Since launching last month, a lot of tweaks and updates can already be seen in Baldur's Gate 3. Over the past few weeks we've chased down bugs, polished up some cinematics, and used your feedback to help organize our thoughts and inform our plans going forward. The first major patch just launched, solving over 1000 bugs to hopefully make Baldur’s Gate 3 an even better experience. But it was still a patch designed primarily to squash bugs.
We want to go further than that. We now find ourselves at a time where we’re able to properly sit down and consider how to parse feedback beyond bug fixing and UX tweaks. Patch 2 is just around the corner, and while it does include bug fixes, it also includes substantial performance improvements for the first time since launch. Perhaps more notably, we’re adding better closure to the story’s final act in the form of a more fleshed-out ending for Karlach - something many of you have been asking for.
Before we get ahead of ourselves, let’s take a moment to focus on a conversation some of you have been having in the background. Many of the points that come out of this conversation are being funneled into the umbrella term of ‘cut content’, so we thought it would be helpful to give you some clarity about that as we think about the future of Baldur’s Gate 3.
We went through many different threads and reviews with our community teams, and we think we’ve managed to truncate the discussion about cut content and Act 3 into three topics: Performance, Bugs, and User Experience.
Performance. The city of Baldur’s Gate itself is ambitious. Technically, narratively, and in scope. One of the biggest issues with creating games is that technology is always trying to keep up with your ambition, and here we’ve been hit pretty hard by some setbacks. We know that Act 3’s performance isn’t as good as the first two acts, but the good news is that Patch 2 is bringing major performance improvements to the entire game, but more specifically to Act 3 where you’ll feel it the most. We’ll also be working throughout September to improve performance in Act 3 further with new technology that’s been taking a bit longer to release than we expected.
Bugs. We’ve seen your reports about Act 3, and we are as frustrated as you are by bugs spoiling the experience. So we’re dedicated to solving these quickly. And as you’ve noticed by our Hotfix and Patch rollout, we’re getting pretty fast.
Our approach is that whenever blockers pop up, we either release a hotfix if a patch is not imminent or include the fix as part of a patch if the patch is imminent. With Patch 1, your experience should already be a lot better, with most big issues solved by at least a workaround.
Patch 2 looks to further eliminate some of the more major issues, including those found in Act 3. Some things that are currently being associated with ‘cut content’ are actually things like companion reactions to events in the world that didn’t trigger. These are being solved. Where there seem to be loose ends, we’re tying them up.
User Experience. UX covers a lot of things: from how it feels to play the game, to how you feel when you’re playing it. Baldur’s Gate 3 is a game 3 years in Early Access and 6 years in the making. Many of the ‘building blocks’ or ideas, tests, or however you want to refer to the junk data that falls outside of what we shipped with, can and is being datamined.That’s okay, but it’s important to understand that not every building block in the giant box of Lego is needed to create the experience we ultimately envisioned and intended over years of iteration.
We’ve seen three types of complaints that are being referred to as cut content:
The first references content that actually doesn’t properly trigger because of a bug, for instance some of Minthara’s reactivity. We’ve located what’s causing that and are working on it - expect a fix for this soon.
The second is about the epilogue. What’s been datamined is not really cut content but content that we didn’t want to release because we didn’t think it worked. We’re pretty strict with ourselves and our ideas. If it isn’t good - if it isn’t fun to play - it doesn’t make it into the game. One of the reasons why we trimmed the epilogue is because we were afraid the ending cinematics were becoming too long and would detract from the epicness of the experience. But clearly, not everyone agrees with us! So we’re going to do something about it.
We’ve started expanding the epilogues and you’ll see the first results of that in Patch 2 with the addition of a new optional ending with Karlach. It’s fiery, poignant, and gives her the ending she deserves.
The third is about the things we actually didn’t plan for, and those we once considered but ultimately didn’t do.
It was always our intention for the Upper City to be an epic, cinematic epilogue bringing the story of Baldur’s Gate 3 to a close. But we didn’t talk about that in advance because it would have been a major spoiler.
We feel confident that there’s enough content in Baldur’s Gate 3, and the city itself, clocking in weeks-long playthroughs at a time. But that’s not to say Baldur’s Gate 3 didn’t see cuts just as every game. It’s just important to know that what ultimately shipped was planned long ago, in function primarily of making Baldur’s Gate 3 fun to play, not for us to close development quickly.
Baldur’s Gate 3 is a game with many release dates, and despite us moving its launch up by around a month, it’s still a couple years late. It was late because we grew teams, ambition, and ideas in function of it being the best game it could possibly be. Thankfully, not every idea makes it into the final launch. It wouldn’t be the game you enjoy if they did.
We’re happy that Baldur’s Gate 3 has resonated with a great many of you, but we’ll never take that for granted. We’re committed to tying up loose ends, fixing the remaining bugs, and improving things where we see they could - and should - be improved.
So, what can you expect from us in the future?
First: we’ll keep on monitoring what bugs you encounter and we’ll make sure to patch them as fast as we can.
Second: We’ll start making improvements based on the feedback you’re giving us. Baldur’s Gate 3 means so much to a great deal of you, and in turn that means the world to us. We love this game and we’re not done with it yet. We welcome your feedback, your threads, and also your words of encouragement.
Withers’ Wardrobe of Wayward Friends - which we hope to launch very soon - is an example of us integrating your feedback. This feature allows you to get rid of co-op party members who join your campaign, so you can continue on without them. We’re also working on the ability to change your characters’ look once you’ve started a campaign, though we don’t have a release date for that yet. There will be more and you can expect us to come with modding support at some point too.
Once again, thank you for giving us so much feedback. It’s incredibly motivating for us and drives us to do better and better.
Patch #1 Now Live!
Hello everyone,
Today we’re releasing our first major patch for Baldur’s Gate 3, addressing over 1000 bugs, balancing, flow issues and much, much more. Patch 1 is too big for our usual patch notes due to Steam’s character limit, so for the full notes head to this link:
So what can you expect from this update? Well, we’ve eliminated issues like NPCs who sometimes spot you when they really shouldn’t be able to, floating items like mugs and newspapers that should abide the laws of gravity, and the conclusion to Shadowheart’s romance scene not triggering for some players, among others. With expansive systems come many unknowns, so our support team continues to work with you to relay any issues to us. Please don’t hesitate to reach out with further reports.
Patch 1 also tackles a few visual bugs, and sprinkles on more post-launch polish. We’re bringing back Short King Summer with better kissing contact for short races!
You won’t be waiting long for Patch 2, which is right around the corner. This update will feature significant performance improvements - but we’ll go into more detail about that closer to its release.
In the meantime, did you know that collectively you’ve played over 200,000,000 hours of Baldur's Gate 3 since launch? That’s over 22,000 years!
The most popular class choice is currently Paladin, followed by Sorcerer, while the award for least popular class goes to Cleric.
Human and Elf characters reign supreme in Faerûn, followed swiftly and unsurprisingly by Half-Elf. On the opposite end of the spectrum we find Dwarf, Gnome, Githyanki, and Halfling. We get it, they’re not exactly the most ethereal beauties of the Realms but they’d still form a rad metal band.
For now, as we focus on fixes, thank you for playing Baldur’s Gate 3 and continuing to share this adventure with us.
HIGHLIGHTS
Showstoppers
The Emperor will no longer leave you stranded in the Morphic Pool.
Starting to use the boat to go to the Morphic Pool, sending that character to camp, and then using another character to make the journey will no longer block you from progressing.
Fixed a bug where listening in on a conversation as Player 1 and then exiting the dialogue prematurely could result in not being able to interact with anything anymore.
Fixed an issue causing the Reaction UI to not work correctly and potentially block progress in combat if you save the game in the middle of a reaction.
Fixed loot in corpses sometimes not appearing in multiplayer until an item is dragged onto the corpse.
Fixed a bug causing you to get a Game Over screen after helping Downed party members.
Fixed the Helm of Arcane Acuity crashing the game. The condition is now capped to 7 stacks.
Attacking an NPC during a dialogue after being Downed will now get you arrested rather than giving you a Game Over screen.
Fixed an issue where characters could get stuck in an infinite falling loop.
Fixed an issue with Marcus being resurrected by players hitting him with a dual-wield attack - the second hit will no longer revive him.
Story Flow and Logic
Wyll should be able to talk about Ravengard being at Moonrise Towers, and will no longer have an exclamation point above his head without having anything new to say.
Wyll should now be able to tell you what to do next if Ansur is killed and he has an exclamation mark above his head.
Ravengard no longer addresses non-tadpoled characters as True Souls in Wyrm's Rock.
Shadowheart should more easily follow up on her proposed romance moments in Act III.
Fixed conditions being updated before a savegame finished loading. This, for instance, caused the hag to have 0 HP if loading an autosave created when entering the Lower City, preventing you from progressing through related quests.
Fixed Karlach not going to camp after being freed from the Wyrm's Rock prison if your party was full.
Jaheira and Minsc's paths are tied after you save Minsc, so if you've forsaken him, Jaheira should now follow after him.
Fixed bug that made it possible to break up with Astarion without meaning to.
The drider will now recognise that you're with him when reaching Moonrise Towers if you start following him in the middle of his route.
Art Cullagh and Fist J'ehlar no longer get so scared of bears and spiders that their quest breaks.
The Zhentarim will more consistently use the mines after their allies have fallen back to safety, and will no longer actively try to blow themselves up by checking active mines.
Minthara no longer references irrelevant topics or passes judgement on companions more than once.
Fixed the dialogue flow when dating Minthara.
Fixed Minthara's body disappearing at camp after you decide to bring a sweet moment to a terrible end.
You can no longer recruit both Halsin and Minthara to camp in the same playthrough.
Changed several precise map markers into more appropriate general area markers, such as for investigating Kagha, investigating the cellar in the Blighted Village, and finding Halsin at the Goblin Camp.
Made it less ambiguous that you're starting a romance with Gale when choosing certain dialogue options.
During Gale's spell-teaching scene, you now have the option to picture a future with Gale that falls somewhere in between kissing him and kicking him in the head.
When confronting Raphael in the House of Hope, Raphael will no longer target his own pillars or allies with Flames of Avernus.
The Rescue the Grand Duke quest should now receive a proper update about the duke's whereabouts, regardless of the way the quest started.
Fixed an issue where using non-lethal attacks on Auntie Ethel would still kill her.
You can now opt to respect the privacy of the bugbear and the ogre outside the Blighted Village again. Don't get in the way of real love.
Fixed a level design quirk that would allow you to use a spell like Misty Step or Dimension Door to skip part of the main quest sequence in Act II.
Fixed an issue where the Baldur's Mouth headline about a cute cat could get accidentally overwritten.
If Wyll isn't recruited, he will now recognise Avatar Karlach and initiate dialogue.
Made sure Mizora can always interrupt Wyll, no matter where he runs off to.
Throwing a single coin at the beggars will no longer damage them.
If Dolly Dolly Dolly curses you with the A Clown in Town condition for making her angry while inside the Moonlantern, she will now paint your face. That'll teach you.
The Zhentarim at the Goblin Camp should now be more tolerant if you approach them.
Balance
Made gold bounties more generous in several containers across the game.
Increased players' HP bonus in Explorer Mode from +50% to +100%.
Fixed the Freecast tadpole power to properly reset on Long Rest. It was creating infinite spell slots and Sorcery Points for sorcerers.
Arcane Tricksters' Mage Hand Legerdemain now does not expire until destroyed, and does not lose Invisibility on Long Rest.
You can no longer have multiple Mage Hands active at the same time.
The Shield reaction can no longer be used while Silenced.
Fixed not being able to create 5th Level spell slots from Sorcery Points.
College of Lore bards can now pick which additional skill proficiency they receive. Bards that are already of the College of Lore need to respec to get this choice.
Made sure proper spell DC is applied during multiclassing.
Added spells to bards' Magical Secrets feature: Banishing Smite, Animate Dead, Crusader's Mantle, Hunger of Hadar, Revivify, Sleet Storm, Rage of Enfeeblement, Web, Entangle, Hunter's Mark, Sanctuary, Thunderous Smite, Bone Chill, Eldritch Morphic Blast, Fire Bolt, Ray of Frost, Sacred Flame.
The Club of Hill Giant Strength now increases Strength to 19 and not some puny 15.
Fixed a bug with ranged enemies reapplying Hunter's Mark constantly, even when not needed.
Warlocks' Pact of the Chain summons now get to use their Extra Attack more than once.
Fixed NPCs sometimes spotting you even if they're not supposed to be able to.
Fixed an issue where multiple rolls trigger if you walk along the edge of a cone of vision.
Danse Macabre ghouls will no longer kill you when you Long Rest.
If you make a successful Saving Throw against a poison, you will now gain immunity to that specific poison for 2 turns.
Grym, the Protector of the Forge, now deals more damage in Tactician Mode.
Meenlocks are now immune to the shadow curse.
Increased the HP and AC of Orin.
Lorroakan can no longer cast his signature reaction spell, Elemental Retort, when silenced.
Helped Minthara remember how to use her weapons.
Fixed enemies targeting you from above through the ceiling in the Gauntlet of Shar.
Enabled trespass warnings for any additional characters that trespass after the first instead of immediately triggering combat.
Fixed NPCs attacking outside of their turn when combat starts during forced Turn-Based Mode.
Usability
Fixed dialogue notifications, like approval ratings and roll results, disappearing too early.
The Launcher will now remember whether you chose DX11 or Vulkan.
Fixed the incorrect amount of gold being displayed in all UI menus if the amount is too large.
Fixed spells like Hex randomly shifting in order, causing you to misclick if you're moving and clicking around intuitively.
Fixed players who are merely listening in on a dialogue being able to skip lines - only the speaker can now do this.
Fixed an issue with Camp Supply values for the second local player in multiplayer if they joined during a game. Long Rests will, alas, no longer cost nothing.
You can no longer interact with another player's inventory (e.g. send multiselected items or use their items) if their inventory is locked.
Fixed the critical hit text sometimes not appearing.
Improved the performance of the minimap when new map markers appear or old ones disappear.
Dyed armour will now appear in the right colour in the Level Up screen.
Halsin's Wild Shape tooltip will now correctly call him a cave bear.
Visuals
Fixed the modesty filter not working on dragonborns.
Fixed earrings on tiefling female strong character models.
Added a Controller Style option, which allows you to override which controller's icons are displayed.
Fixed an issue causing the clown makeup to not only not appear on Lae'zel's face when applied, but also remove her characteristic tattoos and makeup.
Invoke Duplicity now works as an identical copy of your character. And they're not naked.
Fixed a leather helmet, a metal helmet, and the Helmet of Smiting floating on some character models.
Undergoing partial ceremorphosis will now rot your teeth!
Lae'zel's underwear will now more accurately reflect the colour of dyes used on it.
Cinematic Scenes
Made fixes to kissing scenes with the Origin characters across the game, for example to make sure physical contact is made properly, to account for shorter races, and to account for uneven ground.
Made sure Dame Aylin's armour and wings are correct in the scene where she kicks Lorroakan's butt.
Fixed items like mugs and newspapers floating in the air during dialogues - the characters holding them were correctly hidden but the items themselves weren't. Ghosties begone!
Fixed Scratch's position so you can try to get that ball out of his mouth. Whether he'll let you have it is another matter.
Improved Volo's aim during your ice pick lobotomy.
Lae'zel no longer floats up and down during your dialogue where you discuss dating.
Made sure Wyll has room to dance no matter where you're camping.
Fixed some cameras that couldn't contain the force that is Astarion in a dialogue with him at night at camp. Also tweaked and added facial expressions where needed.
The red dragon you see through the telescope in the Emerald Grove will no longer remain blurry after you pass the Perception check.
Fixed a camera position when Karlach hugs you for the first time after getting her upgrade.
Fixed the mind flayer not appearing in the cinematic dialogue with Dror Ragzlin if you manually trigger the dialogue.
Loot and Trade
Traders who stock dyes now also stock dye remover.
Made Lady Esther available to trade with after you've completed her quests.
Fish vendors now have more fish to sell. That new bait must be doing the trick!
Popper the kobold at the circus now sells more oddities.
Lady Jannath will now have artsy items to trade.
Skeletons around the Selûnite Outpost no longer have fresh food in their inventory.
Lohse's portrait is now reachable, chief.
Misc
Updated the credits and reformatted them into two neater columns.
The Digital Deluxe DLC's D:OS2 bard songs are now also granted to companions as well, instead of just player avatars.
All the extra bard songs from the Deluxe Edition will now be available even if you use Lohse's Lute of the Merryweather Bard from the Deluxe Edition.
DLC rewards will no longer get removed if you load a save with that DLC not installed. Any rewards that were removed due to this will be restored.
Steel Watcher idle sounds no longer take up streaming bandwidth.
You can no longer climb the Shambling Mound.
Optimised the walking bounds of Glut so that it navigates the world and the battlefield better.
Yesterday we had to rollback hotfix 4 because of a rare compiler issue. To avoid this from happening again we’re changing the way we deploy patches.
Players who had downloaded hotfix 4 were unable to continue from their hotfix 4 saves once we had rolled back the patch. While this is not ok, rolling back the patch in order to diagnose the problem and limit those exposed to it was the lesser of two evils. We truly appreciate your patience & understanding while we worked to understand the problem.
This situation is remedied now with the re-release of hotfix 4 but we recognize the frustration caused by this and want to apologize. That’s why we’re changing things up.
All of you should now be able to continue your adventures, but essentially, here’s what happened:
Hotfix 4 went through a rigorous QA pipeline and was confirmed as a candidate for release yesterday. However, we triggered a rebuild of the version relatively last minute to change the version number. The version that was cooked was unfortunately plagued by compiler corruption, which was causing certain exceptions that normally wouldn’t cause crashes to - you guessed it - cause crashes.
Since compiler issues like that are extremely rare, we weren’t prepared for it. We should’ve been. We messed up.
It didn’t help that it happened at the worst possible time of day but luckily we have studios in multiple countries. Overnight (for Europe), our teams in Canada and then Malaysia worked to diagnose what went wrong, so that work could begin on redeploying a fixed version of the hotfix
To avoid this from happening in the future, we’ll make sure that any change made to future version candidates - no matter how small, or innocuous - will always go through our full & comprehensive QA pipeline, which include a global in-house QA team, automated testing, unit tests, and save-game compatibility testing.
Hotfix #4 Now Live!
NOTICE: Due to a build error causing new crashes, we’ve rolled back Hotfix 4 for the time being. We'll re-release it as soon as we’ve fixed the cause.
If you’ve saved since updating, you won’t be able to load those saves until we’ve re-published Hotfix 4. You can keep playing on your Hotfix 3 saves, you just won't be able to load saves from today’s Hotfix 4 until it’s pushed live again. Sorry about the inconvenience. 🙏
(8/16/23 @ 3:40pm PDT) ----
Hello everyone,
Thanks to all of you, we had an even better second weekend on Steam than our first, taking us to over 850,000 concurrent players on Sunday. We can’t quite believe it, but we’re firmly in the top 10 most played games of all time on Steam now, and we’re immensely grateful.
All that said, Hotfix #4 is here and it’s taking aim at several crashes, bugs, flow issues, and companions who keep trying to sleep in, all detailed below. Beware of spoilers!
As Swen mentioned on Twitter, up next on our roadmap is Patch 1 – a larger update of over 1000 fixes and tweaks, followed by Patch 2, which will incorporate some of the biggest requests we’ve received from the community since launch.
Please reach out to our support team with further issues. We’re busy working away on further patches and hotfixes, and your reports make the world of difference. Thank you for playing Baldur’s Gate 3.
CRASHES AND BLOCKERS
Fixed players getting stuck mid-Long-Rest due to companions not waking up.
Fixed being able to Long Rest in the Astral Prism, potentially causing the portal to disappear.
Fixed Orin getting pulled from her location in the Temple of Bhaal if the door was opened before killing Gortash in Wyrm's Crossing.
Fixed a script issue preventing some players from loading savegames.
MULTIPLAYER
Fixed characters disappearing when disconnecting and reconnecting in split-screen.
Added a warning for hosts in multiplayer when clients join through drop-in during Character Creation. Hosts must now grant approval before new players join.
Fixed the visibility of multiplayer servers on GOG.
COMBAT
Slightly increased Isobel's HP so she doesn't die as easily.
Fixed a bug that would make Gortash join the combat taking place in Wyrm's Rock's Audience Hall while he was in his office upstairs.
Fixed Cruel Sting adding infinite additional Psychic damage to attacks.
FLOW AND SCRIPTING
Fixed the 'Enemy of the Absolute' crime not clearing from player characters, resulting in a soft block when speaking to the Steel Watch.
Fixed the game thinking the Emperor had died in the Astral Prism when you healed a downed ally.
Player resources are now correctly restored at the end of Act II.
Having dead party members no longer prevents you from entering the Astral Prism.
Fixed a bug preventing you from talking to Ravengard if he gets moved to the camp in a certain case.
Hostages in the Iron Throne will no longer be stuck if you turn back and return again.
Players with modded or cheated savegames with characters at Level 13 or above can now travel to the House of Hope.
Killing Anders will no longer make the other paladins leave the Tollhouse.
Hotfix #3 Now Live!
Hello everyone,
We’ve got another hotfix for you today, fixing over 200 bugs, issues and more. Dogs: man’s best friend, but remarkably high maintenance. In this update, we’ve let Scratch off the leash a little bit, and he’ll sniff out digging spots by himself! Make sure you give him a pet for every bit of treasure he uncovers, you heartless monsters.
Also, we’ve decided to make the Blue Behir Dice permanently available to all players. Some lucky players may have gotten hold of it early, but we’ll just… roll with it.
As ever, thank you for playing Baldur’s Gate 3 and reporting these issues! Behind the frontlines, our team would like to thank you for how much information you’re providing in your bug reports, it’s enabling us to get these hotfixes ready very quickly. Continue to be thorough, we appreciate it. Please reach out to our support team if you run into trouble.
CRASHES AND BLOCKERS
Fixed an issue with spell slots that would prevent you from levelling up while multiclassing.
Fixed an edge case issue preventing you from initiating a Long Rest.
Fixed a cross-save issue causing you to get stuck syncing indefinitely, which prevented saving and loading.
Fixed a crash that would occur when selecting a summon without a hotbar while a deck in the hotbar was maximised.
MULTIPLAYER
Fixed the Hireling UI from being split in half on each monitor in splitscreen.
Fixed some visual artefacts appearing on split-screen when using Vulkan.
Wyll now correctly recognises and confronts Karlach when you speak to him with a Karlach avatar after another avatar has already spoken to him.
COMBAT
Fixed the cultists in the Temple of Bhaal reacting strangely to Wild Shaped characters in combat.
The guards in the Counting House will now continue pursuing you through the vault room.
Fixed the camera not working correctly in combat with Ansur.
Fixed a bug that would let you use the Hide action outside of your turn in combat.
Increased Isobel's AC to restore the intended balance.
Increased Glitterbeard's HP and Dexterity and gave him the Shield spell.
If you deal damage to certain Bhaalist lackeys in the Sewers, they will now lose their Unstoppable condition.
Fixed Haarlep going to the Ethereal Plane on the killing blow and then coming back again.
Added the NPCs in the drider's convoy to the same combat group.
Fixed the hag having her illusions occasionally spawn on top of an explosive mine.
Fixed an issue where gnolls took too much time to react during the start of their turn after their pack leader attacked them.
CHARACTER CREATION
Fixed mismatches between colours in Character Creation and in game, mainly affecting horns.
AUDIO
When things go south in Crèche Y'llek, the music now goes from mellow to metal.
GAMEPLAY
Fixed an issue preventing you from talking to Withers in Act 3.
Companions can now also trigger various tutorial pop-ups.
Scratch can now find digging spots by himself.
Fixed a hatch in the Emerald Grove not unlocking after a successful check.
The Devil's in the Details achievement can now be achieved by all party members, including followers.
Fixed an issue with crimes that meant you wouldn't get caught committing a crime if another party member had already committed a more severe crime and resolved it peacefully.
You now consistently get the Bloodless condition the morning after Astarion bites you.
Fixed a bug allowing you to spam party members' voiced lines near the log where you can recruit Karlach.
Wyll no longer says you should find and slay Karlach after you've recruited her.
If Jatlo is still disguised after the shadow curse has been lifted, he will now drop his disguise when attacked.
Made sure Youth Vis'kiir looks like he's cleaning before you talk to him in Crèche Y'llek.
Fixed the hatchery and infirmary map markers in Crèche Y'llek.
Lae'zel will no longer permanently leave the party if you refuse to follow through with Vlaakith's orders.
Fixed a bug preventing you from using the planecaster in Crèche Y'llek.
Removed ownership from the portraits of Lohse and Sebille so that taking them is not a crime.
Increased the bounds of the Inquisitor's room in Crèche Y'llek so that the game doesn't think you've left if you enter one of the side rooms.
When playing as Shadowheart, telling Astarion about your affiliation with Shar now affects his approval rating.
Astarion will now be better at remembering whether you've seen his back.
You can no longer loot the items belonging to the Inquisitor in Crèche Y'llek without consequence.
Fixed the range indicators on the orthon's quickly ticking mines.
The dialogue that follows combat with Cazador will now trigger correctly even if you interact with a certain sarcophagus during combat.
Alfira's lute is no longer invisible while she plays it at camp.
Fixed the explosion VFX for the toy chest in the barn in Wyrm's Crossing.
Added a proper name to a note in Sharess' Caress.
Carrion will now resurrect with full health instead of 0 HP, and you can now reach his jars.
Interacting with certain rune slates on the nautiloid now correctly triggers the narrator's line.
Fixed the alarm in the Counting House going off when it shouldn't.
Orin will now react to Wild Shaped characters in the Temple of Bhaal.
Added a world label to Orin's body so she's easier to find.
Removed duplicated furniture in the Elfsong Tavern.
Made a door in the Elfsong Tavern indestructible.
Fixed edge cases where characters would not correctly attach to the game grid, causing knock-on issues.
JOURNAL
Fixed the journal not updating after you meet the pale individuals at Fraygo's Flophouse.
The journal now updates correctly for the Rescue the Trapped Man quest.
Dame Guisarme now reacts more accurately to your progress in the Investigate the Murders quest.
Fixed an inaccurate line in the Help the Hag Survivors quest.
Fixed a misleading journal update in the Find the Mushroom Picker quest.
Updated Wyll's map marker to make a quest objective more precise.
Made it easier to resolve the Wake Up Art Cullagh quest if you follow up with Art.
Fixed a confusing map marker and added an extra step for clarity in the Find the Nightsong quest.
Improved the journal entry flow for the Solve the Open Hand Temple Murders quest.
Fixed the Investigate Cazador's Palace quest not completing if you help Astarion finish what Cazador started.
FLOW AND SCRIPTING
Fixed Shadowheart's dialogue on the nautiloid playing twice when playing as Avatar Lae'zel.
Removed a dialogue option that's no longer relevant when talking to Karlach.
Made sure you get Astarion's bitey scene at camp if you discover his secret through other means.
Fixed Astarion mentioning things that haven't happened yet if you romance him early on.
Fixed Avatar Gale's hunger not progressing if doesn't meet Tara before leaving the nautiloid crash site.
Fixed an issue that prevented Brakkal from triggering the correct dialogue when he's being released if his goblin guards left with Minthara for the raid.
Minthara now reacts more appropriately if you kill all the tieflings.
Removed unnecessary VFX in a dialogue with Raphael at Last Light.
Fixed Glut saying the wrong line when he reanimates a spore servant.
Made the dialogue options with Therezzyn more relevant if you've already been to the hatchery.
Fixed a bug causing the wrong dialogue to play when speaking to the Reconstituted Duellist if you haven't met him before.
Fixed the same dialogue option appearing twice when interacting with the Mirror of Loss.
Kled will now play the correct dialogues in Old Garlow's Place.
Made sure Lakrissa and Alfira don't appear in the Elfsong Tavern if you didn't save them.
Fixed a line about Lorroakan appearing in a dialogue at camp if you haven't met him yet.
You can no longer ask Isobel the same question about Ketheric on two separate occasions.
Fixed some wrong lines playing when you reach a late stage of the game.
Fixed Toobin thinking you have a runepowder bomb when you don't.
Mizora no longer disappears from the game after you resolve the Iron Throne situation.
After Mizora pops up at the Iron Throne, she will now be back at camp instead of disappearing.
Wyll no longer talks about his father as if he's not there anymore if his father was saved.
Fixed Havkelaag accepting the gith egg via dialogue when he doesn't have enough gold for it, and made it impossible to pickpocket back if you sold it to him.
Korrilla is now better at recognising how you responded to Raphael's deal.
Swapped two couples in the Elfsong Tavern so that they sit at the right tables.
Fixed Jaheira becoming a follower in Moonrise even if the conditions weren't met, which could cause other issues with Jaheira's flow.
Fixed Jaheira not returning to her human form once she leaves your party.
If Cazador's bats are too far from the player to join combat, they will now join anyway.
Fixed the dialogue skill checks if you die in combat with the honour guard and are revived by the Emperor in Wyrm's Lookout.
Fixed the AI taking control of Lae'zel and kicking you out of a multiplayer game, with Lae'zel becoming hostile towards the remaining player if they chose to betray Vlaakith and Inquisitor W'wargaz.
Improved Halsin's reactivity to whether or not you've been to Grymforge.
Fixed some incorrect options showing up in dialogue with Halsin about a particular drow couple.
Fixed Orin assuming you ate a particular morsel, even if you didn't.
Fixed a blocker preventing Nightsong from going to Ramazith's Tower, and other issues related to her appearing in the wrong place or not appearing at all.
UI
Made Blue Behir Dice permanently available on all platforms with just the base game.
Fixed the UI seemingly disappearing because the game thinks a character is still in a dialogue, which could happen when going into a dialogue in the middle of combat.
Fixed the Attack button disappearing from the dialogue UI after loading a savegame made during a dialogue.
CINEMATICS
Made sure that you get a certain dialogue with Voss at camp.
Fixed a repeating dialogue when talking to Gale while Wild Shaped.
Fixed Astarion repeating information about his master if you speak to him twice in a row.
Fixed Astarion oversharing about his master a little too early.
Fixed a leg twitch in a conversation between Shadowheart and a certain dame.
Moved the Dark Urge to a different pod on the nautiloid to prevent the wrong dialogue from playing.
Fixed Astarion's knife not being held against dragonborn throats correctly during his recruitment dialogue at the beach.
Made general improvements to a dialogue at camp with Astarion.
Added a missing animation for Karlach in Astarion's recruitment dialogue.
Gale's head now rests correctly on his bedroll pillow.
Cleaned up pops and mocap issues in the dialogue where Gale teaches you a spell.
Fixed Gale's arms clipping with his thigh.
Fixed where characters are looking and facing in the dialogue where Gale reveals his history.
Fixed Wyll's head jitters and strange turns during his recruitment dialogue.
Made general improvements to cameras, facial reactions, and movements in a dialogue at camp with Wyll.
Cleaned up the mocap in the scene where Lae'zel is suspended in a cage.
Tall characters' hands no longer clip with their face when interacting with Karlach in a romantic moment.
Adjusted Edowin's pose in the dialogue with him and his siblings in the forest.
Fixed a corpse in the Goblin Camp from standing back up when you use Speak with Dead on it.
Tweaked the cameras and facial expressions in the dialogue with Halsin during the celebration at camp.
Fixed clipping with a statue in a camp dialogue at night with Gale.
Fixed animation issues if you turn down Gale in the dialogue where he teaches you a spell.
Adjusted some hand positions when interacting with the console on the nautiloid.
Shadowheart is now sitting in a better pose when fiddling with her mysterious artefact during her camp scene.
Fixed emotions and facial expressions in dialogues with Shadowheart, Omotola, and Minthara.
Fixed a camera shot when talking to the mind flayer on the beach.
Fixed an irrelevant line playing in a camp dialogue with Shadowheart.
Fixed dragonborn players turning in the wrong direction after Astarion's bitey scene at camp.
Fixed Roland and Lia looking in the wrong direction in their dialogue in the Emerald Grove.
Fixed a camera issue in a dialogue with Silfy in the Emerald Grove.
Fixed characters' legs clipping into the ground when looking through the telescope in the Emerald Grove.
Fixed some mocap-related pops in a dialogue with Cerys in the Emerald Grove.
Fixed a pop for one of the ogres in the Blighted Village.
Fixed some camera issues and removed a ring from the background in the dialogue where Crusher asks you to kiss his foot.
Improved facial expressions, camera shots and other issues in Shadowheart's recruitment dialogue at the Goblin Camp.
Fixed a twisting forearm in a dialogue between Lae'zel and Voss at camp.
Fixed characters clipping into each other when they're feeling ill at camp.
Characters now appear correctly in the dialogue with the bugbear in the forest. The ogre's weapon is also now hidden.
Fixed the camera clipping into the ground when speaking with your Dream Visitor at camp.
Cleaned up the animations when Sceleritas Fel tells the Dark Urge to commit a certain misdeed.
Fixed halflings' thumbs clipping through the Soul Coin when speaking to Nadira.
Made general improvements to cameras, facial expressions, and animations for a romance dialogue with Wyll.
Fixed some camera issues in the dialogue with Oskar in the Zhent hideout.
Lae'zel is no longer invisible during Shadowheart's recruitment dialogue by the Chapel.
Cleaned up some mocap and made general improvements in the dialogue with Glut.
Removed an incorrect animation during the dialogue with The Necromancy of Thay.
Fixed a minor clip when speaking to Sovereign Spaw in the Underdark.
Fixed feet not making contact with the ground when using Feather Fall to leap into the Underdark.
Fixed an animation issue when exchanging noblestalk with Derryth in the Underdark.
Fixed a head pop in the scene on the raft in the Underdark.
Fixed Lae'zel's crossed eyes in the dialogue with Lady Esther near Rosymorn Monastery.
Fixed a couple of lines related to Zorru and Crèche Y'llek playing at the wrong moment.
Fixed the position of characters' feet to prevent clipping, and moved Lae'zel to prevent her looking the wrong way in Crèche Y'llek.
Added fade-ins and -outs and tweaked the facial expressions in the dialogue with Kansif in the Shadow-Cursed Lands.
Hid a goblin floating in the background when talking to the drider in the Shadow-Cursed Lands.
Fixed paddle hands in the scene where Harpers ambush the drider's convoy in the Shadow-Cursed Lands.
Fixed the drider jittering and cameras looking the wrong way when you examine the Harpers' bodies after the ambush in the Shadow-Cursed Lands.
Fixed some animations and camera issues in the dialogue with Harper Skywin in the Shadow-Cursed Lands.
Fixed one of Jaheira's lines getting cut off in the dialogue with her at Last Light.
Fixed the timing of Marcus' wing flap animation when he flies away from Last Light.
Fixed a dagger appearing beneath the Strange Ox at Last Light if you use Speak with Animals on it.
Fixed Jaheira looking like she sinks into the ground on certain lines.
Fixed a barrel clipping with Thisobald Thorm's pipes.
Thisobald Thorm's tubes no longer twitch and twist.
Fixed head angles and pops in a dialogue with Araj and Astarion at Moonrise.
Fixed camera and character placement issues in a dialogue with Jaheira at Moonrise.
Fixed some camera angles in a dialogue with Araj at Moonrise.
Fixed the lipsyncing for a rat in the Gauntlet of Shar.
Made sure large characters don't block or clip into Shadowheart when you arrive in the Shadowfell.
Fixed clipping in a shot in the Colony with the three Chosen.
The camera will no longer try to show a shot of Minsc if he isn't present in the Temple of Bhaal.
Removed certain pale individuals from the background of a camp dialogue.
Fixed a duplicate line in dialogue with Gortash in Wyrm's Crossing.
Cleaned up the animations for Izzy, the girl trying to sneak into the circus.
Fixed hirelings clipping into whoever's talking in the dialogue with Zethino in the circus.
Fixed character placement and clipping issues in a camp scene at the Elfsong Tavern.
Cleaned up the mocap in the dialogue with Allandra Grey in the Water Queen's House.
Fixed the pacing of how a certain character in the House of Grief is revealed.
Fixed where companions and Shadowheart are looking when meeting a particular character in the House of Grief.
Fixed some facial expressions and camera issues in the dialogue that plays after Gortash is defeated.
Fixed several snaps and twitches in the dialogue with the pale individuals at Fraygo's Flophouse.
Improved the facial expressions and timing when talking to Lady Flux in the Guildhall.
Fixed an issue with where characters are looking in the dialogue with Aradin at Sorcerous Sundries.
Fixed the wrong animation being used when closing a sarcophagus in Cazador's palace.
Added new camera shots in a romance dialogue with Halsin and in dialogues in the Stormshore Tabernacle.
Fixed Sarevok looking like he floats upwards at the Tribunal.
Made sure the chains are no longer there after you free Valeria.
Fixed an animation to avoid clipping for halflings male when they hold the Helm of Balduran.
Fixed Orin and her victim being invisible when you enter the Temple of Bhaal.
Fixed Astarion jittering in a dialogue by a particular pool.
Made sure characters don't stay in their Wild Shape in an endgame cinematic dialogue.
Fixed excessive neck twisting in an endgame dialogue.
Fixed some mocap-related pops in an endgame dialogue with Wyll.
Fixed an issue in one of Karlach's final dialogues, causing it to end too early.
The Emperor is no longer missing from one of the endgame cinematics.
Fixed a line being cut off in a game over dialogue.
Fixed some issues with Wyll's mocap in an endgame dialogue.
Fixed pops in an endgame dialogue with Gale.
Fixed an issue preventing one of Karlach's final scenes from triggering and made sure she's wearing her camp clothing in romance dialogues.
Fixed the wrong characters appearing in a cinematic shot near the end of the game.
Community Update #23: Here's To You
Hello, everyone!
During the launch weekend, you played a combined 1225 years of Baldur’s Gate 3 – almost as long as it took to make it. And 368 of you managed to finish it within that 3-day weekend. We salute you.
We’re about to enter the second weekend of launch, and thanks to you, it’s looking like it might be a big one. Last Thursday, we released Baldur’s Gate 3 in its final form (give or take a few hotfixes), and since, you’ve taken it into the top 10 all-time most concurrent players on Steam, and according to this Tweet, accounted for 28% of all player time on Steam last Sunday.
As we continue to look forward, releasing hotfixes and working toward our first serious patch, we also decided to look backwards this week. We’ve cooked up some statistics highlighting data from the opening weekend following launch and prepared a handy infographic outlining player choices, actions, deaths, and the like. Some inspiration as we head into our second weekend, if you will.
93% of you decided that your first journey through Baldur’s Gate 3 will be with a custom character, which included the Dark Urge. You spent a combined 88 years in Character Creation to craft your Tavs. Perfection!
For those of you who decided to play as one of our Origin characters, Gale was the number one choice, which is funny because he’s also the seventh highest cause of death out of any other cause of death. Speaking of death, one NPC was shoved into a chasm for every player at our peak concurrent player count – roughly 815,000.
We know you’re dying to know race and class split. The majority of you rolled half-elves, with the least popular (somewhat surprisingly) being the githyanki. Kaincha!
When it comes to classes, paladin takes the lead by some distance. Righteous! Cleric was the least popular choice, poor Shadowheart. (You can always respec Origin characters if you want!)
Though 93% of you rolled custom Tavs, of the 7% who decided to embark on one of the Origin stories, the majority chose Gale – though Karlach and Astarion are a close tie for second place. Based on how this played out with our previous game, Divinity: Original Sin 2, players will often embark upon their first playthrough with a custom character, and then, once they've gotten to know them a little better, play their second with one of the Origins as their avatar.
Interestingly, 10% of characters made in Character Creation were there for over an hour. You perfectionists.
The full infographic will be posted below and on social media, and once again only contains data from the game's opening weekend. After this weekend, we’ll see if things look any different! For example, although Astarion has already rejected 100,000 of you, we expect that number to climb. He must be exhausted.
We’d like to thank you from the bottom of our hearts for the profound joy you've given us throughout this launch. The love and support you've shown us has lifted us up and energised us to tackle the bugs that pop up as you do the unexpected. We’ve created a game where you can do almost anything with the tools and systems we give you, and with that come a lot of unexpected surprises, but as you report them, we continue to work away on fixing them with our spirits high.
Your journeys were so full that we recently had to increase the size of savegames to allow for each individual’s personal tapestry. It was a surprise as humbling as it was serious, and serves as the perfect example of the type of unpredictable situation we work quickly to remedy. And yes, all of the hotfixes and changes that come with forthcoming patches will be reflected in the PlayStation 5 version of the game and beyond.
We have a roadmap for hotfixes and patches, thanks to your thorough reporting and the stellar work of the support and development teams behind the scenes. We don’t publish our roadmaps because we need the freedom to push and pull things around when the unforeseen happens without locking ourselves in, but we want to let you know that it’s there and that we’re currently working towards Patch 1, which will feature a gigantic list of tweaks and changes. We’ll publish these once it’s finalised.
Enjoy the adventure!
Hotfix #2.1 Now Live!
Hello everyone,
As it turns out, many of you were doing so much in Baldur’s Gate 3 that some of your personal ‘story’ databases (where your choices and actions are stored) got too big. We now made the size infinite (or at least as infinite as you have storage space), to account for the sheer amount of things you’re all doing on your journeys.
As of today, we’re also reactivating cross-saves as we near our PlayStation 5 launch.
Hotfix #3 is currently in the oven, and will include further fixes in the near future.
Fixed an issue with save games that could occur if a save file grew too large.
Re-enabled Larian Cloud savegames.
Hotfix #2 Now Live!
Hello everyone,
Over the weekend, Baldur’s Gate 3 hit over 800,000 concurrent players on Steam – a number that surpassed our wildest expectations. Thank you for getting BG3 in the 10 most popular games of all time on Steam! It means the world to us, and we’ll continue to read and watch everything over the coming weeks.
That said, there’s work to be done on the road to the PlayStation 5 launch on September 6, and we’re busy working away on squashing some of the remaining bugs and issues that have come up since launch. We’ve got a new hotfix for you this week, addressing almost 300 crashes, blockers, and bugs. We saw a video floating around on the internet this week of… an unintentional gnome sorcerer wardrobe malfunction, and have kindly asked them to cover up while descending into the Underdark.
As ever, thank you to everyone who has taken the time to report these issues to us. Please reach out to our support team if you run into trouble.
CRASHES AND BLOCKERS
Fixed an issue causing you to get stuck in dialogue.
Fixed a potential crash when reloading a savegame made mid-dialogue.
Fixed being unable to enter the Shadowfell if you saved while the prompt was on screen.
Fixed a crash caused by the UI.
Fixed a potential crash when saving while standing on a surface during combat or in Turn-Based Mode.
Fixed a rare blocker when loading a savegame made in camp that would cause a party member to spawn outside of camp.
Fixed a potential crash when choosing to stop listening in on a dialogue.
Fixed a potential crash when applying dye to an item outside of the inventory or through non-conventional means, such as the Reward panel.
Fixed a potential multiplayer crash when the client touches the transponder on the nautiloid and leaves the party, and then the host tries to open Party View.
Fixed a potential crash caused by the game trying to load the Character Creation UI when you are no longer in Character Creation.
Fixed a potential crash related to the tooltips of items that grant skill advantages but don't have an owner.
Fixed a rare PhysX crash.
Fixed a rare crash related to moving items.
MULTIPLAYER
Fixed long fade-outs when listening in on dialogues in multiplayer.
GAMEPLAY
Penises C and D no longer clip through some githyanki clothing.
Male gnome sorcerers are no longer missing their undies.
Fixed an infinite loop that could occur with spells like Minor Illusion, where the enemy and the illusion would repeatedly enter and leave combat.
Fixed necromites not joining the combat with Ketheric.
Fixed enemies on the upper floor of Moonrise entering combat with those on the lower floor.
Fixed Voss' dragon reappearing after the githyanki scene near the Mountain Pass.
Fixed a book in Moonrise Towers showing an internal variable name instead of the correct content.
Fixed an issue preventing the boss fight with Ketheric from progressing.
UI
Removed the version number that was below the minimap.
Improved UI stability by preventing possible crashes and possible savegame corruption.
ENGINE
Fixed issues with rendering on Vulkan when minimising the game.
Added additional multiplayer servers and server scaling support.
Fixed an issue causing the wrong refresh rates to be applied if the game was not running in fullscreen.
CINEMATICS
Fixed pauses and long silences in over 200 dialogues.
Companions no longer block the camera in some dialogs.
Fixed a camera issue where you see the back of Gale's head when he asks you to place your hand over his chest.
Fixed a pop on Shadowheart when she hears the voice of Shar.
Fixed Gale's paddle hands in one of his dialogues.
Fixed Guex looking at the floor in his dialogue in the Emerald Grove.
Fixed a blocked camera in the dialogue with Benryn at Waukeen's Rest.
Fixed clipping and other issues in the scene where you hear the voice of the Absolute when approaching the Goblin Camp.
Fixed a camera issue and a pop in the dialogue with the owlbear in its cave.
Fixed players' feet sliding around in the dialogue with Jaheira after combat at Last Light.
Fixed one of Astarion's lines getting cut off in a camp dialogue.
Fixed several animation issues in the dialogue after some acquaintances of Astarion visit camp.
Fixed a pop for players using Body Type 4 in the scene with poor Liam at the Goblin Camp.
Fixed a camera issue in the dialogue with Edowin, Andrick and Brynna in the forest.
Fixed Kagha's eyes rolling backwards à la Exorcist after the goblin leaders are defeated.
Fixed a positioning issue with Lorin in the hag's lair.
Cleaned up some mocap in conversations with Astarion.
Fixed a head pop in the scene with the ogres in the Blighted Village.
Fixed Wyll's head animation in the dialogue with Florrick at Last Light.
Fixed Sceleritas Fel standing a little too close for comfort when he tells the Dark Urge to commit a certain misdeed.
Fixed a camera issue in the scene with Radija at Moonrise.
Fixed a minor pop when rescuing Zariel's asset for Mizora.
Fixed a clipping issue with a certain hag's arms and leaves in the Blushing Mermaid.
Fixed some character placement issues in an endgame scene.
Fixed a camera issue for female gnomes in a dialogue at Moonrise involving something coming through a wall.
Fixed a pop for the flesh golem when speaking to Balthazar.
Fixed a camera issue when talking to one of Therezzyn's dire wolves in Crèche Y'llek.
Fixed character placement issues in the lanceboard scene with Mol and Raphael at Last Light.
Fixed a character placement issue that caused Lae'zel to float off the edge of the nautiloid.
Fixed several issues in the dialogue with Bernard at the Arcane Tower.
Fixed a camera issue in the boat scene where you're heading to a particular pool.
Fixed a minor mocap issue with Fist Rowan at Wyrm's Crossing.
Fixed Minthara looking to the side with suspicion the night after the celebration at camp.
Fixed characters' heads popping downward when throwing a coin into the well in the Blighted Village.
Fixed a minor pop when Shadowheart tries to convince you that you need her at the Goblin Camp.
Adjusted Astarion's expression in dialogue with Gandrel in the Sunlit Wetlands.
Fixed Blurg being invisible and Astarion being stuck in the wrong animation in the Myconid Circle.
Fixed several issues in the dialogue with the monk's amulet.
Fixed several issues in the dialogue with Dammon and Karlach about her heart.
Fixed several issues in the dialogue with Fortuno Dibbs at Wyrm's Crossing.
Fixed several animation issues in the dialogue with Kansif and Warrior Vez in the Shadow-Cursed Lands.
Fixed a minor timing issue with a Dream Visitor line when talking to Therezzyn in the crèche.
Fixed issues with several voice-over lines.
Fixed characters' eyes looking in the wrong direction in the ambush scene in the Shadow-Cursed Lands if you side with the Harpers.
Cleaned up some mocap in conversations with Gale.
Cleaned up some mocap in the dialogue with Astarion about illithid powers.
Added some pained grunts for the player in a scene about Wyll in the Colony.
Added grunts in a scene for Dark Urge players after they resisted the allure of their Urges.
Drenn is no longer invisible in the scene at Moonrise when Minthara has to defend herself.
Fixed a very long pause in a dialogue with Halsin after the endgame fight.
Hotfix #1 Now Live!
Hello everyone,
Happy post-BG3-launch day! Thank you so much for all the love and support you’ve shown Baldur’s Gate 3 – it’s been surreal to finally launch this game after six years in development, and an incredible honour to watch so many of you play and discover what the team has built. We hope you’ll enjoy BG3 for many months – even years – to come.
All that said, Hotfix #1 is coming in fresh: today’s update takes care of several crashes, bugs and much more.
We’ve been reading your reports on issues with saving your game, and have found a culprit – our cross-saves. Bearing in mind this will only be a useful feature come September 6 when the PlayStation 5 version launches (and beyond), we’ve decided to disable it for now to allow us to solve the issue in the interim. You shouldn’t notice anything in-game and Steam Cloud saves are unaffected by this change.
Thank you to everyone who has taken the time to report these issues to us. As always, reach out to our support team if you run into trouble.
And please keep showing us your Tavs and their adventures in the Forgotten Realms! We’ve been waiting for so long to see what you get up to. 🙏
CRASHES AND BLOCKERS
Fixed possibly getting stuck in a dialogue in the first confrontation with a major boss.
Fixed a rare issue where player character states would not update properly after dying.
Fixed a crash that could occur related to one of Astarion's cinematic dialogues in the endgame.
Fixed a crash that could occur when loading an old savegame while at Last Light.
Fixed a crash that could occur when using the brain reader in the Colony.
Fixed an issue that could cause you to get stuck in a loading screen when loading a savegame after dying.
Fixed a blocker during Character Creation preventing you from progressing if you chose a Zariel tiefling as your Guardian.
Fixed a potential crash triggered by the light system.
Added an error message to prevent crashes being caused by mods when starting the game.
Disabled Larian Account cross-saves temporarily to solve an issue blocking loads and saves. Steam cross-saves are unaffected.
Fixed a startup crash with the Steam API.
Fixed a crash that could occur when quick-loading a game while a container or corpse was open for looting.
Fixed a crash that could happen if an item unlocked a spell for a game entity without stats.
Fixed a crash that could occur when switching a race or a class in Character Creation.
Fixed potential crashes that could occur when closing screens like the options menu or when ending dialogues.
Fixed a potential crash when an enemy tries to use the Motivator during combat in the Steel Watch Foundry.
Fixed a blocker that could occur if you choose to attack the Emperor during a dialogue after you side with him.
Fixed a crash in PhysX.
MULTIPLAYER
Players will now correctly join cinematic dialogues that require all players to be present if they were listening in previously.
Fixed an issue that allowed players to listen in on private dialogues using the context menu.
Fixed an issue causing players to get stuck and not be able to join a dialogue if someone else is already in a dialogue.
GAMEPLAY
Fixed hair physics on drow and elf male strong body types.
Fixed an issue causing phase spiders to skip their turn in combat if they're standing on a web that's been destroyed.
Fixed an issue with dice rolling, where retrying could cause the roll to fail if you were applying bonuses and clicking really fast.
Duplicate spells no longer appear on followers' hotbars and you can no longer customise their radial menus. (Important to note: followers are not companions or full party members.)
Fixed Dark Urge randomisation in Character Creation for non-white dragonborn characters.
Fixed an issue preventing you from interacting with Withers in one of the camp locations.
UI
Fixed issues in cinematic dialogues when listening in.
Fixed an issue causing the character models for half-orcs, dragonborn, and half-elves to not update correctly when unequipping armour in the character sheet.
Fixed some issues with prepared spells during Level Up, when multiclassing.
Fixed audio issues with grunts, shouts, and moans across gameplay and cinematics.
Fixed a line being cut off when speaking to the Restless Myconid in the Underdark.
Removed a clicking sound during the credits.
Fixed audio levels in a dialogue with Mayrina in the Lower City.
ENGINE
Fixed a bug causing textures to appear in bright, neon colours.
Fixed a splitscreen issue causing characters to remain invisible after a dialogue ends.
Fixed an aspect ratio issue when FSR is active during splitscreen.
Fixed surface texture details not updating when changing Texture Detail in the game video options.
CINEMATICS
Fixed characters looking in the wrong direction in a dialogue with Mizora.
Fixed the Emperor turning backwards in an endgame cinematic.
Fixed a camera issue with the deep rothé.
Fixed camera and lighting issues with the strange ox at Last Light.
Fixed a blank screen in the cinematic when you put on one of Auntie Ethel's masks.
The nautiloid crash scene will now play even if your avatar is dead and a companion used the transponder instead.
Fixed Jaheira's youngest daughter clipping in a cinematic dialogue.
Fixed an issue with clipping characters in a cinematic dialogue in the Colony.
Ravengard is no longer missing from a dialogue involving all the allies you've made.
Fixed the avatar's head popping into place in a dialogue in the Colony.
You no longer look like you're walking through Sceleritas Fel in the Temple of Bhaal.
Fixed Cazador's staff disappearing in a cinematic dialogue.
Fixed a camera that was zoomed in too far on a wolf.
Fixed Lae'zel's head popping in a dialogue with Vlaakith.
Fixed issues with animations, clipping, and camera shots in the romantic scene in the House of Hope.
Fixed Orin and her victim clipping into an altar.
Fixed a blocked camera in the dialogue with Lunkbug and Laridda.
Fixed companions disappearing the morning after the Dark Urge gives into a particular Urge.
Fixed lighting issues in a scene with Z'rell at Moonrise Towers.
Fixed Araj's hands clipping when talking to her in the Lower City.
Fixed some companions being visible in the background of dialogues where they shouldn't be.
Fixed some lines being cut off when speaking to Ravengard in Wyrm's Crossing.
Fixed Ketheric's corpse standing back up in an idle pose.
Fixed a blocked camera in the dialogue with the ogres at the Blighted Village.
Fixed Raphael popping during the dialogue with the orthon.
Fixed camera, audio, and character movement issues in the dialogue with the monk's amulet.
Fixed a looping animation in the cinematic dialogue with the Brewer.
Fixed half-orc hirelings clipping when speaking to the pale individuals in Fraygo's Flophouse.
Fixed male halfling Dark Urge's hand clipping through his body when lying down.
Fixed lighting issues in the endgame cinematic.
Fixed Jaheira having jittering and popping hands in a dialogue in the Lower City.
Fixed a repeating animation on the submersible.
Fixed Wyll looking in the wrong direction when recruited.
Added reactions to the player character's face when talking to the ox in Last Light.
Fixed clipping between two Zealots of the Absolute in the Colony.
Lae'zel no longer floats in a cinematic dialogue in the Temple of Bhaal.
Fixed popping issues with Cazador in several dialogues with Astarion.
Fixed some issues with where characters are facing, animations, and cameras in the final combat cinematic.
It's Party Time: Baldur's Gate 3 is Out Now
Six years in the making and more than twenty years in the waiting, we can finally say this:
Baldur’s Gate 3 is out now on PC!
It's time to gather your party and venture forth. Make sure you're sufficiently prepared with our tips for ensuring a smooth transition from Early Access to release. If you have questions or run into issues, check the FAQ below or contact our support team.
Look for more updates from us in the coming days, but for now, here's a message from our founder & creative director, Swen Vincke.
It’s hard to express how much love went into creating Baldur’s Gate 3. For over six years, more than 400 of us poured our hearts and souls into making this, helped by over 2.5 million Early Access players who spent countless hours giving us feedback.
The result is a beautiful, rich universe where you can escape from your daily worries, experience adventure and wonder, and have many many cool and exciting encounters. It’s a place where your identity and choices matter, where surprise lies around every corner, and where your agency is truly rewarded.
I’m super proud of what our team accomplished and I hope you will have an incredible amount of fun exploring what we prepared for you.
What is Baldur’s Gate 3? Baldur’s Gate 3 is a story-rich, party-based RPG set in the universe of Dungeons & Dragons where your choices shape a tale of fellowship & betrayal, survival & sacrifice, and the lure of absolute power.
Do I need to have played Baldur’s Gate 1 & 2 to be able to enjoy Baldur’s Gate 3? Baldur’s Gate 3 is a new adventure set in the Forgotten Realms and focuses on new characters. You’ll see some familiar places and faces if you’ve played Baldur’s Gate 1 & 2, but you don’t need to have played them to enjoy Baldur’s Gate 3.
What platforms can I play the game on? Baldur's Gate 3 is currently released on PC, via Steam, GOG and Nvidia GeForce NOW.
Baldur’s Gate 3 will release on September 6th on PS5 (September 3rd for owners of the Digital Deluxe Edition). We’re also targeting September 6 for Mac (via Steam, GOG, GeForce NOW) — to be confirmed. Additional platforms TBD.
What other platforms is the game coming to? Will it release on Xbox? Our goal is to bring our games to as many platforms as possible. We’re optimistic about Baldur’s Gate 3 on the Xbox Series X, but in order to announce and release the game on Xbox, we need to ensure that the game is performing without compromise across the entire Xbox X|S ecosystem in multiplayer and with split-screen. We’ve already put a lot of effort into making it work and will continue to do so. Like with the PS5 version, we’ll release it when it’s ready.
I have an issue, where can I get help? Make sure you check out our Frequently Asked Questions page over at https://larian.com/support/ To get help and report any issues you have encountered you can email supportbg3@larian.com
Can I use a controller? Baldur’s Gate 3 has full controller support on PC.
What languages is BG3 available in? What are the minimum system requirements? Check our Steam store page for more information.
How do I play Baldur’s Gate 3 through GeForce NOW? You can now experience Baldur’s Gate 3 across more devices with GeForce NOW, from underpowered PCs to unsupported devices. All you have to do is head to NVidia’s website and follow their steps to create a membership (you will need to own the game in your Steam library): https://www.nvidia.com/en-gb/geforce-now/memberships/
You can find more information on NVidia’s GeForce NOW FAQ: https://www.nvidia.com/en-gb/geforce-now/faq
What's the difference between DX11 and Vulkan mode? Vulkan presents a potential performance increase over DX11 in most cases, though may be slightly less stable for now. Baldur’s Gate 3 defaults to DX11.
Please note that Vulkan is driver-sensitive, and might need some experimentation to find which driver runs best.
What game engine is being used? Baldur’s Gate 3 has been built using the new in-house Divinity 4.0 engine.
GAME CONTENT INFORMATION
What is an Origin character? Origins are playable heroes, each with their own stories, desires, and attitudes towards the world around you. Whether you choose to experience the story of Baldur’s Gate 3 through an Origin’s perspective or recruit them to journey alongside you as companions, your choices as a player have a huge impact on the way their stories unfold.
If recruited as companions, their previous experiences and attitudes will influence their opinion about what you should do and how you should behave. Everything that you do or say might influence the course of your relationship with them, and determine whether you'll become friends, lovers, rivals, or bitter enemies.
What Origin Characters are available to play/recruit? The Origin Characters are: Astarion, Gale, Lae’zel, Shadowheart, Karlach, Wyll and The Dark Urge.
Unlike Baldur’s Gate 3’s other playable protagonists, the Dark Urge is a fully customisable character: from your class and species, to your gender and overall appearance, and even your name. The Dark Urge will not be recruitable when not played.
Can I change the class of the Origin characters when I recruit them? Yes! In Baldur’s Gate 3, you have the freedom to respec not only your chosen protagonist’s class but also that of your playable companions and pre-authored Origin characters.
Bear in mind that some characters' class is closely intertwined with their story, and respeccing them will not change this.
Can I create a custom character? Yes, you can create a custom character.
If you create a custom character, you’ll have the freedom to define your race, class and appearance, and you'll still find yourself embedded in the story of Baldur's Gate 3 through personal connections to the events that unfold.
What is the final level cap in the game? Level 12.
What difficulty options are available? As well as the default Balanced mode, you will be able to play the game in Explorer Mode and Tactician Mode;
In Explorer mode, combat has been made more forgiving so players can fully immerse themselves in the narrative layer of this adventure. In this mode, friendly NPCs are harder to kill, trader prices are at a 20 percent discount, and you'll begin the game with a +2 starting proficiency bonus.
Tactician mode, then, is where to test your mettle. In this mode, enemy lethality is cranked up to Brutal, ensuring that enemy AI are stronger, will prioritise squishier targets with low AC, and will seize opportunities to go in for the kill. Additionally, many adjustments have been made to the fights themselves specifically for Tactician mode, with certain enemies receiving additional support through reinforcements, spells, or consumable items.
Will there be modding support? Modding will be supported sometime after launch. We loved what our modding community did with DOS2, and we’re excited to see what they’ll do with BG3.
Can I Pet The Dog? There are multiple dogs in the game and you will be able to pet some of them!
MULTIPLAYER CONTENT INFORMATION
Is there multiplayer? Yes, there is 4 player online multiplayer. In 4 player online multiplayer, players can either start a multiplayer journey together and both create their own custom character or join a friend’s single player game during the adventure. In this case, they will take over a companion.
Is there Cross Play? Baldur’s Gate 3 currently supports cross-play between Steam and GOG on PC.
Is there split-screen co-op? Yes.
Is it the sequel of Baldur's Gate 1 and 2? Yes. The story takes place 100 years after the events in Baldur’s Gate 2 and shortly after the events of Descent into Avernus. We don’t want to spoil anything about the story, but it will be connected to the previous games in meaningful ways.
How is the storyline linked to D&D? Baldur’s Gate 3 takes place right after the events of Descent into Avernus. The holy city of Elturel disappeared from the Forgotten Realms and descended into Avernus, the first layer of the Nine Hells. In our canon, it was saved by a party of heroes. The game is based on the 5th edition ruleset of D&D and was created closely together with Wizards of the Coast.
Is your party permanent or can you change members out throughout the adventure? Recruited companions will be at camp when not in the adventuring party, and can be swapped in and out at camp.
What is Baldur’s Gate 3? Baldur’s Gate 3 is a story-rich, party-based RPG set in the universe of Dungeons & Dragons where your choices shape a tale of fellowship & betrayal, survival & sacrifice, and the lure of absolute power.
Do I need to have played Baldur’s Gate 1 & 2 to be able to enjoy Baldur’s Gate 3? Baldur’s Gate 3 is a new adventure set in the Forgotten Realms and focuses on new characters. You’ll see some familiar places and faces if you’ve played Baldur’s Gate 1 & 2, but you don’t need to have played them to enjoy Baldur’s Gate 3.
What platforms can I play the game on? Baldur's Gate 3 is currently released on PC, via Steam, GOG and Nvidia GeForce NOW.
Baldur’s Gate 3 will release on September 6th on PS5 (September 3rd for owners of the Digital Deluxe Edition). We’re also targeting September 6 for Mac (via Steam, GOG, GeForce NOW) — to be confirmed. Additional platforms TBD.
What other platforms is the game coming to? Will it release on Xbox? Our goal is to bring our games to as many platforms as possible. We’re optimistic about Baldur’s Gate 3 on the Xbox Series X, but in order to announce and release the game on Xbox, we need to ensure that the game is performing without compromise across the entire Xbox X|S ecosystem in multiplayer and with split-screen. We’ve already put a lot of effort into making it work and will continue to do so. Like with the PS5 version, we’ll release it when it’s ready.
I have an issue, where can I get help? Make sure you check out our Frequently Asked Questions page over at https://larian.com/support/ To get help and report any issues you have encountered, please do so through our Support page.
Can I use a controller? Baldur’s Gate 3 has full controller support on PC.
What languages is BG3 available in? What are the minimum system requirements? Check our Steam store page for more information.
How do I play Baldur’s Gate 3 through GeForce NOW? You can now experience Baldur’s Gate 3 across more devices with GeForce NOW, from underpowered PCs to unsupported devices. All you have to do is head to NVidia’s website and follow their steps to create a membership (you will need to own the game in your Steam library): https://www.nvidia.com/en-gb/geforce-now/memberships/
You can find more information on NVidia’s GeForce NOW FAQ: https://www.nvidia.com/en-gb/geforce-now/faq
What's the difference between DX11 and Vulkan mode? Vulkan presents a potential performance increase over DX11 in most cases, though may be slightly less stable for now. Baldur’s Gate 3 defaults to DX11.
Please note that Vulkan is driver-sensitive, and might need some experimentation to find which driver runs best.
What game engine is being used? Baldur’s Gate 3 has been built using the new in-house Divinity 4.0 engine.
GAME CONTENT INFORMATION
What is an Origin character? Origins are playable heroes, each with their own stories, desires, and attitudes towards the world around you. Whether you choose to experience the story of Baldur’s Gate 3 through an Origin’s perspective or recruit them to journey alongside you as companions, your choices as a player have a huge impact on the way their stories unfold.
If recruited as companions, their previous experiences and attitudes will influence their opinion about what you should do and how you should behave. Everything that you do or say might influence the course of your relationship with them, and determine whether you'll become friends, lovers, rivals, or bitter enemies.
What Origin Characters are available to play/recruit? The Origin Characters are: Astarion, Gale, Lae’zel, Shadowheart, Karlach, Wyll and The Dark Urge.
Unlike Baldur’s Gate 3’s other playable protagonists, the Dark Urge is a fully customisable character: from your class and species, to your gender and overall appearance, and even your name. The Dark Urge will not be recruitable when not played.
Can I change the class of the Origin characters when I recruit them? Yes! In Baldur’s Gate 3, you have the freedom to respec not only your chosen protagonist’s class but also that of your playable companions and pre-authored Origin characters.
Bear in mind that some characters' class is closely intertwined with their story, and respeccing them will not change this.
Can I create a custom character? Yes, you can create a custom character.
If you create a custom character, you’ll have the freedom to define your race, class and appearance, and you'll still find yourself embedded in the story of Baldur's Gate 3 through personal connections to the events that unfold.
What is the final level cap in the game? Level 12.
What difficulty options are available? As well as the default Balanced mode, you will be able to play the game in Explorer Mode and Tactician Mode;
In Explorer mode, combat has been made more forgiving so players can fully immerse themselves in the narrative layer of this adventure. In this mode, friendly NPCs are harder to kill, trader prices are at a 20 percent discount, and you'll begin the game with a +2 starting proficiency bonus.
Tactician mode, then, is where to test your mettle. In this mode, enemy lethality is cranked up to Brutal, ensuring that enemy AI are stronger, will prioritise squishier targets with low AC, and will seize opportunities to go in for the kill. Additionally, many adjustments have been made to the fights themselves specifically for Tactician mode, with certain enemies receiving additional support through reinforcements, spells, or consumable items.
Will there be modding support? Modding will be supported sometime after launch. We loved what our modding community did with DOS2, and we’re excited to see what they’ll do with BG3.
Can I Pet The Dog? There are multiple dogs in the game and you will be able to pet some of them!
MULTIPLAYER CONTENT INFORMATION
Is there multiplayer? Yes, there is 4 player online multiplayer. In 4 player online multiplayer, players can either start a multiplayer journey together and both create their own custom character or join a friend’s single player game during the adventure. In this case, they will take over a companion.
Is there Cross Play? Baldur’s Gate 3 currently supports cross-play between Steam and GOG on PC.
Is there split-screen co-op? Yes.
Is it the sequel of Baldur's Gate 1 and 2? Yes. The story takes place 100 years after the events in Baldur’s Gate 2 and shortly after the events of Descent into Avernus. We don’t want to spoil anything about the story, but it will be connected to the previous games in meaningful ways.
How is the storyline linked to D&D? Baldur’s Gate 3 takes place right after the events of Descent into Avernus. The holy city of Elturel disappeared from the Forgotten Realms and descended into Avernus, the first layer of the Nine Hells. In our canon, it was saved by a party of heroes. The game is based on the 5th edition ruleset of D&D and was created closely together with Wizards of the Coast.
Is your party permanent or can you change members out throughout the adventure? Recruited companions will be at camp when not in the adventuring party, and can be swapped in and out at camp.