enlarge spell to be more consistent with the spell version.
Spider Infestation status no longer damages players in Spider Wildshape.
Nautiloid
Fixed some enemies still being able to land critical hits - it's the tutorial, come on.
Nautiloid Imps can no longer use their weapon skills.
Ravaged Beach
Tweaked unnatural-looking rubble around the starting beach.
The Stranded Fishers trying to dig out the mind flayer now have dedicated weapons (weaker, makeshift versions of a bow and crossbow).
Overgrown Ruins
Minor tweaks to the Bandits at the chapel exterior.
Druid Grove
Using Silence on a singing harpy will now make her stop singing.
Reduced the number of druids to fight when siding with the goblins in the Grove massacre.
Goblin Sappers now are actually slowed down by the barrels on their backs.
Made sure Mud Mephits aren't actually afraid of mud.
Blighted Village
The tree no longer blocks projectiles.
Made the area around the Rooftops Ambush easier to navigate.
Goblin Camp
The Disheveled Chicken no longer forces sneaking characters to make Stealth checks.
Added holes for goblins to navigate the several levels of the Goblin Camp more easily.
Slightly increased the damage of the Coal Baskets in the Shattered Sanctum and added a knockback effect when the baskets fall.
Minthara's area has been redecorated to suit new level design.
Slightly moved a vase in the Goblin Camp that was blocking war drums.
Reduced HP of the Shaky Metal Grate in the Worg Pens.
Priestess Gut will now only use her tadpoles power once per combat.
Priestess Gut no longer uses The Absolute's Hand on a statue if it will fall on her.
You can now manually destroy the main room's statues in Priestess Gut's quarters.
Swamp Redcaps
Changed one of the Redcaps into a Blood Sage
Bloodlust changes: -Now costs 1 Action instead of a Bonus Action. -Now requires concentration. -Duration increased from 3 to 5 turns. -Can only be cast once per combat (was 4-6 Recharge).
Ironbound Pursuit changes: -Recharge now 6 (was 4-6). -Damage reduced from 3d10+4 to 3d8+4.
The Open Wounds Bleed effect of Redcap Blood Sages has been reduced from 4 rounds to 2 rounds. Now also flagged as a magical spell.
Owlbear Cave
You can now walk through the Owlbear's broken eggs.
Owlbear should now get stuck in the level design a lot less.
Made the Owlbear encounter slightly easier.
The Risen Road
Increased the Dying Hyena's HP from 5 to 7.
Increased the Healthy Hyena's HP from 5 to 8.
Gnolls will not unnecessarily sheathe or unsheathe their weapons while casting spells anymore.
Improved navigation around the Flind's combat area. You can now walk through viscera.
The Flind can now shoot a bow at its targets if she cannot reach them. She also has cool hair now.
Made navigation in the tollhouse easier by expanding the upper walkway, creating an opening in a wall, and making a platform climbable.
Added a firebowl rope, hinge, bowl to the tollhouse.
Changed pressure plate visuals in the trapped corridor in the Zhentarim Dungeon.
Increased HP for all Githyanki characters in the githyanki patrol.
Created Gith-specific weaponry & armor.
Gave Githyanki characters proficiency in their equipped weapons.
Removed Preserve Life from Gauntlet Dain.
Underdark
Servants of Boooal -Reduced chance to apply Bleeding. -Bleeding duration reduced from 2 rounds to 1 round.
Various smaller tweaks and fixes to the myconid combats.
Revamped Myconid action distribution and names. It's now easier to understand which Myconid does what in battle.
Reworked Gekh Coal's Animate Dead spell to be more consistent with future spells and less bug prone.
Tweaked the Kuo Toa fight to make the encounter a bit easier and fixed a few minor issues.
Spectator will now cast Wounding Ray on Frightened targets.
BUGFIXES
Stability
Fixed a crash related to Minotaurs using a specific skill.
Fixed a crash related to the Harpy fight.
Fixed a crash when destroying a Nautiloid tank.
Fixed a crash related to loading a savegame that is still being downloaded through Cross Saves.
Fixed a crash that could happen when shooting the brine bulbs on the Nautiloid.
Fixed a crash on startup on specific lower spec devices.
Fixed a crash when loading a savegame from character creation.
Fixed a crash when a player joins the host while loading a savegame.
Fixed a crash when knocking out specific characters with a shield equipped.
Fixed a crash when loading into the Beach crash site after escaping the Nautiloid
Companions
Companions now have accurate journal entries when they become hostile and leave the party.
Fixed a bug with Astarion not being killed / exiled after a certain camp night.
Fixed Astarion making certain comments while Downed.
Fixed a reflection dialogue about protecting Astarion from Gur Hunter not launching after the dialogue with the Hunter is over.
Fixed a reflection dialogue about Astarion not launching after a certain camp night.
Fixed Gale receiving extra XP when hired.
Fixed some dialogue and camp behaviour issues with Lae'zel related to her leaving the party at the githyanki patrol.
Fixed Lae'zel's recruitment dialogue not starting after Nymessa and Damays failed to join a combat against the chapel bandits.
Shadowheart now reacts properly to Lae'zel in the druid grove.
Fixed an issue with Shadowheart being stuck after her recruitment at the beach.
When controlled by the AI, Shadowheart now properly uses her melee weapon and closes distance with enemies.
Fixed Wyll's unconscious origin moments with Fezzerk.
Spells
Fixed Arrow of Fire and Alchemist's Fire not burning spiderweb bridges.
Fixed Bless spell blessing everyone in range instead of the correct maximum amount of targets.
Fixed being able to cast Charm Person on yourself.
Fixed not being able to cast Charm Person Level 2 directly at allies (the AOE will still not target allies).
Fixed Create Water spell granted by Rain Dancer weapon counting towards prepared spells limit.
Fixed Aberrant Shape’s Devour Intellect spell not applying stun and reducing Intelligence correctly.
Fixed Dragon's Grasp not dealing additional damage to burning targets.
Fixed a variety of broken NPC Ensnaring Strike actions across the game.
Flaming Sphere can no longer climb ladders.
Fixed Flaming Sphere not always applying area damage correctly.
Fixed being able to target yourself with Friends spell.
Fixed condition from Guiding Bolt spell not being removed by offhand attacks.
Fixed Warding Flare activating only once per turn.
General
Fixed Aberrant Shape for Moon Druids.
Fixed Ash surface igniting flammable surfaces on touch.
Fixed not being able to move some crates.
Fixed being able to eat some buckets.
Fixed sometimes not being able to shove characters into deep chasms due to angle limit.
Fixed dual wielding using the same attack roll for both attacks.
Sneak Attack now requires a Finesse weapon in the main hand.
Fixed being able to still perform actions after having ended your shared turn.
Fixed certain dialogues being skipped abruptly in multiplayer.
The Great Weapon Master feature no longer triggers on a critical miss.
Fixed effects sometimes not being applied properly to characters in a certain state (like Prone).
Murdering NPCs out of combat again has appropriate consequences.
Added new journal updates for Halsin's subquests to fix the quest ending prematurely or reaching a dead end.
Restored missing Fey Ancestry for Drow NPCs.
Gave Drow NPCs their intended armor visual sets.
Fixed savegames with specific characters not showing up in the savegame list.
Fixed lootable objects from other floors being highlighted when pressing ALT.
Fixed the 'end force turn-based mode' button sometimes not working correctly.
Fixed jumping down to a party member sometimes dealing massive damage.
Fixed NPCs not using Dash anymore after being proned in combat.
Fixed rare issue with combat getting stuck due to attack of opportunity.
Fixed other players getting kicked out of the level-up screen if another player starts force turn-based mode.
Fixed enemies not getting surprised status correctly when attacking from stealth.
Fixed 'Invalid Target' message when trying to throw specific items like barrels or dead bodies.
Fixed landing animations on damaging jumps that do not knock you down.
Fixed not being able to resurrect correctly when selecting a target location.
Fixed NPCs not trying to stop you when escaping prison.
Fixed trajectory preview when trying to shove heavy targets.
Fixed unintended AI bias towards targets with lower HP. Some enemies will still pursue killing blows, but any bias towards lower HP targets outside of killing blow range was unintended.
Fixed characters on the edge of moving platforms sliding and sometimes falling off.
Fixed revived characters not triggering Attack of Opportunity anymore.
Fixed certain NPCs losing their signature spells after loading a savegame.
Fixed being able to pick up items that are too heavy by using Alt+click.
Fixed inventory weight not updating correctly after consuming an item.
Fixed Prone characters skipping their turns when stuck in certain surfaces that affect their movement.
Fixed thrown items not doing impact damage in certain conditions.
Fixed incorrect climbing animations for clients in multiplayer.
Fixed certain animations not playing for clients in multiplayer if latency was too high.
Fixed eyewitness reactions to murdering a guard still occuring when they shouldn't.
Fixed several passive skill rolls (Harper's Stash, Goblin's Ambush, Selune's secret shrine, Injured Drow, Tree Stash).
Fixed some stat inconsistencies with bugbears.
Fixed issues with NPCs sometimes not reacting to using forbidden items.
Fixed the examine window breaking when the player's Wisdom is low.
Fixed Multiplayer Lobby still showing player icon after they get kicked from reducing slot count.
Characters should now properly avoid Enchanted Vines surface.
Fixed visuals for Goblin Short Bow.
Fixed a general spellcasting animation issue.
Fixed items not being confiscated correctly when a player is arrested.
Fixed combat AI sometimes trying to heal their friends if they are immune to healing (e.g. zombies).
Disarming a tripwire next to a rolling boulder trap no longer triggers it.
Fixed an issue where AI would wait for excessively long if it failed to find a valid action to execute.
Fixed various issues with NPC wildshapes.
Skeletons are no longer in a celebratory mood when emerging from coffins.
Nautiloid
Fixed a traversal bug near Us by tweaking level design.
Fixed combat fallback dialogue for Us / Intellect Devourers.
Lae'zel no longer tries to jump down on the Nautiloid if she's dead.
Fixed the Mind Flayer on the Nautiloid talking before actually attacking.
Overgrown Ruins
Soul coins are now properly placed in the Chapel and no longer have the 'Story Item' property.
Attacking Nymessa, Damays, or any of the bandits outside of the chapel now properly ends their dialogues and starts combat.
Druid Grove
Fixed Mud Mephits sometimes not using their spells.
Sleeping bear in the Grove should now face the right way when sleeping.
Nettie's dialogue about poison now triggers normally if the player enters her room wildshaped.
Fixed Topaz moving its coin out of its nest and thinking the coin was gone.
Fixed NPCs trying to path through the gate of the Grove when terrified.
Fixed issue with Sazza not reacting to the death of her captors.
Fixed some druids ignoring invisibility statuses on players.
Fixed issue where the Robbed Adventurer dialogue ended prematurely if the guard was too far away.
Fixed an issue with Mattis thinking you bought something when you actually sold him something.
Fixed an issue where Grove characters would be part of combats they weren't supposed to participate in.
Fixed dialogue options for Tiefling Warlocks in Wyll's recruitment dialogue.
Fixed issue at the Plea at the Gates where Wyll would take too long to end his turns.
Blighted Village
Novices Andrick and Brynna now leave as intended after the encounter.
In the encounter with Novices Andrick and Brynna, the Medicine ability check now correctly uses Wisdom instead of Intelligence.
Ogres now wield their intended weapons and correctly use Strength to throw things (instead of Dexterity).
Raphael will no longer appear in camp immediately after abandoning Lae'zel at the githyanki patrol.
You can now only mention Nymessa and Damays in the githyanki patrol if you met them in Lae'zel's recruitment.
Waukeen's Rest
Fixed frightened oxen in Waukeen's Rest being significantly offset in their dialogue.
Fixed backdraft when opening the room in which Benryn is trapped.
Adjusted a hatch in the Zhentarim storeroom that was floating above the ground.
Underdark
Glut now correctly follows players in the Kua-Toa area of Underdark.
Fixed the raft encounter not starting if the player is invisible.
Fixed some minor issues and inconsistencies in the Gekh Coal encounter.
Fixed several issues with the Automaton's spell usage in combat.
Community Update #13 - Breadth & Depth
Hello once again! We hope you’ve been doing well since Patch 4 released, because it seems a whole lot has happened since then. The ocean burned, the West Coast boiled, UFOs may or may not be a thing, and that was all just this past month. But while the world invents new ways to surprise us, at least there’s one thing we can always count on like a dependable old friend, which is the rise and fall of floods as they lap at our Belgian office servers once again. Through all of that we’ve been hard at work to bring you Patch 5.
So what can you expect from this patch? New game-changing mechanics, tons of combat and AI improvements, a bigger focus on roleplaying, a tantalizing step toward unearthing Shadowheart’s mysteries, and more Owlbear cub content to make your heart burst, just to name a few.
And, well, we’re partial to some of the incoming fixes as well:
· Skeletons are no longer in a celebratory mood when emerging from coffins. · Fixed being able to eat some buckets. · Fixed being able to cast Charm Person on yourself. · Liam will no longer run away while unconscious
This update features a ton of improvements directly inspired by the community, many of them addressing things you’ve raised in your feedback so far. We’ve been listening closely to requests you’ve made throughout Early Access and we hope you’re really going to be excited by these changes - We definitely are. Together they improve the game a lot, and they bring Baldur’s Gate 3 yet another step closer to its 2022 release ambitions.
We’ve got lots up our sleeve this update, so let’s jump right in.
Active Roll: A new way to die (as in dice, it’s a dice pun)
One of the biggest improvements coming in Patch 5 are Active Rolls, our new dice mechanic. In addition to a full upgrade of the old UI, the biggest change here is in how you can influence dice: While previously, the accepted method for attempting a skill check was to tightly cross your fingers ahead of a roll, now you have the option to apply spells and bonuses to these checks to help increase your odds.
So what does that mean exactly? Well, let's say the chances of you passing a certain check seem pretty slim. Rather than leaving you at the mercy of the RNG gods, you now have more agency in the outcome of those rolls. For example, cast Enhance Ability to add an Advantage bonus to the skill check in order to roll twice, or you can cast Guidance to bump that number up for good measure. You can also cast spells from your other party members, although in multiplayer your teammates will have to decide for themselves whether they'll let you use their spells during these rolls. You’ll be spending a spell slot any time you do this, so use them wisely. That is, unless the skill check relates to recruiting the Owlbear cub, in which case we’d recommend you let your heart guide you.
Get rewarded for roleplaying
In this patch we also wanted to find new ways to really celebrate roleplaying. Enter, Background Goals.
You know how the character creator includes an option to choose your character's background? Folk Hero, Acolyte, Urchin, and so on. Now every character will have their own series of secret miniquests based on these roles. Finding out how to complete them is part of fun, but for each you complete you’ll receive an Inspiration Point. Players will get a maximum of four Inspiration Points which can be put toward rerolling dice whenever they wish. Or alternatively, if you’ve already reached your IP cap for the moment then any further point becomes XP.
Camping 2.0
One of the main comments we've received about our resting system has been that it's far too lenient. Before Patch 5, you could initiate a Long Rest and recharge all your spells and HP between every fight without penalty. A lot of players felt this just didn't feel right, and we couldn't agree more. So we've fully revamped how camping works.
Camp Resources are a new feature that will make you think a little more strategically about when to activate a Long Rest. Now in order to make camp, you first need supplies. You know all the food and scraps you find around Baldur's Gate 3? Starting this patch, those can be used to unlock camp for the night. So if you ever wondered to yourself “how much Waterdhavian cheese wheels could one person possibly need?” the answer is as many as you can physically carry, for cheese is now one of the sacred doorways to sleep. Alternatively, you can still initiate a Partial Rest without using any resources but this won't recharge you fully.
Another new addition are Mini Camps. Previously, any time you camped for the night, you would return to your HQ down by the river regardless of how far away it was from the area you were exploring throughout your day. This made us feel sorry for all the characters who were being forced to partake in marathon hikes just to go to bed. So we’ve now introduced smaller localized camps. From the Chapel near the Ravaged Beach to the Underdark, we've recreated every landmark as its own isolated location that can be accessed when you’re ready to hunker down for your Long Rest.
Smarter enemies, revamped spells, and a little something for the pacifists among you
This update comes with a lot of combat improvements, from smaller fixes - we’ve now made sure Mud Mephits are no longer afraid of mud - to more substantial alterations. Let's have a look at some of those below.
Enemy AI:
You’re going to discover a lot of AI improvements in this patch, so expect to see enemies who are a lot smarter and more resourceful in combat. For instance, now if there is a weapon nearby, unarmed enemies will grab it to defend themselves. Not only does this make fights more challenging, you can also use this behaviour to your advantage: if you disarm an enemy, they’ll have to use up an Action Point to go retrieve the weapon, which puts them at a disadvantage.
You can also expect better resource planning from enemies – when it comes to deciding what spells to use in a fight, who to target, whether to use actions like Dash, or to throw a health potion to a character in need, they’re a lot more adept. And all of these actions are new to friendly NPCs too.
Spellcasting Upgrade:
You can also expect to see updated class spell animations, which are looking awesome. Spells that are specific to a class now have an identifiable look, and spells that are usable by multiple classes have had a full revamp to create more cohesion with the class-specific ones. Oh and by the way, you can now cancel a concentration spell. That’s a small quality-of-life change but it’s something a lot of you have been asking for.
Non-Lethal Combat:
We’ve done some tweaking to the game which should please our pacifist players, too. We have added a new Nonlethal Attack Mode. This means that if you steal something from NPCs and they start attacking you, you can actually just knock them out instead of killing them.
In another widely requested change, we’ve separated the jump and disengage actions! So now players have the ability to either Jump to gain some strategic positioning during combat, or Disengage from melee range with an enemy and move to a safe distance. Finally, we’ve introduced a shortcut key for Jump, so it's much easier to navigate the various intricate levels as you explore the world. This has been a big request from the community too, and if there are other situations you wish you could solve through peaceful means let us know!
Nested Tooltips offer extra clarity to the new and confused
The world is a bewildering wilderness; games should not be. In this patch, we've updated our old tooltip system and created something we feel will make the rules and concepts of BG3 much easier to digest. Nested Tooltips are essentially hyperlinked tooltips. Think Wikipedia. If there's a term in the text that you don't understand, we got you. Just hover over it for more information. And you can now pin tooltips to your screen so there's no fear of losing previous tooltips along the way.
Shadowheart’s storyline just got a little more mysterious
Shadowheart got extra love in this patch. Not only does this update feature extra dialogue permutations with her, her storyline was also kicked up a notch. Expect to start hearing a little more about the mysterious item she carries with her. Oh, and you can now free her in the tutorial! Or leave her of course.
And now introducing Point and Click dialogue
Speaking of dialogue, let’s take a look at our new Point and Click dialogue system. This is something fans have been asking for from the beginning: Your character will now speak as you click through the world, reacting to the story and environment around them in real-time. A lot of recording power went into making this feature come alive - not only is the dialogue context-sensitive, it also changes depending on which character you're playing. But, of course, if you're of the 'less talk, more game' philosophy then there is an audio option to change the frequency of their barks.
These are just some of the improvements in this patch. We didn’t even mention the new dog. There are also a ton of visual and audio improvements and tweaks. You'll be able to jump in to experience these changes for yourself when Patch 5 releases Tuesday 13th July! And you can see Swen going over all of these changes in our Community Update video below:[previewyoutube="F7_lnDAvd9s;full"]
Pre-Patch Announcement
Hello everyone! How are you doing?
It’s been a few months since we last spoke. Our lockdown hair is a little longer, our quarantine gut is a little rounder, and with every cubic inch that Adam Smith’s beard grows in volume we get ever closer to releasing our next patch. After calculating its weight and circumference, we can safely say that day is right around the corner.
Patch 5 is heading to you next week, and we’ve got an epic Panel From Hell planned to showcase all the updates coming your way. Make sure you join us July 8th at 11am PT on Twitch where our team of Baldurian devs and magic wielders will introduce all the new the contents of Patch 5, then vote on what happens next as they scour a wizard’s tower in search of an ancient artifact in: Panel From Hell 3 - Twitch Plays: A Most Noble Sacrifice.
Of course, with Patch 5 imminent, we want to remind you that any saves made Patch 4 or prior will no longer be compatible when updated.
So we’re once again branching out with the same solution as before. There are options for you if you want to continue your Patch 3 or Patch 4 saves, or if you instead want to make sure you’ve got the most up-to-date content. Have a gander below and follow the directions for whichever solution suits you best.
1. How to Update Your Game to Patch 5: If you want to play the most up to date version of the game and have never opted into any beta branches in the past, then good news: You don’t need to do anything! When the patch releases, you will receive the most updated version of the game as long as you have automatic updates enabled. To enable automatic updates, please follow the steps below:
Right click on the game in your Steam library
Select properties
Click the Updates tab
Select "Always keep this game updated" in the drop down menu
2. How to Update to Patch 5 If You’ve Opted into an Earlier Beta Branch: If you previously opted into any beta for either Patch 2 or Patch 3 and want to ensure you get the most up to date content when Patch 5 goes live, then please follow the steps below:
Right click on the game in your Steam library
Select properties
Click the Betas tab
Select "None" in the drop down menu
3. How to Continue Your Patch 4 Save: If you want to continue your progress on Patch 4, then take the following steps. Alternatively, if you just want to update your game from Patch 4 then follow the very first set of instructions laid out at the top of the page.
Right click on the game in your Steam library
Select properties
Click the BETAS tab
In the list under "Select the beta you would like to opt in to", select Patch 4
Close the properties menu
If you’d like to continue your save file on the current version, you can move to the Patch 4 beta branch now. Save files are not ‘deleted’ from your computer; they’ll remain in your folder, but you’ll only be able to load saves specific to their respective versions.
Important Note: If you want the option to go back to the previous patch, it’s best to make a new in-game profile and backup your local saves from the previous patch. You can do the following before or after you update to the latest version:
Before starting a new playthrough, create a new profile by clicking the profiles button on the top left of the main menu. All your progress in the new patch will then be saved under this profile while your old saves are safe in the previous profile.
As an extra safety measure, you can manually back up your savegames: Go to /Documents/Larian Studios/Baldur's Gate 3/PlayerProfiles/ Find the folder that is named after the profile you used in the previous patch Copy and paste this entire folder into a backup location
If you want to revert back to the previous patch, follow the instructions above and activate your old profile
If you have somehow lost your progress by overwriting savegames and want to restore your old backed up savegames simply copy over your old profile folder into its original location again: /Documents/Larian Studios/Baldur's Gate 3/PlayerProfiles/ Sync back to the patch2 beta branch with the instructions above and load your old savegames
The Panel From Hell 3!
Get ready for an interactive adventure live from Gravensteen castle, Belgium on July 8th at 11am PT!
We’re calling it the first inaugural LarPG. The Panel From Hell 3 - Twitch Plays: A Most Noble Sacrifice will explore some of the changes you can expect to see with Baldur’s Gate 3’s upcoming Patch 5 and you’ll be able to take the reins as you direct our adventuring party through brain teasing puzzles and lethal traps as they quest to retrieve an object of incredible value.
Call the shots, and take the adventure home with you in our first ‘LarPG’. We’re coming to you live from Gravensteen castle… but we can’t guarantee everyone will leave. That’s up to you.
See you on July 8th, 11am PT.
Hotfix #11 Now Live!
Hello Everyone!
Today’s small hot-fix focuses on solving some bugs & crashes getting in the way of your adventures.
Each time you play the game, you help us to find these sorts of issues and your support tickets, Forum and Reddit posts help us narrow down issues, too. Thank you for being with us through Early Access, it means the world to us.
We will be back soon with a larger community update, that goes into some detail about how we process & parse feedback and data we get through talking with you, and the telemetry we have in the game. ‘Til then, sit tight!
Changelist:
Fixed a crash when stepping out of running water
Fixed a rare crash related to animation states
Fixed a crash when party members use jump to follow
Fixed behaviour scripting causing crashes when starting a dialog fails
Fixed thread safety issue in Physx
Hotfix #10 Now Live!
Hello everyone,
We’ve just rolled out a new hotfix for you!
This one goes out to all of you (and us) who have clearly angered the RNG Gods in a former life and been cursed to fail dice rolls at every turn.
We introduced loaded dice in Patch 4 to try to smooth out the extremes of the dice-rolling bell curve. Even with this change, we noticed in your feedback that the RNG wasn't feeling fun for you. We've seen the dice described as being harsh, cursed, rigged and someone said the RNG was downright evil. We want you to have the best experience possible when playing the game and so the changes in today’s hotfix are here to help with your hit chance, if you’re playing with loaded dice.
From now on, loaded dice will only bend RNG in the rolling character's favour. That means you will not be made to miss to make up for a lucky streak of hits. This change also applies to NPC's and enemies, so the effects on the relative challenge of combat should be minimal.
As always, playing with loaded dice is an optional feature that can be toggled on and off in the gameplay settings.
Please keep posting your thoughts about the game on Steam, our Forums, Discord, Reddit, or submit your feedback to us by clicking the Feedback button in the game launcher, so we can monitor how these changes are affecting you.
And thank you for continuing to post your Wildshape screenshots. We love them very much.
Big thanks to @surelyanne for posting the most polite dinner party we’ve ever seen.
Again, thank you for your support during Early Access, we appreciate you being on this journey with us!
Changelist:
RNG:
Disable the failure RNG debt for combat rolls
Stability:
Fixed crash when examining a deactivated entity (like the Bulette disappearing).
Larian Launcher:
Added game pages for D:OS and D:OS2
Added a button for players to verify game files after a crash
Double clicking via LMB on the game selection section (Top left) no longer makes the launcher details disappear.
Update the bottom logo to add interactivity + make it clear it leads to larian.com
Selecting a game using RMB no longer causes the player to be stuck on one game
Added continue button so you can load your most recent save directly from the launcher
Hotfix #9 Now Live!
Hello everyone,
We have just released another hotfix for you!
This hotfix addresses a physics related crash and a crash related to tooltips.
Thank you for your reports on these issues! And please keep posting your Wildshape screenshots, they give us life.