Baldur's Gate 3 cover
Baldur's Gate 3 screenshot
PC Mac Stadia Steam Gog
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Adventure

Baldur's Gate 3

Patch #9 - Holy Knight

Patch 9 for Baldur’s Gate 3 is here! Bursting with noble spirit and ardent reverence, this patch adds the paladin class, Level 5, and much, much more. If you’re looking to peer deeper into the contents of this festive update, you can find the Community Update here.

Mac users, Patch 9 will be with you soon. We’ve got a little bit more work to do on it, so keep an eye on our social channels for updates. Now, if you’re suitably imbued with moral strength (and you’ll need it to make it through the amount of notes we have for this update), let’s look at the full notes for Patch 9.

Patch notes related to community-reported issues and feedback are indicated with an asterisk. Like this.*

HIGHLIGHTS

  • Added the paladin class with the Oath of the Ancients and Oath of Devotion subclasses. Added the hidden Oathbreaker subclass, which triggers if you break your oath.
  • Increased the level cap to Level 5.
  • Added the Fly spell.
  • Revamped the Reactions system.
  • Rebalanced combat encounters in late Act 1.
  • Added new spells and spell scrolls.
  • Added a ping system, usable outside of combat and during your turn in combat.
  • Overhauled the tooltips.
  • Extended Combat Cams to player and enemy melee Critical Hits, summons, Wild Shapes, and several spells and abilities.
  • Added Command spell variants.
  • Made Minthara a paladin.
  • You can now delete save files by playthrough.
  • You can now dismiss summons with a dedicated action.*
  • Added a new Level Up button and improved visual cues for levelling.
  • Added female human and elf heads to Character Creation.
  • Characters who attempt to play an instrument they're not Proficient with now fail spectacularly.
  • Removed non-wizard spell scrolls from NPCs except Revivify, Summon Quasit, True Resurrection, and Speak with Dead.
  • Added shop triggers. If you try to pick up items owned by certain traders, they will offer to trade.
  • Mage Hand no longer prevents you from summoning Ranger's Companions and familiars.
  • Made quarterstaffs Versatile.*
  • You now accrue dirt and blood more slowly, Prone makes you a bit dirtier, and Wet cleans you.

CRASHES AND BLOCKERS

  • Fixed crash when loading savegames.
  • Fixed crash when adjusting UI settings.
  • Fixed crash when selling items that don't belong in Trade view.
  • Fixed crash when repeatedly preparing to Throw.
  • Fixed blocker when playing Gale's flute after killing a magma mephit.
  • Fixed blocker when running past Mirkon towards the harpies.

BALANCE

Combat

  • Added a Smart AI to increase behavioural differences between animals and humanoids. Notable humanoid fighters now know when actions won't succeed and when to prioritise easy wins.
  • Made NPCs better at deciding when to Shove characters to their death.
  • Made NPCs more patient and smarter with healing spells, preferring to heal those with lower HP.
  • Adjusted Halsin's HP, removed upcasted spells from his spell list, gave him Call Lightning, and made his spell usage more varied.
  • Improved Astarion's combat strategies.
  • Made Gekh Coal Level 6, increased his HP, and rebalanced his attributes.
  • Made Mask of Regret Level 4.
  • Made Filro and BOOOAL Level 5 and increased the latter's HP.
  • Reworked Morghal.
  • Updated Baretha's attributes.
  • Gave Barth the appearance and stats befitting a high half-elf.
  • Improved Blighted Village ambush, making one of the Trackers smarter.
  • Improved the Great Weapon Fighting reroll boost.
  • Gave Murmath Basic Poisons.
  • Gave Sharp-Eye Eef Arrow of Roaring Thunder.
  • Confiscated Sharp-Eye Zami's scimitar.
  • In the magma mephit combat, an extra mephit spawns per wave and the second wave starts after 2 kills.
  • Added a magma mephit to the adamantine golem combat.
  • Tweaked stats and levels of the dead duergar and gnomes near Gekh Coal.
  • Improved minotaur's use of Reckless Roar.
  • Intellect devourers' unarmed ranged attack is now Dexterity, improving their chances of hitting Synaptic Discharge.
  • You now have Advantage when attacking dying hyenas.
  • Gave the bulette higher HP and faster regeneration, Proficiency in Dexterity and Strength Saves, and the ability to apply Acid when Biting. It can now act as soon as it joins combat.
  • Gave Proficiency in Dexterity and Intelligence Saves to all kuo-toa and fixed their obsession with Net. They can no longer Net already-trapped targets.
  • Made Flaming Fist Ephren more likely to use her poison vial.
  • Sword spiders are now Level 5 and have Extra Attack instead of a second action.
  • Some duergar around Grymforge now have Extra Attack.
  • Increased the hag's AC and weight, gave her Saving Throw Proficiencies, and changed Ray of Sickness to an action.
  • Gave Grym's Slam a small AoE; fixed its Stomp ability; increased its HP, AC, and damage; gave it Dexterity and Wisdom Save Proficiencies; and made sure that mephits can act as soon as they join the combat.
  • Increased hellsboars' HP and Strength, made them Resistant to Poison, and gave them a passive that applies Burning.
  • Mud mephits can now Fly.
  • Made the gate to the grove more fragile.
  • Removed Toughness from Spider Eggs.
  • Improved ogres' ability to throw barrels with goblins in them.
  • Gave the Grymforge clerics Silence and Glyph of Warding: Lightning, and removed Bane.
  • Ogres no longer have javelins but they learnt how to throw stones.
  • Made several tweaks to minotaurs, hook horrors, lava elementals, animated armours, and Bernard.
  • Flaming Spheres are no longer indestructible and they can no longer use potions or scrolls.
  • You can now remove spectators' Paralysed condition with a successful Saving Throw.
  • Gave some melee characters javelins.
  • Made the raven and dire raven Small and the red dragon Huge.

Spells, Actions, and Conditions

  • Added:

    • Animate Dead
    • Beacon of Hope
    • Bestow Curse
    • Branding Smite (Melee/Ranged)
    • Call Lightning
    • Command: Approach/Drop/Flee/Grovel/Halt
    • Control Undead
    • Counterspell
    • Daylight: Enchant Item/Sphere
    • Dismiss Summon
    • Divine Favour
    • Divine Sense
    • Divine Smite
    • Dreadful Aspect
    • Fear
    • Feign Death
    • Fireball
    • Fly
    • Gaseous Form
    • Glyph of Warding
    • Haste
    • Healing Radiance
    • Holy Rebuke
    • Hunger of Hadar
    • Hypnotic Pattern
    • Lay on Hands
    • Magic Weapon
    • Mass Healing Word
    • Nature's Wrath
    • One with Shadows
    • Plant Growth
    • Protection from Energy: Acid/Cold/Fire/Lightning/Thunder
    • Remove Curse
    • Revivify
    • Sacred Weapon
    • Sanctuary
    • Sleet Storm
    • Spirit Guardians
    • Spiteful Suffering
    • Stinking Cloud
    • Thunderous Smite
    • Turn the Faithless
    • Turn the Unholy
    • Vampiric Touch
    • Vow of Enmity
    • Wrathful Smite
    • Bear Honeyed Paws
    • Boar Rage
    • Boar Frenzied Strike
    • Duergar Animate Dead
    • Raven Bad Omen
    • Giant Spider Entomb
    • Zombie Slam

  • Invisibility now lasts 10 turns.
  • When Hiding, Shove now grants an Advantage roll instead of succeeding automatically.
  • Speedy Sparks can now be synergised with Chain of Liberation's Sprint.
  • Psychic Spark (previously Sapphire Spark) now grants an additional Magic Missile dart instead of a Damage Bonus.
  • Cutting Words damage reduction is no longer doubled on Critical Hit.

TWEAKS

Gameplay

  • Made waypoints easier to click.
  • Updated overhead icon that indicates when someone wants to talk to you.
  • Added overhead feedback for when a Saving Throw outcome applies to a condition.
  • Improved animations for sheathing and stowing weapons gamewide.
  • Enabled Riposte reaction by default.
  • Updated suggested cantrips for high elves and half-elves, sorcerers, warlocks, and wizards.
  • Party members no longer copy each other's lines in multiplayer.
  • You no longer have to jump to get to the nautiloid's upper deck.
  • Improved navigation near grove entrance for larger Ranger's Companions.
  • Timmask spore clouds now spread further.

Combat

  • Animated armours are now one swarm, as are Murmath's spiders.
  • Asharak no longer leaps from ramparts while defending his home.
  • Rats in the grove now flee if you attack them... lest they reveal their secrets.

Items

  • Rebalanced the weights of common items.
  • Made it harder to destroy items like doors and chests.
  • Bards' starting armour is now a Simple Jerkin.
  • You can no longer use the Bitter Divorce wand to resurrect party members without limits.
  • You can no longer use the Second Marriage wand more than once in and out of combat.
  • You no longer roll a Perception check on already-triggered tripwires.
  • Wyll's eye no longer contains hidden gold or weighs a kilogram.
  • Replaced Goblin's Drawing placeholder with a scroll.
  • Left ALT highlights Sickle of BOOOAL.*

Spells, Actions, and Conditions

  • Activate Witch Bolt no longer needs you to pick a target and deals damage to all linked targets.
  • Great Old One warlocks now have Phantasmal Force.
  • Agonising Blast is now part of Eldritch Blast's initial damage.
  • Cloud of Daggers and Moonbeam now remove Curse of Regret from targets.
  • Minor Illusion is now only dispelled if an NPC passes a Perception check.

Story and Continuity

  • Made the game better at tracking stolen items.
  • Removed enthralled fishermen at crash site.
  • Gribbo and her allies turn hostile if Dror Ragzlin is killed.
  • Added a follow-up for bards who successfully deceive Rugan.
  • You can return the boots to Thrinn even if you didn't get the quest from Gekh Coal.
  • Gekh Coal's fellow duergar turn hostile around Glut.
  • You need to click on Gale to get the scene where he talks to his mirror image.
  • Liam approaches you when freed and healed.
  • Tieflings become hostile if you kill one of their guards. If you help defend the grove, they'll forgive you.
  • Improved myconids' behaviour after Glut's revenge quest.
  • Avenge Glut's Circle now flows even if you killed Spaw before Gekh Coal.

UI

  • Quality of Life

    • Rolls during dialogues display the line you selected.
    • When lockpicking or disarming, the roll now clearly indicates which tool you're using.
    • Added a warning to the Reward pop-up and disabled the Claim button if you have a summon selected so you don't lose your reward.
    • You can hide tooltips that appear when hovering over a portrait in combat by right-clicking.
    • Selecting an equipped item in the hotbar unequips it.

  • Character Creation

    • Added option to choose your character's identity, allowing non-gendered appearance options. English only for now; other languages will follow.
    • Added missing race-based spells.
    • Added resistances given by the Wasteland Wanderer passives for Natural Explorer rangers.

  • Tooltips

    • Rewrote all spell and action tooltips for clarity and brevity.
    • Tooltips now expand (pin them or hold ALT) to show extra information.
    • Tooltips now clearly indicate what happens if a spell or action misses or if the enemy Saves.
    • Tooltips now clearly indicate the effect of upcasting.
    • Tooltips for spells and actions that create a surface or summon now indicate what is created and its duration.
    • Summon tooltips now indicate duration.
    • Tooltips now indicate when spells and actions need an Attack Roll and show roll details.
    • Tooltips now clearly indicate if a spell requires a Saving Throw from the target.
    • Added AoE to embedded tooltips.
    • Barbarian actions that require Rage now warn you when the barbarian doesn't have Rage.
    • Wrote the Skittish (previously Easily Frightened) passive.
    • Made it easier to see the 'Available only when Raging' warning for Diving Strike.
    • Added descriptions for Darkness clouds and Ash surfaces.
    • Rewrote barbarians' Rage bonus action and condition tooltips and the Expertise tooltip, which now appears in dialogue skill checks when applied.
    • Added Dexterity Saving Throw indicator to the Grease spell tooltip.
    • Added 'Companion' in 'Wolf Companion'.
    • Adjusted how cambions' AC is displayed to account for modifiers.

  • Inventory

    • Inventories now scroll if you drag items near their edges.
    • Made search filter smarter. For example, 'food' shows camp supplies.
    • Items now leave the inventory when equipped.
    • Improved readability for large item stacks.

  • Combat Log

    • Added spells cast by items that do damage.
    • Added Healing tooltips with descriptions and breakdowns.
    • Added Attack roll modifiers that total 0.
    • Added description for Potion of Vitality condition.
    • Clarified Fall damage breakdown.
    • Clarified messages about Critical Failures.

  • Set minimum screen resolution to 1024x768 or 1280x720.
  • You can now open the menu with ESC during a roll.
  • Removed Party Management keybind.
  • Temporarily removed the 'Show on Map' button.
  • Added previews for Cloud Quality settings.
  • Equipment slots no longer light up for non-controlled characters in multiplayer.
  • Improved error messages for connection errors in the multiplayer lobby and for being unable to join a session when the party is full.
  • Adjusted some creatures' names, types, and descriptions in the Examine window.
  • Upcastable spell slots now show the lowest possible casting level.
  • If a trader rejects your barter offer because you didn't offer anything, you now have to change your offer to barter again.
  • Character Sheet now displays your max speed.
  • Destroying a container while looking at what's inside now closes the window.
  • Gave Counsellor Florrick the title she deserves.
  • Renamed standing torches to distinguish them from equippable ones.

Audio

  • Shields now have SFX when blocking attacks.
  • Improved sound occlusion. Sound now reaches you from more logical directions and is higher quality.
  • Improved sound focus when hovering over characters.
  • Made explosions more kaboomy.
  • Lowered the volume of the verbal component of spells.
  • The Perform audio and animation for bards now start simultaneously.
  • The nautiloid's floor no longer sounds wooden.
  • A certain bugbear and ogre now stop making noises when you walk in.

Visuals

  • Radius of light from equipable and stationary light sources now matches gameplay more closely.
  • Light cantrip now has the same light radius as a torch.
  • Updated Flaming Fist uniforms.
  • Metals now shine in the moonlight.
  • Improved lighting in Underdark campsites.
  • Improved visuals around the druids' sacred pool after their defeat.
  • Decorated the area near the gith patrol to foreshadow what's to come.

Gameplay Animations

  • Made halflings' Hide animation less villainous.
  • Improved female elves' idle animation.
  • Improved animation for cancelling the precast of a spell in combat.
  • Changed swing to stab when using Crippling Strike or Piercing Thrust with a shield.
  • Shadowheart now holds the artefact on the beach before you talk to her.
  • Liam now lies on the bedroll in the same position as when you talk to him.
  • Liam's torture rack now falls apart and remains broken if destroyed.

Cinematics

  • Added a scene for when you kill the bear in the worg pens.
  • Added emotions tooxen at the grove.
  • Added acting for party members in background at camp with Raphael.
  • Improved lighting with Lae'zel at nautiloid helm.
  • Improved lighting with Gale at camp.
  • Improved locket animation in Barth and Meli's scene.

Engine

  • Removed FXAA support in favour of SMAA, TAA, DLSS, DLAA, and FSR.
  • Told druids not to hog CPU resources after finishing their ritual.
  • Optimised performance to fix issues causing FPS drops.

FIXES

Gameplay

  • Great Old One warlocks now have the Mortal Reminder feature.
  • Withers' shop inventory now resets after a Long Rest.
  • You can no longer add any ol' Spell Bonus to specific Ability Checks.
  • Animals no longer swear if you attack them.
  • Pact of the Chain imp now benefits from Short Rests.
  • Soul Echoes can no longer be Shoved.
  • Fixed line-of-sight previews.
  • You can now sit while Hiding.
  • Fixed characters of smaller races getting stuck after being put to Sleep and Shoved.
  • Grease is no longer Dippable.
  • You can no longer spam the spell and ability icons.
  • Falling off the nautiloid in multiplayer no longer triggers Game Over if a player character is still alive.
  • You can no longer Shove the mind flayer at the crash site.
  • Bards' Expertise bonus to Deception now applies correctly with the bandits outside the Chapel.
  • The patrolling duergar at Grymforge can now spot you trying to Hide.

Combat

  • Nat 1s and Nat 20s no longer get bonuses and Proficiencies added to the final tally if you skip the roll animation.*
  • Combat no longer ends prematurely if you're far from enemies and go to Sleep.
  • Combat now triggers if you choose to attack an NPC that caught you crimin'.
  • NPCs can target Mayrina again.
  • If the hag is Silenced, she can no longer teleport Mayrina away.
  • Haseid can no longer land Critical Hits.
  • Male gith no longer fire two projectiles on their first two-handed crossbow shot.
  • Eldritch Knights and Arcane Tricksters can now replace a spell at Level 4.
  • Off-screen characters can no longer be hit by spells.
  • Weapons Dipped in fire now explode explosive barrels.
  • Concentration effects and conditions granted by certain items no longer remain active if you switch to a different item.
  • Turrets at the Selûnite Outpost now respect the rules of combat.
  • Halsin now looks for you even if you Hide and move far away.
  • Removed Gale's Necrosis aura when he's thrown into a chasm.
  • Sword spiders now jump onto ramparts and actually do something on their turn.
  • The spectator can now reach and Unpetrify that one drow.
  • NPCs can now join combat even if they're far away.
  • Auntie Ethel now poofs away if you enter combat with Mayrina's brothers.
  • NPCs at grove entrance no longer turn hostile if you knock out and kill the last enemy.*
  • Oozes' projectiles no longer fire through floors in Grymforge.
  • Choosing to attack Gekh Coal through dialogue now triggers combat.
  • Fixed Attack of Opportunity not triggering for wildshaped characters with a ranged weapon equipped.
  • Fixed Nere's Shield of Screams.
  • Fixed extra damage using wrong damage type if you throw your weapon while Raging.
  • Fixed issue preventing redcaps from taking their turn.
  • Fixed enemies with grouped initiative skipping their actions.
  • Fixed camera getting stuck when fighting the bulette.
  • Fixed camera panning to target in Combat Cam view.
  • Fixed join-leave loop when the Foundation Block at the Chapel falls on a familiar.*
  • Fixed Saving Throw Proficiencies of NPC wizards.

Items

  • You can block gas pits with crates again.
  • Made many unreachable items reachable.*
  • Ensured that Headband of Intellect sits comfortably on male gith heads.
  • Chain Mail, Splint Armour, and Plate Armour now correctly grant Disadvantage on Stealth checks.
  • Poisoner's Robe poison Damage Bonus now only affects spells that deal poison damage.*
  • You can no longer interact with items if you fail an associated Ability Check.
  • You can no longer disarm unreachable traps.
  • Using a nautiloid restoration pod no longer kills familiars.*
  • Fixed floating brain jar and some buggy viscous chairs on the nautiloid.
  • Made a nautiloid pillar indestructible.
  • You can now interact with the plaques in the grove.*
  • Fixed a forest tree causing 'Can't see!' error when trying to move a boulder.
  • You can now loot a chest at the Goblin Camp without turning all of Grymforge hostile.
  • Fixed random bottles with missing text appearing in the Traveller's Chest after leaving a minicamp.
  • You can now use the Adamantine Forge more than once.
  • Moved a buggy chest in the Festering Cove.
  • You can now move a loose stone in Grymforge.
  • Fixed issue preventing you from stacking items from above.

Spells, Actions, and Conditions

  • You no longer remain Prone after a Long Rest.
  • Sleep no longer affects those immune to Charmed.
  • Lesser Restoration can no longer remove Charmed.
  • Armour of Agathys can no longer damage attackers that use a Throw attack.
  • Targeting AoE spells at yourself now shows an AoE preview. They also cast correctly.
  • NPCs no longer fail spellcasting if they open a door to move.
  • Fixed error preventing you from casting Tasha's Hideous Laughter on certain creatures.
  • Added missing visual components to Teleportation spells.
  • Added ending animations and appropriate SFX to Rage spells.
  • Silence now silences harpies' Luring Song.

Story and Continuity

  • NPCs no longer know you've interacted with doors to forbidden places if they weren't there to see you.
  • Original owners of pickpocketed items now recognise those items as their own.
  • Gale now actually leaves after he bids you adieu.
  • Clerics of Tyr can now talk to Anders after refusing his quest.
  • Lae'zel no longer mentions needing to speak to Zorru if she already has.
  • Made DC to lockpick Liam's torture rack consistent.
  • Brakkal can now leave his cage after being saved.
  • Glut's dialogue no longer repeats if you already killed the duergar before starting Avenge Glut's Circle.
  • When he's in your party, Wyll can now intervene in Speak with Dead dialogues with Spike.*
  • Choosing bard option in Johl and Demir's confrontation of Auntie Ethel doesn't kill them anymore.
  • Insight check in Doni's dialogue now gives correct outcomes.
  • Mentioning the Scrying Eye to Thrinn as a gnome no longer cuts dialogue short.
  • Fixed Gale repeating a line about Mayrina's husband.
  • Recovered missing subtitles when talking to Trinzas.

UI

  • Tooltips

    • Fixed width of tooltip titles to avoid overlapping text.
    • Fixed wrong description showing up for rock gnomes' Artificer's Lore passive.
    • Comparisons now work correctly for Shield tooltip.
    • Menacing Attack now indicates the condition it applies.
    • Supplies tooltip now indicates number of supplies needed for Long Rest.
    • Removed extra plus symbol from Combat Inspiration description.
    • Removed placeholder text from crab and spider familiars' class action tooltips.
    • Corrected several descriptions for NPC spells and conditions.
    • Made descriptions for standard and enhanced versions of bards' Heroism spell consistent.
    • Made Silence spell description consistent with its effect.
    • Removed range from Runepowder Barrel and Runepowder Vial.

  • Icons and Portraits

    • Fixed flickering icons for Shield Master and Warding Flare conditions.
    • Added missing icons for cupboards.
    • Fixed placeholder icons for various conditions.
    • Fixed icon for Restrained condition on Liam.
    • Fixed Glut's portrait not disappearing if you travel to camp via waypoint.
    • Fixed a redcap with a goblin portrait.
    • Fixed NPC portraits not enlarging during their turn.

  • Fixed multiplayer issue preventing clients from loading the game if both host and client are on GOG and connected via the Online tab.
  • Removed Dart and Sling Proficiencies from Weapon Master feat.
  • Locked inventories in multiplayer now remain locked.
  • Fixed Level Up button not appearing after loading a savegame.
  • Fixed hit chance percentage on creatures with Bane.
  • Renamed a torch in the Arcane Tower pretending to be a candle.*
  • Party Line now updates correctly for summons summoning summons.
  • Fixed gaps in background of Spells window during Character Creation and Level Up.*
  • Fixed 'Hide Completed' option in Quest Journal.*
  • Fixed selected quest not being highlighted when reopened in Journal.
  • Inspecting a summon, follower, or party member via Party Line no longer opens their Character Sheet.
  • Fixed visual issues relating to targets' health bars.
  • Items no longer change slot when added again through Character Sheet.
  • Fixed Throw UI closing when selecting an item.
  • Fixed some Portuguese lines running over their text boxes.
  • Fixed stopwatch animation for Turn-Based Mode when switching from a character in combat to one in real-time.
  • Clicking upper half of character portraits now selects them correctly.
  • Cursor icon now updates when attacking interactable objects.
  • Fixed Examine window not showing burnt or dead Halsin.
  • Fixed issues with lock-mouse-to-window setting and edge-panning.*
  • Fixed potions not showing up correctly in Examine window.

Audio

  • Added verbal components of Disguise Self and Hex.
  • Added SFX for Lunar Mend, destroying potions, and male elves' unarmed attacks.
  • Added SFX when dropping fruits from inventory. The silence was no longer fruitful.
  • Fixed SFX when dropping Soul Coins.
  • Added SFX for closing windows with ESC.

Visuals

  • Fixed VFX glitches, particularly on fur and hair.
  • Fixed Gale looking bald when viewed from a distance.*
  • Female gnomes no longer get Shadowheart-inspired hairstyle when equipping Studded Leather Armour.
  • Fixed ochre jelly bleeding red.
  • Fixed invisible floors on nautiloid.
  • Added VFX for breaking log bridge between forest and Goblin Camp.
  • Fixed blood and dirt not appearing correctly on clothing and armour.
  • Fixed glow behind druid runes in Underground Passage.
  • Fixed Guidance VFX highlighting breasts of characters in armour.
  • Made Mattis blonde again.
  • Fixed flickering on cloud surfaces.
  • Fixed bug when preparing bard spells in or near water.
  • Added Detect Thoughts VFX for Crusher and one Goblin Brawler.
  • Fixed lighting in and around Owlbear Nest and Hidden Vault.
  • Fixed fading issues in Shattered Sanctum.
  • Fixed Gekh Coal's hair floating when Prone.
  • Fixed bugs like floating objects and transparent roofs.

Travel

  • Withers' tomb no longer remains dark after you gain access.
  • Fixed being able to Misty Step straight to Arcane Tower's lowest hallway.
  • Fixed being able to jump to Nere from across the poison chambers.*
  • Made the ground under Arcane Tower's stairs unwalkable.
  • Halflings can now jump onto a cliff near where you first see Astarion.
  • Made specific rock in Shattered Sanctum walkable.
  • Fixed disappearing terrain when rotating camera into rocks in Secluded Chamber.
  • Fixed terrain visibility and fading issues at crash site.
  • You can no longer land in awkward places when jumping into chasm in Shattered Sanctum.
  • Fixed trees blocking access to Risen Road waypoint.
  • Fixed camera getting stuck in Putrid Bog and near Goblin Camp waypoint.
  • You can no longer glitch to Adamantine Forge's upper level.
  • Fixed followers getting stuck when jumping to another party member.

Gameplay Animations

  • Taught halflings how to sit on benches.
  • Mind flayers now flail their tentacles when attacking.
  • You now show emotions during Astarion's bitey scene.
  • You no longer get stuck in the falling or climbing animation.
  • Fixed Alfira's invisible lute.
  • Fixed animation for summoning familiars in combat.
  • Fixed Bardic Inspiration animation stopping prematurely.
  • Fixed animation for weapons held by female characters when rotating camera.
  • Fixed animation for Produce Flame: Hurl.
  • Fixed several issues with bards of small races playing instruments.
  • Fixed animation for male elves preparing unarmed attacks.
  • Fixed wrong VFX for dwarves using Slash with two-handed swords.
  • Added VFX and SFX for male elves attacking with dual-wielding weapons.
  • Fixed characters repeating movements when panning camera away and then back.

Cinematics

  • Torches no longer make cinematic scenes blindingly bright.*
  • Beldron no longer loses his head after being freed.
  • Connor no longer appears twice during his resurrection.*
  • Laridda and Lunkbug now hold their pickaxes properly.
  • Fixed Commander Zhalk's sword blipping out of existence.
  • Repositioned floating props on nautiloid's upper deck in dragon scene.
  • Removed creepy extra harpy when talking to Mirkon.
  • Restored windmill cinematic.
  • Fixed Gale and Astarion's lines when talking to Flaming Fist at Waukeen's Rest.
  • Fixed Scratch's mouth at camp.
  • Fixed Detect Thoughts VFX and SFX in several scenes.
  • Fixed lighting for bards on nautiloid's lower deck.
  • Fixed lighting and issues when talking to Us.
  • Fixed camera for small races at camp.
  • Fixed Lae'zel taking on the appearance of gith players.
  • Fixed jump cut and camera when recruiting Shadowheart.
  • Fixed Wyll's blurry face when he bids the party adieu.
  • Fixed issues with dwarves during Volo's operation.
  • Fixed Taman's movements at Chapel.
  • Fixed gnome characters looking unnatural in bugbear scene.
  • Fixed animations for Minthara's minions and lighting during grove attack.
  • Fixed screen going black in hag's talking door scene.
  • Fixed Halsin speaking through his eyelids while wildshaped.
  • Fixed Wyll sitting like a frog while chained up.
  • Fixed grass obscuring small races' view of Auntie Ethel.
  • Fixed dark patch beside mushroom circle in Underdark.
  • Fixed lighting when reaching Grymforge and talking to Spaw and to Shadowheart there.
  • Fixed line cutting off if you have runepowder while talking to Thrinn.
  • Fixed lighting after using Detect Thoughts on Philomeen.
  • Fixed visual issues with dreams and morning after Astarion gets bitey.
  • Fixed lighting at night with Gale.
  • Fixed lighting at camp with Lae'zel.
  • Fixed visual issues at hideout with Oskar.

Clipping, Popping, and Other Oddities

  • Fixed humans twitching on bedrolls.
  • Fixed Trinzas' twitches, slides, and stiff hands.
  • Fixed Fezzerk's clipping axe and armour.
  • Fixed female bards twitching when Performing.
  • Fixed wildshaped wolf's neck.
  • Fixed enthralled NPCs on the nautiloid standing up.
  • Fixed Olodan stretching when you're confronting Kagha.
  • Fixed clips and pops in scenes with Lae'zel and the patrol; Shadowheart on the nautiloid; Priestess Gut; Gekh Coal; Anders and his companions; Gribbo; Brithvar and Kur; Stonemason Kith; the mirror in the hag's lair; Halsin at camp; Larissa; and John, Demir, and Auntie Ethel.
  • Fixed issues with mind flayer at crash site; Rolan, Cal, and Lia; Doni; Jeorna; Thulla; a Restless Myconid; and Spaw.
  • Fixed issues after freeing Nere, when recruiting Astarion, when Astarion has the Necromancy of Thay, when denouncing Kagha, at camp with Raphael, with bards at camp with Minthara, and with Lae'zel and the Elaborate Slate.
  • Fixed mind flayer issues before falling out of nautiloid.
  • Fixed clipping issues with cambion at nautiloid helm.
  • Fixed dragon's head clipping through nautiloid.
  • Fixed lighting pops, freezes, and misplaced altar at camp with Minthara.
  • Fixed Booyahg Piddle's pop.
  • Fixed Petrified Drow's pop.
  • Fixed Lurgan clipping in Underdark.
  • Fixed small races clipping into boat at Grymforge.
  • Fixed party members clipping when hearing Absolute at Grymforge.
  • Fixed jitters with deep rothé.
  • Fixed Dark Justiciar Helm clipping on gnomes.
  • Fixed characters popping when dying.




Baldur’s Gate 3 Launches August 2023!

We’ve just revealed some big news during this year’s The Game Awards – you’ll want to check out this trailer.



Gather your party – Baldur’s Gate 3 launches August 2023. New sights and surprises abound in this trailer, and we’d love to hear about what stood out most to you. Let us know in the comments!

More good news: Baldur’s Gate 3 Collector’s Edition is available to pre-order now! It’s a treasure trove of items for the adventurer in you, and it’s limited to 25k copies worldwide. Take a closer look at what’s inside and secure your Collector’s Edition here: https://baldursgate3.game/

While launch is in August, there’s plenty more to unwrap before the year is out. Don’t miss Panel From Hell: Holy Knight on December 14th @ 10am PST / 6pm GMT - featuring special guest Geoff Keighley! Join us for a hellaciously festive stream as Swen Vincke and the dev team delve deeper into our Game Awards announcements and the contents of Patch 9.

Set yourself a reminder to watch! https://panelfromhell.baldursgate3.game/

See you next week 😈🎄

Pre-Patch Announcement - Patch 9 Incoming!

Hello everyone! We hope you’re all well!

The New Year approaches and with it Baldur’s Gate 3’s release year. The team has been hard at work and is ready to share Patch 9 with you all. Be sure to catch our Panel From Hell on December 14th for the full unveiling and a few more surprises! In case you missed our teaser for The Game Awards, we highly recommend you watch that to whet your appetite.

On to the main topic: Patch 9 draws near and it will be roughly 33 GB, bringing the full game size to 84.7 GB.

As with all our previous patches, all saves made on Patch 8 or prior will no longer be compatible when updating to Patch 9.

So, let’s talk branching! We’ve got options if you want to continue saves from earlier patches, or if you want to make sure you’re staying current. Check out the below instructions for whichever method suits you best.

1. How to Update Your Game to Patch 9: If you want to play the most up-to-date version of the game and have never opted into any beta branches in the past, then good news: You don’t need to do anything! When the patch releases, you will receive the most updated version of the game as long as you have automatic updates enabled. To enable automatic updates, please follow the steps below:


  • Right-click on the game in your Steam library
  • Select Properties
  • Click the Updates tab
  • Select "Always keep this game updated" in the drop-down menu




2. How to Update to Patch 9 If You’ve Opted into an Earlier Beta Branch: If you previously opted into any beta for Patch 7 or earlier and want to ensure you get the most up-to-date content when Patch 9 goes live, then please follow the steps below:


  • Right-click on the game in your Steam library
  • Select Properties
  • Click the Betas tab
  • Select "None" in the drop-down menu




3. How to Continue Your Patch 8 Save: If you want to continue your progress from Patch 8, then take the following steps. 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.


  • Right-click on the game in your Steam library
  • Select Properties
  • Click the BETAS tab
  • In the list under "Select the beta you would like to opt-in to", select Patch 8
  • Close the properties menu




If you’d like to continue your save file on the current version, you can move to the Patch 8 beta branch now.

Important Note: If you want the option to go back to a previous patch, it’s best to make a new in-game profile and back up your local saves from the previous patch. You can do the following before or after you update to the latest version:


  • Before starting a new playthrough, create a new profile by clicking the profiles button on the top left of the main menu. All your progress in the new patch will then be saved under this profile while your old saves are safe in the previous profile.
  • As an extra safety measure, you can manually back up your savegames:
  • Go to C:\Users\\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles (the fastest way to get there would probably be to copy the line below into the location bar in Explorer and hit Enter).
  • %LocalAppData%\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: C:\Users\\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles
  • Sync back to the patch8 beta branch with the instructions above and load your old savegames



A Note On Mods: If you have any mods installed, or were using any in previous versions of Baldur’s Gate 3, please remove them before updating your game. You can do this by checking both the ‘Mods’ and ‘Public’ folders in '..\SteamApps\common\Baldurs Gate 3\Data' - if either of those folders are present, please delete them before updating. If applicable, please also delete the file ‘modsettings.lsx’ in the profile folder. Further information about mods can be found at https://larian.com/support/faqs/mod-information_77

Panel From Hell + Patch 9

Quick question -- if Santa played D&D, what class would he roll?

If you wanna find out, you’ll have to join us on December 14th @ 10am PT / 6pm GMT / 7pm CET for a very special Panel From Hell featuring Video Games’ Own Geoff Keighley!

https://panelfromhell.baldursgate3.game/

Twitch: https://www.twitch.tv/larianstudios
Youtube: https://www.youtube.com/c/LarianStudios

Dev Blog: Patch 9 is Coming

Hello everyone,

Like a team of infernal reindeer, the next major update for Baldur’s Gate 3 is coming in for a smooth yuletide landing — yes, new features will be live before the year is out, accompanied by a festive Panel From Hell that will give you a peek at what’s to come in 2023!

In the Community Update accompanying that Panel From Hell, we’ll go into detail about some of the most discussed topics in the community. The good news is that we’re on track for release in 2023 – and we’ll have more on that in December. Acts 2 and 3 of the story are being actively playtested to ensure they’re up to the same level of polish and you’ll soon discover that there’s much more in the works (or already complete) than what you’ll encounter in an Early Access playthrough. Our goal is for even the players who have repeated Act 1 over and over again for hundreds of hours to feel like there’s a whole new experience in store for them at launch.

We're still paying close attention to all your feedback, bug reports, comments, your fan art and jokes – they sustain us, so please keep them coming or we will grow desperate and you’ll discover us consuming pigs’ blood in the middle of a Belgian motorway like a certain vampire spawn. Whatever it takes to get the game out, you know?

In all seriousness though, it takes time to tell a great story, implement feedback, and iterate on such a large game, so we want to thank you for your patience as we get closer to Patch 9.

We’ll see you in December – the dress code is “Christmas from Hell”. 🎄😈

Behind the Scenes: Motion Capture



We’ve just opened up a new, dedicated motion capture space in Guildford, so while we have you here and we’re telling you things, we thought we’d give you a little peek behind the betentacled curtain into one of the most important tools in our storytelling arsenal: our motion capture tech.


A typical day at work at Larian Quebec

We have been working with motion capture for years, with mocap-ready studio spaces constructed at our offices in Ghent, Kuala Lumpur, Quebec and Dublin.

Having multiple locations has meant that each team could be empowered to try out new ideas, experimenting upon and refining animations without having to wait for another studio to come online. Having spaces across the globe also meant we could capture data anytime over the 24 hour period, allowing for continuous development.


Our team in Kuala Lumpur passionately discuss whether Gith are in fact more similar to platypus than humans. “They’re both egg-laying mammals.”

Early on, we began using XSens’ full-body motion capture which allowed animators and designers to quickly monitor and review data even when working from home — something that proved pretty helpful during lockdown. We integrated StretchSense gloves to improve the speed we can get finger data into the engine and completed major overhauls to our pipelines to allow the Optical Performance Capture data to be quickly imported into our build.
But as we first began development on Baldur’s Gate 3, we knew in order to achieve a truly cinematic feel we’d need to improve the quality of our technology and the speed of our mocap pipeline.

So we decided to expand on this idea last year with the launch of Larian Guildford; our first studio in the UK.


The actors when lunch arrives.

England has a wealth of talented performance capture artists and we knew we wanted to start working with them, but the biggest challenge would be to find a space large enough for the kind of choreography we require. Many locations were visited, measured, and considered before we finally settled on our current office* — an ideal location nestled in between a bustling high street and a place that sells 12 different kinds of sausage rolls.


Our Guildford mocap team tries to comprehend the physical feasibility of the Buthir/Grukkoh love scene.

The Larian Guildford Mocap Facility is big. This is the largest mocap space we have at Larian, measuring 14m x 12m, and currently features 40 Vantage V16 Cameras and 3 additional reference cameras, all running through our VFX motion capture software.
With a studio of this size we can easily record a dozen mocap actors at once — capturing everything from complex movements and gestures to stunt work with props.


A man in full mocap regalia thinks back to the time someone insulted his character build.

Bringing Baldur’s Gate 3 to life has been an incredible experience and we can’t wait for you to see the results come launch.

If you want to be part of this story, we are looking for new blood to help run the studio, producers and tech. Keep an eye out for listings.

And until then, we’ll just say see ya soon — there’s more information about the next patch still to come. Watch this space!


The illustrious Neil Newbon (voice of Astarion) directing a team of 12 in our Guildford studio, while wearing a beautiful kimono.

*Of course, no Larian studio could be complete without an induction into our grandest tradition of all: soggy carpets. Yes, like our Belgian studio in 2020, our new Guildford office got a light baptism of its own this year in the form of some pretty insistent British weather. Luckily it was only a very minor hiccup and we were able to seal the leak using a pie barm.


A moving interpretive dance performance representing Larian’s feelings on pipe leaks.

OK OK here's a bonus video -- please name this dance move:

Hotfix #29 Now Live!



Hello everyone,

We’ve got another hotfix for you today, handling a few crashes and blockers you’ve been reporting to us. Not every party gets along smoothly, but we’ve been told that companions at camp were giving you the cold shoulder after rescuing Halsin. We guess they’re just not fans of bears, but they should be a lot chattier now after some team building.

As ever, thank you for playing Baldur’s Gate 3 and taking the time to report these issues to us.

CRASHES & BLOCKERS


  • Fixed a crash that would occur randomly when running the game on the Vulkan API in combination with an NVIDIA card.
  • Fixed a crash that would occur when opening in-game windows like the Examine and Inventory panels when running the game on an NVIDIA card with DLSS enabled.
  • You can now initiate dialogue with companions at camp after rescuing Halsin.
  • Fixed the VFX crashing the game when shapeshifting (e.g. via Transform or Wild Shape).
  • Fixed the sharp drops in FPS and the subsequent crash if your character dies while wearing the Helmet of Grit and the Gloves of Fire Resistance.
  • Fixed a crash that would occur when saving after using a Scroll of Goodberry.
  • Fixed potential freezes and GPU lockups for Mac users on AMD machines when clicking the ‘New Save’ button.

Hotfix #28 Now Live!



Hello everyone,

We’ve got another Hotfix for you, taking care of several crashes, blockers and visual bugs. We understand that Lae’zel is hard to please by nature, but it seems that she’s been more prone to tantrums since our previous Hotfix. We’ve explained party dynamics to her, which she didn’t really enjoy, but understands that she shouldn’t randomly stop following the player now.

Thank you for taking the time to report these issues to us, and thank you for playing Baldur’s Gate 3!

CRASHES & BLOCKERS


  • Fixed an issue where Lae’zel would stop following the player after going to camp when loading a previous Patch 8 savegame in Hotfix 27
  • Fixed a Vulkan-specific crash that would occur during Bibberbang explosions
  • Fixed Swarm AI not jumping in cases where their jump end position is blocked by another swarm member
  • Fixed crashes that would potentially occur during large combat scenarios
  • Fixed crashes that would potentially occur in Multiplayer combat when the player hovers the cursor over items or certain characters
  • Fixed a crash that would potentially occur in Multiplayer when joining if the host was in character creation


VISUAL BUGS


  • Fixed missing VFX in Plea at the Gates cinematic
  • Fixed camera in the cinematic relating to Connor’s resurrection
  • Fixed the antidote bottle clipping through the player’s mouth if playing as smaller races
  • Fixed the camera zooming out beyond normal limits when attacking in combat

Hotfix #27 Now Live!



Hello everyone,

We’ve got another hotfix for you today, addressing several crashes and bugs. We’re also very happy to report that this hotfix brings Patch 8 to Mac players. We’d make a joke about metal support but we wouldn’t want to explode Neil’s head again, now, would we?

Thank you to everyone who took the time to report these issues to us through all of our channels. Your support is greatly appreciated as we squash these troublesome bugs. Thank you for playing Baldur’s Gate 3!

CRASHES & BLOCKERS


  • Fixed some companions not performing their camp rituals in savegames first made in the original Patch 8 release or Hotfix 1, and then loaded or saved in Hotfix 2.
  • Fixed a crash that would occur when you successively went to camp, traded with Withers, then went to sleep.
  • Fixed a potential crash that would occur when saving or levelling up.
  • Fixed a potential crash that would occur when you dismissed a companion at camp and key items were transferred into your inventory automatically.
  • Fixed passive rolls crashing the game in certain circumstances, like when starting combat while sneaking.
  • Fixed a crash that would occur when sending a character to camp while the party panel was open.


COMBAT


  • Fixed Valiant Damage removing Bardic Inspiration if you missed an attack.
  • Fixed spells with effects that end combat getting interrupted.
  • Fixed the hag’s cinematic not triggering when you entered her lair for the boss fight.


UI & UX


  • The party panel now updates the character list when you add or remove a character to or from the party.
  • The journal now updates accordingly when the hag's reward appears in your inventory after you choose to spare her in exchange for ‘power’.
  • Fixed the Level Up UI not appearing when entering Turn-Based Mode for the first time.
  • Fixed revived companions having empty inventories when resurrected.
  • Improved the text input support for Chinese keyboards (Microsoft Pinyin).


VISUAL BUGS


  • Fixed a Vulkan-specific visual glitch that would occur when switching races during character creation.
  • Fixed a visual issue causing squares to appear in the sky around distant trees.
  • Fixed Gauntlet Nichol's name going missing.

Hotfix #26 Now Live!



Hello everyone,

We’ve got a new hotfix for you today, taking care of multiple crashes, bugs, and issues. Sometimes, corpses get nostalgic for those halcyon days of being less corpse-y. When this happens, they tend to stand bolt upright in an act of what can only be described as undead defiance. We’ve told them to act their age (dead being their age), hopefully leading to fewer weird ‘Didn’t I kill you already?’ moments.

As ever, thank you for playing Baldur’s Gate 3 and reporting these issues to us through all our channels. We really appreciate it!

CRASHES AND BLOCKERS


  • Party members now appear correctly at camp regardless of how many times you go there.
  • Fixed a major blocker causing a permanent black screen if the game had just loaded after you went to camp.
  • Fixed a major multiplayer issue causing you to get blocked if you gave a fellow player control of an Origin character.
  • Fixed an issue that would block you in the Active Roll UI if you were interrupted by an NPC’s crime interrogation dialogue.
  • Fixed a crash related to the bibberbangs’ explosion VFX.
  • Fixed a crash that would occur after loading a savegame.
  • Fixed a crash that would occur if you had created the Vision of the Absolute spear and saved in camp.
  • Fixed a blocker that would occur if you took a Long Rest after defeating Bernard and the automatons atop the Arcane Tower.


CINEMATICS


  • Fixed cinematic issues related to Barcus and Beldron at Grymforge.
  • Fixed a cinematic issue related to missing water VFX when speaking to Gauntlet Dain at Waukeen's Rest.
  • Fixed the myconids freezing during their cinematic dialogue.
  • Fixed a cinematic issue causing party members to have jittering heads during the cinematic dialogue with the deep rothé.
  • Fixed female halflings and gnomes not looking at the correct speakers in a cinematic dialogue during the introduction to the camp area.
  • Fixed cinematic issues in the conversation with Nettie involving drinking the antidote.
  • Fixed a continuity issue where the bard dialogue options with BOOOAL wouldn’t proceed correctly.
  • Fixed several cinematic issues related to camera angles, animations, depth of field, popping, lighting, and clipping.


UI


  • Fixed an issue related to the new combat cameras causing the gold dice overlay and vignette to go missing after the first critical camera shot.
  • Added missing weapon damage resistance to the resistances' update.
  • Fixed an issue causing the inventory to appear empty if a character was looted as a soul and then revived.
  • Fixed an issue causing spells in the custom Hotbar to be removed after Wildshaping.
  • Fixed a UI issue where searching for filtered names did not display the relevant items.
  • Fixed spell options becoming greyed out if you moved around in-game whilst the Variant Hotbar was open and active.
  • Fixed some global inventory filters not working if your character wasn't Proficient.
  • Fixed the visibility of the Options screen when applying any Interface option while in a dialogue.


CONTINUITY AND OTHER BUGS


  • Fixed corpses standing upright after you leave a region and go to camp. This was also affected by Autosave.
  • Fixed an issue causing druids to lose all their prepared spells if they had used Dismiss Wild Shape or if they dropped to 0 HP.
  • Fixed an infinite loop of entering and exiting combat when only one character and one in-world item remained.
  • Fixed the Short Rest SFX.

Hotfix #25 Now Live!

Hello everyone,

We’ve got another hotfix for you today, addressing a couple of troublesome crashes and issues. It’s not a party if your members stop following you into the unknown, so we’ve had a little chat with them about following your instructions more closely. Now, your followers should…follow you. Thank you for taking the time to report these issues to us so we can fix them swiftly!

FIXES


  • Fixed an issue where party members would stop following the character you’re controlling, including crashes that could occur relating to this issue.
  • Fixed a crash related to switching hair colours or highlights.
  • Fixed a crash that would occur when ending long rest and then saving.
  • Fixed a crash related to pickpocketing and trading, and using items whose ownership changed.