With this hotfix we’ve addressed some of the most common crashing issues, a few dialogue trigger points getting stuck, and an issue with inventory being empty after pickpocketing a party member. And please note if you are experiencing crashes on startup or getting an error message about .pak files when loading savegames, please verify your files.
To access the latest updates to the game, make sure you have opted out of all beta branches on Steam and have your game set to automatically update. This will bring through the most up to date version of the game for you.
Thank you for your reports on these issues. And thank you for all of your screenshots of you sitting around as wolves, badgers, cats and bears, we love to see them!
Fixed certain dialogue trigger checkpoints not working or getting stuck. This was related to being in Wild Shape while triggering dialogues.
Fixed a possible crash when saving.
Fixed a crash related to a VRAM leak.
Fixed a crash related to PhysX materials.
Fixed a crash when viewing tooltips by hovering over combatants while someone joins or leaves the game.
Fixed a rare crash when entering character creation.
Fixed a rare crash when an object falls into a chasm.
Fixed a crash related to incorrect or corrupted game files.
Fixed a crash related to closing containers if too many were opened by pressing escape quickly.
Fixed empty inventory after pickpocketing a party member.
Hotfix #7 Now Live
Hello everyone,
We have just released a hotfix for you!
With this hotfix we’ve addressed a few crashing instances. In particular, a certain overzealous Flaming Sphere should no longer erupt and crash your game, instances of crashing after using the transponder on the ship have been fixed and if a bear eats a fish and then takes the elevator in Druids Grove, this will no longer crash the game.
Thank you for your support tickets, Reddit, Larian Forum, Steam and Discord posts on these issues. We appreciate your support during Early Access!
Changelist:
Fixed crash when the Flaming Sphere erupts after player fails the Ornate Mirror riddle.
Fixed occasional crash during the cinematic that happens after tutorial / using the transponder.
Fixed crash when riding up the elevator in Druid Grove after a bear eats a fish.
Community Update #12 - Nature's Power
It’s been a busy few weeks here at Larian HQ. In between finalizing our transmogrification spells, sourcing cows for experimentation, and training them to sign extensive liability waivers with their hooves, we’ve been hard at work putting the finishing touches on Patch 4.
After much anticipation, today we awoke to the holy noise of bells chiming. It was our QA team in the hallowed Larian belfry, each of them clutching a bell rope in their face-tentacles to ring in the good news: Patch 4 ready to go live!
Before we get into it, a quick shoutout to everyone who helped Divinity: Original Sin 2 reach 100,000 reviews on Steam, where it sits with a 95% positive rating. What better way to celebrate that, than with a hefty patch for Baldur’s Gate 3!
If you watched the Panel From Hell 2 last week, you’ll know that this is our biggest Baldur’s Gate 3 patch yet. Thank you to everyone who tuned in. It was a big success, and that means we can think about doing more. (Alternatively, if you missed the livestream, or just fancy seeing Swen in armour again, you can watch it in full just below):
[previewyoutube="tAr-fvEPgA8;full"] Coming in at a whopping eight pages, Patch 4: Nature’s Power contains a juicy number of fixes, updates, and one particularly major addition: Druids are now a playable class.
You may have spotted us subtly teasing the Druid class in the lead-up to PFH2 with one or two strategically placed references to…cows, as well as vines!. “Will cows be coming to Baldur’s Gate 3?” wondered many a bewildered reader. Well, no. Instead, we would hire a Professional Cow Actor (Stephanie) to appear live on the stream, and through the power of Movie Magic have her use the Wild Shape ability to transform from bovine beauty into an actual Druid.
This is Stephanie the Cow, and she is ready for her close-up.
RIP Stephanie.
Just kidding, she’s fine. Nick on the other hand has grown udders.
With Patch 4: Nature’s Power, Druid characters will be able to use the Wild Shape ability to transform into a variety of different animals, each of which has their own unique abilities. Dire Wolf, Deep Rothe, Aberrant Shape, and Polar Bear forms offer new heavy attack options in combat, while Cat, Raven, Spider, and Badger provide additional strategic and defensive maneuvers – through stealth, flight, web-spinning, and burrowing, respectively.
Like their D&D equivalents, Druids in Baldur's Gate 3 will be able to choose one of two Druid Circle subclasses which impacts interactions in the game: Circle of the Land or Circle of the Moon. The former offers Druids additional perks as a caster, allowing you to pick a specific biome for which you are connected and then grants you additional spells. The latter allows players to boost the combative power of their Wild Shapes and gives you access to the mighty Polar Bear shape.
Druids can speak with their animal kin while in their Wild Shape forms, which provides an alternative to combat encounters via diplomacy. You saw a bit of this in action during the livestream, where we showed a Druid use their Wild Shape ability to transform into a bear and convince a fellow bear to quit blocking a previously impassable entryway. Previously this encounter would have kicked off a combat scenario. Now with the Druid class, players have the option to trigger an adorably non-lethal tête-à-tête.
Loaded dice: toggle for sanity, or disable for purity
Another new feature in this patch is Loaded Dice. The aim here is to smooth out the extremes of the dice-rolling bell curve that might otherwise see players roll a series of unlucky Natural 1s or all-too-lucky D20s in a row. We’ve been considering this for some time, but it’s really a matter of taste and therefore is an optional feature. If you prefer the purity of RNG rolls, those are still available to you. But if you are easily prone to dice-related headaches or if you have angered the algorithm and are now cursed with randomly-generated bad luck, then it's worth a toggle.
Cinematic speak with dead - spooky AND immersive
The Speak with the Dead ability now includes many new corpses to hunker down with for a chat. This means lots of new dialogue and, naturally, new accompanying cinematics. And yes, there is method to our gothic madness. To quote from Swen during the livestream: "If you killed everybody like an idiot and you didn't pay attention to the story and don't know what to do anymore, you can just go talk to their bodies!" Speaking of cinematics, Patch 4 comes with vastly improved lighting and animation and with over 25,000 cinematic nodes throughout Act 1, the game is looking better than ever. Not that we’re done yet. There’s still loads of improvements coming.
Quality of life and user experience tweaks and changes a happier player maketh
A number of quality-of-life changes are included in this patch as well. Targeting allies and enemies will now be easier, and you can do so just by clicking on their portraits - A nice little UI upgrade that means no more blindly clicking your way between characters within the world to find them. Additionally, for those who enjoy playing BG3 with other human beings, you'll now be able to see other players' full Equipment, Spells, Inventory, and Character Sheets. Darker areas of the game have also been improved with a newly dedicated torch button, while a long awaited flee button is now available in the game for easier escapes from combat. Annoy your friends by leaving them to fend for themselves with a tactical retreat!
Sharp-Eye now pees from the “correct approximate bodily area”, which is an example of a quality of life improvement for specifically one NPC, and whoever may be responsible for their laundry.
You can also expect to find stability fixes galore in this update. Here are a few favourites, hot off the patch notes: - Baelan’s wig was removed and he is now correctly bald, as stated in Derryth’s dialogue. - Sharp-Eye now pees from the correct bodily area (previously too high up). - Fixed not being able to shove characters off the skiffs in the Underdark. Happy shoving!
We’ve also been working with Razer to bring Chroma support to the game, including support for Philips Hue bulbs, so you can match your entire abode to Baldur’s Gate 3’s vibe, if you’re so inclined. If you’ve got a Chroma connected laptop or peripheral, you may notice a little extra flair when you launch the game having downloaded Patch 4.
We grow, our patches become smaller.
With so many updates to the game - and many more to come as we continue to build toward launch - it isn't surprising that we've expanded our development team. As announced last week, Larian has opened two new studios in Guildford, England and Kuala Lumpur, Malaysia. That brings us to a total of six studios spanning Belgium, Ireland, Russia, Canada, England, and Malaysia, working together to bring Baldur's Gate 3 to life.
And good news for your computers: In the future you can expect our patches to be smaller in download and install size, regardless of how hefty they may be. The short version is, we've split large pak files into smaller chunks. To put that in Wild Shape terms, our patches will go from chonky badger to svelte feline.
That just about covers today’s major points!
BEHOLD THE HEFT. The appropriate way to read the following patch notes is by putting on an epic soundtrack, pouring yourself a nice glass of Caprisun, and blitzing through like one of those cool robot secretaries from Ghost in the Shell.
New
Added the Druid class, with two unique subclasses - The Circle of the Moon and the Circle of the Land. -Circle of the Moon - Transformation is no problem for most Druids, but those who keep the ways of the moon gain the ability to morph into more powerful combative Wild Shapes - like the Polar Bear. -Circle of the Land - Keepers of the Old Faith, these Druids gain additional power based on the region and what type of geography they’re connected to.
Wild Shape: Embodying nature's adaptability, Druids can assume the shape of a host of distinct and potent creatures using the power of their magic. Oftentimes during Baldur's Gate 3's journey you'll be called upon by your party to destroy opponents. For such occasions, the Druid enlarges, gaining the killing form of a Dire Wolf or, in the case of Druids of the Circle of the Moon, a Polar Bear. Combat could also be affected if the Druid were to transform into a sinuous Spider, entrapping enemies in their sticky webbing. In traversing Faerun, the party may rely on their Druid to scout the surrounding countryside or cityscape as a Cat, from beneath as a Badger, or from the soaring skies as a Raven. Lastly, in truly desperate circumstances, the Druid may decide to embrace the tadpole - implanted in their brain by the Mind Flayers. In doing so, the Druid transforms into the mysterious Aberrant Shape, and reaps the terrible and powerful consequence. -Wild Shapes included: Deep Rothe, Dire Wolf, Badger, Spider, Polar Bear, Raven, Cat & an Aberrant Intellect Devourer form
Druidic Spells being added: -Entangle - Animate vines, weeds and creeping roots to snare and restrain your foes in a specific area. -Flame Blade - Summon a scimitar of flame, shedding bright light around you and swinging it to scorch enemies. -Moonbeam - Create a damaging pillar of radiant moonlight. -Produce Flame - Light dark areas with this flickering flame in your palm, illuminate torches, and immolate patches of flammable liquid. -Shillelagh - When more powerful spells fail the Druid, this Cantrip imbues a melee weapon like a club or staff with glowing energy and makes it hit much harder. -Thorn Whip - This prickly vine lasso cuts your enemies and yanks them closer to you. -Barkskin - The Druid turns their skin, or an ally’s, as hard as the bole of an oak tree. -Destroy Water - Remove damaging fog or hazardous puddles in your path. -Enhance Ability - Give an ally or yourself Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor, Fox’s Cunning or Owl’s Wisdom. -Flaming Sphere - A ball of fire that sticks around, Druid’s can keep this blazing orb rolling into the path of their foes. -Goodberry - These berries grant some healing that can be carried in your inventory or eaten right away. -Heat Metal - Superheating metal can have harmful - or even deadly - effects, especially if an opponent of yours is wearing that metal. -Protection From Poison - This spell neutralises toxins in the blood and also acts as a silver bullet against all known forms of poison. -Spike Growth - Druids can transform nearby terrain into a nest of barbs that slows and damages their foes.
Added reactivity for Druids -Additional paths in multiple dialogues that reflect your druidic training and history. -There are now big additions to the Druids grove, where Druid players can gain additional options and insights into the activities and challenges there. -Gain powerful new magic items and depending on your actions become the Faithwarden. -New reactivity and options for talking to animals while in a Wild shape form.
Rebuilt and refined combat encounters. Druid NPC’s are now true druids; following the same ruleset as the player character. All potential combats within the Druid’s Grove have been rebuilt to reflect the new abilities and spells these NPC’s can use.
[previewyoutube="km_qJ_NHjIo;full"]
Improvements:
Dice rolls are now weighted to avoid streaks of success or failure. This affects attack rolls and saving throws, as well as active rolls within dialogues.
Updated speak with dead cinematic dialogs with VFX and animations.
Added more polish to overall cinematics.
Added a dedicated button that allows party members to escape a combat encounter. To use it, a character needs to be 27m away from the nearest enemy.
Several new custom animations were added for animals during cinematic scenes.
NPCs now react more aggressively when being attacked by summoned creatures.
Added Razer Chroma support.
Improved lighting in several key locations and in specific cutscenes.
Split large pak files into smaller chunks. This will allow future patches to be smaller in download and install size. This does mean that this patch will be a much larger initial download.
Reskinned several interface screens: -Character Tooltips -Main Menu and Profile Menu -Surface and cloud tooltips -Death saving throw -Container UIs -Notifications
Improved performance in the Options UI and restructured it.
Improved pathfinding around other characters.
Gith now have proper Gith weapons.
The Flaming Fist now have a shield with their coat of arms.
Improved navigation around the village windmill.
Added Cross Play through direct connect with Mac version.
Usability:
Made trading and bartering prices clearer, showing both the original value and adjusted trade price in the item tooltips.
Added tooltips to conditions in the combat log.
Players can now disable traps by double-clicking on them if they have a trap disarm toolkit.
Players can now see all other players' inventories in multiplayer.
In combat, your current player character will be outlined in blue if it's not their turn
Added support to drag-and-drop attackable items.
“Show on Map” in the journal will now centre the map on the selected quest marker.
Fixed not being able to correctly see the updated state of Steam Cloud savegames.
Long rest is now applied to all recruited characters, not just current party members.
In multiplayer, made selecting characters with F1 through F4 more intuitive for clients.
Balancing Changes:
Locked Selûne’s fort supply room door. The key can now be found in
Removed bonus action costs from herbs and mushrooms.
Bumped Devil's Sight to 24m to match Superior Darkvision.
Added Searing Smite to Zariel tieflings at level 3.
Stinking Cloud no longer affects items.
Metal doors are no longer vulnerable to slashing damage.
You can now apply multiple Hunter’s Marks to targets.
Damage against resistance now deals a minimum of 1.
Hellish Rebuke can no longer be blocked by terrain.
Allowed Dash to double stack.
Level 2 Jump no longer costs a level 2 spell slot.
Removed cooldown from Dash and Disengage.
Witch Bolt now electrifies any surfaces the target is standing in.
Devil Sight now grants immunity to the Blinded condition from darkness,
Can no longer use Armour of Shadows with armour equipped,
Players can no longer summon a companion or a familiar on top of another character,
Sunwalker's Gift now gifts Darkvision,
Arcane Ward now gives 2 times wizard level + intelligence modifier temp HP.
Hook Horror can now be silenced.
Improved Harpy flight and casting.
Sazza is now tougher.
Ogres can now target enemies on the wall with their javelin.
Using nautiloid restoration item now uses an action point.
Colossus Slayer now properly only triggers when target is not at full health.
Level 2 Charm Person is now an AOE spell that targets up to 2 creatures.
Fire surface created by fallen chandelier now disappears after a while.
Mindflayer's Enthrall is now bound by concentration.
Imps and Quasit now have Darkvision
Increased Phase Spider Queen weight (to large creature)
Improved consistency of all Phase Spider bites.
Imps drop light crossbows instead of heavy ones.
Created specific treasure for the Bulette.
Decreased amount of water around Wood Woads, moved NPCs behind the tree, and reduced mud surfaces.
Reduce weight of Scale Mail
Stability:
Fixed a crash related to sound events.
Fixed a crash when reloading several times in a row after autosaving.
Fixed a crash related to a long rest getting interrupted.
Fixed a rare crash when triggering a follower jump shortly after adding a summon.
Fixed a crash related to AI logic not having enemy targets to select from.
Fixed a crash when saving in between requesting a roll and it completing.
Fixed a crash related to saving right after a summon killed a character.
Fixed a crash when killing multiple entities in the same frame.
Fixed a crash in multiplayer when trying to access a character that's being destroyed.
Fixed a crash when having a dismissed/dead familiar in the Examine panel.
Fixed a crash when a summon kills Gale.
Fixed a crash when loading a game while triggering traps.
Fixed a crash when clicking on “Personal Gold Carried”.
Fixed a crash when swapping characters during dialogue.
Fixed a crash on closing the inventory with context menu still open.
Fixed a crash when a party member leaves the party while the player is still dragging their portrait.
Fixed a crash when swapping to another party member after giving Mayrina away to Auntie Ethel.
Fixed a crash related to joining surfaces.
Fixed a rare crash in multiplayer when loading into the tutorial.
Fixed a rare crash when players would initiate resting at camp.
Fixed a crash related to multiplayer and multiple summons.
Fixed a crash related to projectiles and movable objects.
Fixes:
Fixed several issues with (incorrectly) targeting invisible characters.
Fixed projectiles not hitting invisible characters.
Fixed spell casting requirements not always being checked when casting a spell from an item.
It’s now possible to self-cast spells when invisible.
Fixed equipment colours changing when invisibility ends.
Fixed not being able to take all equipment from corpses.
Fixed not being able to drag items from a corpse into the world.
Fixed picking up items from containers not breaking invisibility.
Fixed being able to see sneaking circle when a target is invisible.
Fixed invisible characters not being capable of detecting sneaking characters.
Fixed passives from previous levels disappearing from hotbar on level up.
Fixed summons incorrectly receiving XP and levelling up in the background.
Fixed summons sometimes blocking short rest.
Fixed summons being able to initiate and participate in certain dialogues.
Fixed approval rating incorrectly appearing for your main player avatar.
Fixed sometimes getting stuck in long rest in multiplayer.
Fixed followers sometimes jumping on moving platforms and missing jumps.
During combat, downed characters now skip their turns at the front of the group.
Fixed some characters automatically opening doors that aren't on their path.
Fixed Undead Guardians moving when it's not their turn.
Fixed characters standing too far away after melee attacks, so that their attacks of opportunity would not trigger.
Fixed some thrown objects not doing any damage.
Fixed a camera sharing view problem when levelling up a party member at the wrong time, causing the screen to flicker.
Fixed some enemies not being properly surprised when attacking from stealth.
Fixed combat not ending when only invisible enemies remain.
Fixed slow combat AI when using spells next to groups of exploding items.
Fixed combat being stuck when the player tries to run away from the bulette while being in a prone state.
Fixed several text issues with tooltips.
Fixed misleading calculations in combat log for skill checks.
Fixed spells and action tooltips in the combat log.
Fixed several translated strings being cut off.
Fixed an issue that caused "Can't Reach Destination" error messages at valid positions.
Fixed force attack (using CTRL and hovering over targets) getting lower priority than most other actions.
When pathfinding,characters will no longer check for dangerous surfaces on different floors.
Color changing in character creation no longer reloads the entire model.
Fixed Warlock and Ranger level up passives selection issue.
Fixed swapping control of characters during combat resulting in followers being unable to end their turn.
Fixed characters standing on top of nearby objects when standing too close to them after loading
Fixed not being able to progress when the player denounces Kagha. Nettie will now remain in her default state correctly.
Added crime behaviors for Myconids.
Fixed several item names.
Fixed javelin attack roll type.
Player characters controlled by AI will no longer use dip spell.
Frog can now use Reflective Mucous more than once.
Frog won't use Reflective Mucous when buff is already active.
Raiding Party Gloves trigger on damage now (not attack).
Rally no longer targets the caster.
False Life no longer affects nearby characters.
Can no longer cast Speak with Dead in combat.
Hold Person is now considered a hostile spell.
Fixed Thunderwave scroll.
Fixed some classes' missing weapon proficiencies.
Fixed Weapon Master feat missing some weapon proficiencies.
Removed Detect Thoughts from Magic Initiate: Warlock spell list.
Fixed Raven's beak attack icon
Made gas pits in the Dank Crypt invulnerable.
Blast mine in the Chapel can no longer be moved.
Spiders will no longer regard web surfaces as difficult terrain.
Added Selûne's Seal status icon.
Sitting status now has an icon.
Fixed Crippling Pinch spell description and icon.
Added Bugbear Assassin sneaking icon.
Fixed combat fallback dialogue; spiders no longer "roar".
Mud Mephits no longer perform ranged attacks of opportunity.
Wood Woads properly heal from twisted vine surfaces.
Fixed Wood Woad mace visuals
Addled Frog will no longer hurt itself jumping.
NPCs can no longer cast Smash and Slash more than once per fight.
Fixed not being able to see in the dark on certain characters when using the Darkvision spell.
Fixed an issue with NPCs not being able to pass through certain doors.
Fixed characters sleeping right next to their beds on the floor.
Fixed surfaces not updating correctly during turn ticks, causing issues like NPCs not taking fire damage in certain cases.
Fixed characters getting stuck in the prone condition when shoved off objects in Force Turn-Based mode.
Fixed being stuck in Force Turn-Based mode after saving Benryn.
Force Turn-Based mode is cancelled when entering long rest and is now blocked during rest.
Spell containers now also get greyed out on the hotbar when all spells within are unavailable.
Fixed an issue with poor character members. Trading when having 0 gold now behaves correctly when pressing the balance gold button.
Fixed Life Cleric's Bless only affecting 3 characters instead of 4 when upcast at spell level 2.
Chill Touch now properly applies Disadvantage.
Fixed Mage Armour stacking with shield.
Fixed Level 2 Ensnaring Strike not dealing damage.
Magic Initiate spells now use correct modifier to calculate saving throw difficulty check
Fixed several nodes in camp related to Astarion’s reactions to events.
Updated text of Halsin's Shadowcursed research journal to remove references to killing Isobel.
Volo now reacts correctly when you save him.
Added and updated several crime reactionary behaviors.
Fixed several looping dialogues and incorrect greeting nodes.
Fixed several timing issues with Lae’zel’s recruitment dialogue.
Fixed glowing bulbs not having a destruction effect.
Added glowing effect to certain potions and flasks.
Sharp-Eye now pees from the correct bodily area (previously too high up).
Added more destruction VFX to several items.
Fixed a flickering issue with Gale’s aura when he dies.
Updated blood, water, oil and ooze footsteps visuals to better match each other.
Fixed positioning of the temporary hit point gauge.
Fixed incorrect number of movement points in the hotbar tooltip.
Fixed recurring Inspiration Point notifications when recruiting a new character or summoning a familiar.
Fixed visibility of dead characters in some UI panels.
Fixed an issue where you could not swap characters during trade after selecting a dead party member.
Fixed an issue with the target UI when cancelling a ranged attack
Fixed misaligned icons when dragging them.
Fixed incorrect selection when creating a new profile.
Fixed being able to permanently remove common actions from the hotbar.
Fixed a misalignment issue with the inventory background in multiplayer.
Fixed being able to open multiple spell level selection windows and not being able to close them.
Fixed level 2 spells not greying out when there are no available level 2 slots.
Fixed temporary HP being reset after loading.
Fixed lockpick progress bar not disappearing when the action is cancelled.
Fixed UI panels getting stuck when rapidly switching between them.
Fixed Strength requirement not being checked when equipping items or moving them to characters' inventories.
Fixed solo characters not having access to the Sort button in the inventory.
Fixed cut-off text in the "Current Game" details in the main menu.
Fixed Pickpocket text action displaying debug text.
Fixed Party level filter incorrectly going up to 25+ in the lobby.
Fixed being able to make save game files with illegal characters.
Fixed Armour Class stat going to 0 when previewing items.
Fixed bonuses to skills not appearing correctly in the character sheet.
Fixed bonuses not being updated when dragging items between characters.
Fixed sometimes getting a second confirmation box that asks if you want to go to bed in camp.
Fixed an issue where swapping players would disable all End Turn buttons when only having a summon in the turn order bar.
Fixed “Us” not having its Claw attack in the hotbar.
Fixed goblin kids not reacting to shoving the dead adventurer's corpse.
Fixed not being able to steal the antidote after Nettie poisons you.
Fixed Nettie being hostile after the player saved the grove.
Stealing the owlbear egg now results in the mother owlbear being killed by goblins.
Fixed Brynna and Andrick disappearing immediately upon dismissing and attacking them through Force Turn-Based mode.
Fixed several issues with Abdirak trying to start the penance scene.
Fixed Nymessa and Damays not responding in the event that Laezel dies while caged.
Fixed minor flow issues with Lae’zel’s recruitment dialogue.
Goblins at the goblin checkpoint now become hostile if the festivities area goes hostile.
Fixed an issue with returning from camp to difficult to reach locations, sometimes resulting in full party death.
Fixed being able to interrogate Fezzerk when he’s dead.
Fixed not being able to give Gale magic items while he's in camp.
Fixed being able to summon many Connors (undead from Second Marriage wand).
Fixed savegames at the start of the Zhent hideout causing the hideout characters to be aggressive to the player.
The masks no longer attack the player if the Hag is already dead.
Fixed the moon puzzle half moon symbols sometimes flipping as they rotate.
Fixed NPC reactions to killing Brem and other Zhent.
Fixed Gale no longer being recruitable after an initial refusal.
The hag’s masked victims now die if you remove their masks while they are still alive.
Fixed Ethel not starting combat if the player skips past her to her initial ambush range.
Fixed being able to shove Magro, leaving her head hanging in the air.
Fixed breaking the Bitter Divorce quest not updating the journal
Prevented Auntie Ethel from appearing in her lair if she's already dead.
Updated several outdated journal entries.
Fixed Sazza being reported as killed while she is still alive, after shoving the goblins into the spider pit.
Fixed an issue where the Myconid Circle would immediately turn hostile to players upon seeing Glut.
Fixed Lae'zel being hostile against the player even after choosing to attack the tieflings.
Improvements on Speak With Dead sounds to support new VFXs.
Fixed a bug that caused overhead dialogue to loop endlessly.
In multiplayer, you now don't hear other player sounds of leveling up or gaining personal XP.
Master volume now controls the volume of CGI videos as well.
New music track plays while resting in the camp.
Wood Woad should now creak and groan like a good sapling.
More sound objects for cinematics for a better 3D audio experience.
Fixed item drag-and-drop sounds being played in movement preview.
Fixed equip and unequip UI sounds from NPCs being heard.
Added missing sound events for certain containers.
Fixed sounds not playing correctly when picking up items similar to other items already in your inventory.
Fixed certain destruction sounds not playing correctly.
Camp music will now play correctly after loading a game and going straight to camp.
Fixed placement of several smaller sceneries and items to reduce pathfinding issues.
Fixed physics issues on village house roofs.
Baelan’s wig was removed, and he is now correctly bald, as stated in Derryth’s dialogue.
Fixed circlets not fitting correctly on Githyanki heads.
Added new icons and updated several existing ones for statuses, spells and tooltips.
Fixed some portraits of NPC’s not being centered correctly.
Fixed not being able to shove characters off the skiffs in the Underdark. Happy shoving!
Fixed several instances of helmet hair (hair disappearing in spots it should not, when equipping helmets on specific characters).
Fixed an issue with fire bowls not falling down after shooting the hinge.
Fixed missing tails on cambions.
Made it harder to accidentally jump off the ship in Avernus.
Added correct dog collar model.
Fixed several minor clipping issues.
Fixed a few item destruction models.
Pre-Patch Announcement
Hello everyone!
It sounds crazy, but we haven’t spoken since last year! My, how you’ve grown. Let’s hope this year will bring brighter cheer. You might have noticed the Larian Twitter handle mentions Patch 4 brewing, and it’s been that way since the launch of Patch 3. It’s taken a while, but we’re finally ready to talk about it… soon.
Patch 4 is right around the corner. We can’t be more specific than that at the moment, but look, today we announced the Panel From Hell 2! Mark your calendars, on February 17th at 10am PT we’re going back to Hell.
Following the success of last year’s live streamed event, the Panel from Hell is making its chaotic return. Featuring Principal Rules Designer of Dungeons & Dragons Jeremy Crawford, Creative Director Swen Vincke and guests Nick Pechenin, David Walgrave and more, next week’s stream promises to reveal a heaving assembly of news and updates for Baldur’s Gate 3 – including the biggest patch note ever forged in the fiery pits of Larian.
Panel from Hell 2 will also unveil the ways Larian is meeting the challenge of BG3, along with a peek at newly improved cinematics, Tieflings, spells and cows, oh my! And wrapping up the show, we'll be live streaming the latest content from Baldur's Gate 3's biggest update yet.
As for the patch itself, this amount of changes is invariably going to invalidate previous saves. That means saves prior to Patch 4’s release will not be compatible with Patch 4.
That said, we’re again branching out with the same solution as before. If you’re already accustomed to this as a hardened Patch 3 veteran, then simply follow the same steps as before and skip the text at the bottom of this post, because it’s not new text and it’s quite long.
Hopefully, once you’ve tuned into the Panel From Hell 2 you’ll have better clarity on what’s inside, but also a new yearning to re-roll. Hmmmmmmm!
How to keep playing on Patch 3:
The secondary branch will be the previous version, but the primary branch (default download) will be the latest version. To access the secondary branch, do the following:
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 patch3
Close the properties menu
If you do the above steps, you are all set to continue your current playthrough.
If you are unsure whether you want to update to the new patch, we recommend disabling automatic updates now, so that you have the choice to manually update to the new patch or opt-in to the secondary branch once the patch arrives. To disable automatic updates follow the below steps:
Right click on the game in your Steam library
Select properties
Click the Updates tab
Select "only update the game when I launch it" in the drop down menu
You can already move to the beta branch now, if you’d like to protect your save file and continue on the current version. Note: 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 updating 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
We know that having to switch branches may be annoying, but this is part of early access. All the feedback we’ve been gathering from your adventures and posts will go right into these patches, so next time you play it’ll feel like an experience you’ve helped to create.
Note: Branching unfortunately won’t be available on Stadia for the moment.
PANEL FROM HELL 2
Mark your calendars*, on February 17th at 10am PT we’re going back to Hell.
Following the success of last year’s live streamed event, the Panel from Hell is making its chaotic return. Featuring Principal Rules Designer of Dungeons & Dragons Jeremy Crawford, Creative Director Swen Vincke and guests Nick Pechenin, David Walgrave and more, next week’s stream promises to reveal a heaving assembly of news and updates for Baldur’s Gate 3 – including the biggest patch note ever forged in the fiery pits of Larian.
Panel from Hell 2 will also unveil the ways Larian is meeting the challenge of BG3, along with a peek at newly improved cinematics, Tieflings, spells and cows, oh my! And wrapping up the show, we'll be live streaming the latest content from Baldur's Gate 3's biggest update yet.
*An object of the pre-lockdown era, when the passage of time still had meaning and wasn’t simply the amorphous period between Netflix binges.
Hotfix #6 Now Live!
Hello everyone,
We have just released another hotfix for you!
The game camera is no longer obsessed with showing you the ceiling all the time! We've also fixed some issues with pathfinding and issues with the Larian Launcher.
Thank you for your support tickets, Reddit, Larian Forum and Steam posts on these issues! We appreciate your support during Early Access so much!
Changelist:
Fixed several issues related to ceilings and walls being visible incorrectly
Fixed pathfinding issues that were introduced recently
Fixed the launcher not starting up correctly anymore on specific hardware configurations
Hotfix #5 Now Live!
Hello everyone,
We have just released a hotfix for you!
With this hotfix we've addressed the issue with scrolling in your inventory, so you won't have to worry about not being able to see all your sweet, sweet loot. We've also fixed a crash related to re-arranging party members and a crash related to objects fading in and out.
Thank you for getting in touch with us about these issues! We appreciate you being with us on our journey through Early Access!
Changelist:
fixed a crash related to objects fading in and out
fixed a crash related to re-arranging party members
fixed not being able to scroll in an inventory with a lot of items
Community Update 11 - Inspiration, Freedom & Pacifism
Hello everyone!
How are you? It’s been a little while. We’ve been very busy both reading feedback since launch, and implementing some pretty major tweaks & changes that represent your ideas. Today’s patch, which we’re calling ‘Inspiration, Freedom & Pacifism’ for reasons you’ll soon find out, is perhaps the first time you’ll see a lot of major changes to design and gameplay, inspired by your feedback and discussion.
Last week, we announced the fact that this patch would render prior save games incompatible once the update is applied, and you can read more on that here. There’s time both before and after the patch rolls out to set yourself up to continue your adventures on Patch 2, rather than today’s Patch 3.
For why all the hullabaloo you ask? Eagle-eyed readers may have spotted Swen’s chat with IGN where he openly reflected on a lot of the feedback from players since the release, October 6th. (Doesn’t it feel like such a long time ago?). That interview was conducted very much in the midst of the aforementioned design changes we’re going to talk about today. Fresh on the mind then, and fresh into the game today. Delicious!
What’s in Patch 3? Let’s get stuck in. Today we’re going to offer a Neat Factoid for every topic below. At the end there will be a quiz*, so make sure you don’t miss anything.
The road less travelled is now rewarding... Our games have always been about rewarding creativity and exploration, but some people were disappointed with the lack of experience rewards for pacifism, and creative solutions that utilize the road less travelled. Patch 3 introduces rewards for avoiding combat situations, whether in dialogue or through exploration and environmental puzzle solving. Now, all you pacifists will be able to carve out a journey more true to your character’s identity. Or, it’ll just offer more options for specific circumstances.
Neat Factoid:56% of players avoided combat with the Goblin Rooftop Ambush. Now those players will be properly rewarded without needing to kill the Goblins anyway.
Companions will now feel more… companionable On the topic of behaviour, we’ve certainly noticed your companions were perhaps a little negative at times. We’ve taken steps to move away from frequent nitpicking, so that they’ll start focusing more on the bigger picture. Companions will now be more tolerant. Not nitpicking about every single little thing they don't like but rather focusing on the things they do like while still maintaining their personality and having strong beliefs about certain things. In short, they’ll feel a little more like companions.
Neat Factoid:For all 204k of players who let Astarion chow down, you won't have to deal with SH's approval dropping in what should be a private moment between the two of you.
Dialog skill checks will be less likely to ‘lock you out of content’ Dialogues with particularly harsh or dramatic skill checks have been rebalanced - instead of failing an entire situation based on one difficult roll, you'll have a higher chance of succeeding the roll. This is to stop dice from locking you out of content unless the situation really merits it. Ultimately, however, you’ll still have to flow with the will of the dice.
Neat Factoid:A little over half of all players who use Speak with Animals on the Owlbear still fail the overall encounter. These success numbers only vary by about 5% for those without Speak with Animals. We've tweaked the DC here to reward investing parts of your character in animal handling.
No more micromanaging party jumping Micromanaging gymnastics probably wasn’t something you thought you’d be doing in the Forgotten Realms, so now when you jump across a gap, for example, your party will automatically jump across it to follow you. Hooray!
Neat Factoid:Just over 200k players jumped the crossing to speak to a wayward and injured tiefling near the busy rapids of the river. No doubt making that jump alone. Now your companions will join you automatically.
More adventuring, and less resting You now get 2 short rests after your long rest. Previously, you only had a single short rest. That’s twice the rest, for the same price! This means you have more uninterrupted adventures, and all the perks of resting.
Neat Factoid:2 is exactly double the value of 1.
Rebalanced cantrips & fewer surfaces This was a wildly popular community request. Spells that cost finite resources to cast will now feel much more impactful, as cantrips are now less impactful than ‘true’ spells. This’ll make the management a lot more meaningful, and the ‘true’ spells a lot more rewarding to use. What’s more, we’ve made changes to surfaces, reducing them dramatically to avoid accidents as well as to address other feedback about how combat felt to the community. Fire Bolt, Ray of Frost and Acid Splash no longer create surfaces on impact. Fire Bolt still ignites flammable surfaces, and Ray of Frost still freezes water and blood puddles.
Neat Factoid: In the last week, players died 78,293 times by fire. Making up 28.6% of player death. Perhaps this will change as we expect surfaces to be a little less common now that cantrips are changing
UI improvements including spells & inspiration points Inspiration points are now visible in the UI, so you can actually use them!
You’re now able to select upcasted versions of spells via a separate widget to declutter the hotbar UI, see today’s update video for how that looks. DnD allows a caster to cast the same spell at different ‘levels’, costing different resources and generally producing a stronger effect.
Previously, each level at which a spell could be cast had a separate icon. After a while, this led to tons of icons cluttering up the hotbar and players having to tediously rearrange it on level up. Now all the variations are neatly packed into a fly-out menu inside the single icon per spell.
Neat Factoid:770k of you rescued the Fishermen Thralls in the crash site. Now, you'll clearly see that this also results in you gaining an inspiration point
Cross-save is finally here! And it’s finally activated! Something we’re working very hard on in the background at Larian HQ(s) is our own infrastructure for different services that allow you more freedom in how you play (see, freedom, it’s in the title!) The launcher - which we do not yet have an official name for - is to you just a simple UI layer when you start the game, but behind this are a bunch of people at Larian working on things like today’s cross-save functionality.
It was partially functional between Steam and GoG but we didn’t really want to talk about it widely until we had it working across all platforms we’re currently released on. Now, your Larian account facilitates cross-save via the omnipresent ‘cloud’ the world is always talking about. The best thing is that we’re the ones running this cross-save service, so we’re totally in control of it. This means you’re able to share your saves across Steam, Stadia, Mac, and GoG. If you’re online, your save file will automatically upload to the cloud once it’s created, including all autosaves as you play. In an airport lounge on a laptop? Connect to Google Stadia and continue your adventure, for example. On your MacBook for work? Well… let’s briefly talk about that.
Baldur’s Gate 3 was heavily featured in Apple’s November 10 event. In this event, Apple announced a truly revolutionary new chip: the Apple M1. It’s early days for Baldur’s Gate 3 on the Apple M1 architecture, but native support for M1 is right around the corner. As of today, both Divinity: Original Sin 2 and Baldur’s Gate 3 run on the new range of Macs, but they currently run via Rosetta 2, which doesn’t really make use of the exciting features M1 enables.
Practically, what this means is that you can now play Baldur’s Gate 3 across the whole suite of Apple’s new hardware. Before, you would never have been able to play BG3 on a MacBook Air, and it would have struggled on a MacBook Pro, but even running via Rosetta 2 we’ve been toying around playing Baldur’s Gate 3 on the ‘high’ setting with very little noise, which we think is super cool because it means your experience - when combined with cross-save - is now a highly portable one, ready for when the world starts to behave itself.
If you're lucky enough to have one of Apple’s new Macs, give it a shot today and tell us what you think. Be aware that our friends at Elverils are working hard on M1 native support, which will really make the hardware shine (and the game with it), but this is just the first step in what looks to be a pretty interesting journey into the future of AAA games on ARM architecture.
[previewyoutube="GLYoJdMQmGc;full"]
That just about covers today’s major points of focus! Of course, Patch 3 comes with a whole host of bug fixes. Want them? Have them:
Improvements
Improved character follower movement.
Added an option to hide your helmet in the equipment screen.
Added trajectory preview for force application when using spells.
All characters now correctly stop running when forced turn-based mode is activated.
Companions will now jump to follow the main player character.
Fixed and re-enabled Larian Cross Save between all platforms.
Assorted tweaks to companion approval ratings.
The Combat AI now accounts for falling from jumps.
Changed AI behaviour archetypes for the Boar, Intellect Devourer, and Tiny Spider.
Combat music no longer ends when a character joins combat.
Audio configuration now updates on selection of an option.
In multiplayer, other clients can now hear the dice roll events of a player in dialog.
Decluttered the hotbar UI by allowing selection of upcasted versions of spells with a separate widget.
Improved look of toggle-able Passives that can be added to the hotbar.
Improved some skill tooltips in Character Creation.
Added a tutorial for Inspiration points.
Cinematics: Adjusted emotions and lookats in certain areas.
Cinematics: Camera tweaks and lighting improvements in certain areas.
Cinematics: A large pass of improvements on emotions and attitudes.
Cinematics: Improved fade timings.
Cinematics: Improved blending between poses.
Any dialog associated with a mask will play before equipping it instead of after.
Jumping down a hole now teleports any following characters as well.
Overhauled the sheath/unsheath weapon logic for more consistent behaviour.
Experience is now awarded for avoiding combat and completing smaller side quests.
Added a new sound for rolling initiative in combat.
Balancing Changes
Fire Bolt, Ray of Frost and Acid Splash no longer create surfaces on impact. Fire Bolt still ignites flammable surfaces, and Ray of Frost still freezes water and blood puddles. Fire Bolt's damage has been adjusted accordingly
Tweaked default ability distribution for Clerics and Rogues. Clerics start with more DEX to take advantage of medium armor; Rogues start with more INT to open them up for Arcane Trickster archetype.
It is no longer possible to perform infinite actions by moving in and out of a White Spore Cloud in a single turn; the status from a White Spore Cloud should now persist until the end of a character's turn.
Toned down camera shakes for spell prepare effects.
The Shatter spell now works properly with Sculpt Spells.
Melee Sneak Attack now requires a finesse weapon.
Invoke Duplicity now only works properly if the attacker is within 3m of the summon.
Surprised statuses can no longer stack.
Increased price of drow armor to 800 gp.
Allowed effects of multiple Hex spells to stack on the same character.
You can now use Dash while staying hidden (sneaking).
The party can now take 2 short rests per long rest.
The default action on a container's tooltips is now 'Open' instead of 'Pick up'.
Rebalanced difficulty of dialog skill checks.
Changed the melee skeleton's ability from Cleave to Slash to make it consistent with his weapon.
Fixed NPCs not reacting to Hunter's Mark as a hostile action.
Tweaked the AI archetypes of Goblins.
Performance and Stability
Fixed not being able to load some saved games.
Reduced long save times - better thread planning for 4-core CPUs.
Improved stability of the Vulkan version.
Fixed a random crash when removing a character that has followers.
Fixed a random crash when switching weapon set while dual wielding.
Fixed a crash when deleting a lot of saved games
Fixed a crash when lock-picking a heavy chest.
Fixed a random crash on passive roll fail.
Fixed a crash that can occur when items fall on top of each other.
Fixed a crash while loading, related to being in a jump state
Fixed a crash when looting several imp bodies in a sideroom in the tutorial.
Fixes
Resolved a multitude of cinematic staging issues.
Fixed incorrect flow in some dialogues.
Characters can now walk to positions even if blocked by an invisible object.
Automatic pathfinding has been fixed for a few specific items.
A weapon that can't be dual wielded will now automatically be equipped by double-clicking on it.
All Passives should now display on the Character Sheet.
In combat, the chance-to-hit preview should now be correct — even if your character still needs to move.
AI melee archetypes now properly calculate damage done to allies and neutral characters. This should reduce unnecessary friendly fire when characters use any area-of-effect attacks or abilities.
Incantation sounds have been restored to some spells.
Summoned guards will now patrol an area before leaving it.
Some dialogs got stuck after being prompted with a Persuasion check roll - these have been fixed.
You can no longer switch weapon sets when casting a spell or moving to cast a spell.
After loading a saved game, quest markers should now correctly disappear when objectives change.
Added input delay to prevent spamming through roll states.
Fixed a desync issue where client characters would move back to their previous positions after a jump.
Journal notifications should no longer get stuck on the screen.
Fixed a bug where visuals wouldn't show up in the Examine window.
Fixed a bug where the player profile would not be created correctly when using specific characters in the profile name.
Profile switching now carries over any changes made to sound settings.
Fixed animation issues when applying statuses to NPCs in forced turn-based mode.
Doors that have been opened now look like they're open.
Scroll of Invisibility now costs the same as scrolls of other 2nd-level spells.
Armor of Agathys now correctly deals 10 cold damage when using a 2nd-level spell slot.
The Life Domain Cleric's version of Cure wounds now heals for 2d8 HP when using a 2nd-level spell slot.
Great Weapon Fighting no longer triggers on ranged weapon attacks.
When wielded two-handed, the quarterstaff now does 1d8 base damage instead of 1d6.
Dissonant Whispers now shows the correct damage values at 2nd-level.
The Mother's Loathing potion now lasts until rest (as stated in the tooltip).
Some broken healing potions no longer display as Superior versions.
When loading a game saved during turn-based mode (on an NPC's turn), characters now have all of their equipment properly equipped.
Characters will now take fall damage when hit by an Eldritch Blast with the Repelling Blast passive feature.
Faithbreaker's weapon action (Absolute Power) now correctly triggers a pushback.
No more UI overlap when 4 players recruit Lae'zel and Us in the tutorial.
Removed trade & attack buttons from Lae'zel's recruitment.
When recruiting Lae'zel, you can no longer gain double XP.
Harpies should now be able to reach more spots in combat.
Journal entry is now correct when players leave without fighting the harpies.
In the Thayan Cellar, skeletons now destroy their caskets when spawning.
Music should now play and transition more cleanly in the goblin camp.
Minthara no longer vanishes after asking certain questions.
The moon puzzle no longer flips the moons after rotating adjacent disks in succession.
The stats of the companion bear no longer have ten times the intended weight.
The dialogue with Ethel and Mayrina's brothers no longer ends early if you side with no one.
Fixed a bug preventing you from picking up the letter to Kagha.
Removed an incorrect music trigger in the swamp.
Lae'zel no longer refuses to speak after the encounter with the Githyanki at the bridge.
When entering the aura of a Sussur Bloom, spells are now correctly disabled in the hotbar.
More general quest fixes and flag check improvements to make the story experience smoother.
Flags fixed in Kagha's denouncement scene to prevent nearly-identical nodes from repeating.
Fixed a custom crime flag when clicking the goblins' beer tub to make sure the right dialogue appears.
Fixed quest-giving and journal flags in the Zhent's shipment situation.
Ensured Arabella dies when she's meant to.
Flow-blocker fixed in Anders' dialogue - it now correctly checks the right flags.
The Thayan undead now has idle behavior.
Flags added to add reactivity to Shadowheart's part of the Arabella court scene.
Edits to Lae'zel's recruitment flags in the plains to better account for the flow leading up to it.
*there won’t be a quiz.
Updated Pre-patch Announcement
Hello everyone!
Patch 3 (which hasn’t been named yet) is just around the corner, and with it comes the first changes that affect story. Unfortunately, this means Patch 3 will introduce the first save incompatibility, transitioning to the new version.
Fret not, however! Each patch will come alongside a secondary branch which will allow you to continue playing the previous version with your existing savegames, until you decide you’re ready to play on the latest version. Maybe you’d like to wait for a few patches to pass, for example, before you re-roll. Totally up to you!
It’ll work like this:
The secondary branch will be the previous version, but the primary branch (default download) will be the latest version. To access the secondary branch, do the following:
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 patch2
Close the properties menu
If you do the above steps, you are all set to continue your current playthrough.
If you are unsure whether you want to update to the new patch, we recommend disabling automatic updates now, so that you have the choice to manually update to the new patch or opt-in to the secondary branch once the patch arrives. To disable automatic updates follow the below steps:
Right click on the game in your Steam library
Select properties
Click the Updates tab
Select "only update the game when I launch it" in the drop down menu
You can already move to the beta branch now, if you’d like to protect your save file and continue on the current version. Note: 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 updating 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
We know that having to switch branches may be annoying, but this is part of early access. All the feedback we’ve been gathering from your adventures and posts will go right into these patches, so next time you play it’ll feel like an experience you’ve helped to create.
Note: Branching unfortunately won’t be available on Stadia for the moment.
Hotfix #4 - 4.1.85.5707 (PC) 4.1.85.6028 (Mac)
Adventurers! We have just released a hotfix for you.
This hotfix addresses Windows 7 start up issues, the most common DX11 crash and a possible crash when using a Revivify scroll.
Thank you so much to everyone who has submitted feedback so far in Early Access, we appreciate you taking the time to let us know about your experience so far!