Author: Nik Ranger

  • Baldur’s Gate 3 player considers break-up after fiancé kills a companion – Dexerto

    Baldur’s Gate 3 player considers break-up after fiancé kills a companion DexertoIt took one beloved Baldur’s Gate 3 companion’s murder at the hands of a player’s fiancé for them to consider calling off the wedding. While the Reddit post was written sarcastically, the devastation the fan felt after the fiancé decided to kill Karlach remained. It began with the player explaining how the couple loves Dungeons & Dragons, so the poster introduced their fiancé to Baldur’s Gate 3. The first shock was their partner slaughtering Kagha, Halsin’s second in command at the Druid Grove. Though an antagonist figure to good-natured players, the player was still shocked at their fiancé’s brutal decision. After the fiancé turned down the suggestion of reloading an old save due to him seeing it as “cheating,” the couple played Baldur’s Gate 3 again another day. Confused about where they were, they asked him what happened, leading the fiancé to explain he had played some of the game without them. It was all fine until they arrived at Risen Road where you first meet Karlach. Instead of meeting Karlach, though, the poster shared that he had already killed her. Although players are given a quest to slay a devil, you soon find out that Karlach is a tiefling with no bad intentions. They ended the post by saying they “put the controller down, and left the room to get ready for bed.” Despite the fiancé’s confusion, they couldn’t believe what their fiancé had done to Karlach. Fans in the replies joked about how the partner seemed “built for following orders and not having any critical thought.” In his defense, the original poster explained that it was his first time playing an RPG. Other comments reassured the player that you wouldn’t be able to recruit Karlach anyway after defeating Kagha, as that led to not saving the Druid Grove. Karlach would disapprove and refuse to join the party anyway. The love that fans have for Baldur’s Gate 3’s companions is incredibly strong, and this post exemplifies how much these characters mean to many players.

  • Baldur’s Gate 3 player completes “ultimate Durge” run with over 2000 corpses – Dexerto

    Baldur’s Gate 3 player completes “ultimate Durge” run with over 2000 corpses Larian StudiosOne Baldur’s Gate 3 player truly embraced the Dark Urge, sharing a completed Honor Mode playthrough that would make Bhaal proud. The Dark Urge presents one of the most interesting ways to play Baldur’s Gate 3, being a fully customizable Origin character with a gruesome storyline to follow. Starting as an amnesiac, the player gets the option to resist their violent impulses or give in to them. While many have used the Dark Urge to tell the ultimate redemption story, others have embraced the bloodshed, including one player who completed what they called the “ultimate” Dark Urge run. In a post on the BG3 subreddit, user DepriSlimey shared that they managed to complete the entire game in Honor Mode, killing everything and everyone possible and collecting all of the bodies. Accompanying the post were a dozen screenshots showing the player’s Camp chest stuffed with corpses and body parts. The post received some understandably mixed reactions, with one top comment reading, “Quick question: what the f***?” to which the poster replied that they simply “like collecting.” Others were disturbed by the fact that not even the cats were safe from this Durge. “NOT THE KITTIES. YOU MONSTER,” yelled one commenter. Still, some applauded the player’s dedication, with one saying, “Daddy is proud,” referencing Bhaal, God of Murder. To that, DepriSlimey ominously replied, “I’m coming for him next.” While you can’t directly send dead bodies to Camp, commenters explained how to work around the limitation: put the corpses into a container (such as a barrel or chest) and send that to Camp. As for the run itself, the poster said it took about 150 hours to complete with a friend, and the game was “buggy as hell” – perhaps from the title not expecting to keep track of so many corpses in one place.

  • Baldur’s Gate 3 player completes Act 2 without key item – Dexerto

    Baldur’s Gate 3 player completes Act 2 without key item Larian StudiosBaldur’s Gate 3 has a massive questline and you need key items to ensure progression. However, one player managed to clear Act 2 without getting access to a key item. Baldur’s Gate 3 has a beautiful story which is also quite complicated in its approach. There are multiple aspects that you need to consider and your choices often make a lot of difference to the ending of the game. Additionally, you also need access to key items to ensure that your progression does not get halted. However, one player has cleared Act 2 without getting access to an item called the netherstone. Here is what the community thinks about it. Baldur’s Gate 3 player soft-locked from final battle after missing out on key item The discussion regarding this problem was started by a Baldur’s Gate 3 player named palomAstra on Reddit. The player claimed, “I started Act 3 without obtaining Ketheric’s netherstone and now think I’m soft-locked before the final fight in Act 3”. However, the situation seems pretty grim as the player also claimed “Anyone else run into this? Definitely should have reloaded a (now deleted) save like 100 hours ago.” Therefore, it seems like this player has pretty much wasted 100 hours as there is no way to progress further in the game. The community was quick to jump on this as one player commented “My guy, I can quite confidently say that the answer is No. No one has run into this issue.” Another player commented, “Yup. The very definition of a you problem.” One player also commented, “I- you really are something else”. Lastly, a player commented, “Never ceases to amaze me how creative players can be when they unintentionally screw up.” Therefore, it seems like this player needs to play the game right from the beginning, as they seem to have deleted the save before the important fight in Act 2.

  • Baldur’s Gate 3 player clears the entire game without discovering key mechanic – Dexerto

    Baldur’s Gate 3 player clears the entire game without discovering key mechanic Larian StudiosBaldur’s Gate 3 is a big undertaking and there’s a lot of stuff to wrap your head around. One player found this out the hard game when they stumbled upon a core mechanic that they completely missed in their first playthrough. 2023’s Game of the Year Baldur’s Gate 3 is one of the most massive games of all time. The breadth of content is astounding and it means that it’s impossible to experience everything it has to offer in a single playthrough. This means players are constantly coming forward with new Baldur’s Gate 3 discoveries but they’re usually in the form of unseen interactions with the game’s lovable companions. At most, they’ll find whimsical Easter eggs thrown in by hard-working developers. Of course, there are things in the game that those developers didn’t plan for people to miss, particularly core mechanics. Unfortunately for Reddit user Roxicaro, that’s exactly what they did. The player managed to complete the entirety of Baldur’s Gate 3 without ever stumbling across the game-changing Ilithid powers afforded by lodging tadpoles into your brain. “I avoided using the tadpole and refused anything related to it because I thought it would turn me into an Ilithid eventually,” they explained. The decision makes sense because a big part of the game revolves around you trying to cure this particular malady. The roleplaying decision did have consequences, however, and Roxicaro spent their entire playthrough with a confusing gap in their radial menu. “ I never knew there was a whole menu for picking Ilithid powers,” they said. It’s a massive thing to miss out on. Certain Ilithid powers offer really useful buffs that give Baldur’s Gate 3 players some significant advantages in and out of combat. On the plus side, now Roxicaro has a fantastic excuse for a second playthrough where they load themselves up on tadpole goop. Particularly as there’s no significant story impact for doing so, outside of some narrative dissonance. If you don’t want to miss anything on your Baldur’s Gate 3 playthrough, check out our handy guides to get caught up. Best Sorcerer build | Best Bard build | Best Rogue build | Best Fighter build | Best Ranger build | Best Barbarian build | Best Druid build | Best Warlock build | Best Wizard build | Baldur’s Gate 3: What’s the max level cap? | Best Baldur’s Gate 3 classes tier list | How to revive characters in Baldur’s Gate 3 | Can you multiclass in Baldur’s Gate 3 | Baldur’s Gate 3 Soul Coins: How to get them & what they are | Baldur’s Gate 3: Fastest ways to get XP & level up | Baldur’s Gate 3: How to respec your character | Baldur’s Gate 3 Karmic Dice: What are they?

  • Baldur’s Gate 3 player claims community is wrong about Act 3 – Dexerto

    Baldur’s Gate 3 player claims community is wrong about Act 3 Larian StudiosMembers of the Baldur’s Gate 3 community are defending the game’s third act from criticism, despite it generally being considered the weakest in the game. The three-act structure of Baldur’s Gate 3 is a double-edged sword. On the one hand, it segments the game perfectly, and lets players progress in a more streamlined way so they don’t get overwhelmed. On the other hand, the difference in settings can lead to tonal whiplash, and some players are scared by the idea of leaving areas forever. When the game was first released, the game’s third act, which sees your party finally arrive at the titular city of Baldur’s Gate, was criticized more than the others. Players felt there was a noticeable dip in quality and game performance in the city, and that the story became less compelling. Now that the dust has settled though, some players are seeing the final act in a different light, and it seems like the community’s perception of the ending could be changing as a whole. Baldur’s Gate 3 player defends “exciting” Act 3 One player even went so far as to say that the community “lied about Act 3” on the Baldur’s Gate subreddit. They said: “So much of the conversation I saw about Act 3 was that it was rushed, it didn’t feel as “complete” as Acts 1 or 2, and that it overall just didn’t measure up. “I honestly feel like Act 3 was borderline overwhelmingly large, and it was stuffed with encounters, some of which were uniquely challenging. Giving characters their pinnacle story moments with exciting fights just made for a ton of exciting content.” Several players in the comments agreed, though there were still players who stuck by their original stance. One player said: “My biggest problem with Act 3 is the amount of comments from companions and banter, which is close to 0. You can go for hours without talking with anyone about anything and not talking with your romance I felt like everyone suddenly stopped caring.” Whatever the community reaction to the story is, it probably won’t stop Baldur’s Gate 3 from winning big at the Game Awards this year. For more news and updates on Baldur’s Gate 3, check out the latest speedrun strategy for the intimate bear scene, which can now be done in less than an hour.

  • Baldur’s Gate 3 player can’t even beat the Nautiloid in Honour Mode – Dexerto

    Baldur’s Gate 3 player can’t even beat the Nautiloid in Honour Mode Larian StudiosA Baldur’s Gate 3 player has perfectly demonstrated how difficult the game’s new Honour mode is, because they can’t get past the first area. The Nautiloid ship is the first area you’ll be moving through in Baldur’s Gate 3, and it essentially acts as a tutorial for decision-making and combat. It’s also one of the easiest sections of the game; the hardest enemies you’ll face are probably just imps. However, Honour mode cranks up the difficulty significantly,y and to make matters worse, if your party falls, there’s no coming back. You’ll have to start again from the beginning of the game, so you’d better get used to seeing the inside of a mind flayer ship. One player in particular has spent quite a bit of time there, because they can’t seem to get past this opening stage of the game. Baldur’s Gate 3 player demonstrates how difficult Honour Mode is In a post on the Baldur’s Gate 3 subreddit, one player described their earnest attempts to get through the game on Honour Mode. They said that “So far Honor mode has shown me I am not a bright player,” claiming that the game was so difficult that they had not managed to get past the opening rooms of the game in several attempts. Methods of death included messing with the tadpole pool in the literal first room of the game, trying to get the burning sword from the devil the mind flayer is fighting, and losing to the wounded flayer trapped in the ship wreckage. Let’s hope they make it a bit further next run. For more news and updates on Baldur’s Gate 3, check out this strange reason why you should start a fight with Minthara. Immediately.

  • Baldur’s Gate 3 player calls for an end to Gale slander – Dexerto

    Baldur’s Gate 3 player calls for an end to Gale slander Larian StudiosGale comes under a lot of fire for his tendency to “eat” some of the best items in the game, but now one player is calling on the community to be less mean about his condition. Gale is a mixed bag as a companion. On the one hand, he’s one of the most versatile party members you can have, with access to insanely powerful AOE spells like Fireball and Lightning Bolt, and mobility spells like Misty Step. On the other hand, he’ll violently explode if you don’t give him an enchanted pair of shoes to consume. The downside to rolling with Gale is every so often you need to prevent the party’s imminent demise by letting him refuel from a magical item. Which you’ll never see again once he’s done with it. Unsurprisingly, this has led Gale to develop a bit of a reputation within the Baldur’s Gate community, seeing as many players may have to sacrifice powerful items to keep him around. However, one player is determined to stop this slander. Baldur’s Gate 3 fan claims Gale’s condition isn’t that bad On the Baldur’s Gate 3 subreddit, this player defended the wizard of Waterdeep by arguing that he didn’t actually need that many magical items in order to progress his quest. They said: “The Gale issue seems overblown. Everybody harps on him eating magic items, but he eats like only three and there are plenty of garbage ones. Just seems like a weird focus when there are other Gale problems to focus on.” Several other Gale defenders piped up, with another player saying: “I totally agree, this is a nonissue. I mostly give him the Absolute stuff, since I don’t get the brand normally. And there is generally a lot of stuff you don’t really need.” Hopefully, this is the boost Gale needs to become as popular as Astarion and Shadowheart, who consistently rank as the most popular companions in the game. For more news and updates on Baldur’s Gate 3, check out this player’s ironclad argument for why Wyll is the best companion to romance.

  • Baldur’s Gate 3 player builds “Your Dad” character and fans can’t get enough – Dexerto

    Baldur’s Gate 3 player builds “Your Dad” character and fans can’t get enough Larian StudiosBaldur’s Gate 3 players often put a lot of effort into creating the perfect character. However, one player has recently created a “Your Dad” character in the game and the community is losing their mind over it. Character creation is one of the most essential aspects of Baldur’s Gate 3. In this game players often spend hours trying to create the most perfect character that they will vibe with while going through the story. However, one player has ended up creating a “Your Dad” character that will keep a leash on all the party members in the game. Naturally, the effort has been praised by the community and Reddit users are going crazy over this. Here is what the players have to say regarding the matter. Baldur’s Gate 3 player creates a “Your Dad” character in game The discussion regarding the matter was started by a Reddit user named Zodigod. This user posted a screenshot of a player named “hughmunculus” who ended up creating a “Your Dad” character. In the screenshot, the player claimed, “I grow tired of filling Faerun with hotties and encouraging my party’s fatherless behavior.” The player continues, “To remedy this I have made Your Dad, the average 1:1 replica of the average New Jersey father.” This post received a lot of attention as various Reddit users could not get enough of how amazing and funny it looked. One such player commented, “Instead of romance scenes he just takes the party members fishing.” Another player chimed, “that is actually an awesome idea for a next run. The “normal suburb dad” who just gets drawn in to this whole mess and tries everything with cold dad logic” One player also claimed, “We don’t need Gale’s orb to annihilate Moonrise he just has to sneeze.” Lastly, a player mentioned, “You’re missing the second part which in my opinion makes it even better, the guardian was your mom.” Therefore, it seems like players are having a lot of fun with this concept. Some of the Reddit users made witty jokes while others made up some scenarios that would relate to an actual father taking care of others.

  • Baldur’s Gate 3 player builds mage that deals thousands of damage per turn – Dexerto

    Baldur’s Gate 3 player builds mage that deals thousands of damage per turn Larian StudiosA Baldur’s Gate 3 player has shared their impressive multiclass mage build, which can easily end fights in just one round. In the weeks since Baldur’s Gate 3 released in full, players have accomplished some impressive feats. From speedruns that roll credits in under 7 minutes to soloing the game’s toughest boss in one turn, the Baldur’s Gate 3 community has shown lots of creativity in pushing the game to its limits with innovative gameplay strategies and character builds. One incredibly powerful build combines three spellcasting classes to create a mage that deals over 2,000 damage in a turn – an amount that can end plenty of encounters before the enemy knows what hit them. This OP Baldur’s Gate 3 build relies on multiclassing, magic items & lightning This Baldur’s Gate 3 build was shared by King-Mollusk on Reddit. To sum it up, the character will be using a mix of class features, environmental factors, and magic items to maximize the damage dealt by Chain Lightning. This level 6 spell deals 10d8 Lightning damage to up to four targets within 60 feet of one another. Enemies who make the dexterity save still take half damage, and those vulnerable to lightning damage take double. The latter is easy to accomplish, as inflicting the Wet condition through a spell like Create Water or throwing a water barrel will make the target vulnerable to Cold and Lightning damage. To accomplish this, the player will need to multiclass, taking levels in wizard, sorcerer (specifically Storm Sorcery), and cleric (with the Tempest subclass). The final class breakdown at level 12 is wizard 1, sorcerer 9, and cleric 2. Wizard gives players the ability to permanently learn spells via scrolls, casting these with their intelligence stat, which should be maxed out. Sorcerer is the most important, as it gives access to Metamagic. The options Twinned Spell (which allows spells that target one creature to target a second) and Quickened Spell (which allows the user to cast a spell that normally costs an action as a bonus action) are vital for the strategy. Finally, the tempest cleric’s Channel Divinity ensures Chain Lightning will deal its maximum damage. Plus, heavy armor proficiency will help keep the player alive until the strategy becomes viable in the late-game. For items, players will need the legendary staff Markoheshkir, which, among other things, lets the wielder cast a spell without using a spell slot and adds an extra +4 damage to Chain Lightning. The very rare Amulet of the Devout is also necessary, as it gives its wearer an extra use of Channel Divinity. As King-Mollusk lays out, “Because you now have 9 sorcery points, you can blow your load on 3 chain lightnings in a turn if your heart so desire[s].” Their personal strategy adds some more twists that allow it to be repeated three times before needing to take a long rest. “What I prefer to do though is twin haste 2 companions on the first turn. I use the Justiciar’s Greatshield to cloak myself as a bonus action so my concentration can’t be broken. Then I’ll sneak attack chain lightning the following turn.” All in all, this amounts to a potential total of 168 damage dealt to up to 12 targets, which equals a maximum damage of 2,016 total. While it’ll take quite a bit of set-up and players won’t be able to take full advantage of it until they’ve reached Baldur’s Gate 3’s max level, the strategy is incredibly powerful. Not everyone will want to go through the effort to pull off King-Mollusk’s impressively maximized Chain Lightning, but that it’s even possible shows the creativity of players and how deep and customizable Baldur’s Gate 3’s mechanics are.

  • Baldur’s Gate 3 player brute forces game’s puzzles with pure violence – Dexerto

    Baldur’s Gate 3 player brute forces game’s puzzles with pure violence Larian StudiosBaldur’s Gate 3 players have figured out a way to skip some of the game’s puzzles with devious violence. Baldur’s Gate 3 has dominated the role-playing gaming scene, still maintaining a strong presence on Steam charts, largely due to players still being able to find new ways to navigate their way through the game and enjoying subsequent playthroughs just as much as their first. Players have had to adapt to changes to the game made by Larian Studios to the game, like the nerf to romance made to the game, but that hasn’t stopped players from completing Baldur’s Gate 3 in the way that they want to. For one player, the puzzles in Baldur’s Gate 3 became too much to handle, and fully embraced the Barbarian mindset and resorted to violence to bypass many of the game’s puzzles. Barbarian player overcomes puzzles with brute force In a post, one Baldur’s Gate 3 fan laid the details of how they managed to brute force their way through challenges, after finding that they just couldn’t be “bothered” to do them: “screw the puzzle, VIOLENCE.” The Baldur’s Gate 3 community loved the player’s headstrong attitude to some of the game challenges, like just straight-up grabbing the Blood of Lathander instead of “removing it safely,” and shared some of their own cunning ways to skip the puzzles. “Instead of solving the bank vault puzzle, you can throw water on the floor and zap it,” shared one player who was also sick of methodically working through the puzzles. The community was all for these “simple solutions,” as one fan was overjoyed to find these brutal skips:” You can WHAT. I gotta try that next time around, I HATE that puzzle.” However, even the most tough and brutal Barbarians aren’t immune to the savage hag Auntie Ethel who is loved, and partly hated, by the Baldur’s Gate 3 community for her tailored insults that she has waiting for every single companion.

  • Baldur’s Gate 3 player “broke the game” with insane Psychic damage build – Dexerto

    Baldur’s Gate 3 player “broke the game” with insane Psychic damage build Larian StudiosOne Baldur’s Gate 3 player’s epic Dark Urge build seemingly “broke the game” after dealing an insane amount of Psychic damage to a single enemy. There are so many possibilities for power in Baldur’s Gate 3, from certain armor to great spells, and fantastic classes. However, to reach a truly unfathomable level of power, you need a great character build. After all, the difference between a well-built character and a badly created one is often life or death, or at least success and failure. These powerful builds don’t always have to be used for good, however, as one player discovered after they essentially “broke the game, mentally” using an insane Dark Urge Psychic creation to take down a poor Fist member. Baldur’s Gate 3 fans stunned after epic Dark Urge build ‘breaks the game’ Sharing their unholy creation on Reddit, one user revealed how they “broke the game, mentally” revealing an image of their attack on Fist Murphy. In the attack, they dealt an impressive 114 Psychic damage along with 12 Force damage and 2 Radiant, unsurprisingly killing the poor NPC instantly. Naturally, the first question many asked in the comments was “Build?” “9 Barbarian / 3 Rogue. Combining Resonance Stone (doubles Psychic damage) and Shadow Blade, double crit by Barbarian Lv9 class feature, and some buff like Wrath” the poster revealed. They went on to explain how “the best thing about the build is that it has 28 AC and synergistic with illithid powers. Enemies cannot hit the player except for critical hits and continue to take doubled 2d6x2 Stage Fright damage every time they miss their attack. It’s hella fun.” Using a pretty powerful Multiclass combination and the useful Resonance Stone time along with the Shadow Blade is a fantastic idea and has greatly aided this player in their quest for psychic dominance. Combine that with the Illithid powers and what is likely a very high damage roll, and you have an unstoppable Dark Urge creation. Hopefully, more fans use this idea to take down all the enemy NPCs rather than any innocents, even if it does mean using some Illithid powers.

  • Baldur’s Gate 3 player brings LoL champs to life with “gorgeous” recreations – Dexerto

    Baldur’s Gate 3 player brings LoL champs to life with “gorgeous” recreations Twitter: mooncakephelLeague of Legends champions have been brought to life in Baldur’s Gate 3 after one player utilized their modded character creation menu to craft “gorgeous” recreations of the MOBA’s roster. If there’s one thing that Baldur’s Gate 3 lets you do well, it lets you play however you want. The game has so many different options and ways to play, so much so that each playthrough is never the same. You can choose to be a stalwart Paladin, spreading justice throughout the land, or a raging Barbarian who beheads all who stand before them. Part of this immersion comes from the game’s ridiculously in-depth character creation, one that truly lets you make just about whatever comes to mind to throw into Faerun. This had been even further enhanced by the game’s modding community, who have strived to add even more features to the already huge game. Now, one Baldur’s Gate 3 player has taken it upon themselves to craft “gorgeous” recreations of League of Legends champions, stunning their audience. As revealed on X, when user rainy’s internet had gone out, they hopped onto Baldur’s Gate to entertain themselves. They decided to spend time delicately crafting characters from Riot’s popular MOBA. These included several champions like Soraka, Morgana, Lux, Akali, and Aurora. Many look like the champions who hopped over to Larian Studio’s RPG. Rainy even ported over characters like Alune, who is yet to be officially released as a champion but is heavily referred to in the lore. Of course, the main drawback for these neat features is that they are a result of mods, which isn’t a bad thing, but it might require some pretty hefty downloads and space on your PC if you want your Tav to look like Aphelios. Rainy has yet to release the entire list of the mods that they used for this magnificent project but has indicated that it did take up quite a fair bit of space on their PC. However, they did say they would make an organized list of mods soon, we’ll update you here when that happens. The creator also showcased a list of who they had plans for next, with Zeri, Qiyana, Gwen, Irelia and others being high up on the list for their next transformation.

  • Baldur’s gate 3 player brings Elden Ring to the game with ‘Let Me Solo Her’ build – Dexerto

    Baldur’s gate 3 player brings Elden Ring to the game with ‘Let Me Solo Her’ build let me solo her / fromsoftware / larian studiosYou can now play Baldur’s Gate 3 with a build that’s based on the well-known Elden Ring icon, Let Me Solo Her. Here’s how it works. One of the best things about Baldur’s Gate 3 is that with different classes, races, spells, and other options the character creator has to offer, each run can feel like a completely different playthrough. And with so many different combinations, players are always free to create builds that suit their playstyle. Now, user ‘finalparty‘ on TikTok has managed to create a build based on Let Me Solo Her, a folk hero from the Elden Ring community known for helping those in need. Rocking a jar on his head without any armor, the famous icon has been a beacon of light for many, with the Baldur’s Gate 3 build reflecting them. It starts with choosing a Fighter with a Two-Weapon Fighting style for your class. Prioritize Dexterity and Constitution on your stats. Then, choose Half-Orc to get the Savage Attacks and Relentless Endurance passives so that you have an extra dice of weapon damage and 1 HP instead of getting downed. The next thing to do is multiclass into a Barbarian for the Unarmored Defense passive and use rage in combat. From here, continue to level up Fighter for the rest of the build to become a Battle Master. Some of the most notable actions to learn are Goading Attack (Melee), Precision Attack, and Riposte. Additionally, choose the Dual Wielder feat to get extra attack and increase your Dexterity points. As far as items go, you’ll want to snatch Cap of Wrath, Knife of the Undermountain King, Slicing Shortsword, Drakethroat Glaive, and Amulet of Greater Health, as well as using a Potion of Speed to get that sweet additional action. As a final touch, you can choose not to wear armor or hide your armor to look just like Let Me Solo Her’s character in Elden Ring. Just be warned that when grabbing the Amulet of Greater Health from the House of Hope, you’ll want to ensure you come prepared with this trick as no stealing goes unnoticed by the Master of the House.

  • Baldur’s Gate 3 player breaks their Paladin’s oath in the best way possible – Dexerto

    Baldur’s Gate 3 player breaks their Paladin’s oath in the best way possible Larian StudiosOne of the best things about Baldur’s Gate 3 is its ability to let players create their own stories, and complete quests in their own ways. However, sticking to your character’s morals doesn’t always go as well as you’d expect. Paladins are notoriously tricky to play, either in Dungeons & Dragons or in Baldur’s Gate 3. They often follow a strict moral code and will usually fear becoming an oathbreaker for a reason. Due to this, if you’re playing the class, you have to be pretty careful to stay in the realms of your oath, which for some, can be much harder than expected. One Baldur’s Gate 3 player has had an extremely unfortunate, yet hilarious incident with their Palidin, leaving them labeled an oathbreaker, and fans can’t help but find the whole story undeniably laughable. Baldur’s Gate 3’s oathbreaking Paladin leaves fans “laughing so hard” Posting their troubles on Reddit, one Baldur’s Gate 3 player shared this story about their Oath of Devotion Paladin: “There was an unconscious dwarf with 1hp lying on the floor. I didn’t have any healing spells prepared, so I thought, hmm, I’ll just shove a potion bottle into his body. But then, as I saw the shiny flask in the midst of its trajectory, it dawned upon me… I had tavern brawler feat, which added a certain amount of my strength to the items I throw. And I realized then, this also affected potions… To my horror, my devotion paladin who saved countless people, became a murderer, this breaking his oath, because he didn’t adjust his strength properly when throwing a healing potion at a dwarf…” Essentially, the player lost their oath purely because they threw a healing potion too hard toward a dying NPC. Naturally, the post blew up, with players descending on the comments to laugh about the unfortunate situation. “That’s hilarious. I hope you tell your story to the other oathbreaker paladin after he shares his traumatic origin story with you,” highlighted one user. Others joked how the player’s actions are “gonna look bad on the holy report card”, while others slightly justified the scenario in the most Warlock way possible, explaining how “the road to the Hells is paved with the best of intentions.” Naturally, many used the story to joke about how that’s exactly what a Barbarian would do, with one user sharing their idea for a new character, otherwise known as a Barbarian nurse, who would be “throwing healing potions across the room and causing more havoc than good.” Other Barbarians had different ideas, opting to instead suggest that the Paladn could’ve thrown the dwarf to a healing potion” instead. Along with the jokes and hilarious story, one user posed a useful piece of advice for anyone worried about the same events happening to them: “Throw the potion at the floor next to the target, don’t just go around throwing bottles at injured people.”

  • Baldur’s Gate 3 player ‘breaks’ the game with unbelievable Monk build – Dexerto

    Baldur’s Gate 3 player ‘breaks’ the game with unbelievable Monk build Larian StudiosBaldur’s Gate 3, inspired by the fifth edition of D&D, has been a playground for creativity since its release. The latest discovery? A player who’s managed to ‘break’ the Monk class, dealing a jaw-dropping 168-320 damage per turn. The game’s launch has been nothing short of legendary, with players exploring every nook and cranny of the world, pushing the boundaries of character builds. Now, a Reddit user known as OrkoTheMage has taken things to an entirely new level with a Monk build that’s left the community stunned. The build combines 8 Levels in Monk’s Way of the Open Hand, 3 Levels in Thief Rogue, the Tavern Brawler feat, and a STR stat of 22. This lethal combination allows for 2 Attacks + 3 Bonus Actions, resulting in 8 instances of 21-40 DMG, a total of 168-320 DMG per turn. But that’s not all; the build is further supercharged with two specific pieces of gear: Gloves of Soul Catching and Boots of Uninhibited Kushigo, found in Act 3. The Baldur’s Gate 3 community has praised the creativity and sheer power of the build, with many players left stunned by the maximum damage potential. One user wrote, “There’s so many people sleeping on monk; it’s unreal. Great build OP. Keep the Ip Man punching!” Another added, “Monk / Rogue is by far the best multiclass when it comes to damage so far. I’m playing it, and it’s not even fun, for the enemy.” The Monk class in Baldur’s Gate 3 is a fascinating choice for players looking for a unique melee experience. With OrkoTheMage’s build, the class has been thrust into the spotlight, showcasing the endless possibilities within the game. From Owlbear nukes to all-Bard parties resembling KISS, the game’s community is constantly finding new ways to play, explore, and conquer.

  • Baldur’s Gate 3 player breaks kid’s heart with “evil” Dark Urge run – Dexerto

    Baldur’s Gate 3 player breaks kid’s heart with “evil” Dark Urge run Larian StudiosBaldur’s Gate 3 is quite a complex game and there are several moments that can leave almost anyone heartbroken. One such player ended up breaking their kid’s heart while they were investing in a Dark Urge Origin run. Every character and class in Baldur’s Gate 3 has a well-developed background. As it happens, these characters will act according to their nature and you will perform tasks and come across quests that match your traits. The same holds true for the Dark Urge Origin character as well. If you are investing in this particular Origin character, you will have to be ready to get involved in a lot of violent acts. As it happens, one such violent act during a Dark Urge run, ended up breaking the heart of a kid who got invested in the game. The interesting part to consider here is that this kid was playing with his parent who was running the Dark Urge Origin. Unfortunately, the kid got attached to a character who is destined to die while running the aforementioned Origin character. Baldur’s Gate 3 player ends up breaking their kid’s heart during a Dark Urge run The discussion on the topic was started by a Reddit user Mahote. The user claimed, “My son is 14 years old and a total band geek. He’s been playing Trombone for four years, picked up guitar this year, and is in three different bands classes.” They continued, “For Christmas he got a gaming laptop, and the two of us have been enjoying playing Baldur’s Gate together. Over the weekend we had a rather lengthy gaming session, and he absolutely adored Alfira finding out that you can play with her.” They concluded, “For hours as we were going around the initial zone he kept singing the Weeping Dawn out loud and then having his character play the lute in combat. Then we went for a long rest. I was playing the Dark Urge. Folks, I really, really, unintentionally hurt my kid.” The post garnered attention from other players as they joined into the discussion. One such player mentioned, “I loudly gasped when you said “Durge”. I’m so sorry.” Another player chimed in, “As soon as you said he adored Alfira I knew where this was going.” One of the users also claimed, “There are multiple points where Durge is going to dominate the storyline in a very dark way, even if you’re trying to do a Resist Durge run.” Finally, one of the users commented, “My son is 16 and I was the one traumatized by my Durge run & he helped me reload and save Alfira.” Therefore, it is safe to say that players pretty much got the gist of what happened when they read that the parent was playing the Dark Urge. However, they did show sympathy and shared similar stories with their own kids when it came to running into unfortunate events in the game.

  • Baldur’s Gate 3 player breaks down how to defeat the hardest boss – Dexerto

    Baldur’s Gate 3 player breaks down how to defeat the hardest boss Larian StudiosThe Baldur’s Gate 3 community have outlined some of the best ways to take down the hardest (arguably) boss in the game. While the boss fights aren’t always the focus of Baldur’s Gate 3, the final fight of Act 2 against Ketheric is one of the highlights of the game. Not only is it multi-stage, it’s consistently considered as the hardest in the game, all because of the final form: the Apostle of Myrkul. Even if you decided to spare the Nightsong, this is a tough fight, not least because of the anti-healing aura the Apostle generates within melee range. It’s a difficult battle, potentially even harder than some of the Act 3 bosses, but that hasn’t stopped some players from making the Apostle encounter into an exact science. Baldur’s Gate 3 player highlights best way to approach Apostle of Myrkul fight One player outlined their technique, which involves taking advantage of the cutscene trigger and sneaking around the arena: “After the cutscene, if all other party members were still sneaked, then only your Tav will be pulled into combat. “If your Tav has high initiative, enemies won’t be moving until you finish your turn which gives you the freedom to further position the rest of the party. I had Wyll sneak behind the necromites and thunderwave them.” “I had Gale put invisibility on Scratch, misty stepped to mindflayer and casted max level magic missile. I had Laezel misty step to mindflayer to finish it off, them jumped her down to the center platform. Invisible Scratch sneaked to Aylin and freed her. My monk and Laezel were enough to finish Ketheric in one turn. “When Myrkul comes up, just focus him. Ignore the necromites. Disarming attack works on him if you’re lucky. Hasted smites will also burn his hp down pretty quick too if you choose to have a paladin. I hasted Wyll and Gale, put down cloud of daggers for each. Then just spammed EB and fireball. Myrkul didn’t even get to heal.”

  • Baldur’s Gate 3 player blocks potential date for dissing the game – Dexerto

    Baldur’s Gate 3 player blocks potential date for dissing the game Larian StudiosA Baldur’s Gate 3 player decided to block someone on a dating app after they called the game uncreative and boring. Baldur’s Gate has been a massive success for Larian Studios after its release in August 2023. Since then, the game has garnered multiple awards, including Game of the Year and Best Community. There is no doubt that Baldur’s Gate has a passionate fan base that is constantly looking for new ways to explore the game. This has been accomplished through mods, character customization, honor runs, and more. However, according to Reddit, this passion comes at the price of some relationships. This has some begging the question of whether or not they too, would move on from someone who talked down about their favorite game. Baldur’s Gate 3 player blocks dating prospect One Redditor revealed they had blocked someone over a disagreement regarding Bladur’s Gate and Crusader Kings 3. It’s an alternative title that other fans of Baldur’s Gate also enjoy. “I literally just blocked someone on a dating app because they said that BG3 was uncreative and boring,” said the poster. “They also were so pretentious that they said, “I play Crusader Kings 3 (a game for smart people).” Like, listen here, you little shit, I have a doctorate, I’m pretty sure I’m smarter than you. Anyway, thought I’d just share something funny that happened.” While commenters beneath the post agreed with what the alleged dating potential said, the conversation turned to how enjoyable a game like Crusader Kings 3 was in comparison. One user shared that some people think Baldur’s Gate is the ‘ultimate dress up’ version of Crusader Kings. “CK3 is buckets of fun, but it doesn’t require an intellectual juggernaut to play it,” said another user. “It’s just a really solid, entertaining game made by people who care about games. Personally, I’d put CK3 and BG3 at about the same level of “holy shit, this is why I play video games.” Baldur’s Gate fans are very passionate about their favorite title, hence why they won Best Community, but refusing to date someone because they didn’t enjoy the game might be taking things a bit too far.

  • Baldur’s Gate 3 player blames controversial companion for awful travel advice – Dexerto

    Baldur’s Gate 3 player blames controversial companion for awful travel advice Larian StudiosA Baldur’s Gate 3 player has slammed one of the game’s more dividing companions for guiding them through the Underdark- one of the most dangerous places in Act 1. Halsin the Druid has never been one of the most popular companions in Baldur’s Gate 3. He doesn’t have the same charisma that fan favorites like Astarion and Karlach have, and his storyline has been criticized by players for being less engaging than the others as well. But one new complaint now being leveled at him is his advice on how to get to Moonrise Towers in Act 2. If and when he joins your camp, Halsin will advise that the Underdark is the safer route, as it avoids part of the shadow curse that haunts the second act. However, the Underdark isn’t a nice place. And for one player, Halsin’s advice seemed like an attempt on their life. Halsin slammed for convincing players to go through the Underdark One player who was tired of the bad advice took to the Baldur’s Gate 3 subreddit, accusing Halsin of trying to get them killed. They said: “I’m on my 1st playthrough in Act 1. The bear guy told me the safest way to travel to my next destination is through the Underdark. Is he thick in the head or trying to get me killed? “I have been attacked by minotaurs, beholders, a thing that tunnels through the ground, exploding mushrooms, exploding traps, a hook monster which is absolute nightmare fuel and now a squid wants me to go pick deadly mushrooms to make a potion that will probably backfire. “Also, I’ve played a grand total of 2 sessions of DnD so I had no clue what the Underdark was other than it is under the ground and it is dark. So it’s fair to say I was unprepared.” Let’s hope they find their way to Act 2 without too much trouble. For more news and updates on Baldurs’ Gate 3, check out the player who managed to beat the game at just level one.

  • Baldur’s Gate 3 player begs devs for UI change: “Save me from my own stupidity” – Dexerto

    Baldur’s Gate 3 player begs devs for UI change: “Save me from my own stupidity” Larian StudiosA Baldur’s Gate 3 player has pleaded with Larian to change the game’s UI after selling an important key item. Baldur’s Gate 3 has just received another major update in the form of Patch 6. Despite some new bugs, players are ecstatic about the new quality-of-life changes added to the game. That doesn’t mean there isn’t more to be done of course. Baldur’s Gate 3 players aren’t shy about asking for more from Larian Studios when they see a need arise. The latest request comes from Reddit user u/Katyamuffin whose “own stupidity” had them asking for some UI changes from the devs. The reason is that they accidentally sold a key item for Shadowheart’s questline. “Why would you make it so easy to accidentally sell the Spear of Night?” the player asked Larian in a rant. “Why isn’t it a quest item? Why doesn’t it have a special outline around it?” u/Katyamuffin revealed in the post that they had actually sold the Spear of Night three separate times due to the lack of any special indicators for the item. Unfortunately, this seems like it might be a them problem based on the replies. “I can understand this happening to you once if you weren’t paying attention while selling, but three times?” one user asked incredulously. “I think you need to get some air and, perhaps, have a long think on what you’ve done to Shadowheart,” said another dispassionate player. The reason selling the Spear of Night is such an affront to god’s favorite princess is that she needs the item to fulfill her lifelong goal. The weapon is a requirement to ascend to the rank of Dark Justicar for her beloved Lady Shar. Whether or not Larian will make any updates to the Spear of Night’s status in the game’s inventory remains to be seen. Particularly considering that other Baldur’s Gate 3 players don’t seem to be having any difficulty handing it over to Shadowheart.

  • Baldur’s Gate 3 player becomes “unhittable” with ridiculously high armor class – Dexerto

    Baldur’s Gate 3 player becomes “unhittable” with ridiculously high armor class Larian StudiosA Baldur’s Gate 3 player made their character nearly impossible to hit thanks to a build with a whopping armor class of 31. One thing that keeps players coming back to Baldur’s Gate 3 for hundreds and hundreds of hours is the infinite possibilities for character builds. From Monks that can deal hundreds of damage per turn to giving the party a parental figure to keep everyone in line, there’s no limit to the possibilities whether you’re a min-maxer or focused on roleplaying. Now, a Baldur’s Gate 3 player has shared their hard-to-hit avatar who has a shocking armor class of 31. Baldur’s Gate 3 player builds avatar with AC 31 Reddit user Yervax shared a screenshot of their character to the BaldursGate3 subreddit in a post titled “I have become unhittable.” While their character can still take damage from critical hits and could be vulnerable to saving throws depending on their stats, with an AC of 31, most melee attacks and spells will almost certainly miss them. In addition to the screenshot breaking down where all the extra AC is coming from, the poster shared the specific armor and shield they have equipped. The build uses the Armor of Agility, a Very Rare armor that can be purchased in Act 3. What’s special about this Medium Armor is that, unlike most others, it doesn’t limit your Dexterity bonus to +2, allowing this player to use their full +5. As for the shield, that can be looted from the House of Hope and doesn’t come with any other bonuses. While most players might choose to split these AC-boosting items among their party members to give everyone a good shot of resisting attacks, making one character nearly impossible to hit has its perks – especially if that character is going to be in the center of the action. If you liked this, be sure to check out the rest of our Baldur’s Gate 3 coverage, which includes the latest news, guides, and much more.

  • Baldur’s Gate 3 player becomes The Flash with shockingly speedy build – Dexerto

    Baldur’s Gate 3 player becomes The Flash with shockingly speedy build Larian StudiosA Baldur’s Gate 3 player has shocked the community by building a character that can achieve a whopping 2,800 ft of movement in one turn. Just like in the tabletop game it’s based on, Baldur’s Gate 3 allows players to make some incredible builds, especially when min-maxing stats, cleverly multiclassing, and using certain equipment. There’s perhaps no better example of this than an impressively speedy build posted to the BaldursGate3 subreddit, which the poster compared to the superhero The Flash. The build – which combines levels in the Fighter, Monk, Thief Rogue, and Wildheart Barbarian classes – achieves an incredible 2,800 ft of movement speed. In addition to those classes and their abilities, the build relies on the Mobile feat and specific pieces of gear, including the Haste Helm, Boots of Speed, and the Legendary trident Nyrulna. All of these essentially raise the character’s base movement speed to 175 ft – which is already far beyond the usual range of 25 – 35 based on which race you pick. From there, using Rage, Action Surge, Dash (three times), Martial Exertion, and Click Heels will provide further bonuses, resulting in a total of 2,800 ft. To put all of this into perspective, a combat round in Dungeons & Dragons is only 6 seconds long; 2,800 ft in 6 seconds equals ~5.3 miles a minute, or ~318 mph. As one commenter pointed out, that’s greater than the fastest recorded tornado, which reached 302 mph. While most were merely astonished by the build – calling the OP’s Flash comparison apt – some commenters suggested ways to take full advantage of its speed. One proposed the player equip the Hamarhraft (a hammer that does AoE lightning damage when you jump) and cast Fly. Others suggested the spell Spirit Guardians and other options that deal damage just by walking. Regardless of how you use it, 2,800 ft of movement is bound to help you get through Baldur’s Gate 3’s many challenges, especially levels like the underwater prison where every bit of extra speed matters.

  • Baldur’s Gate 3 player beats the game at level 1 – Dexerto

    Baldur’s Gate 3 player beats the game at level 1 Larian StudiosA YouTuber managed to beat Baldur’s Gate 3 on one of its highest difficulty levels without ever leveling up their character or party. Baldur’s Gate 3 can be a pretty challenging game, even excluding its ultra-punishing Honor Mode. However, that hasn’t stopped some players from devising ways to make the game even harder. From speedruns that aim to complete the game or reach specific scenes as quickly as possible to self-imposed challenges, the Baldur’s Gate 3 community has been finding creative ways to keep the gameplay interesting while pushing Larian Studios’ work to its limits. Now, one player has presented a new way for Baldur’s Gate 3 players to challenge themselves after proving that, yes, you can beat the game at level 1. Baldur’s Gate 3 player uses Charisma, barrels & lots of stealth to beat game at level 1 YouTuber Fracture shared their accomplishment in a two-hour-long video breaking down how they beat the game without ever leveling up any party members. As Fracture explains early on, “I’m not planning on trying to just skip past all the content to technically beat the game. I want to actually play and beat the game.” To take on this challenge, Fracture chose to play as a Githyanki Wizard with high Charisma to help talk their way out of situations. While that does help throughout the run, it does mean pretty low HP, with Fracture noting “I barely have enough health to survive a slip and fall in grease.” Much of the run relies on using Charisma or Stealth to avoid combat and using Minor Illusion, explosives, and high ground to defeat unavoidable foes. Fracture also makes sure to pick up helpful equipment, such as the Warped Headband of Intellect to boost their Wizard’s Intelligence from 8 to 17. While certainly more difficult than the average level 1-12 playthrough, Fracture did say the challenge was somewhat liberating. As they say, “This challenge gave me the freedom to do whatever I wanted,” such as relying on stealth without worrying about missing out on experience points. Ultimately, Fracture is able to make it through the game and defeat the final boss – with a method that needs to be seen to be believed – proving that, yes, it is possible to beat Baldur’s Gate 3 without ever leveling up. If you liked this, be sure to check out the rest of our Baldur’s Gate 3 coverage, which includes the latest news, guides, and much more.

  • Baldur’s Gate 3 player beats game as sentient cheese wheel – Dexerto

    Baldur’s Gate 3 player beats game as sentient cheese wheel Larian StudiosA Baldur’s Gate 3 player managed what may be the most impressive and ridiculous playthrough yet by completing the game as a wheel of cheese. There’s no shortage of ways to complete Baldur’s Gate 3, between making new Tavs or Durges, picking an Origin character, and, of course, speedruns and player-imposed challenges. The latest, and perhaps the most impressive yet, was shared by YouTuber Bouch, who managed to complete all of Baldur’s Gate 3 as four sentient wheels of cheese. Claiming that “every other cool idea has been exhausted,” Bouch took on the challenge of saving the Sword Coast as a party with no items or spells available, modding the game to permanently Polymorph characters into cheese. Unsurprisingly, the wheel of cheese’s gameplay options are pretty limited. Outside of rolling around and (somehow) jumping, cheese can perform unarmed strikes and has the unique Cheesy Smell ability, which creates a smell so “pungent” that creatures within its cloud can’t use actions. Making things even more difficult is the fact that Polymorph sets the character’s Strength, Constitution, and Dexterity to 10 and gives cheese just 1 HP and 10 AC. Additionally, a wheel of cheese isn’t able to speak to anyone, locking you out of the ability to revive characters with Withers, among other things. Fortunately, what does transfer to Polymorphed characters are any passive features they have. Because of this, Bouch built their cheesy characters as famously OP Monks, who can add their Wisdom modifier to their AC when unarmed, deal extra damage with unarmed attacks, and can make unarmed strikes as a bonus action. Also useful are the cheese’s ability to use spell scrolls, a workaround the player found that allowed them to trade, and the ability to use Elixirs of Hill Giant Strength to boost the cheese’s Strength to 21 until the next long rest. While Bouch ultimately did have to leave cheese form a couple of times to make progress, mainly going from one area to the next, they ultimately beat the game using a mix of Monk powers, consumable items, and good old-fashioned Barrelmancy. Comments on the video are full of fans shocked and impressed by the achievement, expressed with plenty of cheesy puns. Others questioned the player’s well-being, with one simply asking the YouTuber, “Bouch are you ok?” This run also has players questioning what absurd challenges the Baldur’s Gate 3 community will come up with next, with one commenter noting “At this point the only way to 1-up this is ‘Can you beat Baldurs Gate 3 without launching the game?’”

  • Baldur’s Gate 3 player beats endgame boss in two rounds with a dead body – Dexerto

    Baldur’s Gate 3 player beats endgame boss in two rounds with a dead body Baldur’s Gate 3A Baldur’s Gate 3 player has beaten one of the endgame’s bosses using an unlikely weapon: a dead body. Baldur’s Gate 3 is all about getting creative and finding the many ways that you want to get through a scenario. From the ways that your character can interact with others to the different paths you can take to get to a location, the game is constantly presenting people with surprising options. But one of the most shocking things has recently happened, as a Baldur’s Gate 3 player has bested one of the endgame bosses using nothing other than a dead body as a weapon. Baldur’s Gate 3 player uses a dead body to beat endgame boss In a post shared on the game’s subreddit, the player let others know what was going to happen in their story using the title: “I murdered my sister with the body of a dead child.” In the body of the post, they went on to tell the story of how they were aiming to use their brute strength to take down Orin, one of the three big bosses in the third act. When that didn’t work out the way they intended, they share the method they resorted to: “Cue me butchering Orin in 2 rounds by beating her to death with a dead kid, 4 tosses a round. Glorious.” While it’s certainly a dark twist on the fight, the community seems to love it, with one person responding: “You’re a monster, but that’s pretty dope.” Others have pointed out how in-line this method is with the spirit of the game: “Only game where I see this title and think ‘Yeah, I can see that,’ and not think twice about it.” It’s an impressive feat on any boss, really, but to do it against one of the game’s “big bads” is definitely something to admire. It is clear that players are having a lot of fun with finding the most absurd ways to kill enemies, and it doesn’t seem like Baldur’s Gate 3 is going to stop giving them those methods anytime soon.

  • Baldur’s Gate 3 player “bamboozles” Lady Shar with simple disguise – Dexerto

    Baldur’s Gate 3 player “bamboozles” Lady Shar with simple disguise Larian StudiosOne Baldur’s Gate 3 player has bamboozled Lady Shar using a simple yet hilarious trick, leaving them with all the bonuses of a success, but all the ramifications of a failed quest. Along with some fantastic companions, Baldur’s Gate 3 doesn’t let up on its Gods and their personalities. Despite never getting to see any of these divine beings, their presence is felt throughout the story, and none is as prominent as the Mistress of the Night, the Lady of Loss, Shar herself. As Shadowheart’s prime deity, you’re invited to take part in what’s called Shar’s Gauntlet. A trial that allows Shadowheart to become a Dark Justiciar. Naturally, that questline is pretty tricky and involves a challenging decision right at the end. Depending on your choice, you’ll either gain Shar’s favor or lose her forever. One player managed to entirely confuse Shar and get the worst of both worlds. Baldur’s Gate 3 player fails Shar’s Gauntlet by tricking Lady Shar Sharing their rather unfortunate story on Reddit, one user gave some advice on how to “bamboozle Lady Shar”: “I reached Shadowfell as Shadowheart after passing all of Shar’s gauntlet trials and obtaining the spear. I made short work of Nightsong, saw the cutscene of Last Light Inn dome crumbling, and got all of Lady Shar’s boons.” Many players choose to take down Nightsong and gain Shar’s boons: “However immediately as I exited through the portal I got the cutscene of Lady Shar cursing me for not completing my mission, being marked as the enemy, and Shadowheart asking forgiveness as we teleport out.” This cutscene is usually reminiscent of not taking down Nightsong and failing to complete the Gauntlet of Shar, which is rather confusing to the player, as they did exactly that. Essentially, they disguised themselves as a female elf and completed the Nightsong sequence, which resulted in a failure: “Apparently if you do the whole Nightsong sequence disguised as someone else(a femme elf in my case), even though you kill Nightsong you’ll end up with the quest updating as a failure! You still keep the upgraded Dark Justiciar items though, so that’s cool?” Naturally, the community found the story both hilarious and fantastically true to character, with one user explaining how that “Checks out. Shar is the pettiest god out there. Her being offended you had to disguise yourself to do the quest is on point.” It makes sense that Shar would be annoyed to find out the player disguised themselves to complete the gauntlet, but with the God being an expert in trickery, many would expect her to find it rather fitting.

  • Baldur’s Gate 3 player astounded after discovering new location 400 hours in – Dexerto

    Baldur’s Gate 3 player astounded after discovering new location 400 hours in Larian StudiosA Baldur’s Gate 3 player was left astounded after discovering a new location in Act 1’s Forest with 400 hours in the game. Larian Studios’ Baldur’s Gate 3 has been nothing but an absolute success. The CRPG saw massive amounts of acclaim both critically and socially and was a hot topic on the internet upon its release. Players fell in love with the sheer amount of content available within the game and the way players had the freedom to do whatever they wanted. Across its 3 main acts players should expect a pretty lengthy playthrough, especially if they’re looking to complete side quests and really flesh out their character. In order to complete all that’s on offer players have to explore the entirety of the map, making sure to not miss the fantastic content on offer. In fact, one Baldur’s Gate 3 player was left astounded that after 400 hours of playing, they had still missed out on an area within the game’s first act. BG3 player astounded by new location 400 hours in Reddit user HashtagTSwagg reported that they had only just discovered a new location in the game’s first act. With 400 hours in Baldur’s Gate 3, they finally managed to discover the Harper’s Stash near the Nautiloid Ship. This area can be quite a difficult trek to find, as players need to climb up a specific mountain in order to reach it. Swagg was grateful they had found the location, as they were amazed by the fantastic loot on offer. “This area has such good loot! How did I miss it before this!? The Guidance amulet is worth it alone, a free d4 on skill checks is super helpful. The amount of stuff I still apparently have to explore after 2 full playthroughs and half a dozen that’ve made it to Act 2 is amazing,” the player recounted. With the game being released for quite a while now it’s likely everything has been discovered, however with the devs constantly patching the game, who knows what the future might hold.

  • Baldur’s Gate 3 player accidentally murders Astarion on the way to bedding Lae’Zel – Dexerto

    Baldur’s Gate 3 player accidentally murders Astarion on the way to bedding Lae’Zel Larian StudiosA Baldur’s Gate 3 player was shocked after accidentally murdering best boy thief Astarion whilst trying to progress with Lae’Zel’s romance route. Baldur’s Gate 3 is no doubt one of the most liberating RPGs of the generation. From blowing up an entire goblin camp to being as good (or evil) as you really want, the sky is essentially the limit in Larian Studios smash hit. It wouldn’t be a DnD-inspired RPG, however, if you weren’t able to romance the multiple companions you come to meet across your journey. This is particularly true in Baldur’s Gate 3, where your party members essentially fling themselves at you, begging for a more intimate relationship. Players may want to be a bit careful when pursuing a certain romance route in their playthrough of Baldur’s Gate, however. As one player learned the hard way when they accidentally massacred Astarion whilst attempting to bed Lae’Zel. Baldur’s Gate 3 player murders Astarion in lovers’ ritual Reddit user A-Very-Bland-Person recounted their tale of how the search for love resulted in death for Astarion. This player had decided to romance Lae’Zel on this particular playthrough, which meant that when they went to bed one night, they were awoken by a wanting companion. “Cue Lae’zel waking me up declaring how she can’t stop thinking about me, and now wants to fight me before she f***s me. Hells yeah,” they explained. Because of the ongoing fight, the rest of the party awoke to the sounds of battle, all except Astarion, who ended up resting soundly on the bed for a little too long. Only waking up at the absolute worst time. “Before I could even do anything, Lae’zel’s first instinct was to shoot me with her titanstring bow, aiming directly at me… and INSTANTLY downing Astarion, who just got up from bed and walked in front of me. He immediately collapses next to my bedroll. Holy f***ing sh**.” Lae’Zel nor the player seemed too upset about the unconscious High Elf next to their bedroll, however, as they immediately began progressing the romance route. “One Smite later, Lae’zel quickly submits and wants me to ravage her. I push her down to have yet another round of fun… RIGHT NEXT TO ASTARION, WHO IS STILL INJURED.” Unfortunately, Astarion was far too frail to survive the ordeal of lovemaking and perished right next to the lovers. “He did not survive the ordeal, couldn’t handle a gith’yanki riding her dragon riding him. I woke up to his corpse on my bloodstained bed sheets. How the hell do I explain this to Withers” If anything, at least Astarion was a worthy sacrifice on the way to Lae’Zel’s heart, certainly he will be missed.

  • Baldur’s Gate 3 player accidentally finds worst way to resolve Act 1’s big choice – Dexerto

    Baldur’s Gate 3 player accidentally finds worst way to resolve Act 1’s big choice Larian StudiosAct 1 of Baldur’s Gate 3 requires players to side with the tieflings and/or druids or the Goblin Camp, but one player accidentally found the most violent possible outcome to the storyline. Baldur’s Gate 3 Act 1 asks players to pick sides in a conflict between the Goblin Camp and Druid Grove – the latter of which presents another choice in dealing with the druids who live there and tiefling refugees being kicked out. Outside the two obvious sides here, there is a third option players have found that involves mostly ignoring the storyline. This method is to go-to for those who want to recruit Minthara without losing Wyll and Karlach, who typically leave during evil playthroughs. However, one player has found a fourth route – and it’s easily the most brutal way to resolve this plotline. Baldur’s Gate 3 player manages to solve Act 1’s big conflict by killing everyone Reddit user TheImageworks explained how they ended up finding this incredibly violent resolution, which they describe as “Kill them ALL.“ This resulted in the deaths of those at both the Camp and the Grove, plus the loss of several companions. After successfully defending the Grove from the goblins, the player attended the subsequent celebration. Here, Astarion, predictably, made a rude comment, prompting the player to shove him as a joke. At this point, everyone at the celebration became hostile over this (very slight) act of violence. Ironically, Astarion was not one of those upset, as he was in the active party at the time. The result of this fight was the deaths of all the tieflings, plus Halsin, Wyll, and Shadowheart. While the latter two could be revived, Wyll left immediately after. Karlach, who was spared by being in the party, was also disgusted and left. Unsurprisingly, the player was playing as the Dark Urge Origin, though that doesn’t seem to have made much of a difference here. Ultimately, this is probably the worst possible outcome for Act 1 you could find. Not only are those at the Grove dead, but the goblins still hate you. On top of that, you lose access to four companions, as Minthara wasn’t recruited and those who usually become inaccessible when she’s around are gone anyway. Those who want to make their lives more difficult and truly embrace the murder-hobo nature of the Dark Urge may be inspired by this story. However, everyone else should view it as a cautionary tale. If you liked this, be sure to check out the rest of our Baldur’s Gate 3 coverage, which includes the latest news, guides, and much more.

  • Baldur’s Gate 3 player accidentally derails game in search for boots – Dexerto

    Baldur’s Gate 3 player accidentally derails game in search for boots Larian StudiosLoot grind is one of the most fun aspects of Baldur’s Gate 3. However, there are times when this loot grind can go wrong and lead to unprecedented events. One such player faced something similar as their search for boots led to their playthrough suffering from multiple major setbacks. Baldur’s Gate 3 is by far one of the most fun games to play. You have a lot to do in terms of content and one of that comes in the form of loot grind in this game. You need to gear up your character to ensure that you can fight against the toughest bosses with ease. However, one player had to suffer major setbacks where their playthrough got locked out of a major portion of the content just because they wanted to steal a character’s boots. This was not intentional, but the player under consideration was subjected to a series of unfortunate events. Baldur’s Gate 3 player ends up damaging their playthrough while trying to steal boots The discussion regarding this incident was started by a player named HerbertGrasinger. The player mentioned, “I killed Gortash at his coronation. It wasn‘t planned, I just wanted to steal his boots on the highest floor but someone in the throne room below decided it was a good idea to cast counterspell through the roof turning everyone hostile.” They continued, “A long fight later I come out with a new Netherstone, a pile of dead bodies and the boots I came for. Here‘s what I found when I entered the city:” They further claimed, “Orin‘s hit list victims are not marked on my map. I get invited directly to the Murder Tribunal. Wulbren blew up the Steel Watcher Foundry without me, killing all the Gondians in the process.” Apart from that, a lot of other major events took place which hindered the overall playthrough of this Reddit user. As such, other players joined into the conversation to discuss the situation. One such Reddit user commented, “Idk, sounds like those boots have seen barely anything(content-wise).” Another player chimed in, “Jesus Christ now that’s what I call single-minded focus. regardless of the consequences, I bet them boots fit nicely.” Lastly, a player claimed, “For future reference, if this happens again you can just escape by flying from the roof back into town.” Therefore, it seems like other players mostly found this incident quite funny. However, some players provided some advice in case the owner of the Reddit post decides to go for a different playthrough.

  • Baldur’s Gate 3 player accidentally creates worst possible Act 2 playthrough – Dexerto

    Baldur’s Gate 3 player accidentally creates worst possible Act 2 playthrough Larian StudiosOne of the most praised parts of Baldur’s Gate 3 is the amount of trust it places in players to make decisions. It doesn’t matter what you try to do, the game always seems able to work around player choices and adapt both the world and, crucially, the narrative to whatever you throw at it. However, this flexibility is a double-edged sword. The freedom to make decisions also includes the freedom to make really bad choices, and if you end up making nothing but bad choices, what does the game end up looking like? For one player, this hypothetical ended up becoming reality, as they wound up creating a situation that seemed calculated to be the worst ending possible to the game’s second act. Baldur’s Gate 3 players debate worst decisions in Act 2 This player described their awful experience at Moonrise Towers and the surrounding area on the Baldur’s Gate subreddit, where they said: “I’m debating on backtracking nearly the entirety of my Act 2 playthrough.” “The first major event was the devastating Last Light Inn outcome, where everyone is zombified after Isobel is kidnapped. We of course kill all the zombies, which only leaves Jaheira. “We go to the tower (I forgot all about Halsin in my camp, and had no idea the curse could’ve been lifted with his side quests) and we have to KILL Shadowheart because she wants to follow her goofy ass deity and kill a literal angel. “Since I kill Shadowheart to save the angel, we at least have nightsong to help with the tower battle, but ISOBEL DIES ( we didn’t even hit her a single time) and even after the fight Jaheira leaves for some reason (??? Saying some shit about not fighting the same side of the fight) and she ditches us, and then Halsin leaves. “Also apparently we lose any opportunity to follow the Githyanki map towards the right (east?) afterwards, because for some reason if I go that route I instantly turn into a mind flayer, so the whole game literally ends.” Let’s hope this player is able to get their run-through back on track. Save-scumming is always a valid option! For more news and updates on Baldur’s Gate 3, check out the NPCs who are stopping players from switching to evil playthroughs.

  • Baldur’s Gate 3 player accidentally became “Dark Urge IRL” while under anesthesia – Dexerto

    Baldur’s Gate 3 player accidentally became “Dark Urge IRL” while under anesthesia Larian StudiosOne Baldur’s Gate 3 player has learned the hard way not to pick up the game right after getting a surgery. To some players, doing a Dark Urge run can be incredibly hard. Not only because there are so many vile choices throughout the game but you’ll also have to be ready to say your goodbyes to your companions and NPCs you’d normally help. For one player, however, all these things ended up happening in their run despite wanting to do an “angst-ridden hero type play through.” Sharing their story in a Reddit thread, it all started when they returned home after getting surgery. But instead of “falling into a fatigue and drug-induced coma, as one should,” they decided to play Baldur’s Gate 3. “This morning, I woke up to my TV on and my controller sitting oh so innocently by my pillow,” they continued. “‘Huh?’ I think. ‘Okay. So, hmm!’ I click my lovely Roku screen saver away to show my Steam Deck input screen, wake-up my deck and see BG3 as my last played game. Nothing unsurprising.” And lo and behold, after clicking on Baldur’s Gate 3 and hitting continue on the game, they were greeted with a mass massacre — much to their surprise. This includes the entire grove, goblins, and even companions being “dead or just gone.” Alas, with everything in shambles, they mentioned: “Well, I guess this gets to be my evil playthrough now.” Following this, other players in the comments were stunned, though many of them couldn’t help but point out how the user had just accidentally become the literal Dark Urge, given the circumstances. “You’re just like The Dark Urge; you blacked out and murdered everyone around you and have no idea why or how. +1 for RL Durge RP,” praised one user. A different user wrote, “This is the ultimate Dark Urge experience, incredible.” Meanwhile, another concerned player said, “Well, first off, I hope the surgery went well and you’re recovering fine. Second, please take it down a notch with the Durge roleplay; I’m scared.” “You literally got the Dark Urge IRL,” one chimed in. While playing an evil run may not be everyone’s cup of tea, Baldur’s Gate 3’s Patch 7 is going to be big for Dark Urge playthroughs. For those who are curious, Larian has already teased two new endings so far, one of them being extremely dark.

  • Someone already unlocked Baldur’s Gate 3 Platinum Trophy on PS5 via PC cross-saves – Dexerto

    Someone already unlocked Baldur’s Gate 3 Platinum Trophy on PS5 via PC cross-saves Larian StudiosThe Baldur’s Gate 3 Platinum Trophy has already been unlocked on PS5 by players using the cross-save system on PC. Developer Larian Studios has an account system that will let players easily transfer Baldur’s Gate 3 saves between PC and PS5. When the Xbox version launches later this year, progression will similarly transfer between PC and Microsoft-owned consoles. The setup for such a feature should prove rather simple, too. All interested users will need to do is create a free Larian account, enable the cross-save feature on PC and console, then log in on their second device. Apparently, the functionality works so well that some PlayStation players have already started popping BG3 Trophies via their PC saves. Someone already has the Platinum Trophy for Baldur’s Gate 3 A quick look at PSNProfiles shows that – as of September 5 – at least one PS5 user has popped the BG3 Platinum, despite the game launching in early access on September 3. The “Pride of Baldur’s Gate” Platinum has been earned by 0.1 percent of PS5 players who’ve connected their accounts to PSNProfiles. Meanwhile, “Descent From Avernus” is a more common Trophy, with 91 percent of users having unlocked it, thus far. Messages on a PSNProfiles’ Forums page (via PS LifeStyle) reveal that people are unlocking these Trophies by relying on the cross-save system between PC and PS5. According to one user, “…you can pop trophies with strategic saves from the PC version. Just popped tactician and ending trophies.” At the time of writing, it’s not clear how exactly Trophy hunters on PS5 have managed to transfer their Steam Achievements to Baldur’s Gate 3’s PS5 version. In response to one user inquiry on the matter, one person wrote the following: “…I made a save right at the final choice on PC and used cloud save with a Larian account to load that on PS5 and popped those trophies.” Given the lack of specific instructions, PS5 players looking to transfer Achievements/Trophies may want to wait until Baldur’s Gate 3 gets its wide release on PlayStation, especially since importing Trophy data isn’t always simple. Fortunately, the wait is quickly coming to an end. The much-acclaimed CRPG hits PS5 on Wednesday, September 6.

  • Baldur’s Gate 3 pickpocket trick guarantees you’ll “never” be poor – Dexerto

    Baldur’s Gate 3 pickpocket trick guarantees you’ll “never” be poor Larian StudiosOne Baldur’s Gate 3 player has shared how to easily pickpocket and snatch gold from NPCs even in an Honor Mode run. Gold can be quite hard to come by at times, especially if you’re not the type to constantly explore the world, looting items and selling them to nearby vendors. Though one way to get it quickly without going through all that hassle of carrying the extra weight is pickpocketing. While there’s always a chance you can fail the Sleight of Hand check and have the NPCs gang up on you, savescumming allows you to repeat the process till you get all the items you want. But in Honor Mode, that’s definitely not the case. That said, one player has shared a pickpocketing trick involving using a Hireling that guarantees you’ll have gold in a safe way, regardless of what kind of run. The first thing you’ll want to do is go to Withers and hire a Halfling named Brinna Brightsong due to Lightfoot Halflings having advantage on Stealth Checks. The next step is to keep her as a bard but respec her stats to 16/17/8/10/8/14. “Choose Stealth, Sleight of Hand, and Persuasion for Skill Proficiencies. Make sure you pick up the Minor Illusion cantrip, and Disguise Self & Longstrider as starting spells, the rest really don’t matter,” the user explained. Upon reaching level 3, choose the College of Lore subclass. Then, choose Sleight of Hand and Stealth as Skill expertise again, pick up Invisibility as the level 2 spell, and swap one of the level 1 spells with Enhance Ability as you’ll be “using Cat’s Grace for advantage on Dex rolls.” They added: “At level 4, Choose the Athlete Feat and increase Dex to 18. Equip Silver Pendant, Gloves of Power, Smugglers Ring, and Leather Armour +1, all easy to find in Act 1. Now you should have a base +11 to Sleight of Hand and +11 to Stealth skills.” To complement her stats and equipment, the player suggested that you cast Enhance Ability – Cat’s Grace on Brinna so “she can use her concentration for Guidance from the Silver Pendant.” With all that settled, leave your group at camp and have Brinna “go out to solo traders” in places you’ve already cleared by herself with Disguise Self. From here, start from extinguishing light sources, find an area to hide, then go Turn-Based Mode to pickpocket. With your advantage and bonuses with Brinna, you should have no problem snatching the NPC’s items away. In a worst-case scenario, if you do get caught, the player suggested to choose attack then pop invisibility and run away. After that, just wait until the NPCs stop being temporarily hostile so you can repeat the process all over again.

  • Baldur’s Gate 3 pickpocket exploit fix makes players pay for their thievery – Dexerto

    Baldur’s Gate 3 pickpocket exploit fix makes players pay for their thievery DexertoWithin Baldur’s Gate 3’s 100s of hours of gameplay, players have discovered many tricks and cheats to cut corners. But one exploit fixed in Patch 7 has forced players to steal and pickpocket the hard way. Larian Studios recently dropped Patch 7 for its D&D RPG, granting features such as new evil endings, unique Astarion dialogue for cheating, as well as “adorable” camp interactions. Hidden deep in the patch notes released on September 6, one Reddit user found a fix for a trade exploit where players could take traders’ items with ease. This could be done by moving them into a container and then dragging them onto the container icon. “[T]ime to confess,” the post wrote, “Who’s the snitch?” It seems many Baldur’s Gate 3 fans used this exploit and presumably spoke about it online which eventually led to Larian Studios removing it. Now players will be forced to either pay for items from traders or sneakily pickpocket from them like any good thief would do. The problem there is that there’s always a chance your Sleight of Hand check fails and you get caught doing your bad deed. “Used that exploit in my successful honour mode run because I hate being a loot goblin,” one response explained, “very glad I got it finished before this lol.” Many other comments were already hoping for a new way to easily steal items from traders. “Guess we need a mod now,” one player mentioned. Another fan predicted that within three days someone would figure out a new way without any mods, while someone else said they’d just resort back to normal stealing. Knowing that this huge exploit was patched, plenty of replies wondered if their favorite cheats were dealt with. “I wonder if they fixed the warlock bind weapon glitch,” a user questioned. They weren’t the only ones to mention this Pact of the Blade Warlock bug which allows players to create multiple valuable weapons to sell.

  • Baldur’s Gate 3 dev sparks hope for physical release – Dexerto

    Baldur’s Gate 3 dev sparks hope for physical release Larian StudiosA recent social media post from Baldur’s Gate 3’s Michael Douse has fans hoping the game will eventually receive a worldwide physical release. The new Baldur’s Gate adventure hit PC and PS5 this summer without a physical release, though there does exist one exception. On December 21, 2023, Spike-Chunsoft will launch the game digitally and physically for PS5 in Japan, complete with an “Adventurer’s Guide” pre-order bonus. To say that Baldur’s Gate 3 players in the Western hemisphere are feeling left out is an understatement. But there’s a glimmer of hope, if a recent Twitter post from a prominent Larian Studios developer is anything to go by. Baldur’s Gate 3 dev gauges fan interest in a physical release PlayStation-dedicated Twitter account GermanStrands asked followers if they’d like to see Baldur’s Gate 3 receive a disc version on PS5. Of course, dozens of people responded in the affirmative. Larian’s Director of Publishing, Michael Douse, also replied to the post, specifically “bumping [it] for interest.” Even more fans chimed in saying they’d happily buy a boxed version of the role-playing title. Wrote one user, “I have already bought it twice (PC and PS5) and would happily buy it a third time.” Another person joined the chorus, telling Douse, “Absolutely, as long as it’s content complete.” In response to a different user saying they’d be interested if it launched with a “playable build on disc,” Douse stated, “you mean two discs.” Naturally, that comment also got a positive response from community members in the thread. Nothing the developer said confirms that a wider physical release of Baldur’s Gate 3 is in the works. But the “boosting for interest” comment seems to have been enough to give fans hope. Whether or not that hope will eventually prove worthwhile remains to be seen. Potential news on this front isn’t the only Baldur’s Gate 3-related information the public is patiently awaiting. The game’s rollout on Xbox could also be imminent, as Director Swen Vincke previously teased a release window between September and November.

  • Baldur’s Gate 3 PC requirements: Recommended and minimum specs – Dexerto

    Baldur’s Gate 3 PC requirements: Recommended and minimum specs Larian StudiosAre you considering playing Baldur’s Gate 3 on your PC? Make sure to review the system requirements for the best gaming experience. Here’s a list of the necessary PC specifications. Baldur’s Gate 3, with its immense success on PC, demands certain system capabilities. To fully enjoy its detailed Dungeons and Dragons environment, ensuring your PC is compatible with the game’s requirements is vital. Larian Studios have revealed the minimum and recommended specs needed to play Baldur’s Gate 3 on PC, and we’ve got a full rundown of each for you in this handy guide. Without further ado, here’s what you’ll need in order to run the game on PC. Baldur’s Gate 3 PC System Requirements Minimum Requirements Operating System: Windows 10 64-bit – Processor: Intel I5 4690/ AMD FX 8350 – Memory: 8 GB RAM – Graphics: Nvidia GTX 970/ RX 480 (4 GB+ VRAM) – Direct X: Version 11 – Storage: 150 GB available space – The minimum system requirements look pretty good. The processor and graphics requirements are quite low if you look at it off 2023 standards. The RAM requirement is also quite good as 8 GB is a bare minimum in the current day and age. Recommended Requirements Operating System: Windows 10 64-bit – Processor: Intel i7 8700K/ AMD R5 3600 – Memory: 16 GB – Graphics: Nvidia 2600 Super/ RX 5600 XT (8 GB+ VRAM) – Direct X: Version 11 – Storage: 150 GB available space – The recommended requirements are quite hefty. The processor requirement is pretty good, but you need 16 GB of RAM to run the game. Apart from that, you need 8 GB or more VRAM which is very high even by modern standards. For even more content on the game, check out our guides below: Best Sorcerer build | Best Bard build | Best Rogue build | Best Fighter build | Best Ranger build | Best Barbarian build | Best Druid build | Best Warlock build | Best Wizard build | Baldur’s Gate 3: What’s the max level cap? | Best Baldur’s Gate 3 classes tier list | How to revive characters in Baldur’s Gate 3 | Can you multiclass in Baldur’s Gate 3 | Baldur’s Gate 3 Soul Coins: How to get them & what they are | Baldur’s Gate 3: Fastest ways to get XP & level up | Baldur’s Gate 3: How to respec your character | Baldur’s Gate 3 Karmic Dice: What are they?

  • Baldur’s Gate 3 Aug 4 patch notes: Hotfixes for game crashes, cinematics, more – Dexerto

    Baldur’s Gate 3 Aug 4 patch notes: Hotfixes for game crashes, cinematics, more Larian StudiosDeveloper Larian Studios has unleashed the first hotfix for Baldur’s Gates 3, here are the complete patch notes. Larian’s epic Dungeons & Dragons-themed adventure hit Mac and PC on August 3 to widespread acclaim. It’s already topping the sales charts, too, securing itself a place as the second-biggest game on PC this year. Baldur’s Gate 3 isn’t without its fair share of problems, though. As such, the development crew just rolled out a patch that tackles well over 100 issues. Some of the fixes address crashing troubles under various circumstances. Meanwhile, others correct a handful of player-reported split-screen hiccups. Check out the full patch notes below. (Beware, some descriptions for cinematics-related fixes feature spoilers.) Baldur’s Gate 3’s first hotfix addresses crashing issues & more The RPG’s first post-launch hotfix takes care of more than 150 glitches and issues. Players will be especially pleased to learn that the August 4 update handles crashing problems, including those that occur during certain cutscenes. Speaking of which, cutscenes also appear frequently in the patch notes, meaning cinematics issues hopefully won’t appear as much once players download the patch. Full BG3 patch notes for August 4 update 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 save game 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 save game 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 customize their radial menus. (Important to note: followers are not companions or full party members.) – Fixed Dark Urge randomization 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 armor in the character sheet. – Fixed some issues with prepared spells during Level Up, when multiclassing. – Hid the version number during dialogues. – Fixed split-screen cinematics showing sampling garbage. – AUDIO 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 colors. – Fixed a split-screen issue causing characters to remain invisible after a dialogue ends. – Fixed an aspect ratio issue when FSR is active during split-screen. – Fixed surface texture details not updating when changing Texture Detail in the game video options. – CINEMATIC (Spoilers below) Fixed characters looking in the wrong direction in a dialogue with Mizora. – Fixed the Emperor turning backward 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. – That’s it for Baldur’s Gate 3’s August 4 patch notes. For more on Larian’s latest epic, check out our Baldur’s Gate homepage.

  • Baldur’s Gate 3 Patch 7 won’t be the last as devs promise major new feature – Dexerto

    Baldur’s Gate 3 Patch 7 won’t be the last as devs promise major new feature Larian StudiosBaldur’s Gate 3‘s future was a little unclear after Larian Studios confirmed that it would be moving on to the next project without any official DLC. Fortunately, the upcoming Patch 7 won’t mark the end of the game’s time in active development. In Community Update #28, the developer went into more detail about what’s included in Patch 7. As well as major bug fixes, modding tools are also undergoing significant development and testing as they’re readied for full release. Additionally, Larian confirmed that Patch 7 won’t be the last major update for the game, with some highly requested changes on the way in future patches. “Patch 7 won’t be the final update for Baldur’s Gate 3. We still have a few things up our sleeve – including many community-requested features like crossplay and a photo mode to capture and share your unforgettable moments. And we’re working on a host of other enhancements, from gameplay tweaks and quality-of-life improvements to bug fixes and performance optimizations.” The headline features for the community will undoubtedly be crossplay and photo mode. Both have been highly requested for some time, and their eventual arrival will be a huge boon to those still playing the game. The only major caveat to this is that the patch won’t roll out until September, with a couple of months of development still required. This pushes photo mode and crossplay even further down the pipeline, with Baldur’s Gate 3 unlikely to get either until 2025. Perhaps going slightly under the radar at the moment, the modding tools should be the biggest addition. Offering players the chance to edit existing items, add new ones, and entirely change classes should add significant longevity to the game, even without Larian’s involvement.

  • Baldur’s Gate 3 Patch 7 patch notes: Evil endings, official mod tools, more – Dexerto

    Baldur’s Gate 3 Patch 7 patch notes: Evil endings, official mod tools, more Larian StudiosLarian Studios has finally released Baldur’s Gate 3’s highly-anticipated Patch 7, introducing more ending cinematics, bug fixes, and modding tools. Patch 7 is one of Baldur’s Gate 3 biggest updates yet, adding some major content changes and new features alongside the usual bug and performance fixes. After months of teases and a closed beta, it finally released on PC on September 5, 2024, with a console and Mac launch planned for October. While it won’t be the last update the game receives, its new additions are sure to extend the game’s life by giving players even more options for how they want to experience the Forgotten Realms. Here’s what to know about the update, including new features and fixes. What’s new in Baldur’s Gate 3 Patch 7? Baldur’s Gate 3 Patch 7 makes two major additions. One is the introduction of brand-new ending cinematics for players who want to walk on the dark side. These aren’t just for the Dark Urge either, as there are 13 total covering each of the Origin characters and custom Tavs as well. The other big addition in Patch 7 are official modding tools. Larian has embraced Baldur’s Gate 3 mods and modders since launch and is adding tools to let players “change up visuals, animations, sounds, stats, and more to overhaul Baldur’s Gate 3 into the weird nightmare realm of your dreams.” In previous updates, Larian said Patch 7 would “begin introducing” these tools, indicating that even more options will be coming down the line. The modding tools will let players add content to the game without potentially causing issues or errors, which is a problem with current Baldur’s Gate 3 mods. It will allow players to create or edit the game in the following ways: Items – Equipment like weapons and armors, consumables, and miscellaneous items. – Cosmetics, including different hair, beards, and other textures. – Classes and Subclasses – Creating new variants or modifying existing ones to edit abilities, powers, and skills. – Races – These can be created and edited to determine overall appearance, as well as their individual powers and abilities. – Dice Skins – User Interface, including extensions and restyling of the game UI. – Quality of Life Improvements – Considering that Baldur’s Gate 3 won’t receive any DLC, it’s generous of Larian to offer modding support, as it allows the fans to expand and continue the story of the game using their own ideas. Honour Mode is also getting some improvements, with some of the game’s denizens like Malus Thorm getting additional Legendary Actions when playing on Baldur’s Gate 3’s hardest difficulty. Patch 7 also fixes some bugs, including “an issue where Jaheira would stop following the party after spending a night outside of the party” and “a bug where you could get stuck under the elevator in the Colony.” Included in Patch 7 are also improvements to split screen, as a Dynamic Split Screen new feature that allows players to merge their screen into one when near one another and automatically have it split when they’re doing different tasks or exploring separate locations. Baldur’s Gate 3 Patch 7 patch notes Larian’s patch notes can be found here. HIGHLIGHTS Introducing ‘Evil Endings’: Brand new cinematic endings for the truly villainous playthroughs. – Added our very own Mod Manager, which lets you browse, install, and use mods created by the community. – Revamped split screen gameplay: When playing on split screen, the two halves of the screen will now dynamically merge together when player characters come close to each other in-game, and dynamically split back up when the characters move apart. This revamp comes alongside many other improvements and polishes to improve the overall split screen experience. – Honour Mode Combat If Dror Ragzlin finds himself inside the spider pit, he’ll try his best to befriend the spiders residing there with a new spell called Arachnid Compulsion so they can band together to fight the real enemy – you. – The Bulette has a new condition called Diamond Scales and a new Legendary Action called Shredding Scales. – Malus Thorm has a new Legendary Action called Grasping Appendage. – Added a new aura and spell for Spectators: Panicked Sentinel and Ocular Nightmare, respectively. – Ch’r’ai Tska’an, the leader of the githyanki ambush in Act II, has a new Legendary Action called Soul Sacrifice. – Ch’r’ai Har’rak, the githyanki leader at the Knights of the Shield Hideout, has a new Legendary Action called Tu’narath’s Embrace. – Ptaris has a new Legendary Action called Ptarian Dogma. – UI Revised and reorganised the in-game video options to be more logical and robust. You now have an Upscaling Type drop-down, an Upscaling Mode drop-down, and an Upscaling Sharpness slider, followed immediately by the options that are affected by them. – Updated the Reactions UI so that you only have to toggle the Reactions you want to use and then confirm them. (This saves you from having to select ‘Do not react’ multiple times!) – Added a new Equipment Options menu to the Character Sheet on controller. – The panel that opens to ‘Donate’ magic items to Gale will now also show items in your Traveller’s Chest. It also now indicates which items are currently equipped. – We noticed some of you hiccoughing bubbles, so the action for washing yourself with soap and sponges is now called ‘Use’ instead of ‘Consume’. – Fixed your player character’s name getting reverted to ‘Custom’ during Character Creation if you moved on to create your Dream Guardian and then went back to edit the player character again. – Fixed the wrong spell Ability showing up when selecting a Feat during Level Up. – Art Added a new loading screen in Act III, showing the busy streets of Baldur’s Gate. – Fixed the skirt part of the Adamantine Splint Armour missing for female dwarves. – Fixed the Adamantine Scale Mail clipping on large male characters. – Gameplay You can now start Custom Mode games using Honour Mode mechanics when starting a new playthrough. You’ll be able to do this via the ‘Ruleset’ dropdown. – The kuo-toa that promised to build you an army will now support you in the final battle. Unless they all died in Act I. – The help that the Gondians promised for the final battle will now arrive in the form of a friendly Steel Watcher. Apologies from Zanner Toobin for the delay. – The hair colour options in Character Creation will now remain accessible after you choose the bald hairstyle, so that you can continue fiddling around with eyebrow colours. – Overhead dialogues that support multiple player characters can now involve characters assigned to different players. (They were limited to characters controlled by a single player until now.) This means that there will be more banter among player characters in multiplayer games. – Group Hide will no longer affect summons that aren’t linked to the group in the Party Line. – Changed the behaviour for selecting camp supplies for a Long Rest. When selecting camp supplies that are stacked, the game now only takes what it needs from the stack. – You can no longer cheese the Leap of Faith trial at the Gauntlet of Shar by just clicking the final platform and letting your character pathfind their way there. Shar threatened to smite us if we didn’t fix this one. – Fixed a bug where resurrecting Lae’zel on the beach in Act I would cause her to appear in the Party Line but not in the world, preventing you from leaving Act I. – Patched up some savegames where Gale still had his Necrotic Aura when he shouldn’t on load. – Fixed Minthara’s body sometimes turning invisible on the Level Up screen. (We sorta liked the floating-head-and-hands look, but hey.) – Animation Astarion now has idle animations at camp that aren’t just him reading a book. – Added a new idle animation for Minsc at camp – Boo may or may not have taught him some tai chi. – Karlach will no longer brush the shaved side of her head. – Polished the appearance of neck kisses in lovey-dovey scenes with Shadowheart on the Sharran path for characters with large body types and dragonborn characters. – Writing and Flow Dotted some dialogue options and voiced lines into a handful of dialogues across the game, particularly to account for edge-case flows. These changes are described in more detail in the main patch notes below. – Added three new Narrator lines for Dark Urge characters to add a bit more reactivity across the game. These additions are described in more detail in the main patch notes below. – Resolved an issue that had been rendering some romance party banters inaccessible while adventuring. – Fixed a flow issue where Avatar Lae’zel did not have the option to leave and ascend or stay on Faerûn after the Netherbrain is defeated. – Added a dialogue option asking for a kiss in more paths of Wyll’s epilogue dialogue. – If you’re in holographic form in the epilogue, Wyll won’t automatically assume he’s talking to Lae’zel. – A bug that had been preventing Wyll’s romance greeting from triggering has now been fixed, so players in Act III who have a stable, loving, and committed relationship with Wyll will now see his romance greeting triggering correctly. – Fixed priorities on Wyll’s greetings so that low approval greetings will now trigger accordingly for players with low approval. – Companions should now be more sympathetic to Astarion fleeing from the sun. – Added a new dialogue in which Karlach will react to Dammon if she finds him dead after he told her that he can help her. – In Act II, Minthara will now react to you having knocked her out in Act I. – Scripting Fixed several issues (related to resurrecting characters via Withers, restructuring the party at night, and automatic camp night scenes) that would trap you in an eternal slumber, unable to end a Long Rest. – Fixed a bug causing Shadowheart to keep repeating one line when you talk to her after she’s resurrected by Withers from the Shadowfell. – Fixed a small flow issue preventing you from commenting on Gale’s last name. – Fixed several occurrences of Wyll still having an exclamation mark above his head when he already told you everything he had to say. – When playing as the Dark Urge, Minthara will no longer act as though you accepted Bhaal when you’ve been stripped of his influence. – Fixed a broken kissing scene after you gave Shadowheart the Idol of Shar. – Fixed an issue where Jaheira would stop following the party after spending a night outside of the party. – Fixed the rune tablets on the nautiloid sometimes not triggering the Narrator’s lines. – Clerics of Lathander should now recognise his symbol on a Lathanderian amulet. – Ensured the avatar is prioritised as the main speaker in dialogues related to the hag’s Act I surrender. – Minthara does, in fact, now have something to say about Orin after you kill her. – Made the romance scene at night with Wyll in Act III unskippable if it triggers to avoid accidentally skipping it and not being able to finish the romance arc. – If Avatar Karlach and Wyll are partners and go to the Hells together, he’ll now act accordingly during the epilogue. – Fixed Karlach’s scene in Avernus not playing if you decided to go with her when playing as Wyll. – A bug has been fixed so that Wyll will now talk to his father if Ansur is defeated after the pact with Mizora is broken but Ravengard is saved from the Iron Throne despite this, to decide on his title. – Lae’zel will now wait a little longer for you at the site of her recruitment if you tell her you’ll be back. – Improved Lae’zel’s idle camp behaviours to align a bit better with the other companions’. – Fixed the fade-to-black after Karlach’s scene in Avernus at the end of the game, which would give you a very brief glimpse of Game Developer Land. – Breaking up with Karlach by speaking with another companion you’re dating the morning after her romance scene won’t block her dialogue anymore. – Reinstated Gale’s last line in his detailed explanation of ceremorphosis and tweaked a dialogue option to react to it. – Now that you can give Gale magic items from the Traveller’s Chest, he will leave again if you refuse to do so. – Patched up some savegames that had a bug that would prevent the dialogue between Gale and Mystra at the end of the game from triggering. – Fixed a bug that let you kiss Gale even if he was in a disguised form before confronting the Netherbrain.. Also fixed this dialogue with him cutting off before you could give him a smooch. – Reworked the script that determines whether a character is too busy to talk. This will prevent bugs like Minthara’s dialogue not triggering at Moonrise Towers after you rescue her, and knock-on effects as a result of this, like not being able to rest or fast travel. – Performance Continued to make performance and stability optimisations across the game and implemented many under-the-hood code fixes. – Optimised performance. This will have a more noticeable impact in areas with large numbers of NPCs (like the Lower City) and will reduce peak memory usage when loading levels for the first time. It will also be noticeable when managing lots of loot (e.g. when transferring everything from a camp chest to a character’s inventory). – Cinematics Reworked and revamped the cutscene that plays when you interact with Ansur’s bones in the Wyrmway. – Polished facial expressions and emotions across companion dialogues, including to the facial animations of your character during some kissing cinematics, including with the Vampire Lord Astarion. – CRASHES AND BLOCKERS Fixed a crash when loading the Act I region. – Fixed a crash when mousing over characters in combat. – Fixed some issues with Long Rest: Loading a save made during a Long Rest could cause a crash and you could sometimes get stuck in a Long Rest forever and ever, amen. – Fixed a potential crash when saving at the end of Act II. – Fixed a potential crash on load. – Fixed a potential crash on Level Up. – Fixed a potential crash when approaching the Abandoned Refuge on a fresh save. – Fixed a blocker related to Orin’s dagger, which will now respawn near the altar if you hurled her into a chasm and a cultist picked it up before you did. (Because it’s bound to her, it would zip back to her corpse in the chasm, lost forevermore.) – Fixed a potential crash when trying to load into the Lower City. – Fixed a crash when quickly pressing ‘Connect’ and ‘Create’ in the lobby browser on GOG. – Fixed a potential crash when the game runs a check for whether you have the Deluxe Edition DLC. – Fixed a potential crash when Player 2 leaves a split screen dialogue. – Fixed some camera activation issues on split screen potentially causing a crash when Player 2 rejoins a game mid-cinematic. – Fixed a potential crash caused by the Reeling condition getting stacked too high. – Fixed a crash when dragging the portrait of a dismissed Minor Illusion summon over another party member’s portrait. – Fixed a bug where using the Mould Chamber in Grymforge while in combat would prevent you from moving. – Fixed a potential crash in Felogyr’s Fireworks on Avery’s turn in combat. – Fixed a potential crash due to the game script requesting combat from a character that isn’t loaded into the region. – Fixed a crash that could occur during the cutscene that triggers when you reach the Netherbrain. – Fixed a potential crash when switching between keyboard and mouse and controller during a dice roll. – Fixed a crash when attempting to reload a savegame or return to the main menu. – Fixed a crash when choosing to ‘Take All’ from the Chest of the Mundane. – Fixed a crash when the dialogue with Baelen Bonecloak was forcibly cut short while mousing over a dialogue option. – Fixed an edge-case blocker preventing you from Long Resting. – Added a savegame error to prevent a potential crash. – Fixed a bug where you could get locked in combat if your character was Downed but not dead when Isobel was killed. – Fixed a bug where you could get locked in combat with Cazador if Astarion was alive and incapacitated in his ritual position, one of the other spawn was dead, and the rest of the party was defeated by Cazador. Now combat ends correctly with a Game Over screen. – Fixed a potential crash when leaving the Iron Throne combat. – Fixed a bug where you could get stuck under the elevator in the Colony, blocking progress. – Fixed a crash that could occur when using fast travel in Rivington and Wyrm’s Crossing. – Fixed a crash that could occur when fighting mimics. – Fixed a crash when dropping certain objects. – COMBAT AND BALANCE Across Acts Fixed a potential soft-lock where if you have multiple summons that are Surprised and you switch to a character whose turn it is on controller, the combat would get stuck passing turns between the summons. – Fixed Form of Dread triggering a Saving Throw for Frightened if the character was already Frightened. – Upcasts of Witch Bolt can no longer be used with Metamagic: Twinned Spell. – Fixed a bug with the Goaded condition where if a summoned companion applied Goaded to an enemy, that enemy would attack the owner of the summon instead of the summon itself. – Fixed some goblins missing the Fury of the Small passive in Tactician Mode. – Dampen Elements will no longer require a Channel Divinity point. – Improved monks’ Deflect Missiles by helping the projectiles avoid obstacles on their way back to the target. – Monks’ Clench of the North Wind spell now targets up to 2 characters at Level 9. They just have to clench a little harder. – Enemy NPCs can no longer use Dash again while the effect of a first Dash is active. – The Saving Throw for the Dire Raven Companion’s Bad Omen action is now a Wisdom Saving Throw and scales with the raven’s level. – Fungal Infestation can now be used as a Reaction when killing a target. – The Spectator’s Charm condition should now be broken through damage or by killing the Spectator. – The druidic spells that Halsin gains for free can now be upcasted. – Fixed Cloudkill not affecting characters at the edge of its range. – Fixed Infernal Spears joining combat when dropped. – Patched up some savegames that were stuck in combat where the game’s script was not intentionally pausing them. – Reduced the duration of the Shar’s Darkness spell and the frequency with which NPCs choose to cast it. – Swapping weapons between characters in combat now properly consumes an Action for both. – Fixed the Meenlock Fear condition triggering a Constitution Saving Throw instead of a Wisdom Saving Throw. – Fixed Auntie Ethel’s Weird Magic Surge not triggering with Counterspell. – Combat will now end correctly if you find that you’re still in combat after speaking to the Emperor in the Astral Plane. – Act I Fixed Nere’s Coerced condition sometimes getting removed from characters despite them being temporarily allied to him due to his Wicked Coercion. – Priestess Gut will no longer hit herself with her own conditions. Silly gob-gob. – Fixed Mayrina and Auntie Ethel disguised as Mayrina having different HP values in Tactician Mode. – Act II Fixed a bug where the combat at the Last Light lakeside would end and no further waves would spawn. – Made the combat at the Last Light lakeside trigger more consistently even if you’re standing in odd positions. – Balthazar should no longer occasionally stand idle, causing combat to halt within the Colony. – Balthazar’s reanimated skeletons in the Shadowfell now have Shove only in Tactician Mode. – Increased the HP that the Undead Nurses resurrect at from 25% to 45% during the combat with Malus Thorm in Tactician and Honour Mode. – We’ve suggested to Yurgir that when he’s invisible he should take advantage of it and actually try to move around a little so that he’s harder to find. – Improved the Thisobald Thorm combat in Honour Mode: Fixed his Legendary Action explosion hitting itself. – Increased the damage and radius of his Legendary Action explosion. – His Legendary Action explosion now applies a debuff based on the explosion type. – Increased the damage of the buff given to his blighted allies. – Blacked Out no longer applies Vulnerability to all damage in Honour Mode. – – Improved the Shadowed Spirit of the Land combat: His Shadow Friends will no longer disappear during combat as long as they’re still controlled. – His Shadow Friends will now disappear after his dome is destroyed. – Improved the visuals for when his Shadow Friends disappear. – – Act III Cazador can now use his Legendary Action in his Mist Form. – Ptaris now has Alert and Legendary Resistance in Tactician Mode. – Rolan will now become more powerful after taking over Ramazith’s Tower. – Gortash’s Avatar of Tyranny form is no longer dependent on whether it’s his turn or not. – Fixed multiple issues related to Gortash’s turrets: Fixed Micromodron Force Curtain and Deranged Force Curtain becoming active even if they weren’t in combat near Gortash and even though they can only target Gortash. – Fixed the Grenade Impellers and Incineration Casters becoming active as soon as Gortash entered combat and leaving combat as soon as Gortash left, even if they were in a different area (Gortash in the Audience Hall, turrets in his office). They no longer depend on Gortash and become active or inactive when a combat nearby starts or ends. – Fixed Micromodron Force Curtain and Deranged Force Curtain sometimes having two contradictory conditions (Active and Malfunctioning at the same time). – Fixed a bug causing the Incineration Casters to be affected by the First Strikes combat penalty (causing them to skip their first turn) the first time they enter combat. – Fixed two Incinerator Casters in Gortash’s office not working correctly. – Fixed the warning zone VFX of the Incinerator Casters not working properly and therefore not accurately representing the area of danger. – Fixed an issue with the Incinerator Casters’ warning zone VFX, causing the warning zone to be inaccurate. – – Made sure Ritual Drain is applied correctly on Asta, Yousen, and Violet in the combat with Cazador. – After ascending, Cazador will no longer receive healing from Vampire Regeneration. – Fixed a bug in Cazador’s fight where it was possible to get more than 1 extra Bonus Action per turn for the same character by stepping on and off the pentagram in front of Astarion several times per turn. – Improved the combat with Viconia: In line with its description, Viconia’s Divine Intervention won’t target followers of Shar anymore, even if they are enemies; and the illusory Mapped Terror forms will not change the character portraits. – Lady Jannath and Oskar will no longer get Opportunity Attacks against the poltergeists in Jannath’s Estate. – The Moonlight Slivers’ Banishing Smite will now stop myrmidons from empowering Lorroakan if the myrmidons are successfully Banished. – Enemies in High Hall should now leave combat when Knocked Out. – The second wave of Intellect Devourers at the Morphic Pool should now consistently join combat. – Fixed Gortash’s Legendary Action not working when Blinded. – To improve her chances of survival, Hope now has a new passive called Last Hope that grants her Death Ward for free when she enters combat. – During combat, Raphael will no longer care about walking on Fire or Hellfire surfaces. – Improved the fight against Lorroakan: Elemental Retort now costs a Reaction to cast; targets will now roll a Dexterity Saving Throw against Elemental Retort; and myrmidons now also buff Lorroakan with additional Reactions. – Tweaked several settings for the windows in Jannath’s Estate to fix where combat can trigger. – Fixed the Chult Alioramus not attacking you if you were wearing damage-reducing armour. – Improved the Restore Soul spell so it’s easier to reclaim a soul from Raphael. Also updated its visuals. – Viconia now only receives Mortal Reminder as an additional passive in Tactician Mode. – Added some lightning clouds to the final battle in the Wyrmway. – In the fight against Dribbles at the circus, ranged attacks will now also crit against creatures with the Menaced condition. – Fixed Krank not flying back up to higher floors in Ramazith’s Tower. – Ramazith’s defences now include the internal turrets again. Also fixed the turrets’ script so that they end their turn when they won’t shoot, and don’t shoot when it’s not their turn. – Fixed some technical names showing up for each of Ansur’s limbs. Naming them all ‘Ansur’ was the ansur. – Fixed Ansur’s friendly Lightning Strike units sometimes attempting to attack the lightning strikes. – Mystic Carrion’s Legendary Action now triggers on hit, not when an Undead ally dies. His Legendary Action conditions are now curses, and his Legendary Action condition buff now heals Undead when it ticks out instead of when applied. – Raphael can no longer steal souls from creatures that narratively don’t have souls, such as Undead and Constructs. – Viconia can now target Shadowheart with her trademark spells even if Shadowheart is Wild-Shaped. – The enemy wolf summon in the combat near the sandy dock west of the South Span Checkpoint can no longer use Help and its summoner now has Hunter’s Mark. – Cazador’s bats and werewolves are now immune to Ghastly Fumes, which his ghast-like Fallen Gur Hunters spawn each turn. – Fixed a bug where, if Cazador is already dead and his spawn can fight back, killing a spawn during combat could restart the combat. – Casting Dominate Person on Dolor before combat will no longer lead to all companions becoming enemies of the caster. – Kled doesn’t have Dror Ragzlin’s Legendary Actions anymore. Dror’s not one for sharing. – Raphael’s Infernal Salve spell will now only work on his allies who are also Fiends. – The Wayward Undead condition will now get removed when combat ends, and the Undead entity will get destroyed when the condition is removed. The condition also now has an icon. – GAMEPLAY Across Acts Improved AI pathfinding around dangerous areas both in and out of combat. – Fixed a bug where combining Wild Shape with the Seeming spell could let characters get reduced to 0 HP but remain alive. – Fixed a rare issue where druids could not revert their Wild Shape when playing on a save with mods. – Enemies will now properly drop loot when dying from having one of their ability scores reduced to 0. – Fixed how the Chest of the Mundane handles item stacks higher than its maximum. (It should no longer gobble up your enormous coin stack and spit back a measly 21 cups in return.) – Fixed a bug that prevented monks’ Shadow Step from giving Advantage for rogues’ Sneak Attack. – Fixed an issue causing Tempest Domain clerics’ Channel Divinity to not deal maximum damage for some spells like Shocking Grasp. – You can no longer open locked containers through trade as if they weren’t locked. – Fixed a bug preventing you from looting mounds you dig up if you started a dialogue during the digging animation. – Fixed some flickering shader artefacts that were appearing on, for example, Karlach’s tent and Justiciar Crusaders in Umbral Form. – Fixed some minor visual glitching between surfaces. – Fixed items sometimes flickering when you approached them with the camera. – Fixed the combat cursor on controller reappearing too soon after you cast a combat spell. – Fixed surface lights only being created on split screen when Player 1’s camera is nearby. – Fixed dialogues sometimes not starting with characters who were pickpocketed. – Fixed blocked or barricaded doors sometimes resulting in incorrect pathfinding. – Fixed summons like cats not being able to squeeze through crevices and holes. – Fixed druids being unable to unequip weapons after Long Resting while Wild-Shaped as myrmidons. – Fixed a case where you could end up soft-locked after a Long Rest if a custom character spent the night outside the camp when they had a camp scene queued up. – Dismissing a companion with Scratch’s ball will no longer transfer the ball to Scratch after a Long Rest. – Fixed a rare case where custom characters no longer followed the controlled player. – Improved an edge-case quirk of AI spellcasting by ensuring that it has a source and target position before committing to a projectile-based attack. – Prevented summons and followers like Glut from being able to consume Noblestalk. Yes, your Mage Hand probably ate it. No, we don’t know where its mouth is. – Dismissing hirelings or avatars via dialogue now functions the same way as dismissing companions. – When Withers resurrects an avatar, the Dream Guardian will no longer immediately prompt another nearby avatar to loot them for a tadpole. Similarly, dead, dismissed avatars will no longer trigger this same prompt. Some decorum, please. – When multiple characters in the party discover a trap or hidden item, only one will comment on it. We figured you don’t need four people telling you to watch out for the same trap at the same time. – Fixed an issue that allowed multiple party members to learn how to summon Shovel. Just the one Basket is enough, thanks. – Made NPCs’ overhead dialogues for certain crimes more fitting for the crime. – NPCs will now react as though a crime was committed when they succeed on Saving Throws against hostile spells. – Fade-ins and -outs now only occur after a crime combat when there is someone around to take you to prison. – If you fail to lockpick a booby-trapped item, the trap will now trigger. If you succeed, the trap will not trigger and the trap will remain armed. – Dismissing the leader of a party follower will now reassign that follower to an active avatar. – You can now swap out party members by speaking to the companion you want to replace even if the one you want to replace them with is Wild-Shaped. What your companion will think of you replacing them with a sheep is another story. – Lathander’s Light will no longer be able to save companions that the Dark Urge was driven to kill. – Summons will now disappear alongside their owners when you dismiss the latter to camp. – Fixed multiple spots where Perception checks were being made through solid objects. – The ‘All Knowledge Is Worth Having’ background goal will now only trigger after you read the last page of the Necromancy of Thay (instead of when you succeed the initial ability checks). – Fungal Infestation can now be used without a corpse in areas with Rejuvenating Miasma. – All myrmidons except Earth Myrmidons are now ethereal and cannot be thrown. – Fixed some identical, stackable items not stacking. – Fixed surfaces not being created if you press F5 in the same frame that they’re created. – Fixed a bug in multiplayer where using Withers to resurrect an avatar belonging to Player 2 could lead to the avatar being unable to rest or fast travel if, before the resurrection, the avatar was in a prison cell after being arrested. – The illithid power Mind Sanctuary now consumes resources when consuming potions. Additionally, potions can be used within the Mind Sanctuary nexus if there is only one Action available. – Fixed the Gibus of the Worshipful Servant not generating Momentum at the start of combat. – Fixed a bug causing Dark Urge characters to get renamed after using the Magic Mirror. – Elminster should no longer react to crimes that don’t affect him. (We distracted him with some Stilton.) – Fixed the position of pings for corpses. – Fixed loading a savegame made during trade possibly not restoring the trade correctly and crashing. – Fixed splitting not working in trade when moving items from your companions’ inventories. – Fixed the context menu not showing trade actions on items that are in a companion’s inventory. – Fixed cinematics looking broken on split screen if Player 2 disconnects from local co-op via the menu. – Fixed ribcages stacking onto each other, causing items stored in them to be lost. – Fixed an issue on multiplayer where Gale would briefly appear to be in his undies for the client if the host has the Donate UI open and Gale is wearing magical robes that he can consume. – When you unlock a trapped item using its key, the trap will now be disarmed. – Fixed a bug that would let you waltz your way through destructible walls without actually destroying them. (You could attempt to attack the wall and your character would pathfind right through it in search of a comfortable spot from which to take a swing.) – Bald characters with the Wet condition will no longer have darker scalps. – You can no longer loot the underwear of non-recruited companions when you knock them out. – Fixed a username mixup on multiplayer where if a player was hosting a game via GOG and another player joined as a client via Steam, the latter’s Larian Account username would appear where the host’s username should. – Fixed a split screen issue where Invisible characters would sometimes not render at all for a second player joining the game. We need them to be invisible, but not that invisible. – Some Legendary Actions and other Reactions can now trigger from further away. – Fixed a bug on controller where pressing the right stick to turn tooltips off would cause the A button (‘More Details’) to become unresponsive. – Fixed a multiplayer bug causing characters to get stuck in dialogue if you swapped characters while in dialogue during an active roll. – Fixed a bug where acquiring the Devil’s Sight passive while standing in a cloud of Darkness didn’t work until you moved out of the cloud. – Fixed a small delay when playing spell animations. – Act I Fixed the owlbear cub sometimes disappearing from camp when killing goblins in the Goblin Camp. – When playing as the Dark Urge, if you invite her, Alfira will now actually join your party as a controllable character if there’s room for her in your party setup. Temporarily, of course. – Alfira no longer has a tadpole, can now be levelled up, and will no longer be able to use the Magic Mirror. – Attacking the Zhent inside the Zhentarim Hideout will now more consistently drag your entire party into the fight. – Shoving someone down the pit to the Underdark in the Whispering Depths will award XP more often. – Soldiers will now be Inspired if you defeat the goblins attacking the Emerald Grove if there are no losses on the tieflings’ side. – Fixed the crucible at the Adamantine Forge becoming uninteractable after Grym dies. – The ‘Acolytes of the Demonweb Pits’ background goal will now trigger if the spiders become Lolth’s followers by succeeding any dialogue ability check, not just the Persuasion check. – Throwing a fish at Tuffet, the sleepy bear at the Emerald Grove, will now properly remove it from your inventory. – Fixed a bug where the Emerald Grove gate wouldn’t open after the goblin raid. – Fixed a split screen issue related to the Unstable Statue in the Shattered Sanctum causing player characters to disappear. – Act II The Dark Urge should now be Inspired by killing Nightsong. – Fixed a bug where your party members would very quickly change out of their armour and into their cosy camp clothes when you talked to them after having left the Astral Plane. We don’t really blame them for being so desperate to hit the hay. – Minthara now properly leaves the party when you tell her to go to Baldur’s Gate alone. – Act III Fixed a bug causing Omeluum to be unresponsive in the Iron Throne. – Fixed the Wyrmway door not opening for characters behind it. – Fixed a fading issue causing some background NPCs in the Lower City to have duplicates. – Fixed an issue where resurrecting a mind-controlled Nightsong would cause enemies to become allied to you. – During the final battle, backup companions being called upon with ally abilities will now appear with some clothes on for the occasion. – Gale no longer has access to Netherese Orb Blast in the Netherbrain’s Psyche. – Hanged bodies in the Lower City (including Florrick) are less likely to fall down when you meddle with them. Only movement, a change in their type of death (like getting pulverised), or additional physical harm can take them off the gallows. – Fixed the camera not following you when you get teleported to the Sorcerous Sundries entrance after interacting with the wrong portal. – The smugglers’ tunnels underneath the Open Hand Temple are now accessible from the cave-in entrance if you already came through them and cleared the cave-in from the inside. – You can no longer use the Active Search feature to bypass the booby-trapped display case in Ramazith’s Tower and pick up the key inside it. Smarty-pantses. – A rat at Basilisk Gate will now come back after a Long Rest if you attacked it. – Improved Lumbar support: Lumbar will now stand still after you paid him to hit him. – Gortash’s grenades should explode after being picked up now. – Fixed a bug where interacting with the crate full of explosive toys in Rivington could cause you to get stuck in an endless loop of crime dialogues (being interrogated and sent to prison) and/or in combat with temporarily hostile NPCs. – Crimson Mischief and Murderous Cut’s Prey upon the Weak passive now works properly against enemies with 50% HP or below. – Fixed several issues with the portrait that Oskar gives you. Principally, the image on the portrait will now be that of the active character claiming the reward, regardless of their position on the Party Line. – Fixed a bug where dropping or selling certain items looted from the Lower City graveyard could cause NPCs to react as though you’d committed the crime of moving a corpse. – Fixed the interaction between the Spell Savant Amulet with the Smite spells, Divine Smite, and Create Sorcery Points that caused the spell to always add one Sorcery Point when reequipping the amulet. – Fixed Protection from Evil and Good not protecting from Incubus Charm. – If you decide to turn Sorcerous Sundries into a battlefield, clients will now properly run away from the shop forever if there are no guards left to defend it. – Fixed projection clerks in Sorcerous Sundries not disappearing in some rare cases if all combatants were killed, causing looping warning dialogues. – Fixed Cordrane the Recent being able to raise a zombie in Sorcerous Sundries when he shouldn’t be able to, like when he’s dead or Silenced. – FLOW AND SCRIPTING Across Acts Improved the soundscape of crowded areas by reducing the number of background characters talking at one time. – Fixed a bug where the entire party would stop following you, even if everyone was grouped in the Party Line. – If you’re prevented from going to camp, you’ll no longer potentially be teleported outside of the current region when trying to flee combat. – Interrupting Withers after asking him to resurrect someone by immediately talking to him again when the dialogue ends will now still resurrect the target instead of cancelling the request. – Fixed a bug where player characters would fall into a chasm and become invisible. – Fixed a bug where killing someone while they were walking to camp would stop camp night scenes from triggering. – Fixed some edge-cases in which players could end up soft-locked in a camp night scene because a companion triggered the wrong dialogue. Now the game will select the right scenes for that night after the others finish. – Attacking your companions as the Dark Urge after murdering one of them will now correctly lead to combat. – Fixed the background goal ‘Blueblood Solidarity’ not completing after you talk to Wyll about him being the son of Duke Ravengard. – Characters who lost the Necromancy of Thay after unlocking its secrets will see this book returned to their inventories. – Minthara will no longer repeat herself when you try to recruit her with a full party. – Fixed Florrick not joining combat in Acts I and II. – Fixed your character speaking instead of Shadowheart when you sit beside her at camp in multiplayer. – Shadowheart is now more engaged with the flora and fauna at camp. – Fixed hirelings sometimes not having dialogue options. – Lae’zel will no longer tell you not to give the egg to Lady Esther if the latter is already dead. – Made characters’ overhead dialogues for crimes triggered by the Banishment spell more contextually appropriate. – Minthara now ceases to be a True Soul of the Absolute when she is recruited. – Origin characters will no longer comment aggressively about Minthara’s death. – Fixed Lae’zel’s main dialogue sometimes not ending correctly when you select the ‘Leave.’ option. – Fixed an issue where the party with the goblins at camp in Act I could trigger even after Minthara had moved on to Moonrise Towers in Act II. – A camp night scene with Shadowheart will no longer trigger if she’s not in the party and, uh, also dead. – Fixed Gale’s ‘splosion sometimes not showing correctly, meaning you’d get a Game Over without knowing why. – Made further fixes to Us being in the party when it shouldn’t be. – Fixed your player character introducing themselves with the wrong name when talking to Mizora. – Fixed certain camp night scenes not playing when you go to bed while Polymorphed (e.g. in Gaseous Form). – Tutorial and Act I Fixed Avatar Lae’zel behaving like a companion at the end of the tutorial and telling you (or telling herself) to hurry. – Fixed a bug preventing you from throwing or dropping the corpses of devils taken from the nautiloid. – Lae’zel will no longer keep buffs like Bardic Inspiration and Longstrider after the tutorial. – The hag will no longer react to spells cast while she’s negotiating for her life with the Legendary Action she usually uses in response to spells in that combat. – Kagha will now be imbibing if she’s at the tiefling party. – Mol will no longer repeatedly address you in the same way when you trespass in the tieflings’ hideout. All the thieving little tieflings will now also leave the hideout when you anger them. – You’ll longer get stuck in an infinite trespassing loop with Mol after she asks you to leave calmly. – You’re now able to leave the tiefling hideout after Mol asks you why you’re still around and Mol will run off when she warns you that you asked for whatever comes next. – Fixed a bug preventing you from interacting with Alfira after you agreed to let her stay in your party. – Shadowheart should now address you before running off if she dies before you go to the Emerald Grove and is then revived. – Fixed a bug where Astarion wouldn’t comment on being killed by the lance at Rosymorn Monastery after being resurrected if the resurrection happened outside of camp. – Fixed a bug where picking up an Exsanguinated Boar and then looting it from within your inventory would soft-block the game. Only looting Exsanguinated Boars that aren’t already in your inventory will trigger an investigation dialogue. – Fixed an issue preventing you from talking to Nere before completing the quest to save him if his dialogue got interrupted after you sided with him against the duergar. – Minthara will no longer ask you to eliminate non-existent tieflings in the Emerald Grove. – Fixed a bug preventing you from interacting with Alfira after you invite her to join you at camp as the Dark Urge. – Fixed Oskar Fevras acting like you’d never met if you talked to him after all his captors were killed after a previous dialogue with him had been interrupted while he was thanking you for purchasing his freedom, and if you talked to him after a previous dialogue with him had been interrupted by another player committing a crime. – Zarys should now set off the explosives in the Zhentarim Hideout if you don’t successfully negotiate with her. – Fixed Abdirak’s self-flagellation idle animation. – Fixed visual issues with trying to save Alfira from being murdered if she’s already at camp. – Halsin’s dead body will no longer join your camp in Act I after the camp celebration. – Fixed a non-sequitur in Gribbo’s dialogue at the Goblin Camp. – Fixed a visual artefact on the fiery bridge at Grymforge. Also fixed creatures and objects immune to fire catching fire there. – In the dialogue with the Ornate Mirror in the Apothecary’s Cellar, fixed a re-rolling History check (regardless of success or failure) and fixed one of Avatar Lae’zel’s lines never appearing. – Ward Magmar and Ward Pistle, the duergar at Grymforge, will now make a snide remark if you’re playing a small race. – The gith in Créche Y’llek no longer attack you for simply getting too close to the door in the Inquisitor’s Chamber. Now you actually have to leave for them to get angry. – Shadowheart and Lae’zel will now have new equipment if it was taken during the nautiloid escape and they have travelled sufficiently far to realistically acquire it before getting recruited. – The UI should no longer spoil the effects of Auntie Ethel’s ingredients. – Fixed a bug where agreeing to spend a night with Astarion in a conversation with him during the camp celebration and then deciding to sleep alone instead could still result in a romance scene with him. – Fixed some cases where Grym wouldn’t appear because the cinematic didn’t work. – Benryn will no longer follow you to camp or leave with you through a waypoint while you’re in the process of escorting him out of the burning building at Waukeen’s Rest. – You’ll now acknowledge that you know who Minthara is when talking to Sazza if you’ve spoken to Minthara before. – Made sure your Wild Shape is dropped during the scene with Kagha, her snake, and Arabella. – Zevlor’s victory dialogue after defeating the goblins at the raid will no longer trigger if you’re Invisible. – Fixed Scratch getting stuck in older savegames if you celebrated at camp with the goblins. – Fixed Korrilla being killable in the goblin camp prison after she kills Priestess Gut. This was causing her to spawn as a corpse later on in Act III. – Act II If Isobel’s room is Silenced while she’s giving you your first explanation of the state of affairs in the Shadow-Cursed Lands, which prevented Marcus from attacking her, he will no longer return to finish the job while you’re in the Shadowfell. The dialogue will also no longer suggest that he’s about to appear. – Karlach will now tell you her backstory if you reach the point of no return in the Shadow-Cursed Lands even if you didn’t confront the paladins of Tyr. – Fixed a bug where the imprisoned tieflings in Moonrise Towers would be saved and brought to Moonrise if you left the area while they were being rescued. – Fixed a bug where Shadowheart did not receive the Spear of the Night when talking to Nightsong alone as a companion. – Dark Urge characters will no longer get stuck ruminating on their past in front of Ketheric if they’re disguised. – Knocked Out Minthara will now always flee to Moonrise Towers. – The Ketheric transformation cinematic in the Colony will now play even if no available player characters are in combat with him. – Fixed a potential Initiative spam involving the skeletal involucres when player characters are invisible. – Ketheric will no longer be fooled by distractions in the Colony. – Fixed an issue that was causing Shadowheart to keep asking to retrieve the Spear of the Night at the entrance to the Shadowfell even when the Spear of the Night had already been acquired. – The duergar at the lift in Grymforge will no longer warn you about the shadow curse and needing a Moonlantern if you’ve already used the lift to go from the Shadow-Cursed Lands back down to Grymforge. – The goblins will now leave the Goblin Camp once Minthara has arrived at Moonrise Towers. – Wulbren will now free the tieflings even if you’re far away. – Fixed Shadowheart getting a Narrator line not appropriate to her background when leaving the Shadow-Cursed Lands. – If you fail to save the prisoners from Moonrise Towers and then gain audience with the Absolute, the prisoners will no longer be zombified and then killed and thrown into the Oubliette. They should now just be present in the Colony’s Necrotic Laboratory. – Fixed a secret button in the Tollhouse that was visible but uninteractable if you failed its Perception check. It no longer has a Perception check. – Fixed the flow for Zevlor after saving him in the Colony. Combat interruptions will no longer prevent him from wanting to know about the other tieflings. – Fixed an issue that forced you into picking a fight with Balthazar when you returned his mother dearest to him. – Fixed an issue where attacking Jaheira at the entrance to Last Light would repeatedly trigger the same dialogue. – Mizora will now call out in frustration while she’s in her pod in the Mind Flayer Colony if she hasn’t been spoken to yet. – When the party is full, sending Jaheira to camp after the victory at Moonrise Towers will now actually send her to camp. – Fixed Jaheira repeating some lines after the victory at Moonrise Towers. – Improved the transition between Isobel’s death and the start of the following cinematic at Last Light. – Some repeating overhead dialogues in the Colony will no longer appear in the combat log to reduce log and audio spam. – The Warden of Moonrise Towers now confiscates Minthara’s Xyanyde mace and keeps it as evidence. – Fixed the ghouls at Moonrise Towers bumping into a tower and sliding off instead of flying into it before they disappeared. – Nightsong can no longer be Immune to being Soul Caged when she gets sent down into the Mind Flayer Colony. – Fixed a bug where leaving the Shadowfell could resurrect an unrecruited Shadowheart and have her turn up at your camp anyway. She just liked the cut of your jib. – Fixed a bug sometimes preventing you from resting or fast travelling after escaping from the Last Light prison. – Minthara no longer lingers as a follower if she dies while trying to escape Moonrise Towers with you. – Companions will once more comment on witnessing the Apostle of Myrkul. – Fixed a bug related to breaking Wulbren et al. out of Moonrise Towers, where jumping back into the Oubliette would cause the prisoners to appear dead even if you saved them. Also fixed the journal indicating that Wulbren was both saved and killed. – Ensured the avatar is prioritised for cinematics in relation to Ketheric’s final death. – Patched up savegames after Patch 6 where Ketheric’s Netherstone disappeared after being stored in a ribcage. – Act III and Epilogue If you knock out Raphael with your final blow during his boss fight at the House of Hope, he will no longer stand back up again during the cinematic that follows, which would block quest progression. – Fixed an issue preventing you from transforming with the Supreme Tadpole if you refused it the first time. – Fixed some issues with the overhead dialogues between Scribe Goosequill, Baz Hopbank, and Fist Gummidge. – Karlach’s death scene no longer ends abruptly when a non-gith player chooses to leave with Lae’zel. – Fixed a bug where, if you promised Cazador to bring Astarion to him and Astarion was in your party, you could go to Astarion at camp and tell him to replace himself in your party. – Fixed some rare broken scripted character behaviours near the end of the game. – Zanner Toobin will now trigger the self-destruct sequence correctly instead of suddenly forgetting he was supposed to be in a panic because of the Steel Watcher Titan. – Fixed some repeated dialogue options when discussing Sorcerous Sundries with Gale. – Elminster will no longer tell Gale to speak to Mystra in the Stormshore Tabernacle if you have already done so. – Fixed an issue that caused Viconia to play the wrong dialogue when defeated. – Told Devella to be more patient and wait until the end of the dialogue before she moves on to Basilisk Gate after being saved from Dolor. – You can no longer ask Silfy in Wyrm’s Crossing about Mol’s location after already having visited Mol. – When rescuing Minsc at the end of Jaheira’s questline, the game will now default to selecting the character of whichever player is in control of Jaheira for the conversation, rather than whoever is nearest. This way, Jaheira will have a much higher chance of not only being included, but also interacting with the correct player. – Fixed some duplicated books appearing in NPCs’ inventories in the Lower City. – Fixed an infinitely looping dialogue in Sorcerous Sundries. – The entire basement of the Baldur’s Mouth is now correctly considered a dangerous area. – Jogged Nine-Fingers’ foggy memory – she will now recognise you when you bring Jaheira to her after she asked you to. – Removed a second letter from Tara’s nest. – Avatar Astarion will now correctly roll a passive Perception check to recognise the scar on Sebastian’s face. – Shadowheart no longer sometimes still thinks that Viconia is alive after having killed her. Poor thing. – Sweet Stone Features, the condition granted by the Boney and Stoney statue, is now applied to the owner even if they are not part of the party and are waiting at camp. – The Sweet Stone Features condition no longer gets cleared by the Bless condition. These conditions still do not stack. – Karlach now will correctly react to Wyll becoming the Blade of Frontiers. – Knocking out Minsc a second time after failing to save him will no longer kill him. – Wulbren will no longer comment on Toobin’s daughter being dead if Toobin is not present. – Civilians talking to Carrion’s zombies will now leave if said zombies either die or leave to Philgrave’s Mansion. – You can now return Mol’s eyepatch to her when you find her in the Guildhall. – Gave Sticky Dondo more lines to yell to sell his wares in the Guildhall. – When Minsc meets Nine-Fingers after the Zhent coup, the skill checks will now affect Minsc instead of Nine-Fingers to match the narrative. – Fixed player characters and the Narrator talking over each other when interacting with Minsc’s relics in his hidden chamber. – You can no longer open the barricaded doors at the Crimson Draughts apothecary from the inside. We forgot barricades are supposed to work both ways. – Wulbren and Barcus will no longer clip into each other after the Steel Watch Foundry is destroyed. – Failing to disarm the pedestal trap in the Archive in the House of Hope should now trigger the alarm. – Yoinked Sceleritas Fel’s hat back from Helsik’s desk. – If you choose to sacrifice Jaheira and Minsc to the Murder Tribunal, they will now die if they are defeated non-lethally. – If you attack Sarevok on his way to the initiation ritual, the Echoes will no longer join him in combat if the door is still locked. – Valeria’s dialogue will play properly again if you kill Sarevok after beginning the initiation ritual. – The members of the Murder Tribunal will now always become permanently hostile if you offend them. – The Murder Tribunal will stop being a danger zone if you defeat everyone there. – Jaheira will no longer discuss having met and talked to Gortash in Wyrm’s Rock even if you killed him before talking to him. – Mizora will now acknowledge that you’ve spoken to Gortash in older savegames. – Made small improvements and tweaks to Karlach’s main dialogue and her epilogue dialogue. – Fixed the same dialogue option sometimes appearing twice when talking to Halsin about your adventures in Sharess’ Caress. – You should no longer potentially see the great empty void of Game Developer Land after starting the epilogue. – Added more lines for Jaheira and Minsc to exclaim during the battle with the Stone Lord. – Fixed a bug where it was possible to get stuck in a dialogue with the Emperor about killing Gortash if you clicked on Gortash’s corpse with Karlach (which starts a dialogue, after which she leaves the party and goes to camp) while, with another character, you also clicked on Gortash’s body and sent his gauntlet to Karlach via the context menu right before her dialogue ended and she left the party. Yep. You can read it again if you want. – Fixed a rare issue preventing Ravengard from properly joining combat in the Iron Throne escape sequence. – Fixed a flow issue at the end of the game where players with romantic partners would get a cinematic reserved for solo players. – Devella will no longer disappear from Figaro’s after killing Dolor under very specific conditions. – On the Dark Urge’s resist-Bhaal path, fixed a rare edgecase where Orin’s Netherstone dagger did not appear on her. It should now appear in Orin’s gore pile or near the temple altar. – You can no longer summon Scratch in the epilogue using Find Familiar. This was preventing you from interacting with him. – In the epilogue, Minsc should now account for the edgecase of Happy not being there. – Fixed Scratch’s spawn point in the Elfsong Tavern camp. – If you fail a pickpocket attempt at High Hall, your allies will no longer become hostile towards you. We reminded them that the fate of the world lies in the balance and that you play a pretty big part in it, thief or not. – Fixed Gortash’s title potentially reverting back to ‘Archduke Nominee’ when reloading a savegame after the ceremony. – Gale will now greet you more appropriately in the epilogue if you left Faerûn with Lae’zel and ended your relationship with him and he went back to Waterdeep. – Improved the idle behaviours of Chef Marjoram and Sous-Chef Falura at Jannath’s Estate. – Wyll will no longer talk about hunting down Mizora when she’s, like, right there. – Added some more dialogue reactivity about the Shadow Druids when talking to Halsin about them in Act III. – Journal Fixed a bug preventing you from finishing the Aid the Underduke quest if you brought Minsc back to Nine-Fingers. – Fixed the ‘The Blade of Frontiers’ quest not opening when you recruit him by replacing another companion. – The ‘Investigate the Beach’ quest now closes after you complete ‘Find Your Belongings’. – Fixed the ‘Free The Artist’ quest not closing if Oskar was left in the Zhentarim Hideout. – The journal update in the ‘Unlock the Ancient Tome’ quest that triggers after having read the Tharchiate Codex will now also trigger if Mystic Carrion or Tolna have revealed it to be important. – You’ll no longer get the journal update to look for the Tharchiate Codex once you enter the vault if you don’t know it’s relevant. – Fixed an issue that caused the ‘Find the Nightsong’ quest to update in the wrong location. – The ‘Find the Nightsong’ quest will now be listed in the journal under the correct region for the current step. – The ‘Embrace Your Potential’ quest will now close if you choose to squelch the Astral-Touched Tadpole beneath your toes like a sentient little grape. – The ‘Daughter of Darkness’ quest will now close properly when you surrender Shadowheart to Viconia. – Sazza’s quest now completes properly if you kill Minthara and her entourage. – Fixed a bug where the ‘Escape the Nautiloid’ quest never closed on multiplayer if someone had already started a dialogue while everyone else was still waking up. – Made it easier to open the ‘Rescue the Grand Duke’ quest. – Fixed the ‘Investigate Cazador’s Palace’ quest not closing in certain cases if you allowed Cazador to ascend and then defeated him. Defeating Ascended Cazador and dealing with the Gur people now closes the quest. – Fixed a bug preventing the ‘Steal the Sacred Idol’ quest from closing when you leave Act I. – Made it possible to finish Helsik’s quest if you manage to steal the gauntlets from the House of Hope and avoid Raphael’s wrath. – The ‘Free Lae’zel’ quest will correctly update if Lae’zel is sent directly to camp during her recruitment scene in the cage. The quest will also correctly update if you open the cage after the tieflings are already defeated. – Fixed a bug where the ‘Get Help from Auntie Ethel’ quest wouldn’t close after you started a fight with her. – Fixed the ‘Rescue the Druid Halsin’ quest sometimes not closing after he gives his briefing about Moonrise Towers. – The ‘Help the Hag Survivors’ quest will now close properly if the hag is defeated. – Fixed a journal update for the ‘Find the Missing Boots’ quest not triggering if you entered the Underdark, discussed the Underdark with your companions, and then left without reaching the Decrepit Village. – Killing Cazador and then Ulma without Astarion in your party will now correctly close the ‘Investigate Cazador’s Palace’ quest. – Jaheira’s journal could at times say she had something to talk to you about, but then she wouldn’t discuss it. She’s a bit less tight-lipped now, so you know what to do in the city. – PERFORMANCE AND OPTIONS Video Options: DLAA: Fixed an issue where enabling DLAA when FSR 2.0’s ‘Ultra Performance’ was enabled would cause the output image to jitter and have incorrect colours. – DLAA: Fixed an issue where enabling DLAA when the sharpness slider was set to a high value (>0.5) would cause the output image to be over-sharpened. Now, when DLAA is enabled, the sharpness slider and value are set to a safe default value that does not cause an over-sharpened image. – DLSS & DLAA: Slightly improved performance when changing any DLSS- or DLAA-related settings. – – Fixed the item-stacking system taking a long time to work if it needs to split up massive stacks that exceed the game’s max stack amount. – You’ll now be logged in automatically if you successfully create a Larian account in-game. – Fixed anti-aliasing affecting the visual quality of fur. – Improved performance when moving many inventory items at the same time. – Fixed the game sometimes freezing right before combat begins. – Fixed helmet visibility being reset on save and load. – Fixed DLSS paired with Bloom causing some strong sparkly flashes in the Colony. – Added a timeout to the confirmation pop-up on controller when changing a video option. – Fixed the game freezing briefly when calling forth your allies during the combat at High Hall. – Fixed the ‘Slow HDD Mode’ setting not being saved to disk and resetting to default values when booting the game. – Summoning critters will no longer cause the game to freeze briefly. – Improved render bounds in certain areas to improve performance on GPU-bound systems. – Improved protection against failed savegame overwrites on PS5. – Improved server performance by having item containers get evaluated once when loading into a region instead of every frame. – UI Added the ability to toggle the visibility of tutorials in the Journal that you haven’t encountered in the game yet. – Renamed the ‘Show Cinematic Nudity’ option to ‘Show Sexual and Violent Cinematics’ and updated its description to more accurately communicate what it does. – Fixed items sometimes not being shown in the Reward UI. – Fixed the map and minimap Atop the Netherbrain showing some of the buildings beneath it. – The Advantage and Disadvantage tutorial pop-ups will now also trigger outside of dialogues. – Fixed the Party Line sometimes disappearing when clicking the ‘Toggle Group Mode’ button multiple times. – Improved Camp Supply selection at camp so you’ll always know what you’re selecting and what will be consumed. – Fixed a bug where the Reward UI let you select all optional rewards instead of the determined maximum amount. – Fixed the Custom Mode banner (that shows up on the left with the Custom Mode artwork, name, and description on it) not showing up if you start a game in Custom Mode with the Honour Ruleset. – Custom Mode savegames using the Honour Mode ruleset will now be named correctly (instead of suggesting they’re pure Honour savegames). – The Book Text Size option now also affects the font size in other readables like notes and scrolls. – Fixed icons on the hotbar sometimes not greying out when they should. – Auntie Ethel is now better at concealing her Polymorphed condition in Act III. – Added NPCs’ Saving Throw proficiencies to their Examine UI. – Fixed the ‘Equipped by’ text on tooltips not always being the right colour (where white is the currently controlled character, blue is a character in your party, and purple is a character controlled by another player). – Added a tutorial pop-up for rolling with disadvantage. – Updated the icons in the Character Sheet for instrument visibility to more accurately reflect their function. – Fixed the alchemy hotkey in the ‘New Recipe’ notification opening the character panel on the wrong tab. – Text in the Spellbook about being able to change spells on Level Up now wraps to avoid it getting cut off, particularly in localised versions of the game. – Fixed the encumbrance warning not showing on item tooltips when trying to equip items from other party members’ inventories while already exceeding the carry limit. – Fixed an issue where the save list would disappear when selecting another save file. – Fixed the Game Over pop-up showing as an Honour Mode death while in a Custom Mode game using the Honour Mode ruleset. – Tweaked the order of some spell variants on the hotbar. For example, variants based on different abilities are now in the typical D&D ability order. – Fixed the icon not showing properly for some bonuses in the Active Roll UI. – A tutorial pop-up for Non-Lethal Attacks will now trigger when you fight possessed Oskar. – Improved the framing of some creatures in the Examine panel. – Offset the Insert UI slightly so it’s not immediately obscured by the Inventory when you open it. – Fixed another trade exploit where items could be taken from traders without paying when moving them into a container by dragging them onto the icon of the container. That’s enough now. – On keyboard and mouse, the purple dot on the hotbar that indicates a condition on your weapon is now also visible on the Character Sheet. – The Objective UI widget telling you to reach the Netherbrain will now be cleared if you reach the stem while in stealth mode. Quietly singing the Mission Impossible theme tune while you do so remains optional. – Updated the text size for books and single-page documents. (Don’t forget you can adjust the text size in the options!) – Added speaker portraits to the dialogue history in the Journal for the keyboard and mouse UI. (The controller UI already has this.) – Fixed the border animation for pop-up notifications (like the ‘Used Thieves’ Tools’ notification) being slightly offset from the border behind it. – Fixed some terms not being properly displayed in some languages when browsing dialogue history in the Journal. – The number that indicates how many camp supplies you have now updates correctly. – Fixed the Common and Reactions tabs of the Character Sheet missing for recently recruited companions. – Made sure the quest objectives that appear during gameplay for certain quests are updated properly on some older saves. – Adjusted the spacing in the Reactions UI to make resource costs a little clearer. – The equipment pop-up that opens when you select an equipment slot will now show the correct off-hand weapons when the character in question has the Dual Wielder passive. – Fixed the listed location on savegames made at a certain point in High Hall suggesting you’re still atop the Netherbrain. – Fixed the Larian splash screen sometimes not appearing when launching the game. – The ‘Shared Stash’ message now specifies whether a character is taking an item from the Traveller’s Chest or from another party member. – Fixed a technical name showing up in the combat log for the lava while in combat with the magma mephits in Grymforge. – Someone pulled the ol’ switcheroo on the Eldritch Knight and Battle Master subclass icons. We’ve switchereed them back. – Revamped the location label on the minimap to make it easier to know where you are. – Updated the font in the game launcher. – Fixed a bug where examining a character and then examining an item would merge both character and item into a monstrous model in a single Examine window. The character would also be T-posing and naked. – Re-enabled the context menu for the pickpocket panel on keyboard and mouse. – Fixed the text indicating your likelihood of Shoving a character rapidly changing values when you have Bardic Inspiration. – The Load Game screen will now correctly fill to the edge of ultra-wide screens. – Controller You can now switch between grid and list view for the spellbook. – Fixed the confirmation pop-up not appearing when changing a video option. – Fixed a bug where quickly skipping through the dialogue that begins when you interact with the Flumph Mating Rituals book would sometimes cause a blank edition of the Baldur’s Mouth Gazette to open. – When using the Camp Supply/Insert/Combine UIs, the selector no longer falls outside the selection bounds. – Fixed the deity options not showing up when multiclassing Minthara into a cleric. – Fixed a bug that would sometimes cause the Party Line to disappear when you open the Transcribe Scroll to Spellbook UI. Also moved the position of your party’s gold amount so it isn’t shown twice. – Pressing both controller triggers at the same time should now open the Shortcut Radial Menu and hide the Party Line. – The ‘More Details’ button on the Examine panel will now work even if tooltips are disabled. – Fixed the ‘Place in World’ function not always working properly. – Buttons and the controller Party Line now only show during dialogue on hover or when there are dialogue options available. – Fixed a bug where receiving a journal update that adds a quest marker to the map and then joining as Player 2 on split screen wouldn’t show the quest marker for Player 2 until the next save or load. – Added some quality-of-life improvements to the Active Search UI and HUD, like an hourglass icon to indicate when an item is awaiting travel. – Added icons to the Active Search UI to help easily detect containers and check what the target of the current action is. – Fixed the Action radial menus displaying a spell cost for spells gained through feats. – Fixed Action radial menus not auto-closing when using a throwable item. – Fixed the portraits of corpses sometimes being misaligned. – Added characters’ titles beneath their names and above their health bar. – You can now toggle comparison tooltips (the ones that compare the item you’re viewing against the one that’s currently equipped). The tooltips also have a margin so they don’t conceal the button prompts at the bottom of the screen. – Visually updated the cursor when selecting a target. – Updated the selector so it doesn’t darken the content within the selector and the edge glows more obviously. – Made several improvements related to condition indicators on controller: Fixed the position of the overflow indicator (the number that shows how many more conditions a character has set on them if there are too many to visualise) for Player 2 on split screen. – Repositioned the Dual-Wield indicator on split screen. – Tweaked the number of conditions that are shown. – Set Player 2’s race and class label to align right horizontally. – – Fixed panels not auto-closing when using a grenade or a throwable item. – Fixed panels not showing an error when trying to throw a throwable item without enough Strength. – Fixed the Party Line button prompts concealing the camp companions. – Fixed the damage roll text sometimes getting cut off on tooltips. – The Active Search UI will now show you when corpses are empty. – Added an arrow icon beside the currently selected dialogue option, like in the keyboard and mouse UI. – Fixed the Camp Supplies scrollbar overlapping the container of the UI behind it. – Fixed Player B’s Party Line UI closing when Player A closes theirs. – Fixed the Dialogue UI sometimes disappearing for the listener when the dialogue owner selected a different character. – Multiplayer and Split-Screen Removed the ‘Friends’ filter from the multiplayer lobby when playing via GOG because this filter isn’t supported. – Removed an unnecessary mute button from the lobby on the PS5. – Fixed the position of the virtual keyboard on split screen on the PS5. – Fixed some issues with the number of valid and maximum player slots in the multiplayer lobby after reloading the UI. – In multiplayer, other players can now also see the reward that a character received. – Prevented the ‘Reset Tutorials’ pop-up from showing up while you’re still in the multiplayer lobby. – The Trade UI will no longer mute cinematics on split screen. – Fixed the panning for items getting moved around in the Trade UI on split screen. – Fixed an issue on multiplayer where all map markers were getting updated (and therefore flashing on the map and minimap) when more than 1 client was connected. – Tooltips Fixed the tooltip for Detect Thoughts in dialogues showing a Wisdom roll instead of an Intelligence roll. – Fixed some visible placeholder text for Kar’niss’ Spindleweb Sanctuary spell. – Fixed some spell tooltips incorrectly indicating that they trigger a Saving Throw. – The tooltip for the Cursed Imp’s Ray of Sickness spell will now indicate the spell level and school. – Added Evasion modifiers to the tooltips in the combat log for monks. – Improved the clarity of the calculation breakdown tooltip for reflected damage in the combat log. – Character Creation and Level Up Fixed the ‘Unconfirmed character changes were not saved’ warning sometimes appearing after Character Creation. – Fixed the Character Creation UI sometimes remaining visible when you play Origin character introductions. – LEVEL DESIGN If a companion leaves the camp and their tent disappears, the area will now be walkable again. – Removed the turrets from the ground floor of Wyrm’s Crossing since they weren’t supposed to be there in the first place and never worked. – Tweaked the position of the Neural Apparatus to improve navigation with controller near the elevator in the Mind Flayer Colony. – Fixed a spot in the Emerald Grove beside Cal, Lia, and Rolan where moving the camera would occlude the world badly. – Fixed the door to Isobel’s room in Moonrise Towers appearing black. – Fixed an unreachable fruit porridge in Wyrm’s Rock. Makes you wonder how it got there in the first place. – Moved an unreachable book (‘On the Greater Healing Potion’) at Last Light. – Tweaked the level in the Act I chapel refectory to fix a balustrade you couldn’t shoot through. – Fixed dismissed hirelings at the Shadow-Cursed Lands camp facing away from Withers. – Map markers over hidden caches in the Sewers are now area markers to hint at all the mounds. – Moved Player 3’s Traveller’s Chest out of Wyll’s tent in the owlbear cave camp in Act I. – Improved the position of and interaction with the Strangledeath Manifesto. – Fixed a table you could walk through in Waukeen’s Rest. – Fixed a group of random refugees spawning on one of the boats in the Lower City Harbour. – Fixed a bug where teleporting using the ‘A Magical Journey’ painting and then clicking on the ladder would give you a ‘Can’t get there’ error. – Fixed the camera getting stuck in the ceiling in the Festering Cove. – Made some minor level design and art improvements in the city. – ART If Minthara’s camp trousers get blood on them, the spatters will now be spread across them more tastefully rather than concentrated between the legs. – Equipped the missing pants on the Scale Mail outfit for male dragonborn characters. – Added an icon for Hope’s new passive, Last Hope. – Fixed an issue with heterochromia on tieflings where setting the left eye to an elven or demonic colour with the right eye set to a regular colour would cause the left eye to glow incorrectly. – Kerz, the half-orc hireling, was wearing clothes that didn’t fit properly. We found a tailor and everything’s looking spiffy now. – Fixed the standard male gnome underwear being visible through several types of armour. – Fixed druid armour clipping on male dragonborn characters. – Tweaked the Sovereign’s Key so it’s easier to click on and pick up. – Updated the portraits for the NPCs that get zombified in the Colony. – Updated Kali Hammerhand’s portrait so the headwear matches her in-game model’s. – Updated Bex’s portrait so it matches her in-game hair colour. – Fixed the appearance of some tiles hidden behind Perception checks in the Gauntlet of Shar. – Fixed some particularly intense and alarming-looking smoke coming out of the chimney at the Rivington General. – Fixed some camera culling issues in Grymforge. – Fixed Devout Mezzka’s armour clipping into his shoulders. – Fixed an inconsistency between the Helmet item and its icon. – Fixed a missing chunk of wall along the Rosymorn Monastery Trail. – Switched a wrongly used head on Horus Crysst. – Gave a skirt to the chicken lady who mentions a skirt. – Fixed the belt on the warlock starting armour clipping into the cloth on large male characters. – Fixed some see-through spots on the paladin starting armour on female halflings. – Updated the portraits for Traveller’s Chests and Gortash’s Force Curtains. – Fixed some small issues with the appearance of Leather Outfits. – Fixed Half Plate Armour +1 gloves not hiding sleeves. – Fixed a small issue with scale mail when worn by male dwarves. – Added missing tooltip and radial menu icons for the Traveller’s Chest and Rogue’s Morsel. – Fixed some blank NPC portraits in Act I. – ANIMATION Companions in Wild Shape at camp will no longer perform their idle animations as though they are still humanoid. – Fixed Lae’zel popping from her idle drinking animation into an idle standing pose. – Fixed a pop in a crouch animation. – Fixed the spawn animations for the spiderlings. – Fixed the spawn animation sometimes getting interrupted when another one triggers, causing a pop in the transition between the two. – Fixed spawn animations sometimes getting interrupted or skipped altogether when combat is triggered. – Auntie Ethel will now be cleaning her table. – Fixed an edge-case animation issue where the throwing animation was used instead of a specific ranged attack animation when a spell was prepared, but the character moved to cast it and the cast happened right after the caster stepped down a ledge. – Added a new animation for Raphael’s Beguiling Rebuke spell. – Fixed an issue that would cause some NPCs to have a popping animation when they start appearing on screen. – Fixed some awkward shots in the scene with Haarlep that make it look like you suddenly, and rigidly, stand up and lie back down again. – Bursar Uktar will now check the contents of his chest from time to time. – Updated and polished Cazador’s animation when he shapeshifts into his Mist Form. – The guard at Heapside Prison will now occasionally check her ledger. – Fixed the wrong animation playing for several races when preparing for a Jump. (They looked like they were preparing a melee attack.) – Tweaked the location of some barrels and fish at the docks by the Steel Watch Foundry for some fish-related idle NPC animations. – Fixed the animation for the Crawling Claw’s footsteps. (Fingersteps?) – Fixed some knee issues for the running animation used in the cutscene of the Rosymorn Monastery getting obliterated. – Fixed the Armour of Moonbasking getting all stretchy between the legs. – Fixed an issue with the sleeves of Gortash’s robe when worn by male gnomes. – Fixed the texture on githyanki shoulder plates. – Fixed several races’ ears clipping through the Hat of Uninhibited Kushigo. – Fixed the Monastic Robes stretching into a violent-looking point when you wake up on the beach after falling from the nautiloid. – Fixed the Armour of Agility clipping with several gloves when worn by halflings. – Fixed some fur on the Sharpened Snare Cuirass clipping on female dwarves. – Fixed Plate Armour clipping on large female and dragonborn body types. – Fixed the sleeve of the Oak Father’s Embrace armour stretching quite dramatically on dragonborn characters when petting Scratch. – Fixed some default class clothing clipping on dragonborn characters in Character Creation. – Fixed a gap appearing between arm and sleeve on the short-sleeved Sorcerer Robe. – Fixed Brynna’s clothes clipping through her arm and revealing her armpit. She informed us she was not, in fact, begging for a tickle. – Fixed a gap between Lump’s big ol’ neck and his armour. – Fixed Astarion’s Padded Armour sometimes clipping through his bum. – Fixed visible neck seams on Body Type 1 gnomes when wearing the Teal Slimfit Outfit. – Fixed Estra Stir’s collar clipping into her neck. – Fixed the Protecty Sparkswall clothing clipping into female shoulders. – Fixed the Anarchic Outfit clipping into the shoulders of female dragonborn characters. – Fixed the Armour of Persistence clipping on dragonborn characters. – Fixed the appearance of fur on the barbarian outfit on female dwarves. – Fixed the appearance of Dark Justiciar trousers for male humans. – Fixed the Absolute Outfit clipping on female dragonborn characters. – Fixed Waldo Walnut’s collar clipping through his neck. – Fixed the cloth that hangs between the legs of the Dream Guardian’s armour clipping through legs while in movement. – Fixed one of the armplates of the Armour of Devotion stretching while talking to Jaheira. – Fixed doublets not always hiding the correct body parts for gnomes. – Fixed refugees’ jackets clipping on female humans. – Fixed the Adamantine Scale Mail clipping into the necks of male dwarves. – Fixed some clipping while wearing the Armour of Moonbasking. – Fixed Saer Frunilla’s clothes clipping slightly on her hip. – Fixed a small patch of skin visible through Thokki’s shirt. – Fixed two small patches of skin visible through Avourel’s shirt. – Fixed Lord Shattershield’s Bodyguard’s robes clipping around his hips. – Fixed Big Huido’s leather vest clipping through his undershirt. – Fixed an untextured part of the Solemnity Outfit when worn by large female characters. – Fixed Karlach’s camp trousers clipping on Wyll’s bum when he wears them. – Fixed the Graceful Cloth and Mighty Cloth looking like crop tops on male halflings. – Fixed the Dwarven Splintmail looking like it’s split in two when worn by gnomes. Who’d have thunk that armour for dwarves wouldn’t fit gnomes properly? – Turning Invisible while wearing the Hide Armour or Hedge Wanderer Armour will no longer reveal lines stretching vertically through it. – Fixed Leather Armour clipping through the legs of female half-orcs in movement. – Fixed some cloth on bard clothing and floating buttons. – Fixed Carys’ outfit clipping into her collarbone. – Fixed Astarion’s camp outfit clipping on female humans. – Fixed a missing texture on Scale Mail when worn by female gnomes. – Fixed Captain Goldwake’s collar clipping into her neck. – Tweaked the appearance of the Zhentarim pin worn by Roah Moonglow. – Made several other similar tweaks and polishes across the game. – SOUND Made sure footstep impact sounds play consistently for cinematic-only characters. – The magicians outside of Sorcerous Sundries were yelling and casting spells so loudly that it was hard to hear your companions over them if you spoke to them nearby. We’ve toned this down and cleaned up the mix. – Fixed Minthara’s torturers in Moonrise Towers not playing their overhead dialogue. – Fixed the audio delay on the main menu on Xbox. – Fixed some SFX not playing when talking to Z’rell at Moonrise Towers. – Fixed characters other than the one who initiated a trade not triggering sounds when buying something. – Fixed unwanted sounds when opening or closing some UIs using keybinds. – Reduced excessive noise in Sorcerous Sundries caused by the Find Familiar spell. – Fixed the music cutting off prematurely in the cutscene that plays when you find yourself in the Shadowfell. – Updated the behaviour of Narrator voice lines in the world: More recently triggered Narrator lines in the world (e.g. from signs or tombstones) now stop other Narrator lines to avoid overlaps and aren’t affected by typical distance-based culling. – Fixed voice lines not playing in single player when two active conversations are happening. – Tweaked some SFX in the dialogue with the owlbear cub in its cave. – Fixed the Detect Thoughts SFX playing twice when Kith’rak Voss casts it on you by the Risen Road. – Fixed some SFX playing too early in the dialogue with Akabi. – Added death vocals (‘uurghghhh’s) for dragonborn and half-orc NPCs. – Polished the SFX in the dialogue with the Dying Stone Lord Thug. – Improved rumble for spells on controller. – Added some more SFX to the scene where you lie awake at night at the end of Act II with thoughts about the truth behind the Absolute. – Fixed regular gameplay music playing instead of custom music in the incubus scene if you chose the female form. – Fixed default-sized female characters having extra footstep SFX while walking. – Fixed misassigned SFX in the Reward UI. – Fixed a music desync in the scene where the dragon arrives in the Mountain Pass. – Fixed a volume spike in the hag’s combat music. – Fixed an issue causing the ending of the combat music to increase in volume. – Fixed the music for Orin’s impersonations not playing during transformation scenes. – Fixed the combat music stopping the moment you leave the room during Raphael’s boss fight in the House of Hope. – VFX The chanting ghosts in the Murder Tribunal look ghostly again. – Fixed VFX missing from Gale’s ‘splosion. – Fixed VFX missing from Dark Urge lines when interacting with the Sacrificed Cultists on the nautiloid. – Fixed the Misty Step VFX not affecting hair. – Fixed the mind-read-y VFX and SFX endlessly looping in Lae’zel’s recruitment scene. – Fixed Spore Servants not having their spore VFX in dialogues that trigger when they commit a crime. – Fixed some VFX appearing on Nightsong’s eyelashes and shoulders when it shouldn’t. – Fixed some missing glowy VFX on Lorroakan. – Fixed some missing gameplay lighting that was present in cinematics. – Fixed the Hook Horror Spore Servant missing its VFX in some cinematics. – Fixed some broken VFX in the fight between Lae’zel and Shadowheart. – Fixed missing VFX for when you connect with Minthara’s mind in Moonrise Towers. – Tweaked the VFX of the Spindleweb Fanaticism aura so it visually reflects the range of the aura in gameplay. – Fixed the VFX that plays when you connect with Astarion’s mind in his recruitment dialogue not lasting long enough. – Fixed a VFX issue where the radial blur effect used when Vlaakith first appears before you in Créche Y’llek wouldn’t go away. It looked pretty terrifying, actually. – Made sure Karlach’s eyes glow orange when she’s being taken by the Absolute at the end of the game. – Fixed Gale’s Spectral Voice VFX missing in gameplay in the epilogue. – Fixed an unintentional dither pattern appearing on the skin of shadow-cursed creatures. – WRITING Added better dialogue reactivity for players partnered with Wyll who joined Karlach in the Hells or Lae’zel in the rebellion. – Added a line where the Dark Urge contemplates arson. – Added a few reactions to ongoing events from Shadowheart. – Added a dialogue option to tell Astarion about meeting Ulma if you met her without him. Astarion also has a new line in your dialogue with Ulma if you first meet her without him and then talk to her again with him in the party. – Dark Urge players will now notice Gortash reacting to them in the dialogue in his office at Wyrm’s Rock. – Fixed a subtitle that wasn’t showing up for Arbiter Cirrus. – Wyll will now have a comment to make after you convince Lorroakan that Nightsong is dead. – Halsin now has responses specific to having been sacrificed by Orin. – Fixed a torch by Minthara’s tent at camp displaying its technical name. It’s now appropriately called a ‘Bone Torch’. – Fixed the Martial Exertion tooltip implying that it lasted more than 1 turn. – Fixed the Ensnaring Strike spell container showing up as ‘Ensnaring Strike (Ranged)’. – Fixed an incorrect condition length on the Blood of Lathander’s Sunbeam tooltip. – Fixed incorrect descriptions of the end conditions for Invisibility in the tooltips for the Potion of Invisibility, Invisibility spell, and Scroll of Invisibility. – Corrected the tooltip for the owlbear in Honour Mode, which now indicates that she can call for help every combat, not every round. – Clarified that the Lifedrinker passive only works for attacks made with your Pact Weapon. – Fixed the display title of Baalor Ale (previously Balor Ale) to match the other instances in the game. – Fixed some typos and mismatches between the subtitles and the voiceover in Withers’ epilogue dialogue. – Fixed the name of a decorative pot in the Colony, which was lying about being a cookpot. – Rephrased the warnings for when the game fails to start or load a game to improve clarity. – Fixed some typos and minor inconsistencies between voiceovers and subtitles across the game, as well as some minor inconsistencies and inaccuracies in technical text across the game. – Fixed a handful of minor dialogue flow issues across the game. – CINEMATICS Across Acts Improved camera shots, mocap animations, character staging, and facial expressions in many dialogues across the game. – Fixed pops, jitters, and clipping in many dialogues across the game. – Improved camera shots across several dialogues to account for different player heights. – Fixed several lighting bugs across the game. – Polished the cinematics in the dialogue flows that were added in Patch 6 for dismissing a companion while talking to the companion you want to replace them with. – Improved the cinematic that triggers after you kill Shadowheart and the artefact transfers to you to fix an awkward camera shot, improve the depth of field, and add more nuanced facial expressions for companions. – Fixed where characters are looking in Gale’s recruitment dialogue. – Fixed a split screen bug where if you were already on split screen before a shared cinematic (i.e. one that takes up the whole screen) started, the subtitles showed up on just one half of the screen. – Fixed some cases where companions would keep their helmets on for a smooch. – Fixed a dialogue with Shadowheart appearing to jump to another location if you dismissed another companion to recruit her. – Fixed a shot in the Astral Plane where the terrain was invisible beneath you, making it look like you were floating in the Astral Sea. – Fixed certain noses clipping into each other when smooching Minthara. – Fixed some hand jitters on tall players when planting a kiss on Astarion. – Fixed some clipping and animation issues with your hands, particularly when playing a shorter race, when Gale places your hand on his chest. – Fixed a couple of pops when interacting with the Book of Dead Gods. – Fixed an animation pop on Halsin in his camp dialogue. – Fixed some pops in the dialogue between Elminster and Gale. – Tweaked the spikes on the artefact in the dialogue where it passes from Shadowheart over to you so it doesn’t look like it’s impaling you. – Fixed some issues in the scene where Gale contemplates his mortality, including him turning his back to you and floating above his bedroll. – When you open your mind to an illithid tadpole, it’ll no longer blip out of existence mid-air. – Made minor animation adjustments to avoid clipping when assimilating the illithid tadpole. – You’ll no longer pop suddenly when Elminster turns to talk to you. – Improved camera shots to account for different character heights, among other general improvements, in the scene where Vlaakith visits Lae’zel at camp. – Fixed an animation pop in the dialogue with the Emperor about Stelmane. – Cleaned up some jittery animations and polished Karlach’s main dialogue. – Fixed a repeated line when talking to Wyll. – Fixed Lae’zel freezing for a few frames before stabbing Shadowheart at camp. – Fixed some head pops and improved a camera shot in the dialogue with Wyll and Karlach at camp. Also fixed Karlach sometimes popping out of frame during their confrontation. – Made minor improvements to the cinematic shots when dismissing companions. – Fixed some clips and pops during the romantic night with Mizora. – Fixed a pop on Ravengard when talking to him at camp. – Fixed Astarion leaning too far forward when getting the artefact from Shadowheart. – Fixed some issues with where characters are looking and standing when prompting Gale to see what’s inside the Annals of Karsus. – Fixed large races and characters with horns obscuring Mizora in certain shots when she visits Wyll at camp. – Fixed a camera shot after giving food to the owlbear cub. – Tutorial and Act I Fixed Shadowheart’s kissing animation playing before you actually chose the dialogue option indicating you wished to do so. – Fixed a lighting pop in the dialogue with Us on the nautiloid before you’ve pried it out of the skull. – Fixed some popping shadows on the nautiloid during the brain extraction. – Fixed bards’ instruments sometimes appearing on their back in a scene on the nautiloid. – Fixed Wyll clipping into the remains of a broken statue if Mizora transforms him at the Grymforge camp. – Tweaked the camera to fix a clipped shot in the dialogue between Kagha and Arabella’s parents at camp. – Fixed characters suddenly changing position when recruiting Shadowheart in the Emerald Grove and swapping another party member out for her. – Fixed a bug causing Liam to drastically change position between shots in the torture scene at the Goblin Camp. – Fixed an animation and camera pop in the dialogue where the goblins at the Goblin Camp are proposing a toast. – Fixed your hand clipping into your face while smearing poo on it. – Fixed animation pops on the player character and Nettie. – Told Wyll he doesn’t need to hold his sword threateningly close to the chest of small races during his recruitment dialogue. – Added a fade-to-black to improve the transition after Astarion says ‘Let’s see where the night takes us’ at camp in Act I. – Fixed Nere popping and generally looking a little stiff after you free him from the cave-in. – Fixed multiple animation quirks and head pops during the first romantic night you spend with Shadowheart at the camp party. – Fixed Mizora’s body popping when she comes to pay Wyll a visit at camp. Save the popping and locking for the club. – Fixed a popping animation on Auntie Ethel in the Emerald Grove and made sure she actually faces the potion when she’s making it. – Fixed some pops in the dialogue with Ghustil Stornugoss at Créche Y’llek. – The dire wolves at Créche Y’llek are now a little further away from the camera in their dialogues. – Fixed some camera quirks in Karlach’s recruitment dialogue, one of which made Gale look particularly short. – Fixed a visual bug where the sword in the stone in the Underdark could disappear. – Fixed one of Kith’rak Therezzyn’s lines getting cut off prematurely. – Fixed some minor pops and camera quirks in the scene with the zaith’isk. – Fixed Volo’s hand clipping into your head while he performs his highly professional and sanitary surgical intervention. – Fixed Kar’niss clipping slightly into the ground. – Fixed an animation pop in the first romantic night with Lae’zel after the celebration at camp. – Fixed some clipping on your shoulder when you spend the night with Minthara the night of the celebration at camp. – Fixed your weapon appearing mid-dialogue when talking to Rolan at the Emerald Grove. – Fixed the Dream Guardian’s leg getting all jittery when they kneel down to let you stab them. The facade of stoicism breaks a little when you can see their legs turn to jelly. – Fixed the scared boar in Act I looking like it’s running into a rock. – Fixed a pop and an awkward pause in Astarion’s recruitment dialogue. – Fixed player characters turning around a little robotically to glance at the zaith’isk. Also fixed a similar bug when you free Shadowheart from the nautiloid pod. – Fixed halfling feet clipping into the ground in Shadowheart’s beach recruitment dialogue. – Fixed a disappearing duergar and a companion clipping into a pillar when entering Grymforge for the first time. This was visible on widescreen. – Made Laridda look at Lunkbug correctly in their dialogue in Grymforge and fixed some pops. – Fixed a Flaming Fist popping slightly when he walks away in the dialogue with Florrick at Waukeen’s Rest. – Fixed a small pop on Lae’zel when talking to her during the camp celebration. – Fixed a camera shot for shorter races when talking to the ogres in the Blighted Village. – Fixed large characters’ arms partially blocking a shot of Kagha in the Emerald Grove. – Fixed a clipping issue with a weapon in a shot in the chapel beneath the Overgrown Ruins. – Tweaked the initial shot in Gale’s recruitment scene so you can see the player character and the ancient sigil a little better. – Fixed Crusher’s hands clipping into the ground when he gets down to kiss your feet. – Fixed a bug where biting off Crusher’s toe and then defeating him in a fist fight would result in a cinematic where the toe was still present. An embarrassing inconsistency in an otherwise realistic chain of events. – Polished the dialogue with the owlbear cub, improving where characters are looking and standing. – Fixed Mizora’s wings popping when she arrives at camp. – Fixed a pop in the confrontation between Aradin and Zevlor at the Emerald Grove. – Fixed Pooldripp’s thumb clipping with his mouth. – You can now see Pooldripp when BOOOAL tells you he’s a god. – Fixed a line getting cut short in the dialogue with Sovereign Glut. – Updated the camera shots for different character heights in the dialogue with the zaith’isk at Créche Y’llek. – Tweaked a couple of camera angles in the dialogues with Tusk and Bosk at the Emerald Grove. – Adjusted some cameras to better suit different race heights in the dialogue with Halsin and Kagha. – Added a fade-out on the mocap in the dialogue with Baelen in the Underdark. – Fixed a pop in the dialogue with the githyanki patrol at the Mountain Pass. – Tweaked the timing of animations to fix pops in the dialogue with Scratch in the forest. – Adjusted some camera shots to account for different player heights when talking to the myconids before having met the Sovereign. – Polished the timing of some animations and motion capture fades to fix Sharp-Eye Mirg’s pops. – Fixed Shadowheart sometimes turning her head concerningly far over her shoulder during her recruitment dialogue at the Emerald Grove. – Fixed minor pops when playing as Avatar Shadowheart if the artefact explodes and kills Lae’zel. – Astarion will no longer forget to ask you if you ‘know anything about these worms’ in his recruitment dialogue. – Improved the position of Torturer Spike’s head during the scene with Liam. – Fixed short races’ fingers clipping into their heads and improved where characters are looking during Wyll’s recruitment dialogue. – Fixed the console on the nautiloid at the start of the game missing its bottom half in some cinematic shots. – Fixed some overlapping goblins in the scene at the Goblin Camp where Volo’s desperately spewing nonsensical poetry. – Fixed some jittery mocap animations on Gekh Coal. – Fixed stiff-looking hands on one of the goblins by the windmill. – Fixed a line with one of the goblins in the Blighted Village sometimes getting cut off prematurely when playing as a drow. – Act II Made general improvements to the scene where Jaheira and Isobel reunite after the combat with Marcus. – Fixed a pop in the first dialogue you have with Isobel when you approach her at Last Light. – Fixed some scene props clipping and sliding from view in Yurgir’s lair. – Fixed several visual bugs caused by Yurgir’s crossbow in the dialogue with him in his lair. – Fixed some uneven lighting on Fezzerk at Moonrise Towers. – Adjusted Art’s position on the bed slightly to reduce clipping. Fixed a shot that was blocked by Art’s leg when playing as a short race. – Fixed a pop and a depth-of-field issue in the scene with the Harpers out in the Shadow-Cursed Lands. – Your weapon will now be visible when you choose the option to attack Isobel. – Fixed your character snapping their body backwards and wibbly-wobbling around as though trying to pass beneath a cursed limbo stick in the cutscene where Kar’niss approaches you in the Shadow-Cursed Lands. – Fixed a pop in the scene with Minthara in the Moonrise Towers Prison. – Fixed Yurgir’s crossbow clipping into his fingers in his lair. – Fixed the chalice that you hold when talking to Jaheira at Last Light vibrating suspiciously after you set it down on the table. – Fixed some visual issues on the Spear of the Night due to it appearing to be equipped in a cinematic when it should have gone into your backpack. – Fixed Raphael briefly disappearing from his chair during his game of lanceboard with Mol. – Fixed a Reconstituted Duellist’s line getting cut off prematurely. He really, really wanted you to hear him finish saying ‘come to my inner chambers’. – Fixed one of the Winged Horrors at Moonrise Towers getting its line cut off prematurely. – Slowed down your head movement when you turn to look at Jaheira in the dialogue with her and Isobel at Last Light. – Fixed an animation pop on Astarion in the dialogue with Raphael by the Thorm Mausoleum. – Fixed a camera and mocap pop on Jaheira at Moonrise Towers after the combat in the Colony. – Avatar Karlach now says ‘Edict of Bane’ instead of ‘Lash of Bane’ when referencing Gortash in the Colony. – Fixed Art Cullagh floating onto the bed when you speak to him a second time. – Fixed your legs clipping into your bedroll when you’re tossing and turning at night after the events of Act II. – Fixed the Netherbrain’s position in the sky popping slightly in the cinematic at the end of Act II when the army of the Absolute marches forth. – Fixed a dialogue at camp with Elminster that looked like it was taking place at Moonrise Towers. – Fixed the VO getting cut off in the dialogue with a guard when you try to leave Last Light without Isobel’s blessing. – Fixed the getaway boat at Moonrise Towers looking like it’s got a leak. – Fixed one of Jaheira’s lines at Last Light getting cut off prematurely. – Fixed a pop on Z’rell when she’s addressing Thorm in the scene that triggers when you enter Moonrise Towers, and smoothed out the animations for the background characters on ultrawide monitors. Also fixed a pop on your character and Ketheric’s weapon clipping into his throne when he’s sitting down. – Improved some facial expressions and animations for smoother transitions in the dialogue with Raphael outside the Mausoleum, and fixed Raphael’s shoulder blocking shorter races in a shot. – Fixed Minthara’s animation when she’s getting tortured not looping correctly. – Act III and Epilogue Fixed Valeria’s wine slipping and sloshing right through the bottom and sides of the chalice when it’s lifted into the air. – Dark Urge characters who have not cured themselves of Bhaal’s influence or who have embraced Bhaal at the end of the game will no longer appear in Karlach’s final scene as though they didn’t just stalk off on a mad hunt for blood. – Fixed one of Shadowheart’s lines getting cut off prematurely when talking to Viconia. – Non-Vampire-Ascendant Astarion now has something to say after you spend the night with Mizora. – Fixed some clipping in the scene where Minthara gives you a kiss when talking about your final moments, particularly if you’re playing as a tiefling. – During Gortash’s inauguration, Ravengard’s head, sword, and legs will no longer leave his body suspended in the air behind him when he walks down the steps. – Your weapon will no longer block Orin’s face when she’s impersonating you. – Fixed a shot of the wrong character during Karlach’s interjection when talking to Gauntlet Edwynna at the South Span Checkpoint. – Fixed a cinematic bug where the submersible would approach the Iron Throne and, the moment it arrived, would nope out and appear to reverse back to the surface. – Fixed short races getting blocked by the camera in the dialogue with Borgus Elamin. – Cazador’s Woe staff no longer slides and clips through your fingers when you use it to free or kill the spawn. – Fixed a pop when you turn to face Gale in a dialogue at the end of the game. – Fixed a pop on Watchman Gyordi as he delivers a line at High Hall. – Fixed a couple of lines getting cut short when talking to the spawn in Cazador’s cells. – Fixed the wrong subtitle showing up for one of Orin’s lines at the Temple of Bhaal. – Improved the fade-in and fade-out transitions for Wyll’s Act III romance scene. – Fixed Astarion looking like he’s floating on steps and, separately, like he’s frozen after the battle with the Netherbrain. – Fixed a camera pop in the dialogue with Lorroakan at Sorcerous Sundries. – Fixed Astarion’s awkwardly long pause after he responds to you asking him if this is how he used to live, in reference to the spawn at Cazador’s palace. – Fixed Yurgir sometimes getting blocked in a shot of him at High Hall when he tells you that you can count on him. – Fixed a mocap pop on Jaheira in the dialogue with Sarevok. – Fixed a pop when Dolor first notices you at Facemaker’s Boutique. – Fixed some lines getting cut off prematurely when talking to the vampire spawn in the cells at Cazador’s palace. – Fixed a camera pop after the Narrator says your Dark Urge character wants to butcher the crowd at the circus. – Fixed a pop on Sceleritas Fel when he talks about Orin killing him every day. – Fixed male gnomes’ right ring finger jittering when transforming into a mind flayer. – Extended a voiced line to fix a pop caused by a fade-in in a dialogue with Shadowheart at the House of Grief. – Astarion no longer jitters during his line in the aftermath of the Black Mass. – Fixed a weird-looking head turn in the dialogue after the battle with the Netherbrain is over and the gith have departed. – Fixed a pop on Dark Urge characters in dialogue with Orin. – Tweaked some timing and animations to avoid Astarion’s hand clipping into the player character’s neck and collar in the dialogue with Dalyria and Pale Petras. – Tweaked an over-the-shoulder shot to avoid characters clipping into each other when talking to a Steel Watcher in Wyrm’s Rock. – Tweaked the timing of an animation to fix a pop when talking to Arves. – Tweaked the timing of a pose to fix a pop when talking to Lorna Esthelian. – Added a new camera shot when talking to Ben Golewits. – Fixed several animation and mocap pops in a dialogue with one of the Steel Watchers at Wyrm’s Rock. – Fixed a pop on Ulkov Sully after you apologise for bothering him. – Fixed a minor pop on Karlach if she’s a mind flayer at the end of the game. – Fixed Sarevok looking like he’s in the ritual chamber instead of his throne room if you talk to him after killing Orin. – Cleaned up the animations of the companions walking to shore after the defeat of the Netherbrain when playing as Avatar Karlach. – Fixed some small pops and tweaked where characters are looking in the dialogue where Shadowheart decides her parents’ fate. – Fixed some broken ghostly VFX in one of Gale’s romance dialogues. – Lifted Gale out of the ground in the scene after the Netherbrain is defeated. – Fixed a knee pop on a mind flayer during ceremorphosis in the Lower City. – Fixed a body pop on Nine-Fingers when she’s talking to Minsc. – Fixed a body pop on Aradin at Sorcerous Sundries. – Fixed some missing lipsynching on Valeria. – Fixed some character positions getting broken when skipping through a dialogue with Wyll near the end of the game when he’s your partner. – Fixed some camera and character placement issues during the dialogue with your allies and Beorn Wunterbrood at High Hall. – Fixed Gortash’s Speak with Dead dialogue appearing to take place in the wrong location. – FIxed some bugs in Minsc’s epilogue dialogue, like perfectly innocent barrels in the background blipping out of existence. – Fixed a minor pop on Gale in his epilogue dialogue. – Fixed Wyll’s arm clipping against his chest armour in his epilogue dialogue. – Polished the appearance of hugs and some facial expressions in Minsc’s epilogue dialogue. – Fixed some pops in the dialogue with the Emperor where he admits he has nothing left to hide. – Fixed Orpheus’ hands clipping into the ground when you free him. In the same dialogue, also fixed mind flayer Karlach disappearing and a mocap pop. – Fixed a multiplayer bug where the scene at the end of the game of Withers addressing the mural of the Dead Three wouldn’t play for all players under certain circumstances. –

  • Baldur’s Gate 3 Patch 7 has made this boss almost impossible to beat – Dexerto

    Baldur’s Gate 3 Patch 7 has made this boss almost impossible to beat Larian StudiosPatch 7 has buffed the difficulty of some of Baldur’s Gate 3’s hardest bosses, but one has received a power so devastating that players are struggling to overcome it. Baldur’s Gate 3’s Honour Mode adds combat elements native to D&D, such as Legendary Actions, which allow bosses to respond at the end of player turns. These are intended to make up for the action economy, as a group of characters can do a lot against a single foe, especially when debuffs/status effects are used. Larian Studios promised that some bosses would be made even tougher in Honour Mode. According to fans on the BG3 Reddit, they may have overdone things, as the Bulette boss in the Underdark is now almost impossible to kill for the level range it’s encountered at. The Bulette’s Diamond Scales condition gives it 100 extra temporary hit points, the Grounded condition (preventing it from being moved), and it takes no damage from any source that hurts it for 15 or fewer hit points in a single attack. Also, the first time it’s hit each round, it can respond with the powerful Shredding Scales attack. The 15 point restriction is the biggest issue players are facing, as it means you can’t chip away at the Bulette. They have to go all in on big attacks, which you don’t get many of at the level 4-5 range, which is when you are likely to meet the enemy. “5 barrels of Smokepowder Barrels went off. Bro took 30 damage and shrugged off most of it. I ran away, might retry with the Runepowder, but damn,” one user wrote, “Approach with extreme caution in the new patch.” “I am absolutely baffled by how much they over-tuned the Bulette,” another user wrote, “I haven’t been able to come up with a good way to kill it other than to have a party consisting only of great weapon masters/sharpshooters.” One player outlined a method for chasing it off, “I just got him on Honour Mode yesterday – he’s still weak to fear. Just pin him down with fear and then I had War Cleric Shadowheart, ek thrower Lae’zel with tb and Rogue/Fighter Astarion. I also had Glut and Hook Horror homie who proned him for me.” The Bulette can be challenging on a regular playthrough due to how brutal its attacks can be, especially as they have a tendency to knock characters prone. This new iteration is far worse, and it will force many players to sneak around the Underdark when attempting Honour Mode runs.

  • Baldur’s Gate 3 Patch 7 drops next week but there’s a catch – Dexerto

    Baldur’s Gate 3 Patch 7 drops next week but there’s a catch Larian StudiosBaldur’s Gate 3’s massive Patch 7 that’ll add new evil endings and official mod support finally has a release window, but not everyone can enjoy it just yet. After unveiling various details about Baldur’s Gate 3’s Patch 7 to fans, Larian has continued the hype by dropping teasers for some of the new evil endings in the game. That said, now, we finally have a release window for the massive patch – and it will be next week, as mentioned by Swen Vincke during a panel at PAX West. While this is no doubt exciting news, however, there’s a catch. The Patch 7 that’s releasing next week will be for PC only. Though Swen assured that console players will also eventually be able to enjoy all the new content from the patch after several processes. He said: “We’re going to be putting a lot of attention on the modding community that’s been helping us [with] the mods that we can officially support.” Baldur’s Gate 3’s boss then explained that the team’s goal is to do cross-platform modding support, “which is not the easiest thing to do” as they have to make it work on both PC and console. “We’ll start with the PC version. The console version will come a bit later because it has to go through a bunch of submission processes. This also gives us time to see whatever goes wrong and fix it so that we get it in time for console,” he added. Despite no exact release date for when Patch 7 drops, there are already a ton of things players can look forward to. Aside from the evil endings, so far, we know that this patch will also be bringing long-awaited official mod support, quality-of-life improvements, and various bug fixes, among others. Some of the romance dialogues and scenes will also be fixed. On the other hand, players looking to start a playthrough in co-op will be able to enjoy the new Dynamic Split Screen feature, allowing for a smoother and more convenient multiplayer experience.

  • Baldur’s Gate 3 patch 7 closed beta: How to take part & dates – Dexerto

    Baldur’s Gate 3 patch 7 closed beta: How to take part & dates Larian StudiosBaldur’s Gate 3’s patch 7 is on its way, teasing multiple new endings, highly anticipated features, and tons more Larian hasn’t revealed yet. Now, fans can participate in the closed beta to get a sneak peek at its content. Since its release, Baldur’s Gate 3 has been dedicated to giving fans what they’re asking for. Through a year-long beta, multiple massive updates, and constant community conversations, Larian has certainly delivered. However, even as the game reaches a year since its full release, the last patches are in sight, with patch 7 marking the final major update. So, if you’re eager to dive into patch 7 early, then the closed beta is the ideal way to do so. Here’s how to take part, and it’s all on important dates. To see everything coming in the Baldur’s Gate 3 patch 7, check out our early patch notes. Baldur’s Gate 3 patch 7 closed beta dates While the Baldur’s Gate 3 patch 7 closed beta was initially set to drop on July 22, 2024, Larian recently issued a blog post revealing that it will be delayed until later in the week. While modifying the game for the patch 7 rollout, a bug was discovered that caused passive roles to stop working. “We are trying to figure out how we got here, so while we do that, we’ll be pushing the Closed Beta back to later this week.” This means fans who are lucky enough to be part of the closed beta will be able to try out all the new features up to two months before it will fully land into the expansive RPG title. How to take part in Baldur’s Gate 3’s closed beta To sign up to take part in the Baldur’s Gate 3 closed beta follow these steps: Head into the Baldur’s Gate 3 steam store page. – Sign into Steam. – Scroll down and click Join the Baldur’s Gate 3 Playtest. – Select Request access. – As detailed on the Baldur’s Gate 3’s Steam page: “Entry to the playtest will be given to randomly selected registered players, and if you’re selected, we’ll let you know more about what to look out for, including partial patch notes, and how you can report any issues you might come across!” With that, you’re all signed up and ready for patch 7’s closed beta. As previously mentioned, you may not be selected to try it out. But if you’re lucky enough to be selected, you may be able to try out the new endings for Dark Urge, new modding tools, and so much more.

  • Baldur’s Gate 3 Patch #6 notes: Kiss improvements, Honour Mode changes, more – Dexerto

    Baldur’s Gate 3 Patch #6 notes: Kiss improvements, Honour Mode changes, more Larian StudiosLarian Studios has released the new Baldur’s Gate 3 patch and revealed everything that has changed. Here are the details about Baldur’s Gate 3 Patch 6. Baldur’s Gate 3 has received a new update. Developer Larian Studios originally announced that Patch 6, would be released during the week of February 12. This marks the game’s first major update of 2024 following some smaller hotfixes, as well as the first since the massive Patch 5 added the epilogue, Honour Mode, and more. Ahead of Patch 6’s release, Larian confirmed this will be a “hefty” update and detailed some of its improvements. Now that it’s out, we have the full details about everything changed in the new update for Baldur’s Gate 3. Spoilers for Baldur’s Gate 3 below Everything changed in Baldur’s Gate 3 Patch 6 In a post on the official Steam page for Baldur’s Gate 3, Larian detailed all of the changes made in Patch 6. All characters’ kissing animations have improved to the point where the party members have unique kisses to reflect their personalities better. The types of kisses they perform have been randomized, and the animations have been improved for smaller/taller partners. The party members now have unique idle animations in the camp to make it seem more lived-in and to give it more character, especially as you spend a lot of time there. Patch 6 also adds some quality-of-life changes fans have wanted, such as dismissing party members while speaking to whomever you want to swap them with and having automatically triggered dialogue prioritize the player character. Larian has also announced fixes for Shield Bash and Rebuke of the Mighty, which haven’t worked as intended for a while now. Meanwhile, the group hide ability now works on NPC allies and summon monsters. New cinematics have been added, and some existing ones have been improved, especially ones relating to the game’s ending. Characters in the epilogue camp scene have titles beneath their names. Some character endings have also added new options, especially with Lae’zel. If you only consume alcohol during a Long Rest, you’ll get the brand-new Hungover status effect for ten turns. The game can also now select food in containers to use for Long Rests. Several enemies, mainly major bosses, have Legendary Actions when you fight them in Honour Mode to make combat all the more challenging. Which foes will get new abilities and what those are have yet to be seen, but expect Honour Mode runs to get even more punishing following the update. The other changes to the game include: Gameplay You can now toggle off Repelling Blast as expected. – If you Long Rest with only alcohol as camp supplies, you will now get the new Hungover condition for 10 turns. – Auto-selecting your camp supplies before a Long Rest will use resources more optimally – sometimes you just don’t feel like cooking. – The Long Rest camp supply menu is now better at pulling supplies from inside containers in companion inventories. Stop hoarding the cheese, Wyll. – Group Hide now works on all party members controlled by the player, including followers and summons. – Made it possible to dismiss party members during camp nights. Also made it possible to recruit hirelings to a full party – they’ll hang around at camp until you need them. – You can now talk to the circus bard Medrash and get a short but enthusiastic response from him. – The owlbear cub will no longer gobble up Auntie Ethel’s Hair before you can take advantage of the bonus it grants. – The Elixir of Hill Giant Strength now applies its effects when thrown. – Creating harmful surfaces beneath NPCs will now trigger a crime reaction. – Scratch can no longer equip certain weapons. Like the Everburn Blade. – Added the option to scale the density of crowds on Xbox. – As a quality-of-life improvement, the Pact Weapon condition now remains after a Long Rest. – Combat The Shambling Mound is now a fully-fledged Honour Mode boss, – with brand new bespoke Legendary Actions and tuned-up abilities. Good luck. – The drider and Dror Ragzlin have new Legendary Actions in Honour Mode! – In Tactician Mode, the drider has a special Sanctuary, called Spindleweb Sanctuary, that erupts in a psychic explosion when the status condition ends. In addition, his Spindleweb Fanaticism aura will now debuff his enemies. – In Tactician Mode, Dror Ragzlin’s Leadership Aura will now also debuff his enemies. – Jaheira could be in bad shape by the time she arrived at Moonrise Towers since she already had to fight. Now she’s smart enough to heal up before she goes there, which we’re hoping lets her last at least an additional second in combat. – The Frightened condition applied by Ketheric’s Dreadful Aspect will now correctly end if the combat with Ketheric ends before the condition does. (This will also fix other similar cases.) – Improved combat AI pathfinding through dangerous surfaces and through steep terrain. – Flow and Scripting Increased the number of valid methods of knocking Minthara out to recruit her. – Halsin no longer blames the goblins for his death in his Speak with Dead dialogue if he managed to get killed much later on. – Fixed a case where the lanceboard scene between Raphael and Mol would never trigger because of the script being too defensive when checking Raphael’s current in-game state. – You can finally tell Halsin that you found that letter that was sent to Kagha. – Wyll will react accordingly if you fail to save Ravengard from the Iron Throne when the pact with Mizora is broken. – Fixed an issue preventing you from talking to Mayrina after the fight with the hag. – Fixed an issue that could lead to the game being stuck on Flind’s turn if another player entered combat with her while her dialogue was ongoing – UI The trade interface got a graphic overhaul, clarifying which character is bartering for the party, what their Persuasion score is, and how much of a discount they’re getting for the trade. The feedback when bartering has also been improved to indicate the status of the offer. – The whole party’s inventory is now present in the trade interface, which doesn’t require you to switch characters to sell their items from their inventories anymore. – You can now change the size of text in books and other legible items in the Interface – Options. – Updated the interface visuals for the Options and Difficulty menus. – Renamed the ‘Class Passives’ panel for sorcerers on level up to ‘Metamagic’ and added a description for it. This was to make the naming more precise, given that all the class passives for sorcerers are Metamagic and the main level up window already tells you that they’re passives. – Renamed the ‘Camp Companions’ button to ‘Camp Inventories’ to more clearly indicate what it does. – Added the Custom Mode settings to the Lobby UI, giving you time to create your personalised experience while waiting for your friends. (And also giving you time to argue amongst yourselves while coming to a compromise.) – Camp chests are now integrated into the Camp Inventories UI. – Fixed incorrect button prompts and mappings showing for Switch Pro Controller on PC. – Reverse-pickpocketing (planting things into others’ inventories) should now work correctly on controller. – Improved how the combat log indicates XP gain. Now, if everyone in the party gains XP from several different sources at the same time – like when you Fireball a bunch of rats – you’ll get one entry in the combat log with the calculated total XP gained, rather than separate entries for each XP, clogging up the whole log. – Added sub-sorting to throwable items on the Hotbar so the most recently picked-up items will appear first. – Writing When faced with certain choices after the Netherbrain is defeated, you can now tell Lae’zel to make her own decision. – Added additional Avatar Karlach and Avatar Astarion reactivity within God Gale’s dialogues in the epilogue, allowing them to request a cure for their conditions. – Added some new lines to Minthara’s epilogue dialogue to account for different paths where the player character has partnered up with her. – Added some extra Narrator lines for the Dark Urge when interacting with Gortash in his office. – Added new dialogues and reactivity for Lae’zel regarding the githyanki egg from Crèche Y’llek. – If Gale is a mind flayer in the endgame when returning to Elysium with Mystra, she will now transform him back into a human. – Rephrased some journal entries to account for NPCs being knocked out instead of killed. – If you’re romancing Shadowheart in Act II, she’ll have more banter as you’re walking around. – Cinematics You can now give Shadowheart a hug when she’s crying after losing or saving her parents. – You can now kiss Gale’s hand if you agree to marry him. This scene was also improved with a new intro and outro. – Added a new version of the kissing scene with Astarion after he Ascends. – Sound Fixed Gortash’s Speak with Dead dialogue missing its VO. – Fixed the Main Menu audio not starting for several seconds on Xbox, and sometimes playing in the game. – Fixed the Character Creation music not triggering until the tutorial. – Fixed dice roll sounds playing if you have the ‘Hide Failed Perception Rolls’ setting enabled while exploring. We asked the narrator to quieten down when rolling the dice for your immersion. –

  • Baldur’s Gate 3 Patch 5 notes: Thefts bug, Astarion romance fix, Withers epilogue & more – Dexerto

    Baldur’s Gate 3 Patch 5 notes: Thefts bug, Astarion romance fix, Withers epilogue & more Larian StudiosThe full Baldur’s Gate 3 patch 5 has been released, bringing tons of new features to the game, from fixes to theft and violence, a Withers epilogue, and so much more. Here are the full patch notes. Baldur’s Gate 3 has been getting steady improvements since its launch with multiple major updates and hotfixes. Larian Studios’ has done a remarkable job at communicating with the game’s fans and it’s earned them a nod for Best Community Support at The Game Awards 2023. More recently they’ve addressed concerns over some performance issues from Patch 4 that players were claiming had “broken” the game’s third act. More importantly, Baldur’s Gate 3’s Patch 5 has also rectified an important romance bug that has been grating on fans. Larian has now released a full copy of the changes in Baldur’s Gate 3 Patch 5, bringing all the changes fans are looking for. Here’s everything we know about Patch 5. What’s changed in Baldur’s Gate patch 5 As relayed via Larian Studios, a fix to the romance bugs that resulted in an oddly short kissing scene for Astarion has been included in Patch 5. Meanwhile, over on the Larian Studios forum, a Community Manager outlined a major fix to performance. On top of this, players will now be able to enjoy a Withers Epilogue, with his ‘Party Extravaganza’ announced by Larian on X on November 29. Perhaps they’ll learn more about who he really is and why he’s so pivotal to the story. Baldur’s Gate 3 Patch 5 notes The full Baldur’s Gate 3 Patch 5 notes are below: Highlights ● Epilogue: An entirely new section at the end of the game after the defeat of the Netherbrain that aims to provide a well-deserved sense of closure with your allies. ● Two new play modes: Honour Mode and Custom Mode. ● Many performance improvements, particularly in Act III. ● Added dynamic resolution for PS5. ● Players playing on machines with low VRAM/RAM should see improved performance. ● The game is now available in Korean! ● While at camp, you can now access and manage the inventories of companions who aren’t in your active party. ● Added a brand new fight in Ramazith’s Tower if you betray Nightsong there. ● Orin’s outfit now drops as loot and is wearable by anyone. We also gave it a suitably disgusting description and name. Other Highlights ● Shadowheart will always be the owner of the artefact during the tutorial if she is a follower. ● Becoming half-illithid will now also visually affect your eyes. ● Basic Action variations (e.g. a free version of Dash that you can perform because of a class feature) that share a hotkey by default will now gain a hotkey according to a certain priority order. ● A romanced Minthara can now refer to her bond with you using a drow word for deep, unbreakable love. ● Fixed a bug where party members would sometimes not change back into the armour set they were displaying before entering camp. ● You can now talk to Mol more about her contract with Raphael in the Guildhall. ● Withers will sneakily resurrect any dead companions that fell before the final battle so they can join the ending cinematics. What a helpful skeleton. ● Gave Jaheira her own scene with Danthelon if she approaches him alone. ● Improved the physics of characters and walls to prevent NPCs being able to shoot through ceilings inside houses. ● Fixed an issue where Gale’s scene with Mystra after the final combat of the game only played if you had no one else in your party. ● Made cinematic tweaks to restore sections of Astarion’s Act III Ascendant sex scene. ● Improved companion reactivity when making the decision before the Netherbrain. ● The loading screen art now unlocks gradually as you progress through the game. ● Boo will no longer take damage when thrown. ● Fixed the puzzle in Cazador’s Palace. ● Fixed the screen going black during Astarion’s endgame romance scene. ● Added some additional audio and cinematic work to the intimate scene with the drow in Sharess’ Caress. ● Wild Shapes that do not have weapons will now benefit from having the Tavern Brawler feat. CRASHES AND BLOCKERS ● Fixed crashes that could occur while loading a savegame. ● Fixed a crash for some players upon entering Nine-Fingers’ Guildhall. ● Fixed a crash when dragging an item out of your inventory while your character is dead in another inventory. ● Fixed a texture-related crash and leak. ● Fixed a crash and blocker when interacting with Auntie Ethel in Act III. ● Fixed an issue preventing you from levelling up when there were more slots than spells to choose from. ● Fixed a crash that could occur when entities that don’t support passives join a combat. ● Fixed a possible crash related to dealing damage when the game can’t detect a source for that damage. ● Added fixes for certain random crashes. ● Fixed a rare crash caused by clothing physics in the Level Up screen. ● Fixed a DLSS crash. COMBAT AND BALANCE ● Fixed the combat AI sometimes not checking if it can use items. ● Fixed the hag sometimes skipping turns. ● Improved a confusing message in the High Hall combat that suggested the nautiloid was targeting itself. ● Fixed the Netherbrain sometimes only being able to cast one spell per round instead of several. ● In Tactician Mode, the hag can no longer be killed by being Shoved into chasms. She can cast magic, after all. ● Fixed Assassin’s Alacrity – assassins get their Action back on the first turn of combat. ● Fixed summon durations starting to tick down too soon while summoned in combat. ● Attacks against a Paralysed or Unconscious target no longer automatically hit – but any hits that do land deal critical damage. ● Flesh to Stone is now considered a harmful spell. ● Fixed the Slowed condition applying a -2 penalty to all Saving Throws instead of just Dexterity. ● Hope from the House of Hope now carries half-plate armour and a light crossbow. She also now carries a more powerful shield. ● Battle Master manoeuvres now correctly add your Proficiency Bonus to the Difficulty Class. ● Raphael’s Inevitable Resolve passive now triggers correctly. ● Half-orcs’ Savage Attacks passive now also applies to off-hand weapons. ● Gave Primal Stampede a Saving Throw to save against being Prone. ● Casting Blade Barrier while under the effects of Sanctuary will cause Sanctuary to end. ● All gathered allies that can be summoned for the final battle in the Upper City will have their resources restored if they’ve used them elsewhere in the adventure. ● In the combat with Raphael, when he transforms into the Ascended Fiend, all surrounding fires will turn into Hellfire. ● No such thing as a free lunch. Consuming the noblestalk mushroom during combat now costs an Action. ● Increased the rarity value of the Elixir of Cloud Giant Strength. ● Karsite Grip now correctly bounces to additional targets and its visual effects should trigger correctly on distant enemies. ● Fixed an issue with the Tavern Brawler feat where damage bonuses were being incorrectly applied multiple times while making a throwing attack. ● Raphael’s Soul Pillar Proximity condition will now activate at the start of combat, rather than on his first turn. ● The Potion of Angelic Slumber now restores War Priests clerics’ Extra Attack charges. ● Dark Urge players should now always have the option to kill the Netherbrain in the game’s final combat. ● Gortash’s Incineration Casters no longer display a danger area once they are destroyed. ● When players start a combat inside the Elfsong Tavern, all the patrons will now cower instead of continuing to drink. ● Fixed an issue where Beorn Wunterbread wouldn’t become hostile towards you if you attacked your allies in High Hall. ● Bernard’s Static Discharge condition now lasts 2 turns instead of 3. ● Fixed Grym’s Reverberating condition clearing at the start of his turn instead of the end, causing the movement speed buff to not work. GAMEPLAY ● You can now use Luck of the Far Realms while Disguised. ● The reaction pop-up, which shows multiple possible reactions for multiple party members, now allows you to change your mind after picking a reaction for a party member. ● You can no longer use the awesome force of bombs to flip the switch behind the final door in the Gauntlet of Shar to force the door to open. ● Tweaked some code to simplify and improve the camera system. ● Fixed being unable to switch characters if a reaction pop-up opens for a split-screen player that is far away. ● Fixed occasional T-poses and frozen animations related to the Incapacitated condition. ● Fixed combat information (such as Advantage and Disadvantage) not displaying when targeting a specific body part of a larger creature. ● When it’s possible to change the use cost of an item, the modification will now depend on the user of the item rather than its owner. ● Loading a game that was saved on the roll result screen will now keep the results of that roll. ● Dousing a fire will now also extinguish that fire’s ambient light. ● Fixed a bug causing the game to sometimes turn allies (green border) into companions (blue border) when loading a savegame during combat. ● Reduced character animation popping when loading a game that was saved during a dialogue. ● Fixed the combat UI not automatically skipping to the next available party member after a controlled character dies. ● You can no longer loot the entire inventory of unconscious traders – instead you have access to a limited selection, as with dead traders. Nice try, pacifists. ● While using a controller while in camp, camp characters will appear in your Character Sheet for easier swapping in inventories. ● Fixed the Surprised condition being added twice by a Stealth attack. ● Improved the visuals for dropping a dead body out of your inventory (keep your friends close and your enemies closer, we guess?) and for moving living bodies out of Withers’ Wardrobe. ● Dismissing to the Wardrobe an avatar who is carrying the dead body of another avatar will now correctly remove both from the active party. ● Added the intensely satisfying ‘Ahhh’ sound for players who Short Rest using a keybind rather than a UI button. ● Fixed goblins beating the war drums even after getting stopped with the Sentinel feat. ● Fixed an issue with characters wildshaped into Dilophosauruses appearing below the ground upon exiting Wyrm’s Rock Prison via the secret exit. ● Most traps should now crumble on being disarmed. ● Fixed the bodies of characters sometimes floating in the middle of the Underdark entrance pit after being Shoved in. ● Fixed bibberbangs not reacting to summons. Now bibberbangs only ignore creatures that have different weights to Air and Fire Elementals, Mage Hands, Shadows, etc. ● Summoning the flesh golem in the Gauntlet of Shar will now cost one Action and he won’t join if he is already in combat. ● Shadowstep is no longer blocked by Silence. ● Shar is now aware of Shadowheart’s actions even if she is using Disguise Self. ● Aspect of the Chimpanzee will now only blind the target on a failed Dexterity Saving Throw. ● Fixed area spells like Thunderwave revealing invisible cubes. ● Knocking out Auntie Ethel no longer prevents her from changing into hag form. ● Jumping to view the character whose turn it is in combat no longer requires shared initiative. ● DippIng weapons in toxin puddles makes attacks toxic for 10 turns rather than until Long Rest. ● The bandits in the Dank Crypt will have more loot and Trap Disarm Toolkits. ● Tieflings Amek, Rechel, and Xeph will now have loot. ● Akabi in the Circus of the Last Days now has more gold when trading. ● Auntie Ethel’s Charm is now more valuable and has a higher rarity rating. ● Fixed Heat Metal expiring too early. ● Applying Chilled or Wet to a character will no longer cause them to freeze without warning. Very seasonal. ● Poisons and toxins now have the correct gold costs. ● Interacting with Stelmane’s ring at the Elfsong Tavern will no longer immediately equip it. ● Removed a persistent overhead exclamation mark from Wyll. ● Fixed companions losing their custom positions at camp after loading a savegame. ● Fixed DLC rewards not being immediately granted when a new player joins an existing game. ● Spell Rot now updates when changing difficulty. ● Using the lift in the House of Healing when in Turn-Based Mode no longer causes it to loop between floors indefinitely upon exiting Turn-Based Mode. ● Fixed a rare bug where Halsin would decide to turn into a bear whenever you went to talk to him at camp in the Shadow-Cursed Lands. ● Donating gold to Manip Nestor now correctly deducts the money from your inventory. ● Lifting the rocks from the dead Flaming Fist at Last Light now requires a Strength check rather than Athletics. ● Flaming Fist reinforcements can now be summoned to deal with criminal activity on the bridge leading to Wyrm’s Rock Fortress. ● The skeleton on the beach outside Wyrm’s Rock Prison no longer triggers a Perception check. Only a skeleton, after all. ● Quartermaster Talli will no longer offer additional supply packs to the same character disguised as another character. ● The creatures summoned with the spell Conjure Woodland Being – the Dryad and Wood Woad – are now capable of jumping. ● Casting Eyebite: Asleep or Eyebite: Sickened on a neutral target should now trigger combat. ● Non-damaging spells no longer remove the Turned condition from characters. ● Outlanders won’t receive an Inspiration point anymore for giving Thulla a noblestalk if they give her an antitoxin. She also won’t keep the potion you give her. ● The Sharrans’ Shadow Ambush ability will now only trigger on Weapon Attacks. ● Lifts and moving platforms are now set in motion immediately upon being activated in Turn-Based Mode. ● Shadow-Cursed Undead companions are no longer able to leave the Shadow-Cursed Lands if you click too rapidly on the region exit. ● Nightsinger’s Favour no longer replaces conditions applied by elixirs. ● Effects that cure poison will now also remove Drow Poison and Crawler Mucus. ● Perma-burning weapons can no longer be coated in other substances. In short: no double-dipping. ● The Emperor can no longer use the Extract Brain ability on Prone creatures. He prefers his food to be fighting fit. ● The Lucky feat now works even while players are polymorphed or wildshaped. ● Fixed Conjure Minor Elemental at Level 6 – it will now correctly summon Ice Mephits instead of making you settle for lowly Mud Mephits. ● The secret button behind the still life painting in Candulhallow’s Tombstones is now uninteractable until the painting is moved. ● Fixed an issue causing valid spellcasting positions to not be allowed when spellcasting. ● Fixed the combat log sometimes showing the incorrect text for rolls and Saving Throws. ● Animated Armours are now immune to Sleep. ● The hag no longer has her passives while disguised as Mayrina. ● Starting combat by spending resources while in Turn-Based Mode will now properly subtract the resources, like in real-time. ● Fixed a bug causing you to get stuck in an animation if you’re in the middle of a lockpicking active roll when Valeria’s chains are destroyed. ● Addressed a bug that prevented you from casting a spell variant when selecting fewer than the maximum number of possible targets. ● Fixed the Resonance Stone losing its aura when you Long Rest with it in your inventory. FLOW AND SCRIPTING Act-Agnostic ● Mizora should appear for her judgement of Wyll only when Karlach is actually dead. (Resurrecting her will cancel the moment.) ● If Wyll somehow managed to avoid Mizora’s punishment for keeping Karlach alive, he’ll be punished retroactively. ● The Dark Urge should now be able to attempt to deflect Sceleritas Fel’s suggestion of killing a companion to Karlach or Lae’zel if they have a bad relationship. ● If you connect with Gale during the spell-teaching scene but do not wish to pursue romance with him, you are now able to talk to him about Tara. ● Fixed Astarion accidentally telling the Dark Urge’s future. ● Fixed companions sometimes confusing you for the Dark Urge or Gale. ● Fixed the romance scene with Astarion triggering two Long Rests in a row in certain conditions. ● Fixed the night where Astarion tries to bite you triggering even if you learned about him being a vampire spawn beforehand. ● Shadowheart’s artefact-tinkering scene will now only play once you have been introduced to the artefact. ● Fixed speaker prioritisation in the Magic Mirror and Underdark raft dialogues. ● If you choose to help Yurgir in Act II then you will no longer need to persuade him to help you in the fight against Raphael in the House of Hope. ● Astarion no longer asks the Dark Urge about killing Isobel even if they didn’t. ● You no longer comment on Mol if you haven’t met her before. ● Locke no longer blames Zevlor for his death if Zevlor died in Act I. ● If you are romancing Lae’zel or are in good standing with her, she’ll be less abrasive if you suggest she hang out at camp. ● Fixed a multiplayer issue where the client’s companion would react to the host Astarion avatar’s vampirism instead of the host’s own companion. ● Gale will no longer repeatedly say the same line about dying in the follow-up to rescuing him with the magic flute’s protocol. ● Karlach will no longer disapprove when the player resurrects a companion with Withers’ help. ● Karlach’s camp reflection upon leaving Act II will also trigger, if needed, during the transition into Act III. ● Lae’zel will no longer become uninteractive after you dismiss her to camp if the romance duel at camp failed to resolve properly. She will also now be fixed if she was stuck in this state.Act I ● Wyll should now trigger a proper dialogue when spotting avatar Karlach after the goblin raid on the Grove. ● Your character will now make a comment when using the secret lever in the Arcane Tower in the Underdark. ● Fixed Crusher sometimes making a comment at the same time as he enters the ‘fist fight’ with you. ● Fixed a bug where knocking out Crusher during the ‘fist fight’ causes his friends to treat him as dead and causes him to lose his dialogue till you take a Long Rest. ● Fixed a bug where knocking out one of Crusher’s friends counts as killing them and causes them to lose their dialogue permanently. ● Fixed Gekh Coal repeating himself and ending his dialogue early. ● Fixed several instances of sleeping goblins waking up wanting a chat when they should have been hostile. ● Fixed an issue where Baelen could sprint away and disappear if you tried to hit him while he was in the bibberbang field. ● Removed some lines from Maggran that were lacking bear form lip sync – who needs to chat when you can roar? Act II ● You can no longer tell Barcus about Wulbren at Last Light if they’ve already reunited. ● Cerys will now remember you in Act II if you met her in Act I. ● Fixed an issue in Moonrise Towers docks where you’d be stopped by guards several times despite having permission to go about your business. ● Made sure the Moonrise Towers waypoint unlocks when you enter the main floor. ● Fixed an issue where your allies would get angry if you committed crimes against your enemies during the Moonrise Towers raid. ● Halsin will no longer forget about saving Thaniel if you travel back to Act I while he’s waiting at the lakeside. Focus, Halsin. ● Dame Aylin won’t mention that she wants to talk to Shadowheart anymore when she knows Shadowheart has permanently left the party for any reason. ● Fixed a flow where a background goal regarding recounting Ketheric’s past to him was not triggering. ● Latecomers to the Ketheric showdown fight (on the rooftop and in the mind flayer colony) will now have their summons and followers teleported into the boss room. ● Players who arrive to the Ketheric showdown shape-shifted will have to face him person-to-person, not apostle-to-badger. ● Your Dream Visitor will now pipe up at the correct time (not a little late) while exploring Moonrise Towers. ● Halsin now deigns to pitch in against the Absolute’s ghouls if they attack the Last Light Inn. ● Warlocks can now tell Yurgir to kill himself to be freed from his contract. Diabolical. ● You should no longer be able to refer to Nightsong when talking to Gale as if you haven’t yet met her. ● Minthara now dies when left alive in the prison after Ketheric has been killed. ● The guards at Moonrise only question you about Minthara once now. ● If Nightsong is Downed when the Apostle of Myrkul is defeated, she will get up in time to participate in the ensuing cinematic. ● Minthara now cannot be stuck as a ‘follower’ rather than a recruitable companion at Moonrise Towers. ● Minthara will still appear at Moonrise Towers if she was knocked out in Act I. ● Squire the skeletal hound in Moonrise will no longer try to call for guards once the assault has started. ● If Isobel is thrown off her balcony, she’ll make more of an effort to get back upstairs again. ● Kressa Bonedaughter will now recognise the Dark Urge even if she spots another party member first.Act III ● Players will no longer be able to join an active game where the characters have reached the Morphic Pool or beyond. ● Fixed Ravengard repeatedly asking you to help free Florrick. ● Fixed Voss sometimes not moving to the taproom when he says he will. ● The wine festival attendants will now be in the right position after the crime. ● The Flaming Fist will appear at the wine festival crime scene if Cora and Roger were killed during a Long Rest. ● The mind flayer at the Wyrm’s Crossing windmill will now take the body you offer it. ● Fixed a barricaded door in the Lower City causing player characters to comment about it not working when opening it. ● Yurgir should correctly react in the House of Hope to the fact that he was tricked and killed himself in the Gauntlet of Shar. ● Removed Victoria’s Speak with Dead dialogue in Cazador’s Palace as it didn’t match the story that you can learn about her from different diaries within the palace. ● Fixed a bug where the ghost of the murder victim in the Murder Tribunal would not fade out and join combat if you rush through the trial. ● Fixed some beggars in the Brampton District facing the wrong way when asking for coin. ● Fixed the Emperor sometimes saying the wrong lines during combat in High Hall. ● Dame Aylin no longer waits tendays to bring up the time she killed Ketheric Thorm. ● We have convinced Shadowheart not to join the final nautiloid combat if she is already dead. ● The party will no longer talk about Astarion choosing to remain a vampire spawn if Cazador’s ritual was interrupted before he could choose. ● Players can now start the Solve the Open Hand Temple Murders quest after finding the murderer’s dagger and room key underneath the Open Hand Temple. ● Refugee Khathi of the Lower City sewers is now willing to engage in conversation. ● Umberlee’s worshippers are now considerably more security-conscious about the donations in the Water Queen’s House. ● After intimidating or persuading Nubaldin, the dialogue will now let you choose from the list of initial questions. ● Fixed a state where the Chamber of Insight trial could be both succeeded and failed. ● Fixed Dame Aylin becoming hostile in Ramazith’s Tower after the combat with Lorroakan if a player summon was killed. ● Fixed an issue where Steel Watchers would interrogate and attack avatars who were already in prison. ● Minthara no longer repeats herself in support of Astarion becoming a Vampire Ascendant. ● Sarevok calling you an interloper no longer causes all your allies to attack you. ● The owlbear no longer shows up as an ally if Dammon is dead. ● Edited the Gazette headline about Ravengard to mention his disappearance rather than his death. ● Minthara is talkative again after the scene with ‘Dribbles’. ● The Bhaal cultists in the sewers will now react in dialogue if an Unholy Assassin avatar kills the refugees they were tormenting. ● Apprentice Laridda will no longer assume you to be the bearer of bad (break-up) news if you didn’t bring her the break-up message. ● Ravengard should now use the correct pronouns when addressing you during the ceremony in Wyrm’s Rock. ● If you use the pixie’s bell after leaving Act II, the Pixie Blessing effect will now be cleared after you Long Rest. ● Karlach no longer thinks she’s left the Hells when you explore the rocky outcrop near Hope’s prison. ● If Honk appeared during the date with Karlach in Baldur’s Gate, he will appear at the tavern the day after. ● The vampire spawn Yousen’s dialogue should now trigger correctly. ● It is now possible to tell Thrumbo that Carrion’s heart has been given to him instead of destroyed. ● Fixed some in-game events not correctly reacting to Long Rests in the Lower City. ● Added further correspondence between Mystic Carrion and his clients, giving you additional opportunities to learn how to access his mansion. For the rest of the patch, check out Larian’s full notes.

  • Baldur’s Gate 3 Patch #4 notes: Color-blind feature, hireling alterations, more – Dexerto

    Baldur’s Gate 3 Patch #4 notes: Color-blind feature, hireling alterations, more Larian StudiosA brand new Baldur’s Gate 3 patch is here, bringing new accessibility features, and the opportunity to customize your Hirelings. Here’s everything added in this patch. Since Baldur’s Gate 3 was released out of early access in September 2023, it’s seen a variety of major patches and hotfixes, each adding some highly anticipated features, and fixing any bugs as soon as they reveal themselves. Now, the fourth major patch has been revealed, with extensive changes coming to the popular title. These include some ideal visual customization options and great accessibility additions. Here’s everything added in the Baldur’s Gate 3 Patch #4 patch notes. What changed in Baldur’s Gate 3 Patch #4? One key element that’s been added to Baldur’s Gate 3 is the ability to change how the game looks. There are now three different accessibility options that affect the colors used, greatly aiding any color-blind players. There will be three modes: Protanopia, Deuteranopia, or Tritanopia. On top of this, Larian has now added the ability to customize your hirelings’ appearance when you recruit them with Withers. Baldur’s Gate 3 Patch #4 notes The detailed patch notes for Baldur’s Gate 3’s fourth major patch have been provided below. Be warned, there could be spoilers below. Highlights You can now dismiss dead avatars to Withers’ Wardrobe. Withers will now also explain how the wardrobe works. – You can now customise hirelings’ appearance when recruiting them. – Colour-blind mode: We’ve added a setting to the Accessibility tab that will allow you to choose protanopia, deuteranopia, or tritanopia. This affects the colours used to distinguish factions and relations: map and minimap icons, portrait frames, and character outlines and circles. – Gameplay Refined Scratch’s fetch behaviour. He will now fetch… pretty much everything. – Archfey warlocks now get a choice of cantrip at Level 4 as intended. – Updated the mechanics of Speak with Dead so that you can cast it again if you didn’t ask any questions the first time. (For example, if you’re told the corpse doesn’t want to speak to its killer, and then you cast the spell again in Wild Shape.) – At Level 6, Knowledge Domain clerics will now correctly gain ‘Channel Divinity: Read Thoughts’, Nature Domain clerics will now correctly gain ‘Dampen Elements’, and Trickery Domain clerics will now correctly gain ‘Channel Divinity: Cloak of Shadows’. – When you purchase a statue from Boney in the circus, you can now choose to make it look like you in full equipment, in camp clothes, or naked. – Scratch’s ball will now be harder to lose. If you lost his ball, go see him at camp and he might give it back. (Ball warranty voided for chasm-related accidents.) – Added a controller option so that, if you want, you can have the End Turn button require a hold instead of a tap. – Fixed the Enemy of Justice condition sometimes applying when it shouldn’t. – Fixed an issue where assaulting someone while Invisible would still cause a guard to spot you and start a dialogue with you if there was a civilian nearby. – Halsin will no longer spontaneously decide it’d be fun to turn into a bear before he talks to you in Act I. – Added more autosaves in the Shadow-Cursed Lands and to several Wyrm’s Crossing and Lower City locations, including the Steel Watch Foundry, Iron Throne, and Rivington. – Licking the hunk of spider meat in the Gauntlet of Shar might make you sick. You should have listened to Gale. – You can now read the recipe for the Emperor’s favourite soup. – You can now use sponges and soaps to clean up your party members, removing grime, bruises, blood, and bad odours! – Combat Cazador suddenly remembered he can turn into mist and fly, so he’ll no longer give up the ghost if he falls into a chasm. – Fixed an inconsistent issue where enemies wouldn’t do anything during combat except Dash and move. – Fixed some NPCs being able to shoot through floors and ceilings. They’ve said they’ll play fair. – Flow We’ve told Mol to be more polite and thank you if you saved Mirkon from the harpies. This will close up the quest correctly. – Added better multiplayer support for the post-celebration night in Act I. Now all avatars can choose which companion they want to get jiggy with. – Lae’zel was having trouble getting over Act I and Act II. She’ll no longer make certain comments in Act III as though you’re still in the earlier stages of your adventure. – Blocked some quest updates for Jaheira’s quest when you skip certain parts of it to avoid spoiling big reveals. – The Gur will now support you in the endgame if their questline was peacefully resolved in Cazador’s lair. – If Avatar Gale or a Tav with Gale as a recruited companion is nearby to witness the elder brain in the Colony, they will be preferred as the active speaker in the dialogue for Gale’s origin moment. – Added new dialogue options for Minsc when he learns about the connection between the Dark Urge and Gortash. – Now Connor will disappear if Mayrina decides to destroy the hag wand in Act III. You can also talk to him if you resurrect him with the wand. – Yenna now correctly returns to camp after a companion is abducted. – Gale should no longer complain about you making a deal with Raphael if you haven’t. – Art Tweaked the colour of the Potion of Mind Reading to distinguish it from Potions of Healing. – Animation Added some new idle animations and behaviours for Minthara, Halsin, Shadowheart, and Lae’zel at camp. – Karlach will now feel more alive while idle in camp rather than just standing there doing nothing. – UI You can now customise which solution is selected in the second slot of the Alchemy panel. – Added map markers for when characters want to talk to you. – Added unique map icons for the Magic Mirror and Withers’ Wardrobe. – Improved the Skills section of the Character Sheet: Added icons for the individual skills, added stars to indicate Proficiency and Expertise in certain skills, and improved the skill tooltips. – Combat rounds are now displayed under separate headings in the Combat Log so it’s easier to distinguish when things happened. – CRASHES AND BLOCKERS Fixed a crash when the game checked for falling items while you’re not fully loaded into a level or region (e.g. when loading a savegame). – Fixed an infinite loop of leaving and entering combat when you’re the only player character in a combat and you have a condition that affects whether the NPCs consider you targetable (e.g. Feigning Death). – Fixed a bug blocking the second split-screen player from moving until they open a UI after having disconnected and reconnected. – Fixed the skill proficiency value not updating in Character Creation. – Fixed a crash when switching between controller and keyboard and mouse immediately after completing Character Creation. – Fixed a crash when an item gets destroyed while an NPC is trying to pick it up. – Fixed multiple cases where you couldn’t select dialogue options. – Fixed a bug preventing you from initiating dialogues. – Fixed a GPU crash. – Fixed a potential crash on multiplayer when the host triggers the scene with Nightsong after defeating Balthazar and the client is controlling Shadowheart. – Fixed an occasional crash when loading a savegame made after freeing Nightsong and exiting the Shadowfell. – Fixed a blocker preventing progress past Act II due to Shadowheart not leaving the party correctly. – Looting True Soul Nere’s corpse after picking it up will no longer freeze the game. – COMBAT AND BALANCE Across Acts When a character uses an off-hand ranged attack, Dexterity is no longer added to the damage. This now aligns with off-hand melee attacks. – Rage can no longer be used while under the effects of Calm Emotions. – The Spellmight Gloves now only work with spells that have Attack Rolls. – Wearing the Yuan-Ti Scale Mail while having the Medium Armour Master feat no longer caps the AC Dexterity bonus to 3. – Cloudkill upcasted to Level 6 no longer costs a Level 5 spell slot. – Updated the Mud Elemental’s Multiattack to only deal Bludgeoning damage. Its Multiattack can also now only target Muddy creatures or creatures standing in a Mud surface. – The Earth Elemental’s Multiattack now deals unarmed damage on its second attack. – Improved the Flame Blade’s AI. – Fixed meazels’ Shadow Teleport spell also teleporting the target character’s summons. – Raphael’s Igniting Spark now requires its target to roll a Dexterity Saving Throw. It also now does more damage, and still does half damage on a successful save. – Fixed the Bone Chill and Mummy Rot conditions not blocking HP regeneration for Undead characters. – Fixed Sneak Attack applying to spells in certain situations. – Hail of Thorns now maintains its cost at higher levels. – The ‘Topple the Big Folk’ action unlocked with Balduran’s Giantslayer can be used against creatures of any size now. The additional damage and the Prone condition will, however, only be applied to Large, Huge, or Gargantuan creatures. – Adjusted the price of the Hood of the Weave and the Circlet of Inner Turmoil. – Increased the price of the Scroll of True Resurrection. – Characters who have an Ability Score reduced to 0 via a condition (e.g. Devoured Intellect) will now consistently die. – Fixed the incorrect damage bonus being conferred by the Horns of the Berserker helmet. It now grants a +2 Necrotic damage bonus. – The Blind condition for ‘Aspect of the Beast: Chimpanzee’ will no longer drop at the start of the target’s turn. – Fixed a bug causing swarmed enemies to skip their turn if the Dash condition wasn’t removed. – Fixed the mind flayer Dominate Person spell being considered a cantrip. – Myrmidon Wild Shapes for Circle of the Moon druids now have damage resistances befitting their elemental type. – Way of the Open Hand monks’ ‘Flurry of Blows: Push’ action now deals Falling damage to targets pushed off ledges. – Adjusted the damage radius of the Death Burst action taken by mephits summoned through Conjure Minor Elemental. – Barbarians’ ‘Rage: Tiger Heart’ damage now scales to 3 at higher levels, as intended. – Attacking non-hostile (but not allied) creatures will now maintain Rage. – Fixed nearby civilians joining combat if you steal items while in combat. – Picking up the disarmed weapons of characters in combat will no longer be considered a crime. You can also now use owned items in combat even around characters who are not participating in combat. – Fixed NPCs sometimes taking too long during their turn in combat due to trying to reach an unreachable position. – If you drop your weapon in combat, your allies should now know better than to pick it up for themselves before you get the chance to. – Protection from Evil and Good should now protect you against meenlocks’ Fear Aura, and the aura will go away if the meenlock gets knocked out. – Rerolling a Critical Fail on a spell that has a Saving Throw will no longer cause the spell to land a Critical Hit. – Fixed your Dexterity modifier being added to ranged off-hand damage before you have the Dual Wielder feat. – Fixed enemies overvaluing Blinding conditions so much that they would sometimes just give up and skip their turn. – Earth Myrmidons and Fire Myrmidons will no longer lose Muck to Metal and Myrmidon’s Immolation, respectively, when taking other actions such as Disengage. – Fixed the hag having incorrect AC and attribute values while in one of her Polymorphed forms. – Act I Fixed goblins sometimes going idle during combat and not using portals (like the burrow holes in the Goblin Camp) correctly. – Fixed Lump’s Intelligence being higher than intended. He does, however, remain a gourmand. – Polma will now use her Throw Stone spell properly against characters on high ground. – Fixed some corpses animated by Gekh Coal not joining combat if they are too far away. – Fixed a bug where choosing to attack Gekh Goal via dialogue wasn’t making him permanently hostile. – Fixed the corpses that Gekh Coal animates having the Temporarily Hostile condition. – Spore servants raised by Glut now have spellcasting blocked. – Added 2 Animated Armours to the combat with Bernard in Tactician Mode. – Act II Fixed the barbarian in the Self-Same Trial not being able to use its Rage ability. Also added some passives it was meant to have. – Fixed the Visages not joining combat if you use the Attack button in the dialogue with Gerringothe Thorm. – Fixed a bug causing the Visages to become Surprised if you attack Gerringothe Thorm and they get teleported to her. – Fixed Flesh’s Corpulent Rage not making him go Berserk if there were no characters or items nearby. – Fixed Flesh not going Berserk when receiving half damage from a successful spell save. – Fixed the Apostle of Myrkul missing several Bleeding-related condition immunities that are typical of other Undead creatures. – Fixed Gerringothe Thorm getting some negative conditions removed when she loses one of her pieces of armour. – Necromites will no longer attempt to offer themselves to the Apostle of Myrkul if he is unable to use his Consume the Faithful spell. – During the attacks of the justiciars in the Gauntlet of Shar, if you become Invisible and the justiciars can’t find you, they will stop constantly joining and leaving combat. – Fixed the combat with the Arcane Turrets at the Arcane Tower not ending if you used Lump’s War Horn to summon the ogres and then the turrets got reduced to 0 HP. – Act III Cazador now has Legendary Resistance in Tactician Mode and not in Explorer or Balanced mode. – Fixed the Attuned Crystals not all providing cover from Ansur’s Stormheart Nova. – Added a condition to clarify when you’d be in range of Ansur’s Stormheart Nova. – Fixed Ansur sometimes inexplicably dying to chasms. – The Necromites spawned from the Skeletal Involucres in the fight with Ketheric will now enter combat as expected. – The Slayer’s Saving Throws are now dynamic. The Slayer now also gains Extra Attack(s) as part of the form. – Fixed the Spectator possibly moving into the floor during the High Hall Courtyard combat. – Dribbles now has the Clown Face-Paint condition. He no longer has the Dauntless passive. – Swapped Viola’s Hold Person spell for Hideous Laughter. – Removed the Drunken Inhale spell from the djinni in the circus. – The djinni in the circus can now conjure an Air Elemental. – Bitey Buddy will be more likely to Howl and Blink in combat. – Gave Rion scimitars instead of a club and shield. – Created a custom Flame Blade for Rion so she doesn’t have to conjure a new one every turn. – Gave Rion the proper Circle of the Moon passives for her Myrmidon Wild Shape. – Fixed Unholy Assassins of Bhaal not using the right abilities. – In Explorer Mode, Raphael now does 3d6 Force damage to each Pillar of Souls when he uses Consume Souls. – The default action when clicking on Astarion when he’s captured by Cazador is now Help. – Fixed Astarion’s summons fighting on Cazador’s side when you start combat with Cazador and Astarion gets captured. – Fixed harmful conditions on the vampire spawn ticking down in real time during Cazador’s ritual. They now tick down once per combat turn. – Fixed an issue where the vampire spawn, upon leaving the Ritual Room, could walk through a harmful surface left after the combat with Cazador and become hostile towards you. – Cazador now summons the second wave of bats during the 6th combat round, not the 5th. – Fixed Cazador sometimes using the wrong Jump spell while in Mist Form. – Ascended Cazador now gains permanent Legendary Resistance. – Increased the damage and spell DC of Rolan’s Firestorm and Lorroakan’s Firestorm. – Fixed an issue that meant Hope couldn’t upcast the spells she should be able to upcast. – Made several changes to the Orin boss fight: ‘Unstoppable’ now stacks to a maximum of 12 instead of 10. – Blood Skeletons are stronger and have more HP. – Increased the Dexterity of Orin’s Slayer form by 4 and removed the +2 AC it granted. – – The Slayer’s ‘Let the Slaughter Begin’ is now an action. – Gave Hoots Hooligan some gold. – Fixed the combat behaviour of the deva that appears if you mess around in the Stormshore Tabernacle. Made him stronger, too. – The Unbreakable Will of the Netherbrain will no longer play its animation for receiving damage if an attack misses it. – Amelyssan, Sendai, and Illasera will now use different attack styles after Sarevok dies. – Fixed an issue where the combat on top of the Netherbrain didn’t get properly culled if you had party members left behind before the portal. – The Slayer’s Critical Hit damage now works with higher level Slayers. – Fixed the controllable Steel Watcher in the endgame being unable to use one of its spells. – Ansur’s Water Myrmidons should now be able to heal him as well. – Buffed several of the allies in the endgame: Fixed the Harpers only using 1 attack per round despite having Extra Attack. – Increased the Harpers’ HP and added the Archery passive. – The Gur Hunters now have the Elixir of Viciousness buff and the Longstrider buff. – Florrick’s Cohort have the Elixir of Heroism buff. – Nightbringer’s Shadow Adepts have various cleric buffs. – Increased the Armoured Owlbear’s HP. – Increased Mizora’s HP and gave her the Magic Resistance passive. – The spell unlocked by Mol’s boon is now stronger. – – Reworked the stats of all the Sharrans in the House of Grief so that they have all the correct racial features. – Fixed the Petrified Debtors and Hope being able to join combat while chained. – Fixed Rolan not using his unique spells in Act III. – Upgraded Klaus in the circus so that he has appropriate spells and stats for a Level 8 sorcerer. – Updated the level, spell school, and save ability for Hope’s Revoke Guest Status spell. – Cazador now has Legendary Resistance in Tactician Mode. – Increased Cazador’s sight range back to the intended range. – Cazador now has the ability to turn into a swarm of bats to move around faster. – Cazador will no longer be able to use Attack of Opportunity while in his Mist Form. – Reduced the Farslayer of Bhaal’s sight to 30m. – Toobin now has more spell slots and utility spells so he’s less likely to go dying all the time. – Fixed the Netherbrain Tentacles not being immune to Prone. – Added visual feedback to clarify the area the Farslayer of Bhaal can target with his ritual. – Houndmaster Pol and his dogs have the new Hunter’s Camouflage feature in Tactician Mode. – Houndmaster Pol now has the Alert feature in Tactician Mode. – Ghost Dogs now have the Evasion feature in Tactician Mode. – NPCs will now give proper consideration to Steel Watchers’ self-destruct area and steer clear of it. – Auntie Ethel’s Veil of the Weird can only be cast once in the endgame battle now. – GAMEPLAY When you use a spell to make the first strike to initiate combat (within the 6 seconds of real-time before the combat begins), you will now have the appropriate number of resources deducted on your turn. – Fixed the ‘Path is interrupted!’ error showing up when trying to Jump or Fly to higher ground. – Fixed an issue where you couldn’t use the hotbar portrait as a target to cast a spell. – Fixed some visual issues like black walls caused by a savegame loading issue. – Fixed NPCs not reacting correctly when you vandalise their items. – Fixed a bug where NPCs who were supposed to change their attitude towards the whole party would only change it towards one random party member. – Props used in idle animations (like mugs and newspapers) are now hidden when the people using them are hidden. – Increased the value of the ‘Envoys at Table’ painting and Oskar Fevras’ custom player painting. – Fixed characters in crowds occasionally jittering on loading a savegame. – Fixed the nodes of the brain puzzle in the Colony sometimes stretching after saving and loading. – You can now continue pinging if you’ve already pinged once, without needing to re-enter ping mode. – Fixed a bug that would let you cast certain spells without consuming Sorcery Points. – Fixed a bug causing issues with the Lava Valve in Grymforge. – Fixed an issue causing certain surfaces like Noxious Fumes to be invisible and uninteractable. – While dual-wielding, swapping a weapon to a different slot no longer removes all conditions applied by the weapon’s passive feature. – Fixed the incorrect gold amount being removed from your inventory when learning multiple spells at once. – Fixed VO sometimes not playing (e.g. for the Dark Urge’s introduction in Character Creation and for Us on the nautiloid) when using the PS5 PlayGo feature. – Fixed Invisibility not working correctly when reapplying Invisibility to Invisible creatures. – Fixed an issue preventing you from speaking to certain companions on your behalf when playing on multiplayer with two avatars. The game would prompt you to vote on a dialogue option instead of letting you select it for yourself. – Triggering Gortash’s grenades (‘About to Explode’) will now invalidate the Fancy Footwork achievement. – Getting Wet will remove the pixie’s curse. – Combat will now trigger correctly if you fail to use your tadpole powers on the sleeping bugbear at the Goblin Camp. – Fixed a typo in the spell properties of Wild Shape that was causing the wrong Wild Shape condition to be applied. – The desk at the Elarrathin Residence now properly animates and opens, and you can now see where it leads. – Particularly aggressive guards, like the goblins in Act I, won’t try to arrest you for committing murder – they’ll attack you straight away. – If you kill the Emperor in the Astral Plane and trigger the Game Over screen, you are no longer teleported back to camp. – Creatures revived with Animating Spores now have their spellcasting blocked. – Characters with the Entertainer background will get an Inspiration Point for meeting Sarevok. – Doing anything that upsets Balthazar will now make him temporarily hostile. – Fixed the Fearful condition dropping if the target is still in the caster’s line of sight. – Made sure Lower City NPCs return to their original positions after moving around during combat or due to a crime. – Scrying Eyes in Moonrise Towers will now only react to theft and vandalism if they see the crime being committed. – Vandalising things like Warryn’s favourite crate or committing other crimes around the bandits near the Act I chapel will cause the bandits to react. – Rags Deelarma in front of the Counting House will now actually take your money if you offer her some. – Fixed the Forced Turn-Based Mode tutorial pop-up from triggering right after Gale’s death. You have more important things to pay attention to – like his Necrotic Aura slowly killing you. – Fixed an issue caused by the ‘default’ option for genitals in Character Creation. – Added new moments in which a paladin will break their oath, like torturing a prisoner, killing a pixie after helping her, burying someone alive, breaking someone’s legs… Y’know, your regular Tuesday afternoon. – The Animated Armours in Sorcerous Sundries will now start combat if they witness you attempting to lockpick doors. – Fixed an issue that prevented Perception checks from triggering on some items. – Fixed a tripwire that had no Disarm option beneath the Beach House in the Lower City. – Fixed some Counting House chandeliers not falling when their hinges are destroyed. – Removed a duplicate piece of armour sold by Araj Oblodora in Moonrise Towers. – The corpses of the thugs that try to execute Volo in Baldur’s Gate will no longer appear as owned, so looting them won’t trigger crime reactions. – Fixed the hag’s Whispering Mask causing double Saving Throws. – NPCs are now much less likely to hear you when you’re looting corpses, so they won’t call guards anymore when you’re inside a building and they’re outside. – Fixed having Detect Thoughts active preventing you from stealing the egg from Crèche Y’llek. – Because Viconia’s Heartform Terrors are illusions, Dominate Beast will no longer work on them. – Updated the Displacer Beast condition to work with dialogues – the tadpole power will now drop when you trigger a cinematic dialogue and will be reapplied afterwards. – Fixed a bug where summons of your companion would sometimes attack you after you dismissed the companion. – Fixed Raphael sometimes getting stuck if you tried to attack him outside of dialogue when he appears in Act I. – The Phalar Aluve’s buffs (Singing Sword: Shrieking and Singing Sword: Singing) are now removed when you unequip the sword. – Levers in the Iron Throne now work like other levers in the game and open the cell doors when attacked. – Fixed some spell conditions not triggering crime reactions when cast for the first time. – Dammon has relearned how to use the whetstone for when he is at Last Light and Baldur’s Gate. No more black magic. – Fixed not being able to turn into the strong body type versions of some races via the Mask of the Shapeshifter. – You can now lockpick and pickpocket when fully ceremorphed. – Added some new behaviours for Yenna in the Act III camps. – Shar will no longer confuse your cats and other familiars for your fellow party members when making copies for the Self-Same Trial. – Otto’s Irresistible Dance will now correctly allow characters to try and make a Wisdom Saving Throw each turn to resist the condition. – Fixed some non-guard characters trying to arrest players for committing crimes. – The Wood Woad summons regeneration now works outside of combat. – Fixed an object in the High Hall region sometimes blocking your path and being attacked by the AI. – Fixed an issue where you could shoot through magically protected doors in Cazador’s Dungeon. – You can now loot Cazador’s staff if you kill him after he ascends. – Fixed an issue where using an area-of-effect command near the cells in Cazador’s Dungeon was resulting in a message about an ‘Invisible Helper’ being killed. – The chests found in the Wyrm’s Rock Fortress barracks can now be lockpicked. – Serrik’s chest in the Wyrm’s Rock Fortress barracks can now be opened with Serrik’s key. – Prevented Scratch from giving you two items when you use intimidation to command him to drop whatever he found. – Fixed dragons sometimes attacking their allies needlessly. – The Weary Traveller’s name should no longer be revealed until he actually meets Gale. – If you polymorph, charm, paralyse, or dominate NPCs who are waiting around for you to approach or interact with them, they’ll now consider this a hostile action. – The Mask of the Shapeshifter should no longer make you act as if you are really a member of the target fantasy race – you’re only pretending, after all. – Fixed the Red Dragon’s Draconic Fury ability triggering while polymorphed. – Paintings can now appear as loot. – Aura of Vitality now works with Life Domain clerics’ Disciple of Life passive. – Circle of the Spores Fungal Zombies can now be dismissed. – Fixed a missing DC for a trap in Rainforest’s Basement – Steel Watchers will no longer hunt you forever once you fight one of them. – All your allies will now become hostile towards you if you attack one of them in the Watch Citadel. – Psychic Rend now correctly triggers an Intelligence Saving Throw. – Improved the Leave Camp teleport algorithm to prefer positions near grouped or controllable characters. – Elementals will no longer stand upon death. – The ‘Hot Exit’ background goal for Soldiers will now unlock correctly after you spoiler kill Raphael and escape the House of Hope. – Fixed the Gontr Mael longbow triggering empty Saving Throws without conferring any effects. – Dropping a light source on the light source slot will no longer change your normal weapons. – Controller Combat cameras in some endgame and boss encounters are now shown to both split-screen players. – Changed how the ping system works on controller so it won’t automatically disable after you use it, meaning you can now ping multiple things easily. – Quick-targeting on controller (D-pad left and right) is now more intuitive when selecting items (and won’t just select the item to the left of what you’ve currently selected). – Fixed a bug where kicking a player out of a split-screen multiplayer game caused the kicked player to be unable to use the mouse and keyboard UI. – Fixed the haptic feedback on PS5 turning on and off randomly. – Fixed some missing voices and black objects sometimes appearing when loading on PS5. – Fixed looting in split-screen sometimes displaying equipment that shouldn’t be lootable if both players are looting different characters. – You can now browse container spells on controller even when they’re not available. – Improved visual feedback and handling of secondary local players in menus. – You can now kick local players via the session manager and lobby. – You can no longer use the Active Search function on controller to bypass the Arcane Barrier in Ramazith’s Tower and pick up the items inside. – Improved the behaviour of multiselect in the Character Sheet and in containers on controller. – Made some changes to Group Hide on controller while in combat: Using the Group Hide option will now only hide the selected character while in combat to prevent other characters using up their actions in advance. You can no longer Hide when it’s not your turn using the Group Hide option. Using Group Hide on a character that is not in combat will no longer affect grouped characters that are. – On multiplayer, you will now load into the Multiplayer Lobby as opposed to the Main Menu if you encounter a connection error. – Fixed Victoria’s Sapping Curse working in real-time instead of Turn-Based Mode. – Fixed Victoria’s Sapping Curse not damaging the character carrying her. – Dropping Victoria’s body and picking it up afterwards is now considered a crime. – Added a ‘Ready to Parry’ condition to githyanki to distinguish when they will parry from when they already have. – You can no longer use Telekinesis to casually move Ansur’s corpse around. – Fixed the game sometimes telling you your target’s too far even if you have enough movement speed while Wild Shaped. – Persuading Rugan with a bard dialogue option should now clear the ownership of the precious cargo. – We’ve asked Tambourine and Zambomba to stop blocking combat at the Elfsong Tavern by trying to join every scrap. – The ‘Rage Impeded’ warning no longer lingers after you respec a character out of the barbarian class. – The Magic Mirror in the crèche camp will now appear in the Active Search. – Fixed an issue that would cause the gremishkas to try to lure you into the Rosymorn Monastery library with their cries even after you’re already in combat with them. – Fixed some items losing their proper textures and looking white when leaving and reentering the hag’s lair in Act I. – Disabled the Examine option for the Magic Mirror. – Fixed some disarmed mines exploding after loading a quicksave. – Withers will no longer take a step forward each time he begins reading his book. – Guards coming to the aid of a pickpocketed character will now react appropriately. – When NPCs call the guards for pickpocketing, the guards won’t arrest you on sight if you’re still around when they arrive. Additionally, if you’re not around, they will start patrolling and looking for players to interrogate rather than immediately calling it a day. – Fixed Magic Missile sometimes not hitting the target due to terrain. – Fixed doors sometimes looking like they’re open but acting like they’re closed. You can now walk through them as expected by selecting the ground beyond. – Fixed The Necromancy of Thay getting locked to a container instead of an inventory through Twisted Binding. – Prevented performance degradation related to characters trying to heal up after a combat ends, and endlessly failing to do so. – Fixed some cases where NPCs did not heal up after a combat finished even though they should. – Fixed the ‘Pick Up and Add to Wares’ option not working on all items. – Kissing Minthara can now sometimes have an additional ramification. – Fixed an edge-case bug where enemies could carry out their Attack of Opportunity from far away when you attempt to jump into their attack range. – You can no longer travel to a new region while another player is in Character Creation. This was breaking Character Creation on split-screen. – Cursed undead won’t talk as though they’re alive during combat anymore. – The Ability Drain illithid power now only lasts while in combat. – You can now learn the Summon Quasit spell via the Scroll of Summon Quasit found in Act III. – Sentinel will now work with Myrmidon Wild Shapes that have weapons. Additionally, Fire Myrmidons’ Hellish Rebuke works again. – Karad will now get a bit closer to the ropes when inspecting them. – Omeluum can now levitate, as befits a mind flayer. – Fixed a mismatch between the preview and execution of projectile paths. – A button on the balcony of Ramazith’s Tower will now correctly fire flame bolts towards the city below. – Magic items that trigger an effect while worn no longer block the Perform action. – Fixed the Potion of Angelic Slumber not resetting Sorcery Points to their maximum. – Lae’zel will no longer continue to sharpen her sword after leaving camp, and will occasionally drink out of her mug again. – Player characters will no longer react to seeing knocked out characters as if they’re dead. – Dismissing a dead avatar to Withers’ Wardrobe will no longer happen after Withers is done talking. You’ll no longer hear an anticipatory poof and see a wardrobe rising. – Soul Echoes dismissed via Withers now have an icon in the Wardrobe container so you can drag them back out again. – Noxious Fumes from the Ichorous Gloves now only affect enemies. – Unequipping the Ring of Twilight will now remove the Treading Twilight condition. – Fixed a bug causing the Cloak of Displacement to remove its Displaced condition when the wearer fails a Hiding check. – The Sword of Chaos’ healing effect won’t trigger when the wielder attacks items anymore. – Fixed the Psychic Spark amulet not affecting Magic Missile cast at Level 4 or higher. – Prisoners in the Iron Throne who die before they are freed will no longer join the combat as corpses when their door is opened. – Recasting Call Lighting will now activate Tempestuous Magic as intended. – Fixed the Nature’s Snare staff triggering empty Saving Throws without conferring any effects. – For the rest of the Patch notes, click here.

  • Baldur’s Gate 3 Patch #3 notes: Magic Mirror, co-op improvements, bug fixes and more – Dexerto

    Baldur’s Gate 3 Patch #3 notes: Magic Mirror, co-op improvements, bug fixes and more Larian StudiosBaldur’s Gate 3 has dropped its third large update, bringing new highly anticipated features, Mac compatibility, and so much more. Here are the patch notes. Since its full release, Baldur’s Gate 3 has been hot on its regular updates, bringing two major patches and plenty of hotfixes to help shorter characters, certain body parts, co-op players, and so much more. Now, as of September 22, a brand new patch has arrived, bringing Mac players the chance to enjoy the full game, adding a highly anticipated feature, some vital bug fixes, and more. So, here’s everything added and changed in the latest Baldur’s Gate 3 patch. What changed in Baldur’s Gate 3 Patch #3? One of the primary elements that have changed or been added is the Magic Mirror. Granting players the ability to change their appearance inside the game, this feature will be a game-changer for many, especially if they regret a certain hair choice or color. Then, Mac players are able to rejoice with the knowledge that they can now play the full version of Baldur’s Gate 3. Full compatibility has now been added, meaning the only major consoles you can’t enjoy BG3 on are the Nintendo Switch and Xbox. Baldur’s Gate 3 Patch #3 notes The detailed patch notes for Baldur’s Gate 3’s third major patch have been provided below. Be warned, there could be spoilers below. Highlights Baldur’s Gate 3 is now fully supported on Mac! – A Magic Mirror that lets you change your appearance is now available at camp! – Combat Cazador now cannot turn into or remain in his Mist Form if in magical sunlight, such as that created by the Daylight spell. – Fixed Ansur’s Stormheart Nova blasting right through the ice shields you can hide behind. – Grym suddenly got eerily smart and was avoiding the Crucible in the Adamantine Forge. With a nervous laugh, we dumbed him back down a little. – Fixed Level 4 or higher Divine Smite allowing you to add Divine Smite as a reaction, allowing for two Divine Smites in 1 attack. – Fixed the Divine Smite damage increasing over the cap of 5d8. – Made several improvements to the Poltergeist enemy: they are now revealed on being attacked or hit with Radiant Spirit Guardians; they will not turn Invisible again if they are still in a character’s See Invisibility aura; in Balanced and Explorer Mode, they have disadvantage on Dexterity Saving Throws when Invisible; the range of their attacks has been reduced; and they won’t try to keep distance from the player in combat so that they are easier to find. – Fixed the Sneak Attack damage bonus not increasing to 6d6 at Level 11. – Fixed a case where multiple Smokepowder Arrows could be used for free while the Extra Attack feature was active. – PS5 The colours on the PS5 controller will now match elemental damage types more closely. – Performance Improved performance in the Lower City. More to come! – Art Made dye colours more intense and more visible on some armours. This will only affect newly dyed items. – Dragonborn characters can now select any of the barbarian piercings. – Fixed Shadowheart going blonde when equipping a hat. – Improved the reflection in the Spectator’s eye in the Underdark. – Fixed face tattoos disappearing when zooming out. – Flow and Scripting Fixed a bug where companions temporarily leaving the party (e.g. being sent to prison) would forget their partnership history and act unusually cold towards you. – Fixed a bug letting you trade with Cazador while he begs for mercy. – Improved the Astarion romance flow if you agreed to spend a night with him before going to camp by disabling some less important camp moments. – Fixed some dialogue options only showing up once when talking to Withers. – Fixed a blocker where if you knock Orin’s Slayer form into the chasm, you can’t get her Netherstone. – Fixed an issue causing Dammon to enter combat and die at Last Light, preventing Karlach’s story from progressing. – Added a journal step for when the tieflings leave the Emerald Grove. The Forging of the Heart quest will also close if Dammon is no longer available in the region. – Fixed the game thinking you’re dating Gale instead of Karlach in one of the dialogues with Karlach. – You now need higher approval for Shadowheart to confess her Shar worship to you. – Myshka the cat will now follow you around if told to, even if you don’t have Speak with Animals. – Halsin, Jaheira, and Minthara will no longer be able to undergo Volo’s icepick lobotomy. It’s just not their kind of pastime. – Fixed not being able to cut Vanra out of the hag by interacting with her Knocked Out body if all of her mushrooms are destroyed. – Lae’zel will no longer tag along (whether dead or alive) after you slit her throat when she ambushes you at night. – Fixed a bug allowing you to yoink the Orphic Hammer right out of the so-called Impervious Sphere in the House of Hope if someone else in your party is in an interactive dialogue with the sphere. – Fixed a flow issue in Shadowheart’s endgame romance dialogue to make sure Karlach appears alone in Avernus if Shadowheart says she’ll meet her there at a later point in time. – Fixed Karlach’s journal mistakenly saying you arrived in the Shadow-Cursed Lands when you arrive at the Rosymorn Monastery Trail. – Wyll should now acknowledge Karlach approaching him for the first time more consistently. – Fixed an issue that caused the Shadowheart swimming scene to not play for some players. – The Narrator no longer thinks you’re a mind flayer when you’re not. – Fixed companions talking about killing Gortash after meeting Orin even if the former is already dead. – Fixed issues with Astarion discussing topics that are no longer relevant. – Reworked the interaction between Nere and Minthara: The ‘Travel to Moonrise Towers’ quest no longer sends you to Minthara after saving Nere – he has a lyre of his own now. He gifts it to you if you saved him from the cave-in. This lyre can now be used to call for the drider through the Shadow-Cursed Lands, like Minthara’s lyre does. Both lyres have new descriptions. – Nere no longer mentions Minthara in his Speak with Dead. – You can ask Minthara for a safe passage to Moonrise if you’d heard about it. She will ask to raid the Emerald Grove first. If this happens, Nere can be asked about Minthara and then Minthara can be asked about Nere. – The journals for ‘Travel to Moonrise Towers’ and ‘Follow the Convoy’ were updated accordingly. – Saving Nere no longer creates a danger zone if the duergar was killed before clearing the cave-in. – – During your date with Karlach, Tender Henk will no longer walk away to reveal another Tender Henk standing behind him. Staring. – Gameplay The following spells will now correctly break the Sanctuary condition: Call Lightning, Evard’s Black Tentacles, Polymorph, Hunger of Hadar, Fear, Ice Storm, Flesh to Stone, Divine Intervention, Hypnotic Pattern, Slow, Stinking Cloud, Banishment, Glyph of Warding. – Level Up will now queue all characters who can be levelled up so you don’t have to click on them individually. – Fixed some corpses never showing the ‘(empty)’ tag after you loot them. – Fixed not being able to use some reactions while in disguise. – Cazador’s staff, Woe, now correctly unlocks the Blight spell when equipped. – Fixed several magic items and Volo’s Ersatz Eye losing their power after you are killed and revived. – Fixed the Spell Sniper feat not working on attack spells. – The Spell Sniper feat will now correctly reduce the Critical Hit threshold by 1. – Fixed the Idol of Silvanus buff disappearing after Long Rest. – NPCs will no longer run away from anything but the Dark Urge Slayer form to improve interactivity and flow. – Mummies raised through Create Undead can now Jump to follow you around better. – The Everburn Blade now correctly sets explosive surfaces and explosive objects alight when hit. – The Misty Escape feat will no longer break concentration. – Reading shop signs will no longer be considered a crime. – The Cutting Words reaction is now set to Ask by default. – Summoned zombies and skeletons will no longer be able to pick up loot and disappear with it when dismissed. – The Azer summon’s Overheat ability is now available on its hotbar when summoned. – The Nimblefinger Gloves now correctly apply their Dexterity bonus to gnomes, halflings, and dwarves. – Fixed an Animate Dead exploit allowing you to summon 2 skeletons from the same corpse. – Optimised how the game handles object selection on controller. – Fixed Sovereign Spaw being able to resurrect hirelings with Animating Spores. We taught him to not use this on player characters anymore. – UI Your selected trade mode (trade or barter) is now saved to your player profile. – Added an option to the Default Online Settings to let you automatically listen in when another party member enters a dialogue in multiplayer. – Clarified whether something is a Resistance, a Vulnerability, or an Immunity in the Examine window. – Added a notification for when another player in your party is trading. – Fixed spells being interrupted by climbing, allowing you to attack twice after climbing down from a crate. – Updated the Character Sheet on controller to place active Conditions above the list of Notable Features. – Level Design Fixed some small holes in Act I that weren’t letting tiny characters through them. – Writing Added a dialogue option to the first in-person dialogue with the Dream Visitor to avoid only having two antagonistic choices. – Rewrote some spell and action descriptions that were too vague. – Audio Fixed Raphael’s boss fight music sometimes being incomplete or missing. – Fixed some VO not playing in dialogues on PS5 split-screen. – Fixed audio cutting out with 3D Audio enabled on PS5. – Optimised audio in merged split-screen cinematics. – Cinematics Improved contact when petting Ketheric’s good girl, Squire. – Added some lovely blood spurts when Volo carries out his expert operation. – Fixed Wyll’s horns clipping into Karlach’s face during an Act II romance scene. – Fixed missing music on the Wyll path of Karlach’s endgame scene in Avernus. – Placed a nice purple picnic blanket in a romantic scene with Gale and fixed a camera spin if you choose to prefer to spend your time with him on a bed. – Fixed Shadowheart looking like she’s either in pain or about to sneeze in the background of a dialogue with Thulla. – Added some missing Boo squeaks. – Reworked the intro of the scene when you approach the altar at the Temple of Bhaal and fixed some bugs. – Updated cameras, facial expressions and head directions to better suit the tone in dialogue with Shadowheart. – Fixed some pops and camera issues when you start dating Lae’zel, including Lae’zel’s body flying elsewhere and then back again mid-dialogue. – Boo will now be framed in the shot as intended when you talk to Jaheira after recruiting Minsc. – Fixed Scratch floating in the air while you pet him by the posthouse in Rivington. – Crashes and Blockers Fixed a crash when listening in on conversations in multiplayer. – Fixed a crash when loading a savegame made during an Active Roll in dialogue. – Fixed a crash when previewing wall spells. – Fixed a crash when walking away from a triggered trap. – Fixed a crash when switching between controller and keyboard and mouse while changing your name in Character Creation. – Fixed a rare crash for distant characters coming within listening range of the camera. – Fixed Karlach sometimes not being able to cast spells or teleport after waking up on the beach. – Fixed a long list of all the items transferred over to you when you dismiss a companion blocking the screen on PS5. – Fixed a bug causing logins to randomly fail due to Steam authentication tickets being released early. – Fixed a crash that would occur when modifying spells (e.g. with Metamagic). – Fixed a crash on controller. – Fixed a blocker where the Reward UI could pop up twice. – Fixed some savegames that were blocked in the Astral Prism due to the game thinking two of your party members had chosen to become a mind flayer. – Fixed not being able to navigate dialogue options with the D-pad when swapping to the character in the dialogue. – Added a warning message for when you attempt to load a savegame made with mods that are no longer available, which would cause a crash. The game now also only calculates whether a savegame has missing mods when it is selected in the UI. – Fixed a blocker that would prevent you from selecting things if you skipped through Lae’zel’s first dialogue on the nautiloid. – Fixed a bug causing you to get stuck in the Active Roll UI due to two Active Rolls happening at the same time. – Fixed an issue where you could get stuck in camp when trying to use a waypoint in a different region of the game. – PS5 Optimised how the game handles object selection. – Fixed a crash related to using the ‘Delete all but latest’ option. – Fixed an issue causing some players to get a ‘Joining failed: You’re already connected.’ error when joining a multiplayer game. – Fixed the range of black level calibration for PS5 HDR. – Fixed an issue where looting a corpse would open the container for all the connected clients. – Fixed stuttering when teleporting, for example when using the Displacer Beast’s Displace action. – Fixed a crash that would occur when a second player joined split-screen. – When deleting savegames, your selection will no longer jump back up to the top of the list. – Performance and Optimisation Made many optimisations to make sure we reach our quality FPS target in most, if not all, regions of the game, stabilising 30 FPS on Quality Mode. We’re continuing to work hard at stabilising 60 FPS. – Improved performance while previewing shoving or pushing spells (e.g. Thunderwave). – Improved performance by disabling faraway NPCs with automated overhead dialogues and in-world behaviours. – Made several optimisations when moving around the world on controller. – Improved performance when updating the cursor when preparing a spell. – Improved performance in dense crowds. – Improved character loading times. – Improved minimap performance. – Improved performance in the Lower City. – Optimised the Level Up system. – Optimised turn order calculations in combat. – Optimised how the game handles projectiles. – Optimised the lighting in the Shadow-Cursed Lands. – Stopped calculating whether a save has missing mods unless it is selected in the UI. – Stopped loading icons from Character Creation if the UI isn’t open. – Combat Fixed an issue where Glut couldn’t Multiattack some Prone creatures. – Increased the range of the Shadow Creeper’s Burrow action. – Fixed Gerringothe Thorm’s Combustible Coins not leaving combat after they explode. – Fixed the barbarian in the Self-Same Trial not being able to use its Rage ability. Also added a few passives it was meant to have. – The Spell Rot curse now does more damage and gives you Disadvantage on all Saving Throws in Tactician Mode. – Ansur should now attempt to turn to face the nearest player after using his Fly spell. – The Magma Mephits will now explode on death as expected in the Lower City Sewers. – Fixed the silencing spell of the Dream Visitor in the final battle not working as intended. – Fixed a bug where Gortash’s servants would use Bane’s Voice of Command on Manifestations of Tyranny. – Fixed Gortash’s Avatar of Tyranny buff not working as expected and added tooltip descriptions for his traps. – In the Farslayer of Bhaal trial, the Farslayer’s ritual now lasts for 7 turns in Explorer Mode, 6 turns in Balanced Mode, and 5 turns in Tactician Mode. After the ritual is done, he can cast Bhaal’s Power Word Kill. – Fixed a bug in the Farslayer of Bhaal trial, where the Ritual Chant condition would remain on the Farslayer when he dropped combat, which caused multiple issues when you entered and exited the range of the ritual. – Swarmed together multiple ambusher combatants in the Farslayer of Bhaal trial and removed the Slow spell from the Invoker of Bhaal to get faster combat rounds during the trial. – Made Bane’s Iron Consuls unable to cast Voice of Command on targets already under its effect. They’ll also be unable to recast it while concentrating on it. – Increased the number of bombs Gortash receives at the Morphic Pool. – Removed smokepowder bombs from Gortash’s inventory until you meet him in the Morphic Pool. – Fixed the Force Curtain Active condition in the combat with Gortash causing bugs. – Refined the conditions of About to Explode and The Closed Fist of Bane so that Gortash doesn’t try to run away from them. – During Cazador’s ascension ritual, additional bats will immediately join the fray, instead of waiting for a round before attacking. – Fixed an issue that was preventing NPCs from being able to navigate between floors in Ramazith’s Tower during combat. – Fixed an issue with Sharrans taking Necrotic damage when Dashing. – Created a new ability for Doppelgangers, Morphic Evasion, that allows them to avoid damage from allies. – In Tactician Mode, Raphael can now Multiattack twice per turn. – Added HP buffs for certain NPCs in Story Mode if they are considered your allies. – Made Jaheira consider neutral characters similar to allied characters in combat. – Made Jaheira far less likely to damage characters out of combat. – The Piles of Bones found in the Shadowfell no longer return magically when shoved into the chasm. – Mortarch Gracie in the Baldur’s Gate graveyard now protects the civilians there if they end up in combat. – Ranger Companions will not be summonable in combat. – Raphael now attacks with claws as his unarmed attack. – Fixed the Daddy’s Lecture spell cast by Oliver’s shadowdad triggering the Shield Bash reaction even if the character is not within melee range. – Raphael is now susceptible to controlling and incapacitating condition effects. However, he will only be affected by them for 1 turn. – Raphael’s Wisdom Ability Score has been increased. – Fixed the Blinding attack from the ravens in the Shadow-Cursed Lands not taking into account that it should only work on hit. – In Explorer Mode, the bulette can no longer land Critical Hits on its attacks. – Fixed some NPCs using the Thaumaturgy spell when they shouldn’t. – Fixed the Act II boss, the Apostle of Myrkul , not having the correct condition immunities. – In Tactician Mode, meazels now also Restrain you when Garrotting you. – Nightsong’s combat AI should now have an even greater bias toward targeting Ketheric. – Fixed Ansur playing the wrong animation when killed while charging up Stormheart Nova. – Viconia’s Sanctuary now blocks incoming damage from player characters. – All Sharrans are no longer resistant to Necrotic damage or vulnerable to Radiant damage. – Viconia’s wolf form can now scare Shadowheart. – Raphael’s Hellfire spells now properly pierce fire resistance. – Fixed Raphael’s Hellfire spells so that they pierce Fire Resistance. – Raphael’s attacks in Ascended Fiend form now leave Hellfire surfaces that last 1 turn, instead of 2. – Increased Raphael’s level to level 16. – Raphael’s Diabolic Chains are now more powerful and can hit up to 3 targets with slightly reduced damage. – Dragons now have a flat damage reduction mechanic in Balanced and Tactician Modes. – Adjusted the spawn locations for the Intellect Devourers at High Hall. – The Pact of the Chain Frog now has the ability to Extra Attack at higher levels. – Fixed the Destroy Undead feature dealing Radiant damage when a cleric is applying any conditions while the target already has the Turn Undead condition. It should only deal the damage when the Turn Undead condition is being applied to the undead. – Fixed the incubus sometimes skipping a turn when returning from the Ethereal Plane. – Fixed Plant Blights not losing the Ambushing condition when combat starts. – Fixed meazels casting a Shadow Teleport spell without spending resources and without having a cooldown. – Updated the icon for Raphael’s Fiendish Ascension spell. – Updated the icon for the Soul Overcharge condition. – Created a new Multiattack for Raphael in Tactician Mode that allows him to use Multiattack twice per turn. – Fixed an issue with Raphael receiving the Soul Overcharge condition whilst already in his Ascended form. He will now only receive it once he is back in his cambion form. – In Explorer Mode, Raphael will have no Actions available when he has the Soul Overcharge condition. – The incubus will no longer escape to the Ethereal Plane if he’s Incapacitated. – The incubus’ Draining Kiss now lasts for 10 turns instead of until Long Rest. – Ketheric is now Immune to Poison damage and Resistant to Necrotic damage. – Reduced the damage of Gortash’s grenades and made Bane’s Divine Intervention also protect Gortash from Thunder damage and from falling Prone. – Better protected Gortash against Bane’s Divine Intervention attacks. – Made Gortash resistant against Thunder damage. – Gortash will now be unable to call Bane for aid while under the effect of Otto’s Irresistible Dance. – Fixed an issue with certain player summons (among others) attacking Gortash’s grenades and blowing themselves up. – Fixed the Armoured Owlbear Cub not having the correct spells or Armour Class. We also gave it a passive to reduce incoming damage by 2. – Lathander’s Light’s blinding aura from the Blood of Lathander will now show the Saving Throw rolls against hostile undead during combat. – The Creation’s Echo effect is now triggered when dealing the stated damage types instead of killing a creature with them. – Intelligence drained from Us’ Devour Intellect ability is reduced to -3. The Devour Intellect condition now stacks, allowing the Intelligence reduction to grow past -3. – Combat will now properly start when you instigate it during the fight at camp between Lae’zel and Shadowheart. – Wild Shape: Owlbear’s Rupture attack now deals consistent damage, matching the tooltip. – Fixed Mystic Carrion using his merchant scrolls during combat. – Characters will no longer receive the Severed Soul condition when Raphael reduces their Wild Shape to 0 HP. – Fixed a bug with Oliver not summoning his plush during combat at the Reithwin town square. – Great Weapon Master: Bonus Attack will no longer trigger when an enemy leaves Wild Shape. – Grymforge’s Oozes will now spit acid instead of poison. – The Goading Attack condition now drops at the end of the target’s turn. – Fixed the Boots of Stormy Clamour not applying Reverberation when applying conditions on hostile creatures. The Reverberation stacking cap has been increased to 5. – In Tactician Mode, the Apostle of Myrkul has more health and can regain HP when consuming minions. – Fixed the Water Elemental casting with its Intelligence ability score instead of its Strength ability score. – Adjusted the resistances and reduced the HP and toughness of the Cursed Skulls in Jannath’s haunted estate. – Beastmaster Zurk now can use Disarming Attack instead of Ensnaring Strike. – Fixed the myrmidons’ signature spells in the fight with Lorroakan in Ramazith’s Tower. – Fixed the Shadow Ambush passive triggering twice per attack instead of once. – Grease Mephits’ Greasy Discharge spell now inflicts Prone for 1 turn only instead of 2. – Combustion Belly spiderlings can now use Attack of Opportunity. – Yafeu, the djinni, is now Level 10. – Fixed characters sometimes not treating the Eyebite spell as a hostile action. – The hired ogres will no longer trigger hostility with other characters if they can no longer fight. – Minthara will now join combat correctly after being recruited to camp. – Guildhall allies will now appear correctly when summoned in the endgame. – Gameplay Loading a save with not enough Avatars compared to active players will force any unassigned player into Character Creation. – Dismissed Avatars will now receive Long Rest benefits. – Level Up will now queue all characters who can be levelled up so you don’t have to click on them individually. – Updated the ‘Action Surge’ achievement to require the 5 attacks to hit. – The ‘Shove Off’ achievement will no longer be granted when you jump into a chasm or cause yourself to fall to your death. – Fixed passives provided through equipment not reapplying when the equipment is enabled again after a character stops being shapeshifted. – Fixed a bug where putting a trader’s items in their side of the barter window, closing the window without buying them, and then killing them would make those items appear as loot. – Fixed the camera not sticking to your character properly after Character Creation on controller. – Fixed VFX not showing up on equipped items with conditions on them. – Fixed NPCs not taking turns in combat in a rare circumstance involving torches, boxes, and blood. – If you’ve used Disguise Self, previewing the Throw action will no longer show you a preview of both you and your disguised self. – Choosing to attack the duergar in the Decrepit Village through the dialogue option will no longer prompt a black screen for a few seconds before it fades away. – Fixed not being able to pick up stacks of items if the ‘Always Show Item Stack Splitter’ option is enabled. – Fixed Sovereign Spaw being able to resurrect your hirelings with Animating Spores. – Fixed some map markers not showing up at the right time in a quest. – Fixed spells that create surfaces not using the caster’s Spell Save DC. – Fixed a bug that didn’t let you use Extra Attack until after you used a Bonus Action. – Blocked the Long Rest and ‘Go to camp and end the day’ options if a drop-in player is in Character Creation. – Fixed characters rotating the wrong direction in Character Creation on controller. – Fixed one of the Sphincter doors on the nautiloid sometimes not letting you select and open it. – Fixed a bug related to falling while standing on the edge of a destroyed surface. – Fixed items equipped through script while shapeshifted not replacing the current equipment and just going to the first free slot. – Potions placed onto fire surfaces will no longer be destroyed. – Characters will no longer float in the hag’s lair during the fight with Auntie Ethel. – Fixed worgs being able to see you through the roof in the Dock Warehouse. – Fixed mouse clicks not being registered from certain camera angles in The Glitter Gala jewellery shop. – You can no longer cast Karsus’ Compulsion while Polymorphed. – Increased the duration of Wall of Fire, which should last 10 turns. – Fixed an exploit for Transmuter’s Stone: Movement Speed that let you gain additional movement when dropping the stone and picking it back up. – When your Dream Visitor tells you about a tadpole jar that was spotted, they will now ping that jar. – Gale’s Netherese Orb Blast can no longer be Counterspelled. – Fixed the Bitter Divorce wand having weird spell behaviour. It can now only be used on Connor. – Fixed Ansur being lootable while another character is talking to him. – The Non-Lethal Attacks tutorial will now trigger when fighting Minsc. – Fixed sometimes being unable to see Ketheric’s transformation into the Apostle of Myrkul while a character is Downed. – Fixed undead in the Ancient Lair not giving XP when killed. – Fixed Githyanki Parry triggering when the githyanki is asleep. – Banishment will no longer remove clones from the Self-Same Trial. – Fixed a bug causing incapacitated NPCs to toss coins to bards after the performance is over. – Moonmote, unlocked with the Spear of Night, works with Unarmed Attack and will display the Saving Throw rolls on enemies that enter its effect radius. – You can now trade with Volo when he arrives at your camp in Act III. – Shadowheart and Selûnites will now automatically pass the check for recognising a statue of Selûne. – Petting Scratch and the owlbear cub at the same time while Speaking with Animals will grant the ‘You Have Two Hands for a Reason’ achievement. It also now triggers for all party members. – Fixed the Second Marriage wand using up Actions incorrectly. – Digging mounds can no longer be dug up during combat. – Command: Drop can no longer target characters that are immune to being disarmed. – The camp statue of your character can no longer be disarmed. – You can no longer pick up Ketheric’s body. – Attacking a gate in the Upper City courtyard will no longer make the guards hostile. – Fixed invalid containers trying to open over and over again. – Petrified characters can no longer be disarmed. – The Hellcrawler action will no longer allow teleporting off the map. – Banishing Smite no longer banishes dead creatures. – Enraged Throw no longer applies Frenzied Strain on the barbarian. – Fixed a dialogue about Nere being trapped triggering even if you got through the cave-in. – Party member corpses will now be removed from the backpacks of characters being dismissed. – Ranged Steel Watchers will now have correct crime reactions. – The Emperor will now have overhead dialogue during the fight on the skull with Orpheus’ honour guard, and the overhead dialogue on the way there will be slightly less frequent. – Fixed Lightning Charge triggering damage bonus in a loop on self-inflicted damage. – Lightning Charge’s +1 Lightning damage bonus is now added on each damage instance (e.g. each bolt of Magic Missile). – Made it possible to capture the Wyrmway books with a Sleight of Hand check. – Fixed an issue with the ‘Secrets of the Sundering’ background goal for Sages counting as succeeded even if you failed the associated skill checks. – The ‘Shuffling the Board’ background goal for Charlatans now triggers more consistently. – Successfully shoving characters who are in combat should now add the shover to combat. – Wild Magic: Cats and Dogs no longer blocks cinematics. – Fixed issues caused by throwing weapons that are bound to your character. – Immediately dropping a stolen item no longer makes it unowned and free for the taking after the original crime got addressed. – If you throw someone into a dangerous surface and then they die, you will now be held responsible for their death. – Fixed bards not being able to use their bard skills to the fullest to unlock The Necromancy of Thay. Bard harder! – Made it possible to buy a Counting House safe key from Skittle the rat in the Baldur’s Gate prison, as intended. – If an NPC calls for guards and you then shapeshift or disguise yourself without any witnesses, the guards will interrogate you rather than directly arrest you afterwards. – Fixed Orin’s dagger not being dropped at the edge of the chasm if you push her into it, caused by the dagger failing to unequip. – Glut will now heal on Short Rest if he’s a follower. – Fixed Connor Vinderblad’s corpse floating in the air in the swamp by making the Mouldering Coffin no longer climbable. – Choosing the option to consume the githzerai mind obtained from the Mind Flayer Colony’s vault works now. – Increased the difficulty of breaking down the door to the Self-Same Trial. – The guards and the cultists you see outside the main gates of Crèche Y’llek will now chat as they walk in. – Lathander is a little more stingy with his Morninglord’s Radiance blessings, and no longer re-blesses party members every time they join the party. – Different characters can now retry the History check on the portrait of Vlaakith, and it is now an Active Roll. – Fixed the Bleeding condition from Scar of Dark Thirst refreshing several times before fading. – Fixed stealth cones becoming invisible after switching to party members who aren’t involved in a fight, and then switching back to the fight. – When dismissing party members, story items (and characters they were dragging along in their inventory) will now properly transfer over to another party member. – Fixed Raider Add’ath and Warrior Ith’dul in the Creche not behaving correctly in some circumstances. – Fixed Wild-Shaped companions being invisible during a cinematic when loading right into that cinematic from a savegame. – The guards in the Baldur’s Mouth Gazette take their jobs a bit more seriously and will toss out known trespassers instead of taking bribes. – You can no longer interrupt the ogre and bugbear’s night of passion by trying to trade with them or attack them through a door. – Fixed a bug with a petrified drow in the Underdark not reacting to crimes if their leader was killed by the Spectator. – If you go into Turn-Based Mode after exiting the Astral Plane, the Inquisitor’s dialogue won’t start too soon. – The Flaming Fist at Waukeen’s Rest who are throwing water at the fire will now dynamically look for fire surfaces and extinguish them. – The Steel Watch Foundry scry screen will now break (as intended) after the Iron Throne is destroyed. – The player character will only comment once when looting the githyanki skeleton on the roof of Rosymorn Monastery. – Fixed a bug that could make live grenades suddenly explode after a Long Rest. Good morning! – Civilians hidden at the High Hall will now flee as expected when confronted with a mind flayer character. – Once you donate enough gold to the shrines at the Stormshore Tabernacle, you will see unique VFX for each god, both for blessings and for curses. This feature is no longer unique to clerics. – The bloody symbols of the Absolute are no longer interactable. – The Scarlet Remittance condition will now be removed when the Rhapsody item is unequipped. – Improved the idle behaviours of the gnomes and tieflings in Moonrise Towers after defeating Ketheric. – The chickens in the cages near the Lower City entrance will not run out of the cages anymore when you commit a crime near them. – Knocked Out enemies will no longer award double XP after save/load. – Orin has started laying traps on the approach to her lair. Expect a more deliciously devilishly diabolical descent. – Vlaakith’s Wish will now kill you with Radiant damage to match the new cinematics. – If your controlled character dies during the Rosymorn explosion, you automatically switch to an active character when available. – The situation at the gates of the Rosymorn Monastery will now be cancelled if you trigger the explosion countdown. – Fixed a couple of traps in the Gauntlet of Shar that couldn’t be disabled. – Fixed being able to use Jump or Mage Hand to bypass certain rooms on the nautiloid. – Polymorph now has a proper text warning when you attempt to target creatures that can’t be Polymorphed. – Dropping the Blood of Lathander no longer activates the portal and beams in the Blood of Lathander’s chamber. – Fixed the Smite the Graceless passive given by the Holy Lance Helm incurring Saving Throws to the wearer instead of the attacker when its effect is activated. – The Shield of Devotion, Shield of the Undevout, Spell Savant Amulet, Wondrous Gloves, and Shapeshifter Hat will no longer give stacked resources when being re-equipped. – Halsin’s bear form level ups have been balanced with other Wild Shape forms. – Fixed the Primal Strike feature for druids not making attacks magical for some forms. – Wolf and Badger forms’ attack tooltips now show scaling damage. – Destructive Wrath now only applies maximum damage to Lightning and Thunder damage types. – Hellish Rebuke should now be available as a reaction for Spell Slot Levels 4, 5, and 6. – Fixed Commander’s Strike preventing other actions from being used in some situations. The follow-up attack is now a separate action. – Plant Blights now get the Ambushing condition after you spot them with a successful Perception check. – Agonising Blast no longer adds a negative charisma modifier to Eldritch Blast damage. – In Tactician Mode, Profane Wombs and Ritual Candles now have double HP. – Fixed Death Shepherds being able to resurrect non-undead. – Fixed Death’s Heads of Bhaal maintaining Concentration on Stunning Gaze after the target loses the Stunned condition. – Fixed NPCs not exploding on death when they should. – Wild Strike and Improved Wild Strike Extra Attacks no longer carry over after you lose your Wild Shape. – Fixed the Lethargy condition being considered a hostile action in some situations. – Fixed Act I magic items not spawning correctly at the traders in some rare situations. – The Aspect of the Beast: Stallion Temporary Hit Points now scale with barbarian level. – Off-hand ranged weapon attacks now also benefit from the exception to low-ground penalty through the Sharpshooter feat. – Fix the Lightning and Burst damage from Lightning Charge re-triggering the additional damage from Hex and Agonising Blast. – Fixed the Markoheshkir staff resetting its cooldown after loading the game. – Lava Elementals are no longer immune to the Planar Binding spell. – Arcane Battery, applied by the Staff of Spell Power and Markoheshkir, will now be removed when the staff is unequipped. – The Colour Spray spell unlocked by the Ring of Colour Spray now works once per Short Rest. – Added a delay for some overhead dialogue in the Lower City that was looping too often. – Great Weapon Master now works with any melee weapon that is wielded with both hands. (This adds Greatclubs.) – Improved the behaviours of the fishermen cleaning the oil in front of the Steel Watch Foundry. – Fixed Soul Echoes not spawning in the correct location after falling into a chasm in the Dank Crypt. – Improved the behaviour of NPCs unloading the brig at the Baldur’s Gate docks. – Banite guards now find invisible pickpocketers less amusing and instead attack them if caught. – The ‘Freeing the Preyed’ background goal should be completed only after completely freeing Hope and not after just destroying one of her chains. – Sarevok and his followers will no longer ignore muted or Wild-Shaped characters. – The frog in the Putrid Bog will give a more generous reward. – The Harper stash in the Underdark now has better loot. – Added a check for the Threatened condition on Mirkon before using Disengage. – Made it easier to target three specific pressure plate traps in the Gauntlet of Shar so that they can be, for instance, disarmed. – Wall of Thorns will no longer glow red. – Devella will now be in the same spot in gameplay as she is in dialogue. – Made the hidden entrance in the hag’s house appear when you succeed the associated Investigation check. – The Potion of Angelic Reprieve and Restoration Faucet will now restore Bardic Inspiration for Bards who have the Font of Inspiration feature. – Umberlee’s wrath for stealing the treasure from the Offering Chest is more… visible now. – Mol’s eyepatch is now highlighted when you toggle the world highlighter with [ALT]. – In Tactician Mode, ettercaps will now Multiattack a Poisoned or Enwebbed character. – In Tactician Mode, phase spiders now have the Web ability to spit a web surface. – Sanctuary can no longer target characters already under its influence, also fixing enemies using it aimlessly. – Steel Watchers will no longer spawn a secondary area-of-effect detonation at random when they begin their self-destruct sequence. – Improvements for the illithid vault puzzle in the Mind Flayer Colony: you can now connect any neighbouring nodes to the back brain parts, but if you connect the wrong charge, the connection will be severed. The flow of the synapses now always go from the front to the back of the nodes. – Across Acts or Act Agnostic Added a poof effect when characters are dismissed to Withers’ Wardrobe, and dragging characters out of the Wardrobe will now place them where you drop them rather than teleporting them out to a slightly different location. – NPCs will now react to Us when it’s scuttling around town as your summon. – Fixed the same romance scene with Shadowheart playing twice. – Updated Lae’zel’s idle behaviour in camp, allowing her to unsheath her weapon. – Fixed a bug caused by being able to recruit Lae’zel while the tieflings are still freeing her from her cage. This would make her hostile towards you at camp. – Fixed Astarion talking about Wyll in third person when talking to Wyll after Wyll accepts the pact with Mizora. – Lae’zel’s corpse should no longer appear in Crèche Y’llek or the Shadow-Cursed Lands if she was already dead and unrecruited. – Fixed the Locked tutorial pop-up only triggering once even if you reset the tutorials. – Fixed being unable to persuade guards once they’ve come to the aid of a friendly NPC. – Fixed savegames that were affected by a bug that caused Wyll and Karlach’s confrontation scene at camp to never happen and Wyll to be stuck with an exclamation mark above his head. – Cerys will not talk about Zevlor if he died in Act I. – Fixed being unable to talk to NPCs if they fled out of sight due to a crime reaction, and then you moved to a different level before they had come back (in particular an issue if those NPCs appear in later levels for quests, like Dammon). – If you use regular Persuasion in a dialogue, your companions will no longer comment on it as though you’d had the help of your tadpole to do it. – Fixed an issue where, if Avatar Gale tells Wyll about his orb after consuming a magic item, this wasn’t recorded properly by the game. – Fixed Avatar Gale not getting a particular dialogue when his condition worsens. – Prevented Gale from demanding your attention after talking to Tara when he doesn’t really have anything relevant to say. – Corpses will no longer change into their camp clothing when moved to camp. – Fixed Gale referencing a line the player never said. – Fixed follow-ups to romantic nights not always triggering. – Fixed a bug where, once you got serious with another Origin, Gale would always break up with you on the topic being discussed. – When a child or animal encounters a murder scene of a non-allied humanoid NPC that no other NPC has reacted to yet, they will now flee instead of doing nothing. – Fixed a flow issue in the ‘Help the Spirit of the Amulet’ quest. – Fixed a bug where you could tell Gale to talk about a night spent together later, but then couldn’t talk about it again. – Shadowheart will now properly wait when asking her to talk about something later. – Ensured Dammon appears at Last Light even if the ox was killed at the Emerald Grove. The knowledge check around the ox will be properly cleared when needed, and you’ll get a reward for leaving the ox be at Last Light. – Fixed an issue preventing the Clown Face-Paint from being cleared after taking a Long Rest. – Shadowheart will now remember if you broke up with her. – You can no longer badger Halsin repeatedly about how he’s faring at camp. – Fixed instances of some characters being unresponsive when talked to. – Withers won’t break his Concentration and stop his resurrection when he is forcefully interrupted. – Nightsong now heals too when you take a Long Rest. – The Dream Visitor will commend you on using tadpole powers instead of successful normal attacks. – Made it possible to remind Gale about an imaginary gut-punch. – Fixed an issue where the Dark Urge could offer to kill a companion as an alternative to killing that same companion. Also fixed an issue where the wrong companion was selected for said killing. – Fixed a flow issue with Minthara when romancing more than one companion. – Fixed Nere being mentioned late in the game if he never went to Act II. – Savegames that were affected by Minthara getting free tadpoles upon recruitment will now have the fix applied. – Karlach no longer disapproves if Wyll breaks his pact. – You can no longer tell the hag ‘I killed you’ in Act III if you granted her mercy in Act I. – Characters at camp will no longer react with hostility to players picking up and dropping owned corpses. – NPCs will now tell you they’re busy if you try to talk to them while they’re investigating a crime. – Slightly raised the approval threshold for Gale’s romance. – Added hardening against one Avatar getting into multiple relationships that were meant to be exclusive. – Fixed an issue where the meeting between Nightsong and Shadowheart does not happen due to Nightsong not being at camp. – Fixed an issue where you could be locked out of the moment with Nightsong and Shadowheart by killing Nightsong. – Fixed Gale referring to the power of the artefact before you know about it. – Fixed companions sometimes not commenting on the revelation of Gale’s background when they should. – Fixed Wyll and Astarion skipping a line when discussing you romancing Karlach after romancing them. – Fixed a bug with a camp dialogue with Astarion about him planning to find Raphael, which was triggering even after Raphael left Act II. – Fixed a bug where you could tell Astarion that you knew he wanted to meet Raphael even if Astarion never mentioned it before. – Halsin will not give you two morning briefings about going to Moonrise Towers anymore. – Fixed Gale thanking you for giving him his first item twice. – Companions will now have more time to make a comment about defeating Raphael. – Added a missing attack option in a Wyll and Karlach scene. – Mizora no longer dies outside the Hells. – Act I Fixed the owlbear cave situation sometimes not updating correctly on Long Rest. – Torture weapons will no longer be considered property of the goblins if they allow you to use them to torture Liam in the Shattered Sanctum. – Fixed your character commenting on the dog collar in the Underdark every time it’s moved. – Fixed a surface-dwarf dialogue option showing up for duergar when talking to one of the guards in the Underdark. – Blocked the Attack and Trade buttons in the dialogue with the goblins in the Worg Pens, as they were letting you attack the goblins without them becoming hostile. – Fixed the duergar not joining the fight when the Deep Rothé are attacked in Grymforge. – During Nere’s cave-in, Nere will now warn you that he’s out of time more consistently. – Teleporting to the Grymforge camp without Long Resting will no longer progress the situation. – Ensured that only party members are considered for Astarion’s bitey scene. – Automatically triggered dialogues at the cave-in should now choose the closest available avatar as the speaker instead of a companion. – The Grymforge area will turn into a danger zone during the confrontation between Nere and the duergar. – Fixed some cases where the dialogue with Vlaakith would not start in Crèche Y’llek or would trigger on an unintended character. – Lae’zel’s reaction to meeting the Dream Visitor in Crèche Y’llek will now happen immediately after the dialogue ends and now works correctly on multiplayer. – Fixed an issue that caused using Speak with Dead on Mirileth to occur outside of Waukeen’s Rest instead of inside. – Fixed a bug with some kuo-toa not losing the BOOOAL’s Faithful condition when BOOOAL dies. – The githyanki will no longer be hostile if Lae’zel succeed a Deception check with Voss and reached a peaceful resolution. – Added a trigger for the Jump tutorial pop-up near the crash site. – Fixed the missing Zhentarim shipment situation sometimes not updating correctly on Long Rest. – Fixed the situation with Liam at the Goblin Camp sometimes not updating correctly on Long Rest. – Lae’zel will now attack you as expected if you choose to let her kill you or you attack her when she ambushes you at night in Act I. – Fixed Mari’s behaviour when calling the other bandits to help. – Improved Andorn and Mari’s behaviours so they don’t try to use doors locked with Arcane Lock. – Bandits in the chapel will run to where the player is if they are not hiding when called by Mari instead of just moving to their combat positions. – The metal lever on Andorn’s door won’t open it if it’s locked with Arcane Lock. – Moved Andorn’s trap trigger so he doesn’t trigger it himself. – You can no longer open and interact with the Ornate Chest hidden by the beach via Active Search on controller without moving the rock first. – Fixed Karlach’s head-removal cinematic not triggering if you kill her before Anders gives you the quest. – In the dialogue with Anders, the narrator will no longer refer to something Karlach said if you’d never met her. – Fixed the wrong dialogue triggering if you separate your avatar from Karlach and then use her to approach Anders in the tollhouse. – Fixed Karlach repeating a line about her infernal engine. – Fixed a rare issue where Us could be re-recruited on the nautiloid and kill the imps before triggering Lae’zel’s introduction. – You will no longer be able to interact with Arka and Sazza during their confrontation if you are imprisoned. – Added an approval rating change for Karlach in the dialogue with Gekh Coal. – Fixed an issue where Glut would continue to ask you to kill Spaw after you already did if you couldn’t retrieve Nere’s head. – You can now report to Anders that you killed Karlach but can’t bring her head to him right away when he asks you to kill her. – It’s no longer possible to ask Volo how he plans to escape the Goblin Camp if he already mentioned the Potion of Invisibility. – In new games, Mol now allows you to leave when you are her friend. – In new games, Mol will now speak to you after you intrude on and then re-enter the tiefling children’s den after you help them out. – When you trigger a crime by touching the Underdark raft for a second crime, the duergar should become hostile if you don’t have the quest boots on you. – Made knocking Mayrina out while the hag is disguised as her non-permanent. – Deep gnomes in Grymforge shouldn’t react to crimes against Nere anymore. – Succeeding on the Religion check when investigating the sword in the stone in the Underdark will now hide this option when interacting with the sword again. – The Hastily Written Note from Halsin to Nettie is now highlighted as an important story item. – Goblins in the Goblin Camp that did not make it to the raid of the Emerald Grove should not show up in combat anymore. – Rath won’t turn away from Arabella’s corpse when you talk to him anymore. – Goblins and tieflings who have a party at your camp shouldn’t clip into your companions’ tents anymore. – Aradin will no longer run off in the middle of reacting to being attacked. – Florrick shouldn’t wrongly accuse you of killing Ravengard if he was then brought back to life. – If Avatar Astarion tells Gale he’s a vampire after biting someone else, Gale should no longer react as if he was bitten. – The note telling you about the Key of the Ancients is now highlighted as an important story item. – The overhead dialogues near the Underdark elevator will not appear if the characters already left. – Skickpit will not try to warn you about the Underdark elevator if he already left. – Companions should no longer react to Karlach’s recruitment if she was permanently killed after said recruitment. – Mizora should correctly acknowledge Karlach’s death if you never Long Rested in Act I. – If the destruction of Rosymorn is triggered, the safe zone quest marker will be cleared when successfully escaping the area. – Karlach and Wyll will not leave your party if you enter combat with the druids of the Emerald Grove after defending it from Minthara’s raid. – In the dialogue with Kith’rak Therezzyn, the options for the infirmary won’t appear if you have already used the zaith’isk. – Fixed Auntie Ethel giving an answer in her Speak with Dead dialogue she shouldn’t be lucid enough to give without her charm. – Fixed a camera issue when talking to Arka at the Emerald Grove after she kills Sazza. – You can no longer join the confrontation between Arka and Sazza in the Emerald Grove if you’re imprisoned yourself. – Fixed party members having nothing to say to each other while travelling on the cable car in the Rosymorn region. – The zaith’isk debuffs are no longer removed when a different party member consumes a tadpole. – You can no longer disarm the defences of the Blood of Lathander if you have already disarmed it. – The owlbear mother will now react with the correct cinematic, depending on how you deal with the situation. – Fixed a map marker for the Harper stash in the Underdark not disappearing after you find it. – Fixed characters reacting to the hammer damaging Grym as if it hadn’t. – Companions can no longer talk to each other during the night after the camp celebration. – Made the Dark Urge bloody if they didn’t wash their hands after murdering their camp visitor. – Mol now brings up the fact that you are missing some items. – Act II Updated the sight range of the Umbral Tremors in the Gauntlet of Shar so that they join combat automatically. – Fixed the scene with Ketheric’s dying words getting cut off prematurely due to a summon despawning. – Fixed the dialogue flow and two duplicated dialogue options when avatar Lae’zel reflects on the crèche at night before having visited the zaith’isk. – Fixed characters sometimes making comments about how the shadow curse is affecting them even if they’re protected by light. – Fixed a continuity bug caused by hiding in the Shadow-Cursed Lands, where the Harper scouts would say you’re with them when you arrive at Last Light even if you’d never spoken to them before. – Fixed your weapon disappearing if you’re disarmed during the Self-Same Trial. – The game will no longer think you passed the Self-Same Trial if you kill one clone, stop the trial, and restart it. – Minthara’s approval of you no longer increases twice in a row when you drink with the Brewer. – Fixed a dialogue not playing the night after you leave the Shadow-Cursed Lands. – Made sure Oliver is able to speak if he is brought back to life after you killed him. – Fixed some edge-cases where Halsin coming out of the portal after saving Thaniel could trigger while you were still in combat. – Shadowheart will no longer ask to do a trial at the Gauntlet of Shar when she has already offered blood at the same altar. – Fixed a bug where, after the fight with Marcus, Jaheira’s dialogue potentially waits for player input where none is needed. – Interrupting the dialogue between Nightsong and Balthazar could put the situation in a buggy state where Balthazar became unresponsive and the attack option in dialogue when speaking to Nightsong no longer worked. Now all players in range are included in the dialogue to prevent interruptions. – Relaxed the conditions for the Dark Urge murdering Isobel so any other character controlled by the same player can also kill her. Also added a journal entry for this. – Halsin now takes all the proper precautions against the shadow curse before returning from the Shadowfell with Thaniel. – Avatar Shadowheart should receive the Spear of the Night upon meeting Nightsong now. – A comment made by the Dream Visitor should appear in the dialogue with Lae’zel after getting inside the artefact without her. – Tiefling prisoners can now be told about Last Light once at the Moonrise Towers escape boat. – Bex now properly gives you cookies if you rescue Danis from Moonrise Towers. – In some dialogues, characters should correctly reference the shadow curse problem. – Yeva will no longer run off in the Mind Flayer Colony after the fight in the Tadpoling Centre. – Your Dream Visitor will no longer comment on Isobel’s tadpole after she fights at Ketheric’s side in the Colony. – Fixed the player character accidentally delivering a line as Shadowheart even if you’re not controlling her while deciding to see Nightsong. – Fixed ogres spawning on top of each other during the debt collection camp night. – Fixed the game displaying incorrect lines in Astarion’s dialogues related to his Act II romance flow. – Jaheira and Minthara no longer repeat their post-Ketheric defeat dialogues ad infinitum. – Made sure Isobel doesn’t mention Jaheira attacking Moonrise if she’s already dead. – Isobel no longer says Jaheira is off attacking Moonrise Towers if she saw Jaheira get killed by ghouls right in front of her. – In a certain sequence of the events, Yurgir wasn’t loyal to you in Raphael’s final dialogue, but was allied in the combat. This was fixed, and is properly reflected in the dialogue as well. – Fixed an issue where companion Shadowheart would speak as if she was your Avatar when freeing Nightsong. – Allowed certain NPCs during the attack on Moonrise Towers join the combat on the rooftop if they somehow make their way up there with you. – Fixed Nightsong missing from the cutscene on the rooftop at Moonrise Towers. – New games only: if you meet Isobel and you know Ketheric is her father, the game will now take this into account when you meet her and find her empty sarcophagus. – Made it easier to unlock a couple of dialogue options about Isobel and her father. – Fixed a bug where you couldn’t dismiss a companion after they got imprisoned in Moonrise Towers at the end of Act II. – Gale will no longer walk past the sleeping party members after his ‘last night alive’ camp night dialogue. – Act III Fixed a flow issue with overhead dialogues in the Help the Spirit of the Amulet quest. – Fixed a bug that would break the duel between the Dark Urge and Orin if you used another character to rescue Orin’s abductee before the dialogue with her. – Fixed companion interjections not playing properly in the Counting House dialogue with Minsc. – Added a destroyed Steel Watcher and onlookers near the Foundry entrance after the Foundry is destroyed. – Guards no longer try to arrest you for escaping Wyrm’s Rock Prison outside the prison area. – Added some more gore to the Audience Hall when you return to Wyrm’s Rock Fortress after Gortash’s coup. – Choosing the ‘Leave’ option in the middle of dialogue where you can cut Vanra out of the hag will no longer consider Vanra saved by default. – In Act III, the hag will no longer mention losing Mayrina in the swamp if you let the hag take her. – Non-player summons should now react when they attack Orin or her minions prematurely. – Fixed the dialogue with Devella ending prematurely if you save her without knowing who she is. – Fixed a dialogue with Devella triggering in the wrong room. – Added loot to Gothric Rillyn’s casket so that now, when he tells you that you’re welcome to his things, it’s not a flagrant lie. – Interacting with a particular door deep in the Undercity Ruins will no longer trigger a Dark Urge dialogue and journal entry for non-Dark-Urge characters. – Added dialogue options to the dialogue with Captain Grisly in the Blushing Mermaid in case you don’t know that Vanra is missing. – Tweaked the starting position of a dialogue with the hag in Act III to fix a black screen due to a blocked camera. – Fixed the hag not teleporting to the cellar if you destroy her first mushroom while she’s saying something in an overhead dialogue. – Fixed the hag not teleporting to the Blushing Mermaid cellar in some cases due to one of her mushrooms being destroyed. – Attacking the hag’s mushrooms in the Blushing Mermaid cellar will now trigger combat with her if she’s there. – Fixed the portals at Knights of the Shield Hideout disappearing if you get the initial dialogue, load into another area, and then come back again. – If you betrayed the waveservants after going to the Iron Throne, their dead bodies shouldn’t reappear in the Water Queen’s House. – If you betrayed the waveservants after going to the Iron Throne and then escaped, all waveservants in the temple should turn hostile in the Water Queen’s House. – After the waveservants return from the submersible area, Allandra should have a dialogue available, and attacking her should make other waveservants hostile. – The hag can now be killed in the endgame if she’s your ally. – Fixed characters going idle instead of killing Devella after Dolor’s soliloquy. – Fixed a flow issue in the subquests related to locating the Temple of Bhaal. – The Truth Shines Through background goal will now trigger if you know who the killer is rather than triggering after killing Valeria. – Orin will no longer patrol the Temple of Bhaal so that her position better aligns with her cinematic dialogue. – Fixed an issue caused by Yenna’s behaviour animations. – Fixed Lae’zel’s quest not completing correctly if she turns hostile at the Morphic Pool. – Fixed Lae’zel talking about red dragons as though she doesn’t venerate Vlaakith even if she does in the endgame. – Fixed an issue to do with the drider escort in Act II causing the duel between the Dark Urge and Orin in Act III to not trigger properly. – Improved the endgame flow by transferring all Netherstones to one player when clicking on the skiff at the Morphic Pool. – Fixed companions talking about the details of Raphael’s deal if you never heard what the deal was about. – Fixed the Possessed undead in Help the Spirit of the Amulet quest not healing when they cast Heal on themselves. – Fixed a dialogue with Karlach triggering a second time after you move to camp. – Fixed an overhead dialogue about Gale triggering in Sorcerous Sundries even if you’d never met him. – You can no longer arrange for a coffin to be made for the bereaved couple’s child, murder the coffin maker, then go back and tell the couple everything was A-OK. This was a bug, you monsters. – The map marker directing you to the brain stem in the High Hall is now placed on the proper section of the stem. – Tusgront will now turn on you if you persuade him to let you into the alley, and then try to leave. – Made sure you can’t pickpocket or loot two Motivators from the same Banite in the Steel Watch Foundry. – Manip Falcäo will no longer ask you to bring him Wulbren’s head if it’s inaccessible. – Bhaalists are having a ball in the Sewers using the refugees as target practice. They will now turn hostile less often if you’ve also played ball with Bhaal. – Fixed issues with Dame Aylin not rejoining combat when resurrected as an endgame ally. – Fixed the Counting House not entering a state of alert in some cases on taking a Long Rest after being hostile with the cashguards. – The states of Vanra and Captain Grisly will now update correctly on a Long Rest. – Fixed an issue preventing some players from receiving Orin’s messages. – Fixed Thulla not playing her dialogue in Wyrm’s Crossing if her gnomes were saved from Grymforge earlier in the game. – Bards chatting about music with Thoams C. Quirkilious the musical instruments vendor as a bard will increase his attitude towards you. – Orin no longer appears naked after loading a savegame if the save was made during an abduction. – The Last Justiciar will now properly engage even if hiding behind Shar’s foot. – Fixed an issue that would cause Voss not to show up in the Sewers when he should. – Lae’zel should become hostile if you assimilated Orpheus while Lae’zel was unavailable, and then you talk to her and attack or fail skill checks. – The Flaming Fists at Last Light will no longer refer to Florrick if she has left for Baldur’s Gate. – Removed a duplicate dialogue option in Sally Flymm’s dialogue. – The Enemy of the Absolute condition will no longer apply after you accept an alliance with Gortash. – Meeting with Gortash and hearing his alliance proposal will disable the Steel Watch scan at the South Span Checkpoint in Wyrm’s Crossing. – Improved the pathing of Yenna and Grub. – Fixed an issue where Grub would persist next to Yenna’s dead body sometimes, and ensured Grub follows Yenna if she’s been asked to leave camp. – Passing all the Wyrmway trials should now give as much XP as defeating its undead guardians. – Devella will move to Basilisk Gate if you Long Rest in Wyrm’s Crossing. – The ritual and crime scene for the Highberry Townhouse will happen even if you Long Rest at Wyrm’s Crossing. – Made minor fixes related to Long Resting at Wyrm’s Crossing while doing the ‘Investigate the Murders’ quest. – Fixed a rare bug where you’d get caught endlessly rolling initiative after killing Gortash if Orin was already killed. – Orin no longer stubbornly keeps the abductee’s camp clothing after she’s done with the impersonation. – Fixed Thrumbo not dying and the canopic jar of Mystic Carrion’s heart not being placed in the basement if you Long Rested in Wyrm’s Crossing after killing Mystic Carrion. – You will now be notified when receiving a threatening letter from Mystic Carrion. – Fixed passive Saving Throws not being called after the first one in the Ancient Lair. – Dame Aylin will no longer reference Isobel being alive while caged in Ramazith’s Tower if the latter was killed in Act II. – If Devella left the Elfsong Tavern off-screen, her two Flaming Fist guards will leave with her too. – Viconia should no longer think that Shadowheart is in the party when she isn’t. The passage to her lair should now open for those who do not have Shadowheart. – Fixed a missing dialogue option for Rugan in the Guildhall. – Nightsong will no longer stay in Ramazith’s Tower instead of going to camp if the first Long Rest after combat with Lorroakan was in Wyrm’s Crossing. – When speaking to Mystic Carrion, he will no longer corner you if you don’t have his jar or Thrumbo’s corpse to give them up. He will also no longer start combat if you had previously met Thrumbo and Carrion had not yet explained his quest. – Fixed zone definitions in the House of Hope so that you cannot rest anymore in dangerous areas. – Fixed zone definitions in the House of Hope so that Karlach doesn’t think she’s out of the Hells in all the wrong places. – The incubus dialogue will no longer break when speaking to him in Wild Shape. – When you approach the door of the citadel in the endgame, the trigger selects the player-made character that walks up to it. – Barcus will no longer show up if he has not reunited with Wulbren. – Fixed an issue with companions discussing the information from Gortash about your camp being compromised even if you already knew it before talking to him. – Extended item ownership in Sharess’ Caress to cover the basement and Mamzell Amira’s desk and shelf. – Fixed an issue where Mamzell Amira kept repeating her introduction line even after you already heard about the dwarf with the whip. – Mamzell Amira will no longer reward you with the twin drow if you can’t use the pass anymore. She will give you some gold instead. – Dame Aylin now resurrects properly at the start of the next combat round if she’s killed as an endgame ally and in other Act III situations other than the Lorroakan combat. – Valeria will no longer sell notes about her investigation via trade. – Voss should now speak to you while in the Taproom if he previously was uninteractable and he will trigger the correct dialogues when you talk to him in the Undercity. – Fixed a dialogue between Wyll and Ravengard not triggering correctly in the submersible if you saved most but not all of the hostages from the Iron Throne. – Fixed some instances of companion lines not playing in the dialogues leading up to the fight against the Netherbrain. – In the Baldur’s City graveyard, you can no longer lock yourself out of mausoleums that you have literally just come through. – The gravekeeper in Baldur’s Gate now gets mad at you if you try to dig up graves. (Don’t get caught!) – The Kobold Looter in the graveyard now listens and interrupts you, and becomes hostile as a backup, instead of being inexplicably angry by default. – The Gondians will no longer start a dialogue to beg you to disarm the Motivator if you’ve already started doing so. – Added a quest reward for bringing vault keys to Bursar Uktar in the Guildhall. – Jatlo’s corpse will no longer disappear on Long Rest in the Lower City. – Dark Urge players who broke free of Bhaal’s influence will no longer see options in the final decision dialogue that suggest they are dominating the brain for Bhaal. – The option to pay Lumbar for a free punch will no longer appear in his dialogue if you already paid but haven’t punched him yet. – Fixed a bug where Mizora would tell you to meet with Gortash even if you killed him without ever talking to him. – Halsin will no longer give you one last kiss before the final battle unless you’re actually in a relationship with him. – Fixed a dialogue flow with Cordula Eltan that didn’t make sense if you killed Ravengard but Mizora wasn’t involved. It now takes that into account. – Devella will now try to move and talk to players if she survives Dolor’s combat. – You will receive experience and some gold if you drink Araj’s explosive potion In Act III and allow her to continue her experiments. – When you buy the collar from Doora Thumbfoot, you will unlock a small reward. – Jaheira could, on occasion, be perfectly happy when Minsc died when you’d recruited her but left her in camp since Act II (probably just glad to be talked to at this point). Now, she doesn’t let you get away with it and will react as expected – badly. – Raphael is no longer going to accept the attacks in Sharess’ Caress indefinitely: after several attempts, he’ll teleport out of his room. – You can now talk to Karlach again to say she can transform. Also made an option available in the dialogue with the Emperor about Orpheus if you said neither you nor Karlach should transform. – Fixed Vanra appearing in The Blushing Mermaid cellar after running away in case she was saved in Captain Grisly’s room. Also fixed an unlikely but possible state in which the hag would stay in the Captain’s Room in case of throwing Hag’s Bane at her, instead of retreating to the cellar – Lora will now walk out the main door at Basilisk Gate when going home after you accept her quest. – Tusgront used to specifically listen for whoever spoke to Farlin after the smuggler’s cave to let them in. Now he’s happy seeing any party member. – Fixed a flow issue when talking to Omeluum in Act III after saving it. – Journal Added new journal entries to fix a flow issue with Dammon in Karlach’s main questline. – Added some extra journal entries for the Wake Up Art Cullagh and Lift the Shadow Curse quests. – Added a missing journal entry for the Explore the Ruins quest. – Clarified the journal entry about abandoning the Grymforge cave-in. – Clarified the journal entry when you have recruited Isobel and Nightsong as endgame allies, but then betray them. Also fixed a bug where this journal entry could trigger at the wrong time. – Fixed a bug preventing the Solve the Open Hand Temple Murders quest from being marked as complete. – Fixed incorrect text for some journal entries for the Return Rakath’s Gold quest. – Fixed two mutually exclusive journal entries showing up after you recruit Karlach. – Fixed Karlach’s journal mistakenly saying you arrived in the Shadow-Cursed Lands when you arrive at the Rosymorn Monastery Trail. – The ‘Rescue the Druid Halsin’ quest now correctly tells you to celebrate when the party at camp with the tieflings has begun. – The journal for the ‘Help the Spirit of the Amulet’ quest no longer mentions that you need to bring the amulet to Wyrm’s Crossing before you hear it from the Mad Monk himself. – Made several improvements to the Mystic Carrion journal flow. – The ‘Find the Nightsong’ quest will now always close after leaving the Lower City, even if you deceived Lorroakan or didn’t take Nightsong to Ramazith’s Tower. – Lorroakan’s reward will now be given immediately after defeating Nightsong, not once she’s caged. – Added additional ‘Find the Nightsong’ quest updates for Aradin’s camp attack, Nightsong going to Ramazith’s Tower, and Nightsong and Lorroakan being hostile. – Shadowheart’s journal will now update when finishing the trials in the Gauntlet of Shar. – Fixed the Guildhall quest not always closing properly. – Add a quest update for when Minsc asks you to return to the Guildhall after saving him. – Fixed an issue where Arfur Gregorio wasn’t coming to prison after being intimidated to do so in Sharess’ Caress. – Fixed the ‘Investigate the Suspicious Toys’ quest not updating after killing Arfur or confronting him if you knew the Felogyr’s Fireworks password or had been there already. – Reaching the top floor of Felogyr’s Fireworks or killing a guard there now progresses the ‘Investigate the Suspicious Toys’ quest. – If you visit Felogyr’s Fireworks while on the quest objective to confront Arfur in the ‘Investigate the Suspicious Toys’ quest, the quest will switch to the fireworks investigation and will continue with Arfur after the Banites are defeated. – Fixed a map marker not showing up for the ‘Meet the Harpers at Danthelon’s Dancing Axe’ quest objective in the ‘The High Harper’ quest. – Fixed two almost identical quest updates about Astarion’s scars being unlocked at the same time. – Docking at the Iron Throne now closes the ‘Consider Gortash’s Bargain’ quest right away. – The ‘Save the Refugees’ and ‘Raid the Emerald Grove’ objectives should now have appropriate names. – Journal entries related to the Baldur’s Mouth now reflect the article you printed. – Defeating Ketheric will now advance the ‘Daughter of Darkness’ quest on certain story routes. – Origin Shadowheart will now properly record her findings regarding the Dark Justiciars in her journal. – The journal will no longer incorrectly tell you in Act III that Isobel will be your ally even if she died in Act II. – Added a new quest update for the ‘Disable the Steel Watch’ quest to better guide you if you reached the lower level of the Foundry without knowing how to destroy it. – Fixed an empty quest objective for the ‘Save the Gondians’ quest after visiting the Iron Throne. – Tweaked some journal entries for the ‘Find the Nightsong’ questline to clarify what you’ve done to progress it in Act II. – The journal had a tendency to reveal that Jaheira was looking for Minsc before she even told you that’s who he was. Now it correctly updates to tell you to talk to her, rather than skipping this step. – Fixed some journal bugs for the Steel Watch Foundry questline. – Fixed the ‘Deliver Nere’s Head’ quest not closing correctly if he leaves after being saved. – Sarevok and Elminster now have proper proficiency bonuses. – Elminster is now Level 20. – Aradin will now level up to Level 8 when you meet him in Baldur’s Gate. – The ‘Save the Refugees’ quest now properly closes when leaving Act I. – The raid on the Emerald Grove now ends in a raider victory if you leave Act I while the raid is underway. – Fixed the ‘Escape the Nautiloid’ quest not updating and closing in some cases when reaching Act I in multiplayer. – Added a new journal entry if the ‘Forging of the Heart’ quest is in progress and the tieflings leave for Act II after the attack on the Emerald Grove. – Stealing Voss’ Silver Sword from him early on will no longer break his quest. – The overhead dialogues of civilians concerned with a criminal that was struck down by a Steel Watcher at the Lower City entrance will now loop correctly. – Fixed the Nine-Fingers dialogue not always initiating combat when it should during the Zhent coup. – It will no longer look like you can use Speak with Dead on the corpse of Gasper Throaks. – A certain headless ghost will no longer care if you break the law. – Fixed Sorcerous Sundries conclusion events not triggering or triggering incorrectly after the final confrontation with Lorroakan if Long Resting in Wyrm’s Crossing. – Fixed Isobel not leaving to Ramazith’s Tower after letting her know Dame Aylin is caged. – Using the Runepowder Bomb to destroy the Steel Watch Foundry will only break your Oath of Devotion under certain conditions. – Fixed the tressym’s flying-away animation playing too early. – Saving Minsc will now remove any harmful conditions to prevent awkward moments. – The hungry blue jay in the Rosymorn region won’t stick around for the destruction of the Monastery anymore. – When players kill the doppelgangers at the wine festival after they transform into Dolor, the name of the dead characters will be correct. – Phantaizha at Elfsong Tavern will talk to you about silkroot if you beat the comedy show. – Fixed the ‘Investigate Cazador’s Palace’ quest not closing if you agree to help Ulma and then kill her before killing Cazador. – Fixed a bug with a quest update about Raphael leaving without answering Astarion’s question, even if Astarion never talked to you about wanting to find Raphael. – Tweaked a ‘Ha!’ at the beginning a Gale line about Sorcerous Sundries. Removed a redundant line when he’s trying to get the players to go there. – UI Fixed inventory filters sometimes closing or resetting when dragging and dropping items between characters’ inventories. – Added entries to the Tutorial window for Disengage and Opportunity Attack. – Fixed the ‘Join dialogue’ icon only appearing for the player on the left splitscreen. – Fixed an issue causing you to get stuck in the Combine Items UI when the server FPS dropped very low in multiplayer. – Fixed the bonuses in the Active Roll UI sometimes appearing too high on the screen. – The tooltip for the Mystra’s Grace boots now shows the item rarity. – Fixed the Hit Points tooltip incorrectly being titled Temporary Hit Points. – Fixed a bug causing Downed characters to display as dead on the HUD. – Fixed the hotbar filters for Throw, Passives, Custom, and spell variants appearing empty. – Fixed tooltips not appearing on split-screen when both players moved the focus at the same time. – Delayed new tutorial pop-ups when there’s a full-screen tutorial open. – The Party View of all your characters’ Character Sheets will now follow the same order as the Party Line. – Monks’ unarmed version of Shadow Strike now has a different icon from the weapon attack version. – Updated the icons for Divine Strike reactions. – Highlighted the icon of the Lower City Pass in orange as an important story item. – Removed the ‘Will break active Concentration’ warning on tooltips in contexts where it’s not relevant (e.g. looking at spell tooltips during Level Up). – Volo’s trader map icon will now only appear when you can actually trade with him. – Fixed icons for some arrow attacks made by enemies, the Printing Press, the Cap and Bells hat, and the Wooden Crevice. – Fixed ‘Add Bonuses’ being visible in the Active Roll UI even if you had no bonuses. – Fixed a missing icon for the Entranced Murderer condition. – Alchemy Pouches, Camp Supply Sacks, and Keychains will now show up in the Trade UI and won’t be highlighted as story items. – Fixed some values not updating properly in the Alchemy panel, especially on a multiplayer game. – Fixed the ‘Melee Attack (Off-Hand)’ text getting cut off in the Character Sheet in non-English languages. – Fixed the maximum weight displayed on the header of a character’s inventory, reflecting their actual maximum weight capacity (i.e. how many Shadowhearts Karlach can lift). – Fixed an issue with the Alchemy screen UI alignment. – Reactions on the hotbar will no longer overlap the combat log. – A fully expanded hotbar will no longer overlap the combat log. – Fixed long journal entries overflowing the Journal UI boundaries. – Fixed a voice chat split-screen overlap and opacity issue. – In the Dialogue UI, fixed text parameters (e.g. prices) not being filled in when loading a savegame that is in the middle of a dialogue. – Improved the background art in dialogues, messages, and notifications. – Fixed the Arrow of Darkness icon when it is used by enemies. – Fixed two broken icons. – Updated the icons of actions granted by Wild Magic to stand out better among other actions and spells. – Fixed Oil of Combustion appearing in the combat log twice. – Fixed the icon for a Manifesto found in the Lower City. – Fixed a missing icon for Arcane Barrier in Ramazith’s Tower. – The Break of Dawn spell now has a new icon reflecting the damage type. – Fixed missing icons for the Temporarily Hostile, Entranced Murderer, Soul Oath, and Projected Image conditions. – Fixed a missing display name for a nest. – Fixed missing icons on foundation blocks and cracked stones. – Party members will no longer be grouped automatically after using a waypoint. – When casting outside of Turn-Based Mode, some Turn-Based information is now hidden. – Hid the Inspect prompt when Upcasting so it looks cleaner. – Fixed a missing icon for a chair in Act I. – Fixed Concentration warnings not displaying correctly in tooltips. – Character Creation and Level Up Fixed Maturity, Freckle Quantity, Freckle Intensity, and Vitiligo Pigmentation appearance options not showing during Character Creation while customising the Guardian using controller. – Fixed the wrong character name appearing when you’re respeccing. – Fixed the ‘Use Recommended’ text in Character Creation spilling out of the bounds of its button in Russian. – Fixed split-screen not splitting for Character Creation when the second player drops into a game level. – In the Character Creation controller UI, aligned the arrows to the left and right of saved character randomisation. – In the Character Creation and Respec controller UI, fixed localised text overlapping UI elements. – Appearance settings no longer get pushed off screen when the character summary is too long in the Character Creator. – Character Sheet and Inventory Fixed a bug that let you bypass equip restrictions by dragging the currently equipped weapon onto an unequippable weapon in your inventory and swapping them out. The Steel Watchers will take that enormous greatsword back, thank you very much. – Fixed the amount of XP you need to level up missing from the Character Sheet. – In combat, if you have your inventory open and it becomes a follower’s turn, it will no longer switch to that follower’s inventory. This meant you could sometimes lose your items to that follower until their next turn if you were in the process of dragging and dropping. – Fixed the maximum weight in the Inventory tab of the Character Sheet on controller. – Fixed the inventory weight not updating when a character becomes a player. – Examine Window Having the Examine window open when a Reaction occurs no longer blocks combat. – Minimap Fixed the minimap orientation setting not saving until you restart the game. – Fixed the alignment of coordinates and location names with the minimap on split-screen. – Controller Fixed Rewards and Journal updates overlapping each other if they appear at the same time on controller. – Fixed excessive rows in the Character Sheet on controller. – Fixed some missing spells in the radial menus for summons and followers on controller. – Added missing skill proficiencies to the Character Sheet on controller. – Added a link icon to the slots of duel-wielded weapons in the Character Sheet on controller. – Fixed a bug when switching between controller and keyboard and mouse that would let you just right-click on traders’ items and send them to your camp without paying for them. – Fixed the controller cursor sometimes not appearing if your character was the target of a non-attacking spell (e.g. in Jannath’s Estate). – Made the highlight for the End Turn button on controller more obvious. – Fixed text misalignment in the Active Search UI. – Increased the size of the Equipped icon, fixed the max weight in the Character Sheet not adapting to your chosen unit of measurement, and improved Character Sheet performance. – Fixed issues on controller when trying to pin or close tooltips. – Fixed missing values in the descriptions of toggleable Passives in the Actions radial menu. – Fixed Relentless Lunge not showing up on the Actions radial menu. – Improved the navigation and appearance of the list of Active Roll bonuses on controller. – Fixed the Inspect prompt flicking on instantly on controller. – Fixed the ‘Inspect’ prompt not showing for the party line on controller. – Moved the equipped icon on controller and made it bigger, so you can see better who’s hoarding the interesting equipment. – Made small performance improvements to the Character Sheet on controller. – Fixed the flashing when selecting a new element in the Examine UI on controller. – Follow-up actions like Dispel Disguise will now appear grouped in a special sub-menu when using them on controller. – Fixed Active Roll buttons overlapping on controller. – Fixed character models not returning to their intended position when you navigate back from reviewing your character on controller. – You can now access the Party Line while you’re in the radial menus. – The resource bar is now wider on split-screen. – Moved the combat log in split-screen so that it doesn’t interfere with conditions. – Animation Improved the death poses of rats. – Improved the behaviour of cloth when affected by wind to avoid clipping. – Updated the blending in Character Creation idle animations. – Updated the animations for elementals to fix a bendy-neck issue. – Updated the combat animations of the ooze to account for its size. – Fixed the Brewer’s overhead dialogues sometimes causing his entire upper body to twitch during combat. – Fixed a pop in the Brewer’s movement. – Fixed an issue with children’s portraits, which sometimes gave them creepy-looking eyes. – Fixed kobold feet sometimes clipping into the ground. – Fixed Raphael’s Multiattack animation when casting and reacting. – Fixed paddle hands in the male human animations for being ensnared and blinded. – Updated the appearance of male gnomes’ eyelids and updated their custom facial expressions when their eyes are closed. – Updated a female human in the endgame to remove an extra shoulder pad. – Fixed the Emperor’s head clipping into his mask in a cinematic dialogue. – Added some Brewer animations. – Fixed an issue with male human arm animations for Flames of the Phoenix. – Updated the pigeon animation. – Updated the locators for tragus piercings. – Updated eyelids on a particular female halfling head. – Added custom animations for closed eyes. – Updated Astarion’s trousers for Cazador’s scenes. – Updated animations for footwear. – Fixed some lipsync issues when talking to the Mask of Vengeance. – Updated the spring physics for the Githyanki Half Plate. – Updated the Damaged Githyanki Half Plate for male dwarves. – Updated the animation for leather sleeves. – Updated the pain animations to avoid eyelid clipping. – Tweaked the Wardrobe animation. – Added a missing animation for rogues using Sneak Attack with finesse weapons. – Tweaked Gale’s unique facial animations for kissing to avoid eyelids clipping. – Reimported a sleeping dog animation to fix a timing issue. – Fixed flutes clipping with dragonborn bard heads. – Fixed male human guard animations. – Fixed the timing of the Flumph spawn animation. – Tweaked halfling eyelids to avoid clipping during certain facial expressions. – Fixed the Emperor’s robe clipping on his knees. – Fixed some pops and freezes on Flaming Fist NPCs being enveloped by the shadow curse. – Improved the animation on some plate armour. – Reexported pig head animations to prevent their eyes bulging out of their heads. – Did a pass over armours that have cloth on them to fix clipping issues. – Tweaked some animations during the Oliver combat to prevent freezing when casting spells. – Updated the animation for Sharran robes. – Polished the animation for tending to a sleeping character and fixed some paddle hands. – Reduced some bad pops on a skeleton in the Gauntlet of Shar. – Updated how animations work with certain armours and camp clothing. – Fixed lava in Grymforge where it could look like it was shaking and jiggling like a pudding. – Lucretious now has elf ears instead of human ones. – Fixed Flurry of Blows not applying the offhand attack animation correctly for halflings and gnomes. – Writing Added new dialogue options in an endgame dialogue to cover a missing thread. – Fixed a flow issue in dialogue with Astarion. – Fixed repeated lines in a dialogue with the Emperor. – Fixed a small flow issue in the dialogue with Araj Oblodra and Astarion. – Tweaked the wording in one of Karlach’s dialogue options about going to Avernus if she’s going there alone. – Removed an unnecessary approval drop when talking to Gale at night. – Fixed the dialogue with the Monk’s Manifestation ending prematurely. – Fixed a flow issue when talking to Nadira at the Emerald Grove. – Fixed the blue jay near Rosymorn Monastery chirping in a suspiciously human voice. – Fixed some missing narrator VO when talking to Steelclaw at Moonrise Towers and the raven beside He Who Was. – Wrote tooltips for the conditions related to Gortash’s traps in Wyrm’s Rock. – Added tooltips links to the Phalar Aluve sword tooltip so you can see its Sing and Shriek abilities easily, updated the Ring of Absolute Force tooltip to explain its Thunder damage bonus, and updated the Dueling passive tooltip to explain that you can use a shield and still gain the bonus. – Rewrote some spell and action descriptions that were too vague. – Fixed incorrect Upcast information on the Magic Weapon tooltip. – Fixed the wrong translation for ‘gold’ being used in the context of money and gold dragonborn. – Added a small detail to the journal when you read a handbill in Act I about where the Nightsong can be found. – Improved the description of tadpole powers in their tutorial so it doesn’t sound like consuming one only ever unlocks one specific power. – The ball that summons Scratch is now named Scratch’s Ball. – Added more information to the Arcane Radiance tooltip. – Fixed a missing name in the vampire Multiattack tooltip. – Updated the name and description of Rolan’s Mage Armour. – Added a name and description for the Aura of Penance. (It used to reuse the name and description of the Aura of Hate.) – Added lore descriptions to Mayrina’s locket. – Fixed the Cloudkill tooltip showing the wrong duration. – Fixed the Guardian of Faith tooltip on controller showing the incorrect condition. – Rewrote the Alchemy tutorial pop-up. – Updated the Panther Prowl condition to show the correct increase in damage (1d8). – Updated the Blessed Mercy passive to indicate the correct target of its bonus (the creature, not the caster). – Edited the description for Flaming Sphere’s Ram to remove reference to the Shove ability. – Updated the Luminous Gloves description to clarify that the target receives Radiating Orb. – Polished the Smite the Graceless tooltip title. – Fixed the tooltip for the Aura of Penance spell. – Clarified that Daylight can only enchant an item for 20 turns. – Added loading screen hints: one about Attack Rolls and Abilities, and another about Shoving characters into chasms preventing you from looting them. – Added an indicator in tooltips for magic items that grant additional charges of Wild Shape, Sorcery Points, Spell Slots, and Channel Divinity. Also wrote tooltips for these. – Updated the Marksmanship tooltip to reflect the ranged Attack Roll bonus, and updated the Boon of the Raven Queen tooltip to clarify the conditions of Feather Fall. – Reworded a line in a dialogue that mistakenly referred to Orpheus as the Emperor instead of the caster. – Tweaked the dialogue where you can ‘step closer’ to Dame Aylin during her prayer to Selûne thanking her for the death of Ketheric Thorm to avoid only having one dialogue option. – Added some more dialogue options at a point in Gortash’s confrontation with Karlach so that you don’t only have one choice. – Wrote and improved the phrasing of several tooltips and warnings. – Fixed several mismatches between VO and subtitles across the game. – Updated the Great Weapon Master tooltip to include versatility and generalised two-handed wielding benefits. – Added a description for the Frumpy Hat. – Updated the tooltips for the incubus’ Draining Kiss and the associated conditions (Drained and Sumptuously Drained). – Updated the tooltips for the Ethereal Escape passive and condition. – Updated the Wrath of the Storm and Spell Rot tooltips to reflect their mechanics more accurately. – Added narrator lines to clarify why you might be failing a skill check to resist an offer made by the Emperor. – Fixed Otherworldly Leap not mentioning lack of Spell Slot usage. – Fixed Counting House keys to match the vault names. – Fixed the display name for one of the High Security Vault keys. Added unique descriptions for each key. – Rewrote the Luck of the Far Realms tooltip to include its cooldown. – Rewrote the Compelled Duel spell description to be more precise about its effects. – Fixed Contagion: Slimy Doom referencing the wrong ability score. – Fixed two balls in the Highberry cellar mistakenly named Scratch’s Ball. – Fixed the description of Swamp at Level 7 mistakenly claiming that you will receive the Conjure Minor Elementals spell instead of the Blight spell. – Fixed a scroll in the Guildhall displaying a technical name instead of its actual contents. – Fixed a note in Philgrave’s Mansion displaying a technical name instead of its actual contents. – The tooltip for Witch Bolt at Level 4 now shows the correct damage. – Added text for ‘Mantras and Meditations of the Sun Soul’. – The condition on the door to the Guardian of Faith room in Rosymorn Monastery is now clearer. – Fixed several typos and text errors across the game. – Level Design Fixed an issue letting you teleport into the Mind Flayer Colony from the Oubliette. – Fixed some camera clipping issues around the Stormshore Tabernacle. – Made general tweaks to level design in Acts I and II, like moving a book within reaching distance and fixing a hole in the ground. – Made several level design tweaks across the game. – Rocks in Lower City basements will no longer clutter the minimap. – Fixed a navigation issue in Crèche Y’llek that allowed your characters to stand in the air. – Fixed an issue on The Blushing Mermaid roof that was blocking navigation. – Fixed being able to move through the sliding walls that unlock after completing the puzzles in Crèche Y’llek and Reithwin. – Fixed being able to walk inside the closet in Balthazar’s secret room in Moonrise Towers. – Fixed some gaps in the internal walls of the Elfsong Tavern. – Moved an unreachable silver plate in the Shadow-Cursed Lands. – Improved fading in the Undercity Ruins. – Made a poster of Gortash easier to reach. – Tweaked where a particular dialogue with Lae’zel triggers in the Lower City. – Added spawn points for Withers’ Wardrobe in all camps. – Enlarged a chasm in the Goblin Camp. – Moved some cartes to fix an unreachable spot in Crèche Y’llek. – Moved a chest down at the Moonrise Towers camp. – Improved the appearance and accuracy of the minimap in the Temple of Bhaal. – Made it easier to target the chasm near Minthara. – Improved navigation in several narrow spots in the Jungle of Chult. – Fixed characters not spawning in the correct locations after falling in the chasms in the Wyrmway. – Fixed not being able to reach certain potions on shelves in the Counting House. – Improved camera fading around Peartree’s Home. – Fixed some pillars you could walk through in the House of Hope. – Fixed a camera issue in the Shadowfell combat area. – Made improvements to the floors fading correctly if a character is on a lower floor or level. – Fixed some camera and fading issues in areas across the game. – Improved camera movement in the swamp region. – Fixed a fading issue in Beehive Goods and Wares. – Fixed the roof popping over the entrance to the upper office in the Water Queen’s House. – Made it easier for a certain type of chest in Grymforge to be traversed during combat. – Made an Opulent Chest in Jaheira’s basement reachable. – Fixed companions clipping into Volo’s operation scene due to where it triggers. – Fixed being able to shoot through certain stone slabs in Yurgir’s room and some rope netting not fading away. – Fixed some roofs not rendering correctly in the minimap. – You’ll no longer be able to accidentally walk through the cragged rocks and walls in the kuo-toa area in the Underdark. – Improved the minimap in Wyrm’s Lookout. – You’ll now be able to reach the gargoyle’s head in the Hhune Mausoleum. – Tweaked a visually see-through parapet obstructing line of sight. – Fixed the position of a Githyanki Raider corpse in the Astral Plane. – Rotating the camera around a closed door on the nautiloid will no longer make the room you’re in look inaccessible. – Moved a chair in the Overgrown Ruins chapel. – Lowered some chests in the Underdark camp. – Added jumpable platforms to both sides of a platform in Grymforge. – Fixed a table you could walk through in Peartree’s Home. – Fixed Thrumbo’s boat floating above the water. – Shifted the main floor in Sharess’ Caress. – Fixed a gap in Balthazar’s secret room at Moonrise Towers. – Moved a burnt book in Act I. – Fixed being able to look through the floor on the nautiloid when focusing on the Intellect Devourers. – Fixed some railings in the Overgrown Ruins chapel that weren’t allowing projectiles through them. – Fixed unreachable treasure mounds in the Lower City. – Added a new treasure mound in Wyrm’s Crossing. – Fixed a treasure mound in the endgame. – You can no longer pick up Myrmidon ash piles in Ramazith’s Tower. – Updated Ranger Exceptional Training to include the Bonus Action Help. – Updated a digging spot in Act I to include gold. – Moved an Underdark chest by a bibberbang so it’s easier to loot. – Updated a digging spot in Crèche Y’llek that had no loot. – Improved the camera in the Mausoleum acid pit. – Fixed some rubble that looked like it was floating at certain angles in the Shadow-Cursed Lands. – Improved the alignment of a lever in the Gauntlet of Shar. – Moved a vase in the floor in the Gauntlet of Shar. – Made sure hidden doors are accounted for by the room shroud in the Moonrise Towers Prison. – Fixed pools of blood in the Temple of Bhaal not being considered blood surfaces. – Added a selection of Shovel’s toys into her casket. – Fixed the Murder Tribunal area missing a map. – Improved camera navigation and some visual issues in one of the deep pits in Grymforge. – Fixed some unreachable objects in the Elminster’s Library room in Sharess’ Caress. – Made some decorative bottles and flasks destructible. – Made a Gortash poster reachable. – Improved the Astral Plane region so it appears as expected on the minimap. – Replaced some barrels that you couldn’t interact with. – Fixed the edge of the water sticking through the dam by Last Light. – Improved fading in the Thorm Mausoleum. – Fixed some camera issues when zooming out in the Secret Chamber in Crèche Y’llek. – One of Grymforge’s secret chests will have more loot. – More dead bodies in the Underdark will have loot. – The trapped chest near Wyrm’s Rock will have better loot. – Fixed the icon for the silver necklace in a backpack over a gas vent in the Underdark. – Fixed some pillars not fading in the Counting House vault. – Fixed not being able to click through water in the Guildhall. – Fixed water in some Grymforge spots not being recognised as a water surface. – You can no longer walk behind some granite ladders in the Morphic Pool. – Fixed a navigation issue at the Reithwin Tollhouse. – Fixed some fading issues in Moonrise Towers and added some stumps and floor edges. – Fixed some fading and camera issues in Ambrust’s Home. – Fixed camera and fading issues in Crèche Y’llek. – Fixed being able to shoot through the pillars and walls in a spot in the Audience Hall at Wyrm’s Rock Fortress. – The floating disc in the Gauntlet of Shar can now be summoned again from a floor it’s not currently on. – Fixed being able to stand inside a rock wall in the Overgrown Tunnel. – Fixed some camera blockers and erratic movements around Crèche Y’llek and the Blighted Village. – Fixed the inside and outside wall of a building in the Lower City not matching up. – Added a rock ladder to the Whispering Depths to improve navigation during combat with the ettercaps. – Improved the placement of a lootable mushroom floating near a waypoint in the Underdark. – Fixed an inaccessible chasm underneath the raft docking area in Grymforge when the raft is still in the Underdark. – Made some minimap fixes in the Sorcerous Sundries basement. – Placed an item in the Lower City that reveals more about the relationship between Orin and Sarevok. – Sarevok’s Death Knights will now disintegrate if Sarevok does. They also have a new condition to indicate their bond to Sarevok. – Improved controller navigation in a spot in Grymforge. – Made some shootable stalactites in the cellar region beneath the Blighted Village less obtrusive. – Fixed a ladder at Wyrm’s Rock Fortress not extending properly to the floor below. – Improved camera navigation in the entrance to the hag’s lair. – Fixed a pillar not being see-through in the Flymm Cargo basement. – Made some circus posters more accessible. – Fixed a wall in Gorion’s Mausoleum blocking navigation after getting destroyed. – Fixed several issues in the Lower City, such as visual artefacts, gaps in the floor, and fading on the roof. – Fixed some erratic fading and see-through behaviours at Wyrm’s Crossing. – Made a pouch on a table in the Shadow-Cursed Lands easier to pick up if an NPC is standing nearby. – Fixed minimap issues when moving between different rooms and areas. – Fixed some floor heights and a gap in the stairs at Philgrave’s Mansion. – Fixed navigation issues in the Astral Plane before entering the Upper City sequence. – Made sure the dialogue with the Oathbreaker Knight always happens in the right environment. – Improved the accuracy of the map around the Basilisk Gate Barracks for areas you can walk under. – Tweaked the edge of the map in the Gauntlet of Shar. – Fixed some Astral Plane navigation issues at Wyrm’s Lookout. – Tweaked the staircase minimap in the Undercity Ruins. – Fixed several rendering issues on the minimap and inconsistencies between the level and the minimap. – Updated the minimap in Grymforge. – Tweaked the position of a few clipping objects in the Emerald Grove. – Fixed some minimap issues in the Underdark. – Fixed a large black shape defacing the minimap in a basement in Baldur’s Gate. – Fixed see through setting for the gates and for the grating surrounding the Steel Watch Foundry. – On Deluxe edition, moved the portrait of Beast so that it’s easier to reach. – Improved pathfinding and picking in the Elfsong tavern. – Fixed a secret Harper chest that was triggering its trap more than once. – Replaced a non-working tadpole jar in Gortash’s office with one you can actually use to get Illithid Powers. – Fixed an issue with the minimap offset not working correctly at the gith chokepoint by the Risen Road. – Fixed an issue with the minimap not rendering correctly in the Undercity Ruins. – Updated the minimap in the Masons’ Guild basement. – Updated the minimap for the Undercity and Philgrave’s Mansion. – A torch placed in a bush at Last Light has been moved for public safety reasons. – Tweaked some fading on stones in the Goblin Camp. – Fixed unreachable items in Grymforge. – Tweaked the minimap for the roof of the Reithwin Tollhouse. – Fixed fading in Grymforge. – Fixed fading in a cave area in Wyrm’s Crossing. – Fixed fading in the Undercity Ruins. – Made sure that all destroyed items can be clicked through and don’t interfere with selection. – Improved the area shrouds in Avernus. – The destructible pillar in the Shattered Sanctum will now display its proper name on hover. – Placed better loot in certain chests in the Goblin Camp. – The Steel Watch Foundry backrooms are now masked on the minimap when on the top floor, as well as the bottom floor. – Made some changes to Steel Watcher placement and behaviours to create a more dangerous feeling in the Lower City dock area. – Fixed being able to walk through the Crucible in the Adamantine Forge. – You’ll no longer be able to loot the gold inside the tax collector’s safe by using the Active Search function on controller. – Fixed a navigation issue in the gnoll cave preventing gnolls from climbing onto one of the elevated areas. – Improved fading in and around the Forge of the Nine building. – Fixed some fading problems at the Wyrm’s Lookout camp. – Improved camera navigation in the Lower City graveyard. – Improved camera navigation in a spot in the Emerald Grove. – Moved Elminster’s spawn location in the Elfsong camp. – Fixed being able to waltz into one of the big safes in the Tollhouse. – Fixed blocked vision on the minimap after opening the Sluice Valve in the Sewers. – Fixed an issue causing you to get stuck behind the Emerald Grove elevator. – Fixed the Zhentarim Hideout becoming unreachable when destroying the secret wardrobe after closing it again. – A See Invisibility potion and scroll can now be found in Jannath’s Estate. – Fixed duplicate furniture at the Elfsong Tavern under certain conditions, and fixed Lakrissa not coming back to the Taproom after a Long Rest. – Fixed a table you could walk through in the Mind Flayer Colony. – Fixed gaps in the floor of Ramazith’s Tower that let enemies target you from above. – Indicated an unwalkable area in the owlbear cave more clearly. – Made a potato pickable. – Moved a painting at Jannath’s house. – Moved an unreachable chest in the Goblin Camp. – The skeleton in Shattered Sanctum sarcophagus will have more loot. – The chest hidden in Water Queen Cellar will have better loot. – Reinforced Gilded Chest in Mason’s Guild will now have some loot. – The areas behind the Gnarled Doors in the hag’s lair are no longer blacked out if you can pass through them. – Improved the appearance and accuracy of the minimap in several more areas across the game. – Art Gave Avery Sonshal a different hat. – Fixed clipping on Eramas in the Emerald Grove by adjusting her appearance and removing her hood. – Regenerated portraits for characters in Baldur’s Gate. – Fixed characters’ facial skin colour sometimes changing when you zoom in and out. – Fixed the portrait of Aelis Siryasius in the Sewers. – Fixed the portrait of the Lava Elemental in Sorcerous Sundries. – Fixed the portrait of the Watcher Guardian. – Fixed the portrait of the Netherbrain. – Fixed a visible seam on Zethino’s neck. – Improved the appearance of the water surface in the Astral Plane in the romance scene with Gale. – Fixed a hole in Mirie’s armpit. – Increased the resolution of the Elaborate Slate you find on Sarth Baretha. – Increased the resolution of a skull in Cazador’s palace. – Added tooltip icons for the Signed Trade Visa and for the Scroll of Evard’s Black Tentacles. – Added icon variations for Divine Strike, Divine Smite, and Shadow Strike, and added icons for the Mage-Animated and Shar’s Embrace conditions. – Made it easier to navigate around one of the giant statues in Grymforge. – Fixed some floating bushes around the Emerald Grove. – Fixed a hole in the ceiling of the Inquisitor’s Chamber in Crèche Y’llek and fixed some funky fading in the area. – Made minor art fixes in the Gauntlet of Shar. – Fixed some flickering wall textures in the House of Healing. – Removed some unnatural moss on a tree just inside the Emerald Grove. – Fixed some flowers clipping into a crate when the tieflings prepare to leave the Emerald Grove. – Removed the blue glow inside the pipes near the Arcane Tower. – Moved an Execution Notice that was in the wall in The Blushing Mermaid. – Fixed a crate clipping through a bench in Grymforge. – Fixed a chain that wasn’t long enough in Cazador’s palace. – Fixed a hole in the wall in the Gauntlet of Shar. – Fixed a floating chest and grass in the Crèche Y’llek camp. – Fixed a hole in the wall in the Goblin Camp. – Fixed a potted tree clipping through a window in the High Hall. – Fixed a floating pile of gravel in Grymforge. – Moved a Trap Disarm Toolkit out of the wall in the Underdark. – Fixed a display case in the Sorcerous Vault that opened upside down. – Fixed a hovering door in the Silent Library. – Fixed a floating weapons rack in Grymforge. – Fixed the fading on a statue in the Self-Same Trial. – Fixed an inaccessible compartment in Philgrave’s Mansion that was lit. – Added gravity to a candelabrum on Moonrise Towers that would keep floating if you destroyed the cabinet beneath them. – Fixed a fading table in the Goblin Camp. – Fixed some floating sacks, wheels, and planks at the Wyrm’s Lookout camp. – Fixed some stretched environment art in Grymforge. – Fixed some floating grass by the Counting House. – Fixed a floating Potion of Healing in the Goblin Camp. – Fixed a hole between the rocks where the kuo-toa are. – Fixed a floating chair in Crèche Y’llek. – Fixed a hive on a shadow-cursed tree that wasn’t fading properly. – Fixed some flickering wall textures in the Masons’ Guild. – Fixed a misaligned balustrade in the Steel Watch Foundry Lab. – Moved an unreachable Gold Ingot in the Steel Watch Foundry Lab. – Fixed some floating and clipping crates and sacks in the Last Light basement. – Fixed the appearance of some vents in the Steel Watch Foundry. – Fixed a hole in the wall in the Philgrave’s Mansion basement. – Fixed some gilded chests you could walk through. – Fixed some flickering door textures in Cazador’s palace. – Fixed several clipping and floating items in Sharess’ Caress. – Removed an unneeded floating pillar in the Shadow-Cursed Lands. – Fixed some see-through stairs in the Grymforge area. – Moved up a rock and its barrel a bit to fix a visible terrain artefact. – Moved a floating barrel at the crash site. – Fixed some problematic floaty cheeses at Grymforge. – Moved a floating broken bottle. – Realigned the three pieces of the Power Generator in the Arcane Tower. – Added a rock beneath a floating rock in a room in the Grymforge. – Removed some floating pebbles in the Chamber of Loss. – Fixed a floating tree in the forest. – Fixed several spots in Grymforge that made the world cull away when moving the camera inside some cliffs and walls at certain angles. – Upscaled low-resolution textures on the skiffs in the Underdark. – Added soft lighting to a hidden path in the Undercity Ruins so it’s not completely invisible anymore. Also moved a rock for better environmental blending. – Tweaked the fog and lighting in the acid pit by the House of Healing Morgue. – Closed a hole in the sandstone wall in the Secluded Chamber in the Emerald Grove. – Removed a patch of floating grass in Crèche Y’llek when the first floor fades away. – Added some environmental detail and lowered a floating bucket of fish and fishing rod at the Emerald Grove. – Improved the decoration behind the mural at the entrance to the Shadowfell: added more support structures, added roots to the vines, and made it look more dilapidated. – Made the plaques in front of the murals in the Emerald Grove more noticeable. – Added vegetation and bushes to some terrain in Rivington. – Fixed some floating grass and a floating bush, and filled in a large gap in the rock along the path down to the water in Wyrm’s Crossing. – Fixed some drips in the Whispering Depths starting in mid-air. – Fixed some items that wouldn’t fall if you destroyed the surface they were on, and fixed some intersecting pillars in the Reithwin Tollhouse. – The icons of the wardrobes in the Riverside Teahouse now match the wardrobes. – Added some missing surface icons on controller. – Polished up the minimap in the Masons’ Guild basement. – Improved the placement of the Sharess’ Caress waypoint. – Added some extra decoration to the cells in Cazador’s palace. – Improved the visuals for the plates and cutlery in the Karlach date cinematic. – Fixed some issues with the facade trims of the Open Hand Temple. – Fixed the fading on one of the buildings in Act I. – Removed a red lighting artefact in the water near the nautiloid crash site. – Made some tweaks to fix a piece of rubble that enemies could shoot through in the Goblin Camp. – Fixed some grass blocking some shots when talking to Elminster in the Rosymorn region. – Fixed a map that was see-through from the back. – Fixed a floating crate in the circus in Rivington. – Added an icon for Sarevok’s Wretched Armour. – Fixed flickering and visibility issues on the ritual circle in Balthazar’s Necrotic Laboratory. – Fixed floating pieces of paper in the alchemist’s lab at The Waning Moon. – Fixed a gap in a pile of rubble in Waukeen’s Rest. – Fixed a ladder clipping into the wall in the Goblin Camp. – Fixed Yafeu the djinni not having a custom portrait. – Updated the Brewer’s portrait not fitting its frame properly. – Fixed flickering textures on the street corner between Baldur’s Mouth and the Elfsong Tavern and tweaked some decorative textures. – Updated the appearance of the Flaming Fist gorget. – Updated the appearance of chainmail on female githyanki and male halflings. – Fixed headwear with defined colour presets resetting hair colour. – Karlach’s outfit now reacts better to coloured dyes. – Added an icon for Reaper’s Rigidity. – Added an icon for the Shar’s Embrace condition. – Added an icon for the Mage-Animated condition. – Updated the visuals of His Majesty, who previously looked like Steelclaw. His Majesty’s appearance now befits his name and nature. – Fixed a visible neck seam on Zethino in the circus. – You can now use dyes on the Unwanted Masterwork Scalemail. – Fixed a missing part of the rose neck tattoo. – Fixed a black texture on the sleeves of Scale Mail +2 on female humans. – Lae’zel’s armour now reacts better to coloured dyes. – Added missing fur on the head of the newborn gnoll. – Added a small platform on top of a furnace so the AI doesn’t get stuck in the doorway. Also lowered the top itself so the platform is not too high and updated the physics. – Updated the appearance of Crawling Claws. – Fixed the bottom of Karlach’s trousers clipping through boots. – Fixed holes in the trousers of certain races when wearing Bonespike Boots. – Fixed clipping on background NPCs in Sharess’ Caress. – You can now dye Ketheric’s armour. – Fixed the pink and purple eye colours in Character Creation being split up from each other. – Adjusted the waveservants’ tattoos. – Improved the appearance of fur on some NPC cats, dogs, hyenas, deep rothé and wolves. – Fixed the dead mind flayer at the crash site wearing ordinary robes. – Fixed female githyanki legs disappearing when wearing the starter barbarian outfit without shoes. – Fixed Sharran trousers clipping into footwear. – Fixed some see-through spots on Orin’s clothes. – Fixed a hole in Minsc’s right glove. – Karlach tattoos and scars will no longer disappear when she equips Bonespike Gloves in combination with a regular shirt that reveals her skin. – Fixed Raphael’s feet getting culled during his endgame monologue. – Updated the portraits for characters in the Lower City that had their appearance updated. – Updated the portraits for characters in Wyrm’s Crossing that had their appearance updated. – Added some new icons for actions, spells, conditions, and items. – Added an icon for old, mouldy pouches. – Fixed Black 2 and Black 3 Draconic Bloodline scales in Character Creation not matching up correctly with their visuals. – Fixed an issue with some paper rolls in the Baldur’s Mouth Gazette. – Fixed a floating helmet. – Fixed an issue with a camp shirt. – Updated puddle physics. – In the Guildhall, added some rocks to fill in a void in the minimap. – Made some environment fixes in the Mind Flayer Colony to improve the minimap. – Helldusk Helmets no longer lose their horns when you zoom out. – Added a new icon for the Summon Us item and for Oskar’s easel. – Fixed vampire spawn’s chests looking like they’re covered in blood. – Fixed the succubus not being affected by the nudity filter. – Fixed the Warped Headband of Intellect having no visuals on certain races. – Fixed the disappearing sleeves of the endgame half plate armour on certain races. – Fixed the missing model of the Blackguard’s Gauntlets when equipped by certain races. – Updated the beard of the guard by the Grymforge elevator to avoid clipping. – Updated Ward Magmar’s portrait. – Fake Jaheira will no longer have clown face-paint. – Updated Anders’ portrait. – Fixed occasional black textures appearing on piercings. – Added decoration to an area that looked traversable but wasn’t. – Hid a duplicated door in the Elfsong camp. – Made several art tweaks in the – Added a new plane for the Hhune Mausoleum and set up the teleport connection. Removed the teleport action from the stairs. Moved the torch from beside the stairs to beside the doorframe. – Fixed clipping on Raphael’s doublet and Buff Tanner’s shirt. – Wobb’s appearance will now match his voice. – Lighting Polished the lighting in the dialogue with Kagha and Arabella in the Emerald Grove. – Brightened up the swamp a little once the illusion has been lifted in the cinematic. – Added custom lighting for Abdirak in the Goblin Camp. – Fixed the lighting in the transitions between Grymforge and the Underdark on the boat. – Fixed the lighting changing between shots when you step on the boat to Grymforge. – Fixed the lighting in the depths of the Thorm Mausoleum and made some minor decor changes. – Polished the lighting in the scene with Malus Thorm. – Updated the lighting in the cutscene after Nightsong dies. – Fixed some particularly dark lighting when interacting with the Neurocitor. – Improved the lighting in the dialogue with Santoria on the submersible. – Tweaked the position of the light on the submersible. – Fixed lighting issues in the dialogue with the Netherbrain after having cast Karsus’ Compulsion on it. – Fixed Jaheira not being lit properly in a shot when recruiting Minsc. – Added custom lighting for companion interjections at the top of the Netherbrain. – Fixed overly dark lighting in dialogues in the House of Hope. – Fixed some shadow issues with the Netherbrain. – Added some atmospheric fog in Karlach’s endgame scene in Avernus. – Updated the lighting for Karlach’s interjection when Mizora visits camp. – Improved the lighting in and around the initial dialogue with Scratch. – Added lighting to new Dark Urge lines in the dialogue with Crusher. – Audio Remastered audio files. – Fixed VO stopping when a split-screen player stops listening in on a dialogue. – Fixed sounds not syncing when skipping lines in cinematics or loading into cinematics. – Fixed the VO cutting out when switching between characters in separate dialogues. – Tweaked some sounds and out-of-sync grunts in the dialogue with Myrnath on the nautiloid. – Made character vocalisations come from the head rather than the body in the first scene with Lae’zel on the nautiloid and in the scene with Shadowheart on the beach. – Updated the mix in the dialogue with Lae’zel after your duel. – Updated the mix in a romance dialogue with Gale. – Updated the mix when climbing the ladder out of the Underdark. – Did a mixing pass in the scene on the vessel between the Underdark and Grymforge. – Made the vocalisations of the blue jay near Rosymorn Monastery come from its head rather than its body. – Fixed a VO issue for Fist Glenvora and Fist Olloa. – Fixed moving platform sounds not playing at all if the camera was too far away when the sound started. – Updated character vocalisations in the dialogue with Petras and Dalyria in Fraygo’s Flophouse. – Updated character vocalisations in the scene after the Dark Urge resists Bhaal. – Updated character vocalisations when you wake up at night after the events of Act II. – Polished character vocalisations in the romance scene with Astarion after the Black Mass. – Made Cazador’s vocalisations come from his head rather than his body after combat with him. – Made character vocalisations come from the head rather than the body in the scene with the Netherbrain at the Morphic Pool. – Updated character vocalisations on the nautiloid when playing as Karlach. – Updated the audio in the dialogue when you catch Silfy pickpocketing you. – Made various sound fixes for inventory items. – Resynced the audio for preparing tadpole buffs. – Fixed sound in the scene with the Netherbrain at the Morphic Pool. – Fixed the Steel Watcher self-destruct audio loop not looping. – Fixed some incorrect inventory sounds. – Fixed bats using the wrong vocals. – Tweaked the audio for drawing and stowing animations for dragonborn. – Fixed some audio for Shadow-Cursed Needle Blights and Steel Watchers. – Did a sound pass on Gale’s ‘last night alive’ dialogue. – Designed and implemented sounds for the Active Search UI. – Did a sound pass when interacting with one of the statues beneath the Reithwin main square. – Lowered the volume of the walla in Wyrm’s Crossing. – Resynced some character vocalisations with their associated animations. – Added missing cantrip sounds in Astarion’s recruitment dialogue. – SFX Increased the volume of Klank’s noises at Sorcerous Sundries. – Polished the SFX in Orin scenes. – Made a minor SFX tweak to the scene with the squirrel in the Emerald Grove. – Polished the SFX in the dialogue with Astarion and Araj Oblodra at Moonrise Towers. – Polished the SFX in the lake scene in the Underdark. – Polished the SFX in Astarion’s conversation with Araj Oblodra at Moonrise Towers. – Fixed SFX spamming when destroying items that destroy other items. – Added some bass rumbles and metallic impact noises in anticipation of the Steel Watcher Titan. – Added SFX to the endgame dialogue with the owlbear cub. – Updated the mix in the cutscene in front of the Emerald Grove. – Added SFX for the Temple of Bhaal door opening at the end of the dialogue with the Butler. – Polished the SFX in the dialogue with Ketheric on the main floor of Moonrise Towers. – Polished the SFX in the scene with Astarion, Petras, and Dalyria in Fraygo’s Flophouse. – Added missing SFX for Shadowheart’s artefact. – Added ambience SFX during the warning you get if you try to go to the Morphic Pool before you have all the Netherstones. – Added SFX for when you push Lae’zel to the ground after your duel. – Added some SFX to the dialogue with Thrumbo in Philgrave’s Mansion after you’ve defeated Carrion. – Added SFX for when Gale climbs atop the Netherbrain and follows through with his decision. – Added ambience SFX during the warning you get if you try to go back to Act I if the army of the Absolute is marching on Baldur’s Gate. – Added missing cup SFX in a romance dialogue with Shadowheart after the Act I camp celebration. – Implemented SFX and tweaked existing SFX volumes in the scene where Nightsong arrives at the top of Moonrise Towers. – Added missing SFX in the dialogue with Orpheus after you free him. – Fixed the SFX sync when interacting with Myrnath on the nautiloid. – Polished the SFX in dialogue with Gale. – Added SFX to the dialogues with the Sinister Hooded Man, Cirian, and Fist Griff at Bloomridge Park. – Added SFX to the scene before the final battle with the Netherbrain. – Polished the SFX when talking to Silver in the Emerald Grove. – Added SFX for when Gale conjures the dagger and grabs it before his dramatic end. – Polished the SFX in the dialogue after you kill Orin. – Polished the SFX when talking to the Scrying Eye in Grymforge. – Added missing SFX when interacting with Animated Armour in Sorcerous Sundries. – Synced up the SFX with the VFX of the spattering tadpole in Jaheira’s hand at the entrance to Last Light. – Polished the SFX for the VFX of the portal Halsin opens to the Shadowfell. – The Adamantine Golem is no longer missing SFX. – Fixed missing SFX for doors. – Fixed missing SFX for sword grinding animations. – Fixed missing SFX when Dribbles uses his Teleport spell. – Fixed incorrect SFX related to loot and the inventory. – Changed the timing of some SFX in the dialogue when you first enter Last Light. – Polished the SFX for the boat scene between the Underdark and Grymforge. – Added SFX for when you unlock a new Alchemy recipe. – Added SFX for the Steel Watch Foundry elevator. – Added SFX for moving platforms in the Sewers. – Fixed sounds for wheel levers and doors in the Lower City. – Added SFX for Sahuagins’ Blood Frenzy action. – Fixed some sounds when looting containers. – Added SFX for a lever in Sorcerous Sundries. – Remixed and looped the raging vortex SFX. – Polished the SFX in Gale’s main dialogue. – Fixed missing SFX for a winch mechanism beneath Wyrm’s Crossing. – Fixed missing SFX on the portal in the Knights of the Shield Hideout. – Tweaked the foley in the dialogue with Tara. – Added SFX for when applying Oil of Diminution. – Added SFX for a secret rock mechanism. – Added missing SFX in the scene with the Netherbrain at the Morphic Pool. – Polished the SFX in the dialogue with the Oathbreaker Knight. – Reworked some Steel Watcher SFX. – Updated the foley in the fight scene with Lae’zel and Shadowheart at camp. – Polished some of the SFX in the romance dialogue with Minthara. – Added some Boo squeaks in a dialogue with Nine-Fingers and Minsc. – Added Orin’s giggle SFX when the Slayer dies. – Updated the sound of the portal that appears when you collect the final Netherstone. – Added some Boo squeaks when asking Minsc some personal questions. – Added missing Boo squeaks in the dialogue with Nine-Fingers and Minsc after the Zhent have turned on the Guild. – Added whisper SFX to successful rolls when interacting with The Necromancy of Thay. – Added SFX for Summon Us. – Polished the SFX in the dialogue after the Dark Urge accepts Bhaal. – VFX Updated the VFX for Cazador’s Sinister Lord buff, and fixed the condition effect VFX you receive from being cursed by the prisoner at his palace. – Changed the orientation of the VFX on the crystal lance on top of Rosymorn Monastery. – Improved Vlaakith’s fade-out and VFX at camp. – Fixed the placement of the fire VFX around Raphael when he reveals his true form. – Fixed missing VFX when entering Minsc’s mind. – Added missing Orin transformation VFX. – Added VFX when entering Avery Sonshal’s mind. – Added Speak with Dead VFX on Nina Dortmell. – Polished the VFX in Astarion’s nightmare about Cazador in Act I. – Characters with the Wet condition will no longer become invisible when standing behind burning VFX. – Bardic Inspiration VFX no longer changes pace when the character moves. – Improved the VFX for Withers’ Wardrobe. – Fixed the VFX for the prepare animations of several monk spells. – Added some VFX to Withers resurrecting players in camp. – Added VFX to panthers while they are preparing to use Prowl. – The man throwing invisible water onto the fire in Waukeen’s Rest is now seen doing just that, but with actual water. – Cinematics Made general improvements to cameras, mocap, staging, and facial expressions in many dialogues across the game. – Fixed pops, jitters, and clipping in many dialogues across the game. – Added custom touches and polishes to many dialogues across the game. – Cleaned up the mocap in many dialogues across the game. – Added variations in camera shots for taller player characters in several dialogues across the game. – Fixed broken cameras when companion Lae’zel speaks to Inquisitor W’wargaz without the rest of the party. – Improved contact with the lute in the dialogue with Alfira in the Emerald Grove. – Fixed Mattis’ hand pop in the Emerald Grove. – Fixed facial expressions in the dialogue with Roger Highberry. – Fixed an awkward silence when you first see Ketheric Thorm at Moonrise Towers when playing the Dark Urge. – Fixed a dialogue with Fezzerk getting cut short. – Fixed Isobel zooming into frame if you meet her at Last Light after you’ve already freed Nightsong. – Fixed the mind flayer in front of Dror Ragzlin not appearing in some of the cinematic shots. – Fixed the overexposed campfire in a camp scene after the events of Act II. – Fixed Rugan’s paddle hands when talking to him in the cave. – Fixed a blocked camera when talking to the raven in the Ruined Battlefield. – Fixed a line being cut short when recruiting Wyll. – Added a custom animation for the Emperor’s tentacle and spring to prevent the physics spasming. – Polished animations in the dialogue with Nere in Grymforge after he sent you away. – Cleaned up some clipping fingers for female gnomes if you spend the night with Minthara after the camp celebration. – Cleaned up the mocap, improved camera shots, and adjusted some facial expressions in dialogue with Astarion in Cazador’s palace. – Fixed some long pauses at the start of the dialogue with Ravengard at Wyrm’s Rock Fortress. – Polished hand animations and contact with the floor for the goblins at the Worg Pens. – Added some attitude poses for mind flayer characters and tweaked transitions to account for your tentacles. – Improved the appearance of the scene with the wall tentacle at Moonrise Towers for dwarves. – Fixed the ‘Continue’ dialogue option showing up after Boo’s squeaks. – Told Valeria to hold her chalice in her trunk a little more securely. – Fixed the Dream Visitor’s twitchy head. – Fixed an animation for male gnomes in a romance scene with Lae’zel. – Fixed visible neck seams on Malus Thorm’s patient and Cazador. – Added facial expressions to Thrumbo. – Tweaked where characters are looking and updated facial expressions in the dialogue with Laridda in Act III. – Fixed some overexposure in the shots of Nightsong flying away. – Fixed Abdirak’s floating hand on his thigh when he stands up. – Fixed gnome characters’ hands clipping and floating on the bed before lying down for Volo’s operation. – Hid Viconia’s reveal a little better and fixed characters looking in the wrong directions. – Fixed some shots in the Shadow-Cursed Lands with Mizora being blocked by some grass. – Readjusted timings and animations to avoid a head pop when talking to the Emperor about the final Netherstone. – Fixed a lighting pop when approaching the Myconid Colony in the Underdark. – Hid Lae’zel’s weapon when she laments the death of Orpheus as it was blocking the camera, and hid the dragon so it does not appear before it’s meant to. – Polished the animation when the Slayer kills the Butler. – Fixed an awkward pause after one of Wyll’s interjections when you approach Moonrise Towers. – Fixed the dialogue with Astarion at Cazador’s palace getting cut off early and fixed a camera shot. – Fixed some facial expressions in the dialogue with Roger Highberry during the wine festival. – Fixed some facial expressions when talking to Wyll after he meets Karlach. – Moved Quil at camp so she doesn’t clip into Karlach’s tent. – Fixed strong characters blocking some cameras in the cinematic where the shadow curse takes over Last Light while you’re still there. – Fixed Lae’zel looking awkward during Karlach’s interjection in the dialogue after Gale’s dramatic end. – Fixed dragonborn characters’ hands clipping through their face when licking a hunk of spider meat. – Fixed cameras clipping into a box when talking to Big Huido. – Fixed a minor flow issue when talking to Shadowheart. – Fixed where characters are looking in dialogue with Florrick at Last Light. – Fixed the elder brain popping in the dialogue where you learn of the Emperor’s past. – Adjusted a hand pose to fix clipping on strong female human characters when confronting the Netherbrain. – Made sure Nightsong’s wings disappear when they need to, to prevent clipping in Sorcerous Sundries. – Fixed Shadowheart’s father clipping through the environment. – Fixed some clipping in a scene with Shadowheart’s mother. – Updated some cameras, fading, and emotions in dialogue with Cerys. – Fixed an issue causing you to get stuck in the dialogue with Blurg in the Underdark if you switch to another character after it ends. – Fixed the Emperor freezing at the end of one of his lines in the Astral Plane. – Fixed Zevlor zooming into frame when you first speak to him. – Fixed Isobel dipping her head violently when she turns around to greet you on her balcony at Last Light. – Fixed a pop at the end of Karlach’s endgame scene in Avernus. – Fixed the flickering on the portal in Karlach’s endgame scene. – Fixed a minor flow issue in a romance dialogue with Gale. – Fixed a pop when approaching Karlach for the first time with Wyll in your party. – Fixed some faulty cameras after kissing Gale. – Fixed piercings showing up as normal, physical objects if you’re astrally projecting with Gale. – Fixed character vocalisation issues in several dialogues. – Fixed some camera shots when talking to Jaheira about Orin. – Fixed Alfira’s goblet spinning around in her hand at camp. – Made minor adjustments to fading and facial expressions when talking to Astarion about Yurgir. – Fixed some camera shots in the dialogue at camp with the owlbear and Scratch. – Fixed Gale getting blocked by your weapon when you take Ketheric’s Netherstone. – Fixed large characters blocking a camera in the dialogue with Oskar in the Zhentarim Hideout. – Fixed popping and timing in dialogue with Lae’zel about the tale of Orpheus. – Fixed the camera getting blocked by a hand in one of the endgame romance dialogues with Astarion. – Tweaked a camera shot to fix a hovering arm in a camp dialogue with your Dream Visitor. – Fixed an awkward facial expression when talking to Petras and Dalyria in Fraygo’s Flophouse. – Updated the audio mix in the scene with the three Chosen in the Colony. – Fixed hand poses in Minsc’s recruitment dialogue. – Hid the boat during the astral romance scene with Gale. – Reinforced the disappearance of Mystra’s projection if you skip the beginning of the dialogue where Gale teaches you a spell. – Updated some animations for Gale and male humans in a romance scene with Gale. – Fixed Commander Lightfeather’s wings clipping into his body. – Adjusted cameras for the platonic choices in a romance scene with Gale at camp. – Fixed a pop in the dialogue with Astarion after he’s dealt with a bear. – Improved camera framing for shorter races in Karlach’s scene after defeating Gortash. – Improved a camera shot when Raphael makes his appearance at the House of Hope. – Fixed a floaty head bug in a couple of dialogues to do with the Mind-Archive Interface in the Colony. – Fixed some pops when talking to Minsc in the endgame. – Improved the appearance of dragonborn characters gulping down the Astral-Touched Tadpole. – Fixed the wrong lines sometimes playing when talking to Astarion. – Fixed where characters are looking when talking to Halsin in the endgame. – Fixed clipping tentacles. – Fixed some pops when talking to Astarion about Cazador. – When you stomp on the mind flayer’s head near the crash site, the SFX will be a bit more satisfyingly squelchy-crunchy. – Fixed some facial expressions and camera shots when talking to Oliver Tefoco. – Updated the animations for the owlbear sniffing. – Fixed facial expressions, heads, and where characters are looking in dialogue with Oloric Witmirth. – Fixed large weapons blocking some cameras when Shadowheart confronts Viconia. – Fixed some twisty-turny elbows when talking to Astarion. – Added facial expressions for companions after the Dark Urge accepts Bhaal. – Cleaned up the animations during the night you spend with Shadowheart after the camp celebration. – Updated animations for small races, reduced head movements, and improved poses in the dialogue with the harpies behind the Emerald Grove. – Updated the animations for dragonborn and strong female human body types when interacting with the hunk of spider meat. – Fixed various clipping issues on male gnomes and dragonborn after the Black Mass. – Updated the animation the Butler uses when he appears. – Fixed where characters are facing and updated their poses when interacting with the dumbwaiter at the Elfsong Tavern camp. – Fixed the Dream Visitor’s dagger wobbling in their hand. – Tweaked the dialogue with Dammon in the Lower City to fix problems caused when skipping through it. – Fixed an empty camera shot and Orin’s hair clipping in the scene with the three Chosen in the Colony. – Changed a camera shot to fix dragonborn snouts clipping on Lae’zel’s lips. – Fixed Zevlor teleporting from the dialogue with him just inside the Emerald Grove. – Fixed a clipping issue when talking to Jaheira at Moonrise Towers. – Fixed dragonborn blocking other characters when talking to (or at) Art Cullagh. – Adjusted camera panning speed and added an idle animation to the hag in the swamp. – Fixed several pops when talking to Lae’zel about Astarion’s very well-hidden secret. – Tweaked your lovely mind flayer tentacles so they intersect less. – Fixed male human characters’ hand clipping when recruiting Astarion. – Fixed characters’ positions on their bedrolls during the sleep cutscene at the Wyrm’s Lookout camp. – Fixed pops on Orpheus when he turns to leave after the final battle. – Rotated your position in a shot if you’re a mind flayer for visual continuity after the final battle. – Fixed a tentacle clipping with armour after the final battle. – Fixed a pop on Lae’zel when confronting Orpheus. – Adjusted Orpheus’ head position to avoid a tentacle clipping into the sword when Lae’zel stabs him. – Fixed companions looking at the ground when you walk by them after the final battle. – Changed the camera selection to improve certain shots after the final battle. – Added an establishing shot between two dialogues to fix a camera pop and fixed the weapon on Astarion’s back disappearing in an endgame dialogue. – Made several improvements to the dialogue with Alfira in the Emerald Grove. – Fixed clipping on male gnomes and halflings when romancing Minthara after the camp celebration. – Fixed Redhammer looking like he’s floating about outside the submersible when arriving at the Iron Throne. – Fixed clipping characters and weapons obscuring a camera shot in a dialogue with the Emperor about Orpheus. – Fixed a rat clipping through the floor in the Gauntlet of Shar. – Updated cameras to account for different player heights when interacting with the wall tentacle at Moonrise Towers. – Fixed Gale’s strange pose and weird facial expression when talking about himself. – Fixed several issues in Orin’s transformations, such as characters floating into the ground, and improved facial expressions and animations. – Adjusted the transition when Minthara walks towards the altar to sit on it after cuddling the night after the celebration. – Fixed some strong body types blocking the camera in the scene where the shadow curse takes Last Light while you’re there. – Fixed Wyll’s rapier casually piercing through the chest of shorter races while talking in the Emerald Grove. – Fixed and improved several camera shots in Raphael’s appearance in the House of Hope. – Fixed some clipping and lighting issues in Karlach’s scene after Gortash is defeated. – Fixed several blending and positioning issues and adjusted cameras and facial expressions in the dialogue with Araj Oblodra and Astarion. – Fixed some blocked cameras when interacting with the wall tentacle at Moonrise Towers. – Improved characters’ contact with the ground and tweaked where they’re looking when you first hear the voice of the Absolute. – Fixed a cup pop, avatar pop, and camera focus issue in the romance scene with Shadowheart after the camp celebration. – Fixed Wyll and Lae’zel’s interjections if you use Speak with Dead on Yul. – Fixed Karlach floating up in the air at camp when confronted by Wyll if you recruited her first. – Fixed one of Mizora’s arbiters missing when skipping through the first part of a dialogue with Mizora at camp. – Fixed a camera issue causing the ground to look like a black void when talking to Korrilla. – Fixed issues like clipping on tall grass when interacting with the Exsanguinated Boar in the forest. – Fixed a flow issue in the dialogue with Nightsong if she made it through Act II but Isobel didn’t. – Improved Astarion’s grasp on his dagger after combat with Cazador and untwisted his twisty arm. – Fixed some missing VO when interacting with the Mind-Archive Interface in the Colony. – Fixed clipping hands in an Act III romance scene with Wyll. – Fixed a visual flow issue with the nurses in the House of Healing. – Fixed the githyanki popping from the ground when you’re woken up at night after Act II. – Fixed companions clipping under the skiff at the Morphic Pool. – Fixed a pop on the belltower in the cutscene of the city at the end of the game. – Polished the animations for the three Chosen. – Tweaked the breathing SFX in the dialogue after spending the night with Mizora. – Adjusted pain vocalisations when entering Nere’s mind behind the cave-in. – Fixed an issue causing a character to fly off when talking to Araj Oblodra. – Updated the mix in the dialogue with Thrumbo after Carrion is defeated. – Polished the incubus scene at the House of Hope, including improving wing animations. – Updated cameras when using Speak with Animals on Postmaster Badger. – Fixed where characters are looking and some attitudes in the dialogue with Lora and Liara Portyr. – Tweaked the audio in the owlbear dialogue. – Fixed some animations and a neck pop when talking to Doora Thumbfoot. – Tweaked where strong female human characters are facing when Liam spits down at you. – Fixed Chef Marjoram zooming in and out of frame. – Fixed Ulma walking through the Gur funeral pyre. – Fixed Lump the Enlightened popping and suddenly appearing smaller. – Updated the animations in the dialogue where Gale takes out The Annals of Karsus. If he already has the tome in his inventory, you’ll no longer look like you’re passing it to him. – Fixed Gale getting caught in a continuous animation loop of him taking Mattis’ ring in the Emerald Grove. – Improved the appearance of the ring in Mattis’ hand at the Emerald Grove. – Fixed Minsc looking in funny directions when you talk to him. Also fixed a jump cut. – Fixed pops in the dialogue with Karlach if she gets sent to Wyrm’s Rock Prison. – Adjusted facial expressions when snapping the Bitter Divorce wand. – Reduced the knee bend in the incubus scene at the House of Hope to avoid clipping. – Fixed issues with the cameras during party members’ interjections. – Set the cameras to look at Avatar Shadowheart when looking in the Selûnite chest in the owlbear cave. – Fixed a bug where the camera wasn’t correctly showing the Zhent badge. – Added a dead tiefling who was missing from the scene with the ogres at the Blighted Village. – Edited an awkward lantern position on Harper Skywin and adjusted the Moonlantern VFX to make the scene more readable in the cinematic with the Moonlantern after the drider ambush. – Fixed Mirkon popping when you fail the Sleight of Hand check near the harpies. – Fixed some paddle hands when talking to Gale. – Re-assigned missing VFX to the player character. – Fixed a problematic animation that offset VFX offscreen in a dialogue with Minthara at Moonrise Towers. – Fixed random companions sometimes appearing in cinematics. – Fixed a camera shot when Orin receives Bhaal’s Boon in combat so it no longer just shows her feet. – Fixed the water showing up where it shouldn’t during Gale’s romance dialogue. – Fixed lighting abruptly disappearing in the dialogue about the gith map near the Risen Road. – Fixed a twisting arm. – Added missing bruises to Rolan. – Slightly extended the cinematic sequence where Vlaakith Wishes your party to end when you question her. – Fixed head pops on Karlach and background companions. – Fixed head pops when talking to Jaheira in the endgame. – Fixed the camera pointing at an empty part of the submersible in a dialogue. Also ensured hostages are on board instead of standing on the ocean floor. – Polished Barcus’ release from the windmill a little. – Removed fade-to-black after Gale’s explosion. – Fixed a line getting cut off when talking to Karlach about Astarion. – Nobody asked for this, but we made the ceremorphosis scene on the nautiloid more horrifying. You’re welcome. – Fixed timing issues and faulty animation fades. – Fixed Isobel flying out of frame in a dialogue at Last Light. – Added an animation for human male characters turning their heads to look at Astarion before stopping the ritual. –

  • Baldur’s Gate 3 Patch 2 to fix “very stupid bug” that blocked 1500 Minthara lines – Dexerto

    Baldur’s Gate 3 Patch 2 to fix “very stupid bug” that blocked 1500 Minthara lines Larian StudiosSince its full release, Baldur’s Gate 3 has released one major patch and a series of smaller bug-squashing fixes, keeping players engrossed in the lengthy story. This is no exception for the upcoming Patch 2, which promised to bring back 1500 of Mintharas blocked lines. Baldur’s Gate 3 has been a raving success. Top marks all around for reviews and a plethora of pleased fans prove BG3 is a title for the ages. Its expansive world, beloved companions, and versatility allow each player the chance to explore the game differently than anyone else, which in turn means they’ll often get some pretty unique voice lines. However, while not all voice lines actually made it into the final game, some were unexpectedly cut, with even the devs wondering where half of Minthara’s lines had gone. Thanks to the upcoming Patch 2, those blocked lines will be no more. Baldur’s Gate 3’s Patch 2 will bring back 1500 blocked Minthara lines Speaking to IGN in an interview, CEO of Larian Studios Swen Vincke explained how “there were a couple of bugs that caused some of the companions to not react as they should.” This was the case for Minthara, in which the Lead Writer explained that “there’s about 1500 lines of Minthara that weren’t showing up as a result of a very, very stupid bug that we now isolated. So we’re solving it.” Naturally, there’s plenty to be excited for here, especially when Vinke detailed how Larian will “first fix what her problem is that blocks her content, and then we’ll see how she’s going to land with the fans, and then we’ll see if we can do something extra with her.” Perhaps hinting that the fans’ call for ‘Justice for Minthara’ has been heard. Needless to say, fans can enjoy the notion that the game’s CEO has detailed that, “If there’s things that don’t really land, I think you can rest assured that we’ll probably do something about it at some point” proving this game is far from being finished and far from being forgotten about, especially with a player count like theirs.

  • Baldur’s Gate 3 Patch #2 notes: Karlach ending, co-op improvements, bug fixes and more – Dexerto

    Baldur’s Gate 3 Patch #2 notes: Karlach ending, co-op improvements, bug fixes and more Larian StudiosThe latest patch notes for Baldur’s Gate 3 are here, and the update improves Karlach’s story and makes helpful changes to co-op play, save games, and much more. Baldur’s Gate 3’s promised Patch 2 is here, and it makes some important changes. In addition to the expected bug fixes and minor tweaks, this update makes significant changes to address some fan concerns and suggestions. Larian Studios has been very open about its process and intentions with the game. While there are plenty of improvements sure to come in the future, Patch 2, released on August 31, 2023 is one of the developer’s first steps in implementing feedback it has received over the past month, and just in time for Baldur’s Gate 3’s PlayStation 5 early access release. What changed in Baldur’s Gate 3 Patch #2? The biggest change in Patch 2 concerns Karlach. The tiefling barbarian Origin Character and potential companion has become a fan-favorite, but many have criticized her story since launch, particularly its ending. This update adds some scenes and moments that will hopefully prove worthy of her in the eyes of fans. Another important change that should satisfy co-op players is the ability to swap out party members created by other players. Previously, co-op campaigns would have to keep the same party members regardless of if everyone was present or not. Others could take control of an absent player’s character, but it wasn’t possible to, say, swap a player-made character for Astarion or Gale. Baldur’s Gate 3 Patch #2 notes The detailed patch notes for Baldur’s Gate 3’s second major patch have been provided below. Features Introducing Withers’ Wardrobe of Wayward Friends! You can now dismiss co-op party members from your campaign. – Performance optimisations across the board. – Reduced the size of savegames. – Karlach This patch brings an additional scene to conclude the ending in which Karlach decides to travel to Avernus. – If Karlach is in your party at the end of the game and the Blade of Avernus offers to go to the Hells with her, you can now decide whether to go with them, go alone with Karlach, or let them go by themselves. – Added new moments for companion and avatar Karlach to reflect on the state of her engine between acts. – Added a new moment for avatar Karlach to reflect on the possibility of her engine burning out after getting her second upgrade. – Blockers Fixed potentially getting stuck in combat because a player character cannot be selected to end their turn. – Fixed an issue causing you to get stuck in dialogue with Angry Mar’hyah and Oyster Boy Dringo by the Sword Coast Couriers. – UI Improvements Added a ‘Delete all but latest’ option for each campaign, so you can regain a little storage space wiggle room. – Added new icons for equipped items! It’s easier to tell if they’re equipped by the selected character, one of your characters, or another player’s character. (Who’s hoarding all the – interesting equipment?) – Added item rarity filters to the inventory. – Your Turn notification now lists which character’s turn it is. – The character summary on Level Up will now update to reflect changes in ability scores. – The Active Search list now persists after being opened and is more informative. – Action Radial now creates containers for spells created by other spells, making them easier to manage. – Crashes and Blockers Fixed an issue blocking saving. – Fixed a crash when finishing Character Creation. – Fixed a crash when generating loot that can’t be picked up. – Fixed a crash when switching between controller and keyboard while scrolling up and down the credits. – Fixed a crash when assigning an action to a slot in the radial menu. – Fixed a crash when loading a savegame. – Fixed a crash when selecting ‘Pick Up and Add to Wares’ on a multiselection that included a corpse. – Fixed potentially getting stuck in combat because a player character cannot be selected to end their turn. – Fixed an issue with picking up corpses within containers. – Putting a dead character in a container and then yeeting that container into a chasm will no longer permanently destroy the character – they will now float around as a resurrectable Soul Echo as expected. – You will no longer get stuck in dialogue if you disconnect during an active roll and then reconnect. – You’ll no longer get stuck or die beneath the platform at the Adamantine Forge if you go to camp, use the platform, and then return from camp. – Fixed an issue causing you to get stuck in dialogue with Angry Mar’hyah and Oyster Boy Dringo by the Sword Coast Couriers. – Fixed a crash on venturing forth while the passives tab is selected. – Performance and Optimisation Improved performance and made optimisations across the game. – Improved CPU load. – Made performance improvements related to controller movement. – Made optimisations for when moving around the world on controller. – Moved surface texture and decal creation to worker threads. – Moved loading shroud textures to worker threads. – When AI can use a nearby AI hint, limit AI flooding. – Improved minimap performance. – Optimised the controller map by removing some duplicate items. – Reduced the size of savegames. – Made changes to make loading savegames made in older patch versions significantly faster. These changes will continue to make loading old savegames speedier in any patches and hotfixes to come. – Removed some unnecessary calls for the hotbar to update to improve on stuttering. – Slightly delayed when tooltips pop up when hovering over things like actions, items, and spells. This prevents the game from unnecessarily loading and unloading tooltips. The delay is now set to 200 milliseconds. Still reactive, more performant. – Made optimisations for selectable elements on controller. – Removed an irrelevant sound analytics event for optimisation. – Fixed a memory leak when opening the inventory with a controller connected. – Fixed a memory leak when streaming textures. – Wrote velocity vectors to help with overall visual quality (e.g. when using TAA, to reducing visual aliasing). – UI Hotbar and HUD Made the hotbar icons for the number of unlocked and available Spell Slots you have more intuitive. – Fixed hotbar sliders disappearing when changing the selected character while sliding them. – Fixed the portraits of summons not fitting in their frames in the Party Line. – Inventory Improved the Light Source tooltip to clarify the purpose of the slot. – Removed duplicate ‘close’ prompts when the equipment slot pop-up is open. We got it the first time, thanks. – Tweaked the layout for equipment slots in the Character Sheet on splitscreen. – If you’re carrying a character in your inventory and the weight of that character’s inventory changes, that character’s weight will now update too. – Combat Fixed portraits in the Turn Order UI sometimes disappearing under certain conditions. – Fixed the Combat Log not always showing attack damage rolls after loading a savegame. – Fixed advantage and disadvantage indicators sometimes showing up in the Active Roll UI in dialogue even if you didn’t have any available. – The Combat Log will now have entries for all items looted from corpses. – Fixed the health bar animation. – Fixed the Unbreakable Will of the Netherbrain missing its portrait and character model in its Examine panel. – Fixed the Saving Throw overhead icon appearing over very-much-dead characters. – Fixed Attack Roll bonuses sometimes being duplicated as penalties beneath the Turn Order UI in combat. – Added information to reaction tooltips about whether the reaction is enabled and whether it’s set to ask you before triggering or not. Also made sure the resource type (‘Reaction’) appears at – the bottom of the tooltips. – The ‘Ask’ icon for reactions will now only be editable when a reaction is enabled. – Spells Fixed the Learn More Spells button opening the window for the currently selected character instead of the character whose Character Sheet you clicked it on. – Fixed hardcoded text saying ‘Manage powers’ so that it can be translated. – Journal If there were lots of speakers in a dialogue, the list of their names will no longer be cut off in the Dialogue History UI. – Quest categories and entries in the Journal will now remember whether you’ve expanded or collapsed them. – Trading Added a mouse-over label to the Balance Offer button in the Barter UI for clarity. – Tooltips Fixed conditions on nested tooltips not showing on pinned tooltips. – Added Agonising Blast’s Charisma modifier bonus to the damage on the Eldritch Blast tooltip. – Saves Added the difficulty setting to the savegame information. – Savegames will now save under your character’s name even if you’re polymorphed. No more savegames called ‘Sheep’… unless, of course, that’s your character’s name. – Updated text to fit a button in the Load/Save window. – Options Organised the Keybinds menu into categories to make it more user-friendly. – Reordered and reworked the Options menus to make them more intuitive. – The Options menu now closes when you enter a dialogue while it’s open. – Fixed the Reset Tutorials button in the Options menu not working as expected. – Character Creation, Level Up You can skip the Level Up animation. – Fixed the class icon overlapping the Level Up banner. – Fixed the Level Up UI sometimes disappearing when levelling up. – Miscellaneous Fixed an issue causing the UI to disappear after speaking to Blurg. – Made sure some non-player-facing conditions and passives don’t rear their heads. – Made the context menu animation snappier and tweaked the background for a brighter, neater appearance. – Brightened up the tutorial pop-ups and improved the alignment. – Fixed the Change Difficulty screen fading a little too late and appearing briefly on the Main Menu. – Fixed overlapping text for bonus names in the Active Roll UI. – Fixed some text being cut off in the Alchemy UI for translated languages. – Fixed the ping action prompt saying ’empty’ when targeting containers. – Controller Radials The shortcut menu and character selection are now accessible from the Action Radial menu. – Added Fast Travel to the character radial menu. – Added shortcut prompts to the Jump and Hide actions on the Action Radial menu. – Added a short delay to stick input after selecting an Action in the radial menus to avoid accidentally selecting something immediately after that or moving the camera. – Limited the maximum number of radial menus. – Fixed ritual spells not being marked as such on the Action Radial menu. We promise, they don’t cost a spell slot! – Fixed tooltips showing up in the Action Radial menu even if you have nothing selected. – Added additional error messages for the radial menus. – Added more detailed warning messages on controller to indicate why you can’t perform a certain spell or action. – Spell variants will now be placed at the top of the Action Radial menu instead of in the next available free slot, making it more consistent and user-friendly. – Added a missing icon for Heal in the radial menu. – Character Sheet Made several improvements to the Character Sheet, for example by adding zoom capability; updating the style of lists, the XP bar, and equipment slots; and adding an indicator for the – character’s main Ability. – Fixed the Light Source menu not filtering light sources properly. – Added a brief description of what reactions are. – Fixed the abbreviations for Abilities not fitting properly in Russian. – Fixed some clipping and overlapping in the Character Sheet. – Moved the Consume action to the context menu and restored the Equip action as the default in the inventory panel. – Fixed the prompt to toggle tooltips showing in the Character Sheet filters, and fixed the background of the slots increasing if the text on them is long. – Fixed Character Sheet navigation issues when using filters. – Equipping an item via the equipment slot pop-up in the Character Sheet will no longer close the pop-up immediately. – Repositioned tooltips slightly when checking equipment slots. – Fixed some missing tooltips in the Character Sheet. – World Interaction Added information about the state of containers (e.g. if they’re empty) to the Active Search menu. – Fixed a small issue in cursor error messages. – Fixed the ping action not exiting the ping state on Left Stick Press. – Fixed the Examine panel on objects or characters with multiple resistances not scrolling properly. – Made it possible to select and inspect more items in the Examine panel, like item descriptions and conditions. – Fixed some portraits missing in the Examine panel and polished the selector. – Fixed the context menu not being navigable using the D-pad. – HUD Fixed issues with overlapping text and UI fading in the Party Line and the Resource Bar. – Fixed an issue preventing you from grouping or splitting summons when you only have one party member available. – Removed arrow icons from D-pad button prompts. – Updated button prompts and made them look consistent. – Added a background image for Luck Points to match the other resources. – Fixed the Long Rest button prompts falling off the edge of the screen or overlapping other button prompts, particularly in translated languages. – Fixed the button prompts overlapping the Resource Bar in Turn-Based Mode. – Cleaned up button prompts at the bottom of the screen to make them more consistent. – Made improvements to the action resource bar, such as position and colour changes. Also reworked the movement indicator to account for larger numbers, and increased icon width to avoid stretching. – Spells Fixed not being able to cast a spell with variants from a spell scroll. – Fixed some overflowing text in the Spellbook for translated languages. – Tweaked the appearance of default spells in the Prepared Spells section of the Spellbook so they don’t look inaccessible. – Added more information to the Spellbook about when you can and cannot change your spells, even if you’re not a spellcasting class. – Combat Made it more obvious if you’re low on health at the start of your turn in combat. – Fixed not being able to attack stalactites with ranged spells. – Tweaked the Reactions UI. – Added surface information to the cursor on controller, rearranged some of the cursor target details, added a new overlay for surfaces when D-pad is pressed down, and added the Actions prompt – in combat. – Improved readability in the Combat Log by reducing empty space and tightening up the list. – Made reactions that are turned off still readable and gave them a greyed out icon. – Tooltips Adjusted some margins and sizes in tooltips to avoid issues like damage text getting cut off. – Improved the tooltips: added new icons; tidied them up with new font sizes and placement; fixed the Inspect prompt; added the right colour and icon for the Equipped line; and added a new – frame, footer, and header style. – Tooltip prompts now show if they’re enabled or not. – Tweaked the placement of tooltips for open containers. – Fixed tooltips showing up in dialogue while the dialogue options are still hidden. – Fixed the width of pinned tooltips changing when selected. – Trading Pressing your cancel button will now close the filter pop-up in the Trade UI. – Fixed the trade button prompts overlapping the split item button prompts. – Fixed the trader attitude not showing up in the Trade window. – Character Creation, Level Up You can now rotate and zoom in and out on your character in Character Creation when you’re choosing a name. – You can now access multiplayer settings during Character Creation as well. – Fixed scrolling with controller in the Prepare Spells section of Level Up. – Fixed characters in Character Creation sometimes getting obscured by tooltips on controller. – Added a grid icon and button prompt on Character Creation options that open up a grid for selection (like when choosing colours) on controller. – On splitscreen, if one player is watching an Origin character’s introduction and another is zooming in and out and spinning their character around in Character Creation, that second person’s – button prompts will no longer affect the Origin character’s introduction. – Spell tooltips in Character Creation will now always show up in the same horizontal alignment. – Fixed the alignment of chevrons in the Character Creator. – Miscellaneous Fixed the Enter Invite Code textbox for Direct Connect getting cleared when you deselect it. – Made general visual improvements to the controller UI. – Fixed scrolling and cropped text in the Journal. – Added information about how long you need to press-and-hold. – Fixed some issues with navigating the Dialogue History UI. – Updated the layout of the Save/Load window, added in-game locations for quicksaves and autosaves, and made it possible to see longer savegame names. – Adjusted line heights in the multiplayer lobby and Options menus to save space and reduce the need to scroll. – Multiplayer UI Fixed secondary local players not having quest, location, and secret map markers unlocked until saving or loading. – Fixed some host error messages appearing on client screens. – Dialogue interface settings (such as font size) will now be applied to both players in splitscreen. – Enabled the Combat Feed on splitscreen. – Fixed some of the UI getting cut off on splitscreen when a player is in the multiplayer settings. – Fixed tooltips overlapping the party line on splitscreen. – Fixed button prompts being mirrored when connecting a secondary local player. – Fixed an empty notification when another player starts their turn in splitscreen. – Fixed multiselection for containers in splitscreen. – Fixed splitscreen not hiding when a fullscreen UI (like the Save window) is opened, causing you to see things like tooltips in the fullscreen UI. – Fixed the alignment of the Turn Order UI in split screen, when two players are in different combats at the same time. – Gameplay If you dismiss your companion to camp and shove them into a chasm, Withers will now be able to resurrect them… so you can shove them into a chasm again, probably. – Clicking a party member’s portrait on the map or minimap will now select that character and focus on them. – Fixed client–server inconsistencies for Attack of Opportunity, causing the client to incorrectly indicate that an entity will react to you even if it can’t (e.g. if it’s Prone or Unconscious). – Fixed characters’ Soul Echoes sometimes teleporting away from where the character died. – Fixed projectiles not waiting for items to leave inventories. – Fixed the ‘Hide during dialogues’ option for helmets sometimes causing your character to lose their hair after a dialogue. – The portal to the House of Hope will no longer decide to become invisible. – Fixed complex idle animations sometimes not starting. – Falling items will now leave Turn-Based Mode and then re-enter after falling to fix them remaining suspended in the air. – Removed the examine option from some objects that shouldn’t be examinable. – Fixed knocked-down entities always playing their knocked-down animation when loaded into frame. – Fixed the Falling damage number preview when preparing to Jump not always matching how much damage will actually be dealt. – Fixed edge panning not working correctly when the camera is locked on a party member. – Fixed reactions not always triggering if you Sneak and then cast Silence, or when using Astarion’s Vampire Bite action. – Active Search: the starting search radius is increased, the camera moves to the selected item, and you now get a button hint for Active Search after every combat until Level 3. – The tutorial pop-up for trapped items won’t trigger anymore when coming near certain destroyed traps. – Fixed the option to pickpocket your companions sometimes disappearing in single player. – Prevented you from being able to multiselect and then drop other players’ items. – Fixed not being able to split item stacks outside of your turn. – Fixed not being able to enter Turn-Based Mode with a Downed character. – Fixed items briefly appearing beneath your feet when you pick them up. – Fixed being able to see characters turn towards you briefly before a dialogue starts. – Fixed the lava VFX disappearing if you load a game that was saved during the combat with Grym. – Combat and Balance Fixed an issue with auras causing NPCs to make inefficient choices like running towards you to Shove you, then running away again to make a ranged attack. – Fixed Ansur’s Stormheart Nova blasting right through the ice shields you can hide behind. – Aggressive beasts now enter combat instead of fleeing when attacked from afar. Additionally, when you attack an NPC from afar out of combat, they’re now more likely to sprint up to you (instead of getting stuck). – Fixed your resources not getting restored on your next turn if you join a combat late. – Viconia is no longer too stubborn to die. She will now go down at 0 HP or when knocked out. – The timer in the Chamber of Courage will now reflect the correct number of turns remaining. – Fixed certain spells not taking into account inherited conditions. – Updated the grace period for joining a combat late to be at the end of world items’ turn in the 1st round. – Flow and Scripting Fixed Silenced characters sometimes not being able to start story-critical dialogues, like with other party members or bosses at the end of a combat. – Fixed an issue causing party members to be Silenced after every dialogue. – If you break your oath as a paladin, the Oathbreaker Knight will now come back to your camp in later acts, despite how much you may have scandalised him. – Fixed companions sometimes not saying anything during dialogues where they are supposed to make comments. – Fixed an issue where only the character who accepted the quest from Lucretious to find Dribbles could talk to her after doing so. – Fixed Gale not reacting to you having The Annals of Karsus. – Fixed Gale’s dialogue force-closing when offering him The Annals of Karsus. – Fixed Gale’s romance scene not triggering in Act I. – Fixed Gale commenting on a deal with Raphael before it’s made. – If Orin’s abductee gets killed on the altar before they’re rescued in gameplay, they will now remain dead. – Kerri will no longer get stuck in the Atelier if the dialogue didn’t trigger after the portrait was destroyed. – Fixed enemies sometimes spawning outside of the Atelier at the Jannath Estate when hitting the portrait. – Prisoners rescued from Moonrise Towers that take the boat with you will no longer attempt to arrest you for trespassing upon arriving at Last Light. – Fixed a bug causing Astarion to be permanently knocked out by the vampire spawn during a camp night and disappearing after a Long Rest. – Fixed a bug where Gortash had a dialogue bubble over him after being knocked out, but clicking on him wouldn’t result in a dialogue – the bubble is no longer present and you can now loot him after knocking him out. – Fixed a bug where Ravengard would disappear from the camp after Mizora resurrected him. – Dark Urge players turning into the Slayer during dialogue will now have the appropriate level of the Slayer form during the duel with Orin. – Character Creation and Level Up You can skip the Level Up animation. – Fixed characters in Character Creation sometimes getting obscured by tooltips on controller. – Spell tooltips in Character Creation will now always show up in the same horizontal alignment. – Fixed the class icon overlapping the Level Up banner. – Added a grid icon and button prompt on Character Creation options that open up a grid for selection (like when choosing colours) on controller. – On splitscreen, if one player is watching an Origin character’s introduction and another is zooming in and out and spinning their character around in Character Creation, that second person’s button prompts will no longer affect the Origin character’s introduction. – The character summary on Level Up will now update to reflect changes in ability scores. – Fixed the alignment of chevrons in the Character Creator. – Level Design and Map Fixed some artefacts appearing at the bottom right of the screen due to fog of war. – Fixed the map shroud not working correctly in one area of the Goblin Camp. – Fixed a bug preventing you from walking on certain items, like the fireplace in the Teahouse. – Steam Deck Reworked our system for default video options so that values are defined per platform. For example, the Steam Deck will now default to 16:9. – Settings now default to auto-rotate camera with speed set to max. This works better for a snappy handheld experience. – Cinematics Cleaned up some mocap in dialogues across the game. – Fixed healing numbers appearing in the cinematic dialogue when you press the button in the Dank Crypt. – When taking the final Netherstone from Orin, dead Gortash is no longer floating in the air. – Fixed your head clipping into Wyll’s as you kiss on the ground. – Other Fixed several text issues, like typos. –

  • Baldur’s Gate 3 Patch 1 eliminates a popular speedrunning method – Dexerto

    Baldur’s Gate 3 Patch 1 eliminates a popular speedrunning method Larian StudiosFollowing the release of Patch 1, Baldur’s Gate players have found that a method used to complete the game in under 10 minutes no longer works. Baldur’s Gate 3‘s first full patch has brought a multitude of changes to the game. As promised, Patch 1 makes over 1,000 mostly small adjustments, improving the flow and overall balance of the game. However, one of the patch’s changes is impacting the speedrunning community in a major way. Following Patch 1, players will need to find a new approach for Any% runs, as the current method involving the Origin character Gale is no longer possible. Note, spoilers for Gale’s storyline to follow. Baldur’s Gate 3’s jumping Gale speedruns are no longer possible As pointed out by Reddit user and speedrunner Junior_Tart_6442, the latest patch notes include: “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.” This is a major element of Baldur’s Gate 3’s current Any% speedrun method, which uses a unique aspect of Gale’s character to hop across Acts 1 and 2, skipping virtually all story content. At the end of Act 2, there’s a point where the player can choose to detonate the Netherese Destruction Orb in Gale’s chest, which kills the party and major villains, causing the credits to roll. As of this writing, the Any% record is 6 minutes 29 seconds. For context, the record for runs without Gale is a significantly longer 49 minutes 55 seconds – still quite the achievement for an RPG with hundreds of hours of content to explore. A commenter on Junior_Tart_6442’s post pointed out a practical reason for the change: Some players who weren’t attempting the speedrun were missing important story content by using these spells in certain places. While disappointing for some players, Larian Studios definitely made the right choice here. Given the creativity and resilience of the speedrunning community, it surely won’t be long until someone finds a new way to finish Baldur’s Gate 3 at lightning speed. Until then, players will just have to keep trying to shave seconds off the time it takes to sleep with Lae’zel.

  • Baldur’s Gate 3 party members are really bad at realizing you’re a serial killer – Dexerto

    Baldur’s Gate 3 party members are really bad at realizing you’re a serial killer Larian StudiosThe Dark Urge lets you play as a murdering monster in Baldur’s Gate 3, but your companions aren’t the best at responding to your homicidal nature, even when they’re the next target of your rampage. The Dark Urge Origin in Baldur’s Gate 3 isn’t for the faint of heart, as your protagonist constantly battles with their murderous desires. The player can either fight their evil side, or embrace it, becoming a sadistic killer in the process. This raises the question of why your party members would stick around the Dark Urge. While you have the shared problem of the tadpoles, it would surely be safer for them to strike out on their own rather than hang around with someone with a reputation for murdering random strangers. The main issue that fans have, as discussed in a thread on the Baldur’s Gate 3 Reddit, is the lack of reaction if you try and kill a party member in Act II, which is your penance if you don’t kill Isobel when ordered to. “In Act 2, if you don’t kill you-know-who, you’re forced to try and kill your romanced companion.” the OP wrote, “It annoys me that no matter how many times my Durge is all “Hey guys I feel darkness within me, I killed Alfira, and I’m REALLY worried about it,” my companion is like “How could you keep this from me??” Babygirl I’ve BEEN TELLING YOU.” “You should have told me about this before it got murderously bad. DUDE! IT WAS MY FIRST CONVERSATION WITH YOU,” one user wrote, while another said, “Remember when I cut a guys hand off that was sticking out of a portal.. not even 10 minutes after meeting you? How are you surprised that I’m a psychopath?” On the one hand, mass murderers aren’t exactly uncommon in the D&D adventuring lifestyle. The Dark Urge is essentially a standard RPG character, what with all of the killing and looting and special destiny, so maybe the party was just shrugging and going along with it the whole time. The likely reason for the lack of a response throughout most of Act I is that your party would either leave you or try to kill you after the infamous murder scene at the Camp, leaving your Dark Urge to face the rest of the game alone, and missing out on a ton of companion content. The lack of reactivity from the companions to Dark Urge actions is bad, but it makes sense from a game design perspective, as you don’t want the protagonist to be abandoned so quickly. But they could at least not be surprised when they wake up at night with your dagger at their throat.

  • Baldur’s Gate 3 Paladins share ridiculous reasons for breaking Oath – Dexerto

    Baldur’s Gate 3 Paladins share ridiculous reasons for breaking Oath Larian StudiosBaldur’s Gate 3 players are coming across some of the oddest ways to become an Oathbreaker Paladin. Through leveling up your Baldur’s Gate 3 character, you’ll become familiar with the various subclasses the game has to offer. While the vast majority of these can be seen on your level-up screen, Oathbreaker is a Paladin subclass that you have to earn by engaging in specific behaviors while playing. Paladins are characterized by their sworn devotion to their holy Oath. Each type of Oath has a strict set of principles associated with it, which the Paladin is granted divine abilities to defend. If a Paladin chooses to abandon these righteous goals, their powers can be revoked. They can instead embrace the darkness and respec as an Oathbreaker. So, while all Baldur’s Gate 3 players have moral judgments to consider while playing, these are all more crucial for those of the Paladin class. However, there are some surprising ways that players have managed to accidentally break their Oaths. Baldur’s Gate 3 Paladins can break their Oaths in the strangest ways A player took to the BaldursGate3 subreddit to lament having broken their Oath of Devotion through what they considered an act of kindness. After Arabella’s parents were killed in Act 2, they decided to save her feelings by lying to her and saying they are merely missing rather than dead. Protecting Arabella from this difficult reality is a pretty understandable decision to make, but apparently it didn’t fly well with the player’s God: “I left the conversation and BAM, broken Oath of Devotion. I guess kids get no exceptions for harsh truths.” Many commenters on the post were also deemed morally unfit by their Gods too. For example, while healing NPCs by throwing potions is a handy way to deliver some concentrated aid, it comes with some risk for Paladins. Bonking comrades with a bottle of medicine has the chance to also deal damage to your ally. Some unfortunate players found out the hard way that is a total no-go for upstanding Oathtakers. Getting pinned as an Oathbreaker might be cause for some to hit F8 and do a spot of save-scumming. However, there are still plenty of mechanical and roleplaying benefits of embracing the chaos of breaking your Oath. That said, you might want to make up a more impressive tale of corruption than just lying to a child.

  • Baldur’s Gate 3 player warns of devastating Orphic Hammer bug in Honour Mode – Dexerto

    Baldur’s Gate 3 player warns of devastating Orphic Hammer bug in Honour Mode Larian StudiosA Baldur’s Gate 3 player has warned fellow fans of an Orphic Hammer bug that softlocked them late in an Honour Mode run. The Orphic Hammer is a legendary war hammer that plays an integral part in BG3’s third act. Most critically, the weapon is the only one capable of breaking the infernal crystals binding Orpheus to the Astral Prism. Fortunately, the game offers wiggle room to players who don’t have the weapon on their person during the Astral Prism sequence. The first Baldur’s Gate 3 patch added dialogue options for those who hadn’t acquired the hammer and wanted to return later, for example. There’s also a scene where Raphael will summon the weapon if it’s “misplaced.” One player recently encountered a glitch that prevented them from advancing the Orphic Hammer part of the plot. Baldur’s Gate 3 player warns of Orphic Hammer glitch A BG3 fan recounted their Honour Mode mistake in a Reddit post that also doubles as a warning to others. The player said they softlocked themselves in the mode after accidentally leaving the Orphic Hammer in camp with Shadowheart. Worst still, they’d already entered the Astral Prism and couldn’t leave to retrieve the missing weapon. Because of Honour Mode, reloading an old save was also no longer an option. “The scene with Raphael when you ‘misplace’ the Orphic Hammer didn’t trigger, and if I approach Orpheus there is only one dialogue option: 1. (end),” they wrote. Due to this particular bug, the player had no choice but to rely on PC mods to escape the Astral Prism. Fellow Baldur’s Gate 3 players in the comments said they’ve also encountered Orphic Hammer problems. One person noted: “OMG, this mistake is so easy to make!! Gave me shivers. They should have some fix so it doesn’t happen. I’m sorry for your run.” Another user said they repeatedly checked their inventory during their Honour Mode playthrough, specifically because they’d heard of similar glitches. “I made sure to double and triple-check that the hammer was with me when I did my Honour Mode run because of posts like these,” they said. It’s not known if Baldur’s Gate 3 developer Larian Studios is aware of the error. But here’s to hoping a fix goes live sooner rather than later. If a similar glitch plagues the PlayStation and Xbox versions, PC mods won’t solve the problem like they did for the Reddit user above.

  • Baldur’s Gate 3 Orin trick makes final boss easy to beat in Honour Mode – Dexerto

    Baldur’s Gate 3 Orin trick makes final boss easy to beat in Honour Mode Larian StudiosBaldur’s Gate 3’s boss battles are no walk in the park, especially in Honour Mode. However, one player has now discovered a game-changing trick to make the most incompetent villain incredibly easy to take down. Poor Orin is widely considered the most incompetent villain in Baldur’s Gate 3, but that doesn’t mean fighting her is any easier. She has various resistances, powers, minions, and spells to help destroy your character and companions. However, one Baldur’s Gate 3 player has taken to the game’s Reddit to reveal how they made Orin the “easiest fight in Honour Mode.” “Gave her two diseases prior to the fight while meeting her during her shapeshifting shenanigans and took her down on the first turn with only three companions using a turn due to being vulnerable to all damage and being stunned whenever attacked” shared the tactical player, revealing just how powerful diseases really are in Baldur’s Gate 3. Placing those diseases on Orin before the battle left her extremely vulnerable, and stunning her allows the party to absolutely destroy her, along with the aid of some beloved high-damage tricks many fans have mastered. Naturally, players were extremely impressed by the play, commenting that “using pre-emptive biological warfare is the weirdest, yet smartest thing I have seen in a while.” Others were quick to give fellow players a full rundown of how this can be achieved, adding “you need to game Orin’s shape-shift victim. I usually go with Fist Rowan and the Stone Lord Thug. Make sure you don’t talk to any other possible victims such as the blacksmith, Lens, or the nymph.” In Act Three, Orin takes over one of four possible victims to spy on the party, so you can make an educated guess as to who they will be, especially if you don’t talk to the other victims. Once you’ve done that, “cast Contagion on her before speaking and she will shift back and teleport out immediately. Later, when you go to fight her in the throne of Bhaal, she will still have the effects that you applied.” As such, you’re able to hold a considerable advantage over poor Orin, destroying her incredibly quickly and ensuring your Honour Mode run doesn’t fail. At least not by Orin.

  • Baldur’s Gate 3 player warns others after vital Orin mistake – Dexerto

    Baldur’s Gate 3 player warns others after vital Orin mistake Larian StudiosOne Baldur’s Gate 3 fan learned the hard way that a mistake regarding Orin can be detrimental and has warned other players against following in their footsteps. To explore every possible story track, Baldur’s Gate 3 players have run through the game several times. Some may even begin to think that past playthroughs make certain decisions a walk in the park. That doesn’t seem to be the case, though. At least that’s what one fan realized upon revisiting the ‘Save Orin’s Victims’ quest in a second playthrough. Their prior knowledge about the Orin arc encouraged them to explore a familiar route that resulted in unexpected and unfortunate consequences. Baldur’s Gate 3 players warn against horrible Orin mistake On their second run of BG3’s third act, a Reddit user encountered quite the surprise during the ‘Save Orin’s Victims’ mission. They noted that because Lae’zel wasn’t around in their first playthrough, they witnessed Orin disguising herself as a child in need named Yenna. Despite having Lae’zel on board the second time around, the Redditor let their previous experience with Orin’s machinations guide their decisions. So when the former threatened Yenna’s life, the player said, “…I basically encouraged Lae’zel to cut her throat because ‘Yeah, she’s right, that IS a fake Yenna and she needs to be killed.’” They couldn’t have been more wrong. “That was the real Yenna, whose death I actively encouraged, while Lae’zel, who I thought was real, has been kidnapped.” Let this be a warning to all Baldur’s Gate 3 players – don’t underestimate Orin under any circumstances. One person in the Reddit thread joked, “The game literally punished you for meta gaming lmaooo.” Someone else chimed in to say that they’ve played BG3 several times and have yet to see Yenna in peril. “I’m in my 5th playthrough, and Yenna has never been kidnapped,” they wrote. At least this particular user now knows what not to do should their next run take a different course. Others noted that such an outcome is hardly a surprise because they’re constantly finding something new. One such comment reads, “Over a thousand hours in, still discovering new things.” Players will likely continue to uncover unexpected possibilities as time goes on.

  • Baldur’s Gate 3 official modding tools won’t let you make more story – Dexerto

    Baldur’s Gate 3 official modding tools won’t let you make more story Larian StudiosThose hoping to continue or expand the story of their Tav in Baldur’s Gate 3 are out of luck, as the upcoming mod support won’t let players add certain types of content. The upcoming Patch 7 for Baldur’s Gate 3 is adding official mod support to the game in September. Surprisingly, this also extends to consoles, as the PlayStation 5 and Xbox Series X/S versions of Baldur’s Gate 3 will also have mod support. Baldur’s Gate 3 already has a thriving modding community. Fans have created all kinds of new content for the game. However, this has the drawback of potentially breaking existing assets. This is where official modding tools will come in, as they’re designed to work with the game. Unfortunately, there will be several major aspects of Baldur’s Gate 3 that cannot be altered with the modding tools. As confirmed in a thread on the Baldur’s Gate 3 Reddit, you won’t be able to use mod tools to create cinematics, levels, or quests. This means players can add subclasses, weapons, dice skins, and spells to Baldur’s Gate 3, but they won’t be able to broaden the things you can do with all those fancy new options. There’s also no word on whether Baldur’s Gate 3’s mod tools can add races. Players will still be able to add content via unofficial mods, and there will likely be a big scene for this once the final patch for the game has been released, but it won’t be as well-supported as the official mod content. It’s a shame that players can’t add new story content, especially as Baldur’s Gate 3 won’t receive DLC in the future. Fans will just have to be satisfied with bringing in the College of Eloquence Bard and the psionic classes, as they go through the Druid Grove and Goblin Camp for the umpteenth time.

  • Baldur’s Gate 3 NPC names discovered to have hilarious double meaning – Dexerto

    Baldur’s Gate 3 NPC names discovered to have hilarious double meaning Larian StudiosBaldur’s Gate 3 players have discovered that multiple NPCs in the game have been “appropriately” named with double meanings based on their character. As winner of Game of the Year, Baldur’s Gate 3 has surprised players worldwide with its deep storyline — but this discovery takes things one step further. Some characters in Baldur’s Gate 3 are downright unlikeable for multiple reasons and as it turns out, their names live up to the hate they receive. Kagha is one of the initial NPCs players encounter in the first Act by going to the Grove. In a series of cutscenes, Kagha can be seen harassing a Tiefling child for stealing — something which left a bad taste in many people’s mouths. One player took to Reddit to point out that Kagha’s name is pronounced similarly to “caga” in Portuguese. “Caga” translates “to sh**,” which the original poster said was accurate considering Kagha’s character in the game; a dictator-like woman who shows no leniency, even towards innocent children. However, not all players agree that Kagha is a bad character. As some have pointed out, the more you learn about her the more likable she becomes. “She’s not that bad compared to a lot of other characters. She had good intentions but they became warped because she gave in to fear. She became a cruel person because of it. Once you make her understand what she’s done she immediately backs down and accepts responsibility for it,” explained one person. The conversation on alternative meanings sparked other players to translate the names of more NPCs into different languages. Another familiar character whose name is also assimilated with the word “sh**” is Cazador Szarr, as in Hungarian “szar” means the same thing. Despite this, not all Baldur’s Gate 3 characters have names that throw shade at them. One user pointed out that Aylin, a temporary companion that can be found in Act 2, means “moon halo” in Turkish. A name that fits perfectly with her being the daughter of Selûne, who is the goddess of the moon. Whether the naming of these NPCs intentionally considered meaning in other languages or not, the Easter eggs are nonetheless plenty of fun to discover.

  • Baldur’s Gate 3 NPC is secretly responsible for the game’s loot – Dexerto

    Baldur’s Gate 3 NPC is secretly responsible for the game’s loot Wizards of the CoastAll of the random loot you find in Baldur’s Gate 3 may have been left by one of the NPCs you can encounter in the story. One of the great mysteries of video games and tabletop RPGs is who is leaving all of that loot behind. In some games, treasure is randomly generated, which means baffling selections of items can be found in tiny treasure chests. This trope originates in games like Dungeons & Dragons, as the older editions had random treasure tables for DMs to roll on. This had the downside of leaving players wondering why the enemies they killed weren’t using magic swords, potions, and wands in their stash. Baldur’s Gate 3 has this issue, with players finding amazing magic items strewn around the game world, which no one has bothered to pick up. It turns out that there’s a reason for all of this treasure within D&D lore, and it comes from the creator of the Forgotten Realms himself. In the novel “The Temptation of Elminster” by Ed Greenwood, it’s explained why so much great loot is left lying around for adventurers to find. As discussed by fans, there’s a passage in the book where Elminster, the legendary mage of Shadowdale, talks about how he often leaves magic items and scrolls in ancient tombs, all on the orders of Mystra, the Goddess of Magic. In most cases, Elminster made these items or left instructions for casters to craft gear. Considering Elminster shows up in Baldur’s Gate 3 and has an important role in Gale’s quest, it makes sense that he’s hanging around and playing a role in the important events surrounding the Mind Flayer parasites and the new champions of the Dead Three. Chances are, he’s aiding Tav and the others from behind the scenes, setting them up with items to help them on their journey. It also explains why he isn’t solving the problems himself with Meteor Swarm and Wish spells, as he’s too busy stocking up barrels with potions.

  • Baldur’s Gate 3 players praise “unfathomably based” devs for not including MTX – Dexerto

    Baldur’s Gate 3 players praise “unfathomably based” devs for not including MTX Larian StudiosBaldur’s Gate 3 players are applauding the developers for releasing a single-player RPG that doesn’t feature microtransactions. Many gaming enthusiasts view microtransactions as a scourge on the industry, one that’s had an adverse effect on design decisions. Assassin’s Creed RPG-centric entries, namely Odyssey and Valhalla, sat on the receiving end of backlash because of controversial in-game purchases. Diablo 4 hasn’t escaped the wrath of frustrated players either, due in no small part to the high prices in its MTX shop. But not every developer or publisher is trying to nickel-and-dime customers who’ve already invested $60 or more in a premium game. In fact, those who avoid doing so end up receiving quite a bit of praise. Larian lauded for keeping microtransactions out of Baldur’s Gate 3 The FAQ on BG3’s official website states that there are no in-game purchases whatsoever. “We believe in providing a complete and immersive gaming experience without the need for additional purchases,” the blurb reads in part. YouTuber The Act Man shared a screenshot of the message on Twitter and, in so doing, called developer Larian “unfathomably based.” Numerous replies to the post similarly sing Larian’s praises for not adding microtransactions to Baldur’s Gate 3. “Gaming as it should be,” one user responded. Others said they’re now even more interested in picking up a copy of the RPG. Wrote another prospective player, “I was tempted to get Baldur’s Gate at some point, this just guaranteed my purchase.” A screenshot of the YouTuber’s tweet has since made it to BG3’s subreddit. With nearly 6,000 upvotes, Larian continues to receive high praise for launching such an experience without in-game purchases. One person aptly noted, “No game developer… cares about microtransactions, or wants to add them to games. They are the domain, and demand, of executives. As long as Larian is helmed by its current CEO, they’ll keep being awesome like this…” It’s clear the crew at Larian is doing something right since the game’s already been dubbed 2023’s second-biggest PC launch. Not bad after just one day on the market.

  • Baldur’s Gate 3 new mode leaked via mysterious achievement – Dexerto

    Baldur’s Gate 3 new mode leaked via mysterious achievement Larian StudiosBaldur’s Gate 3 might soon be adding the punishingly difficult Honour mode from Divinity: Original Sin II, based on a recent achievement leak discovered by players. Baldur’s Gate 3 has three difficulty modes: Explorer, Normal, and Tactician. Explorer is the easy mode for new players or those unfamiliar with D&D 5E rules, Normal is a regular experience that follows D&D 5E closely, and Tactician is a hard mode that expects the players always to use their resources correctly. What Baldur’s Gate 3 currently lacks is an Ironman mode, which is surprising, considering how closely it’s based on D&D 5E. Baldur’s Gate 3 puts a lot of emphasis on dice rolls to resolve situations, but there’s always the option to ‘savescum’ if players aren’t happy with the result. A recent Baldur’s Gate 3 patch may have unearthed an even deadlier difficulty mode in the works. Larian Studios is still adding content to Baldur’s Gate 3, and something for the most skilled players could be next in line. Baldur’s Gate 3 might be receiving the Honour mode from Divinity: Original Sin II A user on the official Baldur’s Gate 3 Reddit has discovered that a new achievement has been added to the GoG version of the game. This achievement is called “Foehammer,” and it’s unlocked after completing something called “Honour mode,” which currently doesn’t exist in the game. Fans have an idea of what Honour mode is, thanks to Larian Studios’ previous game, Divinity: Original Sin II. In Divinity: Original Sin II, Honour mode was essentially an Ironman mode, where players only had a single save file, and a game over resulted in that save being deleted. It bears mentioning that Honour mode is selected after picking difficulty in Divinity: Original Sin II, which means that players could use it while in easy mode. The fact that players can lock themselves into specific paths and lose their progress on a game over means it’s still incredibly hard, regardless of difficulty. Adding an Ironman mode in Baldur’s Gate 3 is long overdue, as it’s a perfect fit for locking players to one save file. A mode where players connect their fate to a dice roll is the perfect way of emulating the D&D 5E experience in Baldur’s Gate 3.

  • PlayStation’s messages about Baldur’s Gate 3’s “new launch date” mean nothing – Dexerto

    PlayStation’s messages about Baldur’s Gate 3’s “new launch date” mean nothing Larian StudiosThough messages from PlayStation claim Baldur’s Gate 3 has a “new launch date,” nothing about the PS5 release has changed. Larian Studios released Baldur’s Gate 3 on PC on August 3, with the PS5 version slated to hit stores on September 6. The Dungeons and Dragons-themed RPG quickly became the talk of the town, while also climbing the Steam sales charts. Naturally, the widespread acclaim has countless others eager to get their hands on the experience. However, PlayStation owners should be mindful of messages that may get their hopes up about an update due date. Push Square reports that early in the morning of August 8, the PS App began sending notifications about BG3’s “new launch date.” While Larian hasn’t altered its release plans, some PlayStation fans are still getting these messages hours later. PlayStation is wrong, Baldur’s Gate 3 doesn’t have a new release date The incorrect messages persisted even hours after PS App users received the aforementioned notification. As of about 3:00 PM CST, Sony was sending out emails with a subject line that read, “Baldur’s Gate 3 | New launch date | Pre-order now.” Why this is happening is anyone’s guess at this point, especially since the PS App and email messages were relayed several hours apart. It’s worth noting that Baldur’s Gate 3’s PlayStation 5 version will technically launch on two different dates. PS5 owners who pay $80 for the Digital Deluxe Edition can earn 72-hour Early Access to Act 1, meaning part of the game will be available on September 2. However, this isn’t new information, so Sony had no reason to bombard its user base with “new release date” blasts. It is possible, of course, that this amounts to little more than human error. Either way, Baldur’s Gate 3 will hit PS5 on Wednesday, September 6.

  • Baldur’s Gate 3 never quite got Dragonborn helmets right – Dexerto

    Baldur’s Gate 3 never quite got Dragonborn helmets right Larian Studios/Lionheart AdventuresThe Dragonborn playable race in Baldur’s Gate 3 is easily the most fantastical of the bunch, which might be why their helmets don’t always fit properly and can look funny when seen in action. In real life, items are made for people of specific sizes. In D&D 5e, when you find a magic item, it just works. If anyone asks why, just say “magic.” It’s a lot easier than keeping track of measurements for every piece of loot the party finds on the overworld. That works in the theater of the mind, with an explanation that the magic causes items to fit the wielder, kind of like how the One Ring shrinks or grows to match its wearer. It’s a bit trickier in a visual medium, such as a video game. Users on the BaldursGate3 subreddit have pointed out how silly some of the helmets look on Dragonborn characters, notably the leather helmet you find during the early hours of the game. This is because they have to work around the horns that Dragonborn have on the back or side of their head. “From the front, it almost looks like a strange, elaborate headdress. From the side, it looks like a bra,” one user wrote. Another said, “I like the implication of this style of helmet. You just found it off someone or in a chest, right? And it just so happens to be tailored to your gigantic head.” The strange thing is, developer Larian Studios has experience with this matter. As one user pointed out, “It’s crazy because Larian gave lizards the best-looking armour in Divinity Original Sin 2, but in Baldur’s Gate 3…” The Dragonborn were one of the last races added to Baldur’s Gate 3. This, coupled with their unusual head design, means that some of the equipment is going to look strange, especially when the rest of it is designed for generic humanoid shapes. It’s easy to see why better clothing options are among the most popular Baldur’s Gate 3 mods, as the Dragonborn badly need gear that evokes the might of their draconic bloodline rather than looking like they have a piece of leather strapped to their forehead.

  • Baldur’s Gate 3 players celebrate unsung hero in Free True Soul Nere quest – Dexerto

    Baldur’s Gate 3 players celebrate unsung hero in Free True Soul Nere quest Larian StudiosBaldur’s Gate 3 players are spotlighting a character who most notably appears during the Free True Soul Nere quest – Stone Guard Kur. Free True Soul Nere is a mission BG3 players will encounter upon entering the Grymforge in Act One. As one of the Absolute’s True Souls, Nere has been trapped and could succumb to death by poison at any moment. Players can either free Nere or wait it out and let him die. These decisions aside, a few other characters enter the mix, too, each one interesting in their own way. One such character is Stone Guard Kur, someone with a vested interest in Nere’s downfall. But it’s Kur’s actions during a combat-heavy sequence that has players shining a light on her brilliance. Baldur’s Gate 3 players spotlight unsung hero in Nere mission A Redditor who goes by LatePhilosphy drafted a long post about Stone Guard Kur’s bravery. The player noted that during the Nere fight, Kur roams to a cliff’s edge, gets pushed into lava, and keeps fighting despite burning to death. Kur could’ve saved herself at any time, the user pointed out. “But no. Such simple-minded thinking was not how Stone Guard Kur became the legend that was Stone Guard Kur.” LatePhilosphy later took a long rest, then returned to the scene only to find Kur missing. They’re now convinced the character is still out there, asserting their dominance. “I really don’t feel like I’m the main character of this story anymore,” the Redditor finished. It seems Baldur’s Gate 3 players agree that Stone Guard Kur deserves their props. As one user put it, “Stone Guard Kur graciously allows you to dominate the netherbrain, because (s)he likes keeping it low-key.” Others also recalled their time seeing Stone Guard Kur in action. “I think in one of my saves, [she] jumped back onto solid ground next turn,” wrote another Redditor. Apparently, Stone Guard Kur getting pushed into lava is a common occurrence. But it’s good to know excessively hot temperatures don’t keep her out of the fight for very long.

  • Baldur’s Gate 3 negative Steam reviews keep targeting romance options – Dexerto

    Baldur’s Gate 3 negative Steam reviews keep targeting romance options Larian StudiosBaldur’s Gate 3 reviews won’t stop talking about the adult content in the game, especially in the Steam reviews. Whether romance is good or bad differs from player to player, proving that you can’t satisfy everyone. Baldur’s Gate 3 has earned memetic status for its bizarre love scenes. This is the game where romancing a vampire elf is among the more vanilla options, with Mind Flayers, devils, and even a Druid transformed into a bear sitting on the other end of the spectrum. A thread on the Baldur’s Gate 3 Reddit has discussed two negative reviews, one criticizing the game’s abundance of adult content, and the other mad that you can’t seduce the Elder Brain. “It was pretty annoying for me, constantly dealing with the unwanted advances of everyone in the party. Halsin was the f—-g worst,” one user complained, while another wrote, “You can’t please everybody.” “I have to admit i dont like how you have to navigate dialogue with companions like youre avoiding sex land mines,” another user said, “Im not really interested in those options but all you have to do is talk to and be nice to people and it always goes that way. Like damn we have more important s–t going on One could argue that Baldur’s Gate 3’s sheer number of romance options helped to sell the game. It was incredibly bold of Larian to go as far as it did, especially when using the family-friendly D&D 5E license, but fans appreciated it. That being said, if you’re just in Baldur’s Gate 3 for the epic adventure, then the soap opera drama that is the love lives of your companions could be grating. Whether that’s enough for you to give the game a bad review depends on how much it bothers you, or how angry you are that you can’t fornicate with a giant evil brain monster.

  • Baldur’s Gate 3 needs to take a leaf from Skyrim and let me adopt kids – Dexerto

    Baldur’s Gate 3 needs to take a leaf from Skyrim and let me adopt kids Larian StudiosOne of the only things missing from Baldur’s Gate 3 is the option to care for the many orphan children found throughout the game—something Skyrim and D&D both allow. It’s safe to say Baldur’s Gate 3 doesn’t leave many stones unturned. The game has been rightly praised for letting players approach its challenges however they want, rewarding creative and unconventional strategies. Plus, there are a multitude of secrets that players are still uncovering months after launch. However, there is one place where the game falls short, and it’s something Skyrim allowed players to do: adopt children. Baldur’s Gate 3’s dark world is full of children in need of parents. Early on, you’ll meet various tiefling children among the refugees being pushed out of the Grove. Not all are orphans at this point, but many of their parents don’t survive the game. Among the tiefling children are some of the most interesting arcs in Baldur’s Gate 3. Saving Arabella from Kagha means she’ll appear in Acts 2 and 3, in which she loses her parents and strikes up an unlikely friendship with Withers. There’s also Mol, the leader of the refugee children, who ends up making a deal with one of the game’s most beloved villains. Another standout child character is Yenna, a child from Rivington who, in part, exists to get kidnapped by Orin if no one else is available. These child characters have so much potential, with Arabella acquiring magic in Act 2 really feeling like a plot thread for whoever ends up developing Baldur’s Gate 4 to build upon. But even though there’s a chance we’ll see more of the kids down the line – likely once they’re all grown up – I can’t help but wish I could take care of them now. And I’m not alone as a Reddit post titled “Let Me Adopt The Children You F******” shows. Skyrim’s Hearthfire expansion added the option to adopt children among various home buying and designing features. Players with homes or homesteads can adopt children they find on the street or visit Honorhall Orphanage. The latter even allows players to adopt children whose parents die during gameplay. I’ll admit that it wouldn’t make a whole lot of sense to add home building and parenthood to Baldur’s Gate 3 from a story perspective. After all, Tav has enough on their hands, many of the Origin characters don’t seem like they’d be great parents, and the Dark Urge should be kept away from children at all costs. Then again, the perils of the adventurer’s life haven’t stopped countless Dungeons & Dragons parties from adopting children they find during their journeys. Pretty much every Dungeon Master, myself included, has at least a couple of stories about their players getting super attached to an orphaned child or stray animal. Many players love to, formally or otherwise, adopt NPCs and make them key parts of the story, even (or especially) if it makes no sense. But that in itself is one of the beauties of D&D and something Baldur’s Gate 3 embraces. The game accounts for so many chaotic and ridiculous things players want to do, which makes me wish adopting the orphans of Baldur’s Gate 3 was an option.

  • Baldur’s Gate 3 needs to improve playable race like D&D did – Dexerto

    Baldur’s Gate 3 needs to improve playable race like D&D did Larian StudiosBaldur’s Gate 3 can be a little too accurate to D&D at times, as it used an inferior version of one of the main races, despite it receiving official updates before the video game’s launch. The version of the Dragonborn race that appeared in D&D’s 2014 Player’s Handbook is often considered to be one of the weakest choices in the game. This is due to its breath weapon attack not scaling with level and requiring an Action to use, as well as its elemental damage resistance being highly situational. In fact, the Dragonborn received a much-needed update in a book called Fizban’s Treasury of Dragons. Not only did this boost the Chromatic and Metallic Dragonborn with extra powers and updates to existing abilities, but it also added the neutral-aligned Gem Dragonborn, giving players even more options. Unfortunately, the version of the Dragonborn that appears in Baldur’s Gate 3 is based on the underwhelming version of the race from 2014. This has resulted in users of the Baldur’s Gate 3 Reddit asking for it to be updated or for mods to improve the existing Dragonborn. “This is what mods were made for… Because you’re absolutely right that the racial benefits for Dragonborn are hot garbage,” one user wrote, while another said, “Something even as simple as more unique attacks would be nice like a bite attack or extra unarmed damage. I really just wanna be able to bite heads off mid-fight.” One player suggested the easiest way to improve the scaly sorcerers: “I wish that the damage of Dragonborn’s breath scaled with level. And also that the attack was a bonus action.” “You and everyone else,” another fan wrote, “They gave the ugly ass Gith everything else but Darkvision.” While the Dragonborn might lack the firepower of their later D&D equivalents, that hasn’t made them unpopular with the community. According to Larian’s 1st year anniversary Baldur’s Gate 3 stats, Dragonborn is the 6th most popular race, beating out the far better Githyanki and Half-Orc. The Dragonborn’s popularity was likely helped by its role as the face of the Dark Urge storyline. That and the fact that dragon people are just cool to play, even if they’re not as strong as their wyrm cousins or their tabletop iteration. Still, with the Dragonborn receiving another update in D&D’s 2024 Player’s Handbook, there’s a chance Baldur’s Gate 3 might improve them in a future patch, giving everyone the mighty draconic protagonist that they deserve.

  • Baldur’s Gate 3 needs a redeeming ending for The Emperor – Dexerto

    Baldur’s Gate 3 needs a redeeming ending for The Emperor With new endings coming to Baldur’s Gate 3 in its next update, one thing has become shockingly clear, we need a proper ending for The Emperor, and he needs a chance to redeem himself. The Emperor is one of the most interesting characters in Baldur’s Gate 3, in terms of a story arc. Most players go from loving their Guardian (some took that a little further too), to then finding out that he’s a (spoiler) Mindflayer. As such, you go on a conflicting journey inside your dreams of either acceptance and trust, or hesitancy and betrayal. It’s only in act three that The Emperor starts twisting the narrative and showing just how manipulative he really is – especially when it comes down to the infamous Orpheus choice. The Orpheus choice is essentially a point in which the player needs to choose to either follow the Emperor or use Orpheus to help destroy the Elder Brain. Orpheus is presented as the more mechanically sound choice, but you have your loyalties to The Emperor to consider. Due to the manipulations, many do end up siding with Orpheus, essentially disregarding The Emperor back into his lines of code, only to be seen briefly in the battle against the Elder Brain. However, once you’ve made that choice, that side of the story is over, meaning both Tav and The Emperor never really get a tied-up ending – which is where the new ending update could come in. Now, players on the Baldur’s Gate 3 Reddit are calling for a redemption ending for the character, highlighting that it could be in the form of him learning the error of his ways, speaking his gratitude to Tav, or even just him coming to his senses about who he really is. Such a detail could work in a similar way to Karlach’s descent back to the Hells, a simple scene with small dialogue and a proper send-off for what is quite a pivotal character. His redemption could be an ideal added storyline, with players getting a satisfying ending for this manipulative yet complex character. Naturally, Larian Studios can’t make an ending for every character in the game, and many suspect that The Emperor may have died in the final fight, but knowing Larian and their enthusiasm to bring more stories and endings to Baldur’s Gate 3, it’s certainly not impossible.

  • Baldur’s Gate 3 needed one more act to be the best RPG ever – Dexerto

    Baldur’s Gate 3 needed one more act to be the best RPG ever Larian StudiosNow that the dust has settled after Baldur’s Gate 3’s massive success in 2023, there’s no doubt that it can be called one of the best RPGs ever made. This is why the few issues that do exist in the game are so frustrating. When everything else is perfect, the smallest issues that would barely register in other games seem much larger. Everyone has a slightly different experience with Baldur’s Gate 3, but you’d be hard-pressed to find a player who doesn’t think that Act 3 is slightly worse than the first two; there’s a reason so many players restart a new save instead of finishing the game. Act 1 is all about a new sense of adventure and settling players into the Sword Coast, while Act 2 is all about raising the stakes while exposing you to the darker side of the world’s lore. Compare that with Act 3, which has a much wider brief. Not only does it need to resolve each companion’s storyline, but it also has to tie up every other loose end, establish (and kill) two of the Dead Three’s chosen, explain what Raphael is up to, and address the Emperor/Orpheus situation. The end result is a much more bloated experience than anything that has come before. On top of this, it doesn’t help that the map is completely overwhelming. The titular city of Baldur’s Gate does a great job of selling the hustle and bustle of a dense urban area, but from a gameplay standpoint, it feels too claustrophobic. There are always a million and one things to do in Baldur’s Gate but Act 3 was the only time I felt paralyzed by the choices in front of me. The solution? Split Act 3 into two more acts. Sure, you lose the satisfaction of a three-act structure, but you make up for it by streamlining the game. Contextual information around Orpheus and the Emperor, as well as setup for Gortash and Orin, could have been frontloaded so it doesn’t clash with the companion quests, which are the emotional core of the story. At the end of the day, Baldur’s Gate 3 is still a stellar game, and even with Act 3’s flaws, it can still lay claim to being the best RPG ever made.

  • This Baldur’s Gate 3 NPC reveals companion’s deepest desires and it’s heartbreaking – Dexerto

    This Baldur’s Gate 3 NPC reveals companion’s deepest desires and it’s heartbreaking Larian StudiosNaoise Nallinto is the Baldur’s Gate 3 NPC players should meet if they want to understand their favorite companions. BG3 runs rampant with strange encounters of all kinds, one of the most notable involving a Dryad courtesan named Naoise Nallinto. Players meet the character in Act 3 at the Sharress’ Caress brothel in Wyrm’s Crossing. After protecting Naoise from her Mind Flayer clientele, she’ll offer a buff that invites companions to describe their deepest desires in a single word. As several users noted in a Reddit post that’s gained a lot of traction, some of the answers are heartbreaking. Karlach simply wishes to be “Alive,” for example, based on her response to Naoise. It’s an understandable desire since the beloved Barbarian has a mechanical heart in desperate need of repair. Wyll tells Naoise of the freedom he covets, a poignant reply given his contractually obligated service to the Archdevil Zariel. Astarion’s desire to be safe similarly cuts deep because of the character’s desperate attempt to escape Cazador, the Vampire Lord who means to use him in a ritual. Player responses in the Reddit thread agree that Baldur’s Gate 3’s Naoise Nallinto conversation can become heartwrenching. Reads one such comment, “These all made me a little sad. Except for Astarion & Karlach’s which made me Big Sad.” Another user said of the Astarion answer, “I’m not the biggest fan of Astarion, but ‘safe’ made me feel really sad. Poor bastard.” A few people said the Durge also has a response that perfectly befits their story arc – sane.

  • Baldur’s Gate 3 Hotfix 9 Patch Notes: Adds long-awaited name change feature – Dexerto

    Baldur’s Gate 3 Hotfix 9 Patch Notes: Adds long-awaited name change feature Larian StudiosLarian Studios has deployed Baldur’s Gate 3 Hotfix 9, which introduces the long-requested name change feature. Baldur’s Gate 3 lets players alter their names straight out of the gate via the Character Creation screen. However, once this process ends, the name chosen will remain throughout the rest of the experience. For many, this limitation represented one of the RPG’s weaker points. The crew at Larian Studios heard players loud and clear, though, since the newest hotfix finally introduces a name change feature. BG3’s new patch also adds crash fixes, the ability to use the Magic Mirror on hirelings, and much more. Baldur’s Gate 3 Hotfix 9 finally lets users change their names Hotfix 9 has officially gone live across PC and PlayStation 5 platforms. In rolling out the patch, Larian also shared release notes outlining what players should expect. The most notable addition includes the ability to change a character’s name beyond the Character Creator at the start. Users will also be pleased to learn that a few crash, accessibility, and dialogue-related issues have been corrected. (But beware, some of the entries below include spoilers.) BG3 Hotfix 9 patch notes: Changes You can now use the Magic Mirror on hirelings. – You can now change your name through the Magic Mirror. – Fixed a rare crash that could occur when unloading or quickloading a game. – Fixed an issue causing GPU crashes on PS5 Vulkan. – Fixed the Guardian Statue repeatedly falling into a chasm, causing the server to stall. – Fixed a split-screen issue on PS5 that could cause a black screen when listening in on a dialogue. – Fixed unpreparing spells not removing their buffs if the spell was upcasted. – Fixed buffs being removed by unpreparing spells if the buff came from a different source (e.g. a scroll). – Fixed some character positions and animations breaking if you skip lines in certain dialogues. – Fixed the previews not working correctly in the Accessibility options. – Fixed an issue causing Minthara’s romance to unreliably trigger. – Fixed Minthara’s dialogue after you kill Orin not triggering properly when you talk to her. – Fixed the Adamantine Splint Armour sometimes making your legs transparent. – Fixed a geometry stretching bug introduced in Hotfix 8 on Vulkan. – Fixed characters showing up in their underwear in some intimate scenes even if you have nudity enabled. – Fixed Feign Death causing an infinite leave–join combat loop in certain circumstances. – Fixed prices in dialogues not displaying correctly in savegames that were made while the price was on screen. – Optimized the line-of-sight system for entities with no sight range, like items. – There you have it, the full patch notes for BG3’s Hotfix 9. For more on the acclaimed role-playing title, check out the Baldur’s Gate 3 homepage.

  • Baldur’s Gate 3: How to solve the moon door puzzle – Dexerto

    Baldur’s Gate 3: How to solve the moon door puzzle Larian StudiosTo progress in Baldur’s Gate 3, one must navigate the intricate moon door puzzle at the Defiled Temple. Our detailed guide facilitates your journey through the Reach Moonrise Towers quest. The Defiled Temple in Baldur’s Gate 3 is a crucial location where solving the moon door puzzle unlocks the path to the Selunite Outpost in the Underdark, alongside the Goblin Camp and the Nightsong Quest. Although you do get a glimpse of the clue while inside, it can turn out to be trickier to figure out the exact pattern, as the puzzle deals with the phases of the Moon. So, here’s a handy guide with everything you need to solve the moon door puzzle in the game. How to solve the moon door puzzle in Baldur’s Gate 3? To solve the moon door puzzle in Baldur’s Gate 3, you’ll need to arrange the four Stone Discs in a particular order. The order is such that Full Moons are displayed at the top disc, two Half Moons in the middle discs, and No Moons at the bottom stone disc. You may follow the steps listed below to arrange the Stone Discs in the correct order: Right Stone Disc: Rotate it once. – Left Stone Disc: Rotate it thrice. – Bottom Stone Disc: Rotate it twice. – Right Stone Disc: Rotate it twice. – Left Stone Disc: Rotate it twice. – Top Stone Disc: Rotate it twice. – Left Stone Disc: Rotate it thrice. – Right Stone Disc: Rotate it once. – As soon as you solve it, a door will open. This will allow you to move to the Selunite Outpost, the place of origin of the Underdark. You can take the stairs and move down to unlock the “Underdark – Selunite Outpost” waypoint. The first instance of this puzzle’s clue is located in the Shattered Sanctum. It’s a room with a lot of barrels – and the four phases of the moon are shown in the correct order here. This room is located adjacent to Priestess Gut’s room. Take a look at some of our other handy Baldur’s Gate 3 guides and content: Best Sorcerer build | Best Bard build | Best Rogue build | Best Fighter build | Best Ranger build | Best Barbarian build | Best Druid build | Best Warlock build | Best Wizard build | Baldur’s Gate 3: What’s the max level cap? | Best Baldur’s Gate 3 classes tier list | How to revive characters in Baldur’s Gate 3 | Can you multiclass in Baldur’s Gate 3 | Baldur’s Gate 3 Soul Coins: How to get them & what they are | Baldur’s Gate 3: Fastest ways to get XP & level up | Baldur’s Gate 3: How to respec your character | Baldur’s Gate 3 Karmic Dice: What are they?

  • Baldur’s Gate 3 players confused by Monk’s bizarre ice cube ability – Dexerto

    Baldur’s Gate 3 players confused by Monk’s bizarre ice cube ability Larian StudiosBaldur’s Gate 3 players are questioning why one specific ability in the Monk class even exists. Like every other class in Baldur’s Gate 3, players have gotten incredibly creative when crafting Monk builds to suit their playstyle. Shortly after the game’s launch, one person created a Monk/Rogue multiclass that made for an unstoppable force on the battlefield. Some players have found their build experimentations lacking, though, thanks in no small part to seemingly useless abilities. Reddit user gankfrombush highlighted as much in a post that called the relevance of the ‘Shaping of the Ice’ ability into question. This action lets Way of the Four Elements Monks summon ice cubes from thin air. Based on the Redditor’s comments, they have yet to find a worthwhile use for the block described as a “climbable ice cube.” As suggested by its description, this skill is best employed when players need to gain higher ground. One person replying to the thread called it “portable elevation, so your Eagle Heart Barbarian always has the option to attack enemies from the top rope.” However, the cube’s functionality is not solely limited to climbing. Players can also drop the chunk of ice on enemies, block doors with it, trigger pressure plates, and use it as cover when engaging in stealth. In addition, someone in the post’s comments said the ice works well as a “floatation device” in games of Dungeons & Dragons. While discussing the versatility of the Monk’s cube ability in Baldur’s Gate 3, users didn’t miss a chance to throw in a few Portal-related Companion Cube jokes. “The Weighted Companion Cube will never threaten to stab you and, in fact, cannot speak,” reads one such response, which has more upvotes than the original post.

  • Baldur’s Gate 3 class ascends to “godhood” as it’s so OP – Dexerto

    Baldur’s Gate 3 class ascends to “godhood” as it’s so OP Larian StudiosThe Monk class in Baldur’s Gate 3 feels so overpowered that players think its best builds ascend to “godhood.” Baldur’s Gate 3 lets players customize their playstyle around a wide variety of classes, which range from Barbarian and Rogue to Warlock and Paladin. While each class comes equipped with its share of unique benefits, some have proven more powerful than others. Such is the case with BG3’s Monk, a class that players have long labeled as overpowered. Late-game builds can especially shift the tide of battle by dealing an overwhelming amount of damage per turn. A user named Ok-Resolution-7290 sparked discussion about the Monk’s formidability in a Reddit post, specifically highlighting how their respeced Astarion is so OP that he took out nine enemies after the rest of the party went down. Other BG3 players chimed in with their favorite respec options for Monk builds. For example, several people shouted out Karlach as an excellent Monk choice, especially since Soul Coins throws the character into an Infernal Fury state that imbues the Tiefling’s basic attacks with fire damage. Another fan praised the “Lae’zel monk/barb multi-class” build, noting that she can mess up enemies “pretty hard.” This version of the character arguably has a lethality like no other, further driving home the argument that Monks may count among the strongest of BG3’s martial classes. In speaking about how overpowered Baldur’s Gate 3’s Monks can become, someone else said they’re playing with “a plain Jane pure dex monk with a polearm. And I still feel like I’m getting closer to godhood with each level I take.” The Paladin’s pure damage output has positioned it as one of the most formidable BG3 classes, and the Wild Magic Barbarian can trample over just about anything in its path. However, it’s clear players shouldn’t discount Monks, especially when paired with the right Origins character.

  • Baldur’s Gate 3 modders crack dev tools for true D&D experience – Dexerto

    Baldur’s Gate 3 modders crack dev tools for true D&D experience Larian StudiosBaldur’s Gate 3 modders have surpassed Larian’s expectations by unlocking dev tools in a matter of days. This pushes the creative potential of official mods far beyond what was anticipated. Baldur’s Gate 3 finally has official mod support thanks to the launch of the highly anticipated Patch 7. Of course, players have been modding the game since its earliest days with the worst romances imaginable and important fixes to Half-Orc genitals, we just have Larian’s okay now. Modders have wasted no time in enhancing the experience of Baldur’s Gate 3 by adding more fan-favorite Dungeons & Dragons classes and species to the game. Not content with what Larian has given them, however, one modder has already unlocked the game’s developer toolkit. Nexus Mods user Siegfre’s BG3 Toolkit Unlocked mod gives modders the proverbial keys to the kingdom of Baldur’s Gate 3. Interestingly, the potential this offers could make it a closer adaptation of the tabletop roleplaying giant than it already was. The official modding tools for Baldur’s Gate 3 do offer a degree of freedom but had been intentionally limited by Larian. Initially, they were only meant to offer the ability to tweak or create things like classes, items, balance, and more which is more than enough for some. Siegfre’s mod however removes a number of the barriers imposed by Larian. “This mod unlocks all the disabled features and enables write permissions for the BG3 Toolkit. Including level editing, save editing, and more,” they explain in the mod’s description. The primary takeaway here is the access to level editing that this new kit gives modders. With this, those who are inclined will be able to create custom scenarios and even whole campaigns, much like a Dungeon Master would on the tabletop. Given that this particular mod is so fresh, it will likely take some time until we see it used to its fullest potential. It should also be noted that with separate approval processes for consoles, people playing Baldur’s Gate 3 on PlayStation or Xbox may miss out on some of what this toolkit can produce.

  • Baldur’s Gate 3 modders can bring D&D’s creepiest villain to life – Dexerto

    Baldur’s Gate 3 modders can bring D&D’s creepiest villain to life Larian Studios/Wizards of the CoastThe toybox has been opened, as Baldur’s Gate 3’s modding tools now (unofficially) allow for level editing. This means that fans have the chance to bring D&D’s most iconic villain into the game, along with the haunted realm that has been terrifying adventurers for decades. Baldur’s Gate 3 received official mod support in Patch 7, allowing fans to add things like playable races and new subclasses to the game. There are some restrictions, however, as Larian confirmed that more areas and quests cannot be added to the game. Or at least, that was the intention. It didn’t take long after the release of the official modding tools for fans to break their way into the level editor, and while it’s still early days, this could open the door to new campaigns. Potentially, this could involve adapting some of the best D&D stories into Baldur’s Gate 3’s engine. Baldur’s Gate 3’s modding breakthrough can let us leave the Forgotten Realms The fact it only took a matter of days for fans to poke holes into the modding tools means the sky is the limit for what can be accomplished regarding new content. Naturally, fans will want to put their own twist on things. There may come a day when we have Minthara and Minsc as Origin characters, the cut Halfling Werewolf Bard party member is completed, and Alfira is given full main character status. But what about creating whole new campaigns? Baldur’s Gate 3 already has a Roguelike mode that completely alters the main storyline using only existing assets, so we know a lot is possible with the tools fans had before. Suppose players can create new maps and fill them with characters. In that case, that means we’re going back to the days of Neverwinter Nights and could potentially see full conversions, and while editing existing maps will be the most time-effective way of creating new content, we’ll almost certainly be seeing fresh stages for players to explore. The D&D multiverse has decades of content that can be mined for ideas. The best route the Baldur’s Gate 3 community could take is to adapt existing 5E campaigns that fans are familiar with to the video game world. And few D&D adventures are more popular with fans than Curse of Strahd. Curse of Strahd is still D&D 5E’s best campaign Count Strahd von Zarovich is easily D&D’s most iconic villain (well, except for Vecna, and most people only know him because of Stranger Things and Dead by Daylight.) Strahd is a powerful vampire lord who resides in Castle Ravenloft, beckoning adventurers to come dine with him and potentially be his next victim. The famous bloodsucker has been the focus of various D&D adventures since the ‘80s, but modern players know him from Curse of Strahd, the 2016 5E campaign that involves the party being sent to Barovia. This Transylvania-inspired realm is ruled by the vampire and is cut off from the rest of the multiverse. What makes Curse of Strahd so popular among fans is not just the strong villain who keeps appearing throughout the story to torment the party, but it’s the realm itself or, more importantly, how you explore it. While D&D is all about theater of the mind and technically limitless possibilities, the official campaigns are quite linear. This is due to content being balanced around character levels. After all, you don’t want the level 1 party sneaking up on the ancient dragon they’re supposed to be fighting six months from now: they’ll get toasted. Curse of Strahd ignores that design philosophy for a true open-world approach. Once the players are dumped in Barovia, they’re free to approach the story in any way they want, with only minor nudging needed by the DM. Hanging over all of this freeform exploration is Strahd himself. He’s aware that an adventuring party is stomping around his realm, and he’s not likely to sit in Castle Ravenloft and wait for them to show up with torches and pitchforks. He will show up and mess with the party, maybe beating them for daring to threaten his rule, but he won’t kill them until they stop being fun. When Strahd is played well, he is the most memorable D&D villain. This is because he has true power over the party and isn’t afraid to flaunt it. There’s no hiding from him, nor can he be killed without great difficulty. Strahd might be cursed with vampirism, but you’re cursed to deal with him, and his pleasant demeanor hides a true monster. Learning about Strahd’s messed-up backstory and facing him periodically throughout the story is a big reason why so many D&D players love him, as he’s not just the end boss who waits in the final dungeon. Strahd is an active part of the adventure and loves rubbing his high-level powers in your face. Speaking of the final dungeon, Curse of Strahd is also home to Castle Ravenloft, one of the biggest and nastiest locations in all of D&D. Not only that, but if players really want to, they can try and sneak in at the start of the adventure and go looking for treasure! Just don’t expect to survive the horrors that stalk its halls. No two runs of Curse of Strahd are the same, which is why so many DMs choose to run it repeatedly. In that sense, it’s perfect for a video game adaptation, yet we never received one. Baldur’s Gate 3 mods could give us the Curse of Strahd video game we’ve been waiting for This brings us to Baldur’s Gate 3 mods and their potential for future D&D-inspired storylines. Countless adventurers have explored Barovia over the years; now it’s Tav’s turn. Bringing Barovia to life in Baldur’s Gate 3 would be one of the hugest achievements that the modding community could accomplish. Creating iconic locations like the village of Vallacki, the Old Bonegrinder mill, and its hags, the haunted ruins of Argynvostholt, or the eerie secrets of the Amber Temple. More importantly, creating Castle Ravenloft in Baldur’s Gate 3 would be a monumental task, but not completely out of the realm of possibility. Baldur’s Gate 3 occurs across acts with massive maps broken up into chunks and layers. Castle Ravenloft is vast, but no more so than something like the city of Baldur’s Gate in Act III. The greatest achievement would not only be putting Strahd into the game but also giving him interactions with the established cast. Obviously, there wouldn’t be voice acting involved, so it would be up to the fans to create new dialogue for characters like Astarion and Karlach encountering Strahd. Is that just ascended fanworks? Well, yeah, but so are all mods (except for the ones that get the official seal of approval.) Considering Baldur’s Gate 3 already has a pretty big vampire storyline, there are already elements there that can be used for a full Ravenloft mod. It’s not too hard to imagine the existing assets for Cazador being reworked into Strahd, at least on a technical/design level. It’s a shame that the most popular D&D 5E adventures didn’t get more love in the video game realm outside of board game adaptations. The success of Baldur’s Gate 3, as well as D&D’s upcoming Project Sigil means that this will likely change in the future, and we’ll see more crossovers between the tabletop and video game worlds. It’s unlikely that an old campaign like Curse of Strahd will be adapted at this point: it’s more likely that a new version of the book will be made that works with the updated version of D&D 5E, possibly to coincide with its tenth anniversary in 2026. When it comes to the classic Curse of Strahd, then it’s up to the fans to show their love with a proper gaming adaptation. The breakthroughs in Baldur’s Gate 3’s modding community mean it could happen in the future. It’s bad enough that Tav/the Dark Urge have a tadpole in their head, but getting sent to Barovia is considered a fate worse than death, and I can’t wait to see it come to life someday.

  • Baldur’s Gate 3 modders are obsessed with giving Astarion guns – Dexerto

    Baldur’s Gate 3 modders are obsessed with giving Astarion guns Twitter:choidaehoonsBaldur’s Gate 3 modders are constantly finding ways to equip fan-favorite character Astarion with guns, much to the amusement of the game’s community. While 2023 was a massive year for video games as a whole, Baldur’s Gate 3 was undeniably one of the largest hits. After developing a major following throughout the year and being praised by critics, the game managed to win multiple awards during the recent Game Awards 2023, even claiming the top prize for Game of the Year. In light of the game’s success, Baldur’s Gate 3 has become a main target for modders, with players stretching their creative legs and creating all sorts of out-of-the-box content for the game. And while there is a large variety of mods out there for Baldur’s Gate 3, there is a theme amongst some, with many modders decking out fan-favorite character Astarion with guns. Because of course. Within the context of Baldur’s Gate 3, the presence of guns stands out like a sore thumb. After all, the game largely focuses on conventional fantasy tropes in regard to combat and storyline. However, this hasn’t stopped modders from introducing gunplay into the game. Earlier this week, Nexus Mods user Palmaman33 uploaded several different gun mods to the site’s Baldur’s Gate 3 section, letting players bring guns to knife (or mace/staff/sword/anything) fights. These guns can be equipped by any character, but in almost every screenshot of these different mods shared by players on X/Twitter, however, the gun wielder always seems to be Astarion. Earlier this week, the Nexus Mods user posted various videos of a mod they created for Baldur’s Gate in which players are able to bring guns such as a pistol to face off against enemies equipped with knives, swords, and other melee weapons. However, fans on social media platform X (formerly known as Twitter) noticed that in almost every clip and photo from the mod, players have chosen to equip Astarion with a gun over any other character. As such, gamers have flocked to social media to share their thoughts, many of which are amused by the imagery from the mod. One X user wrote, “Who gave this guy a f***ing gun I can’t breathe.” Another added, “I am loving all the Astarion using guns art they’re so funny, please keep them coming.” For all the latest Baldur’s Gate 3 news and updates, be sure to check out Dexerto’s full coverage here.

  • Baldur’s Gate 3 modders add AI-controlled party members – Dexerto

    Baldur’s Gate 3 modders add AI-controlled party members Larian StudiosWith mods, Baldur’s Gate 3 players can let the computer take control of their allies in combat rather than having to control each one manually. Baldur’s Gate 3 lets players explore its expansive world with up to three party members by their side. However, keeping track of four characters during combat in single player mode can be challenging. This is especially true for newer players and those less familiar with Dungeons & Dragons’ systems. Thankfully, modders have given players a workaround. Baldur’s Gate 3 already has some mods that allow players to give control of their companions over to AI. Baldur’s Gate 3 mods give the computer control of allies in combat Currently, there are two main mods Baldur’s Gate 3 players are using: “AI Friends” by MalachXaviel and Nox Phantom and “AI Control Party While in Combat – Animal Archtype Edition” by oilnarak01, which was inspired by the former. MalachXaviel and Nox Phantom’s mod uses the existing spell Friends as the toggle. It adds the cantrip to the core player skills so it will be available to all players by default regardless of class. Casting it on a character will make them act autonomously in combat, with players having regular control outside of combat. Players who want to retake control of a character can simply cast Friends again. Oilnarak01’s mod expands on the original, though with a couple of key changes. With “AI Control Party While in Combat,” the toggle is a new spell called “AI-Enabled Spell.” The modder attached this to camp shoes, allowing anyone to use it. Players can also add it manually using Cheat Engine. Notably, this mod lets players cast AI-Enabled Spell on their own characters, essentially turning the game into an auto battler. Each mod provides a few archetype options so players can have some influence over the AI’s decision-making. These mods obviously won’t be for everyone. Much of the fun of Baldur’s Gate 3 comes from coming up with unique strategies that take advantage of the environment and each character build’s strengths to triumph over enemies. Still, these are definitely useful tools to have in your arsenal. Players using the “Party Limit Begone” mod might not want to have to manually control up to 16 characters, and having the computer take full control of all allies is certainly intriguing for those times when you just want to let a minor fight play out. While we’re still in the early days of Baldur’s Gate 3, the fact that mods like these already exist is a good sign that the game will keep giving players reasons to come back for years to come.

  • Baldur’s Gate 3 mod will add fan-favorite D&D race and it looks amazing – Dexerto

    Baldur’s Gate 3 mod will add fan-favorite D&D race and it looks amazing Wizards of the Coast/Jeff EasleyA Baldur’s Gate 3 modder is close to bringing a fan-favorite animal race from Dungeons & Dragons 5e to the game, and the current 3D models look incredible. Baldur’s Gate 3 continues to receive support via patches and hotfixes, but fans are wondering when it will receive a major DLC content expansion, as there’s a ton of room to add new classes, races, and spells and increase the level cap. While new classes would be difficult to implement, playable races should be easier, as they don’t have as much influence on how you play the game. The difficulty comes from modeling them correctly, especially more animalistic ones, as D&D races tend to have fantastical appearances. The people who want to play an animal race in Baldur’s Gate 3 are currently restricted to the lizardlike Dragonborn. However, that’s about to change, as a modder is working on bringing some feline fury to the Forgotten Realms. Baldur’s Gate 3 Tabaxi mod is in the works A user on the Baldur’s Gate 3 Reddit named cobalt_owl has shared their progress on a mod that will bring the Tabaxi to the game. The Tabaxi are catlike humanoids from D&D 5e with a natural affinity for climbing and can move swiftly and strike enemies with their claws. The mod is currently set to launch in April, but a beta version is available on CobaltOwl’s Patreon, with the male Tabaxi model currently available for testing. While the Tabaxi currently only has fall resistance as a passive buff, the model looks amazing, as discussed in the Reddit post. “Finally! Now I can live out my dream of making a Tabaxi monk that just pushes his foes off of high places,” one user wrote, while another said, “This looks awesome! I played a Tabaxi in a one-shot D&D session once, it was a lot of fun. I’ll definitely download it once you release it.” “I commend you sir. You dared to make a race mod that wasn’t another Aasimar, Cambion, or Elf clone. You have my deepest respect and gratitude,” one user said, while another suggested, “All the dialog options must have cat puns.” There are many Baldur’s Gate 3 mods that add races, but few go to this level of detail when it comes to creating something wholly new. Many of the race mods use the existing races as a base, but the Tabaxi had to introduce all kinds of new aesthetic elements to get the cat style down. Hopefully, Baldur’s Gate 3 will add more classes and races in a future update, but it’s unclear if that’s the direction Larian wants to go. Any future update could simply be a new story expansion that ups the level cap. As such, it could be up to fans to bring the likes of the Tabaxi into the game, but modders like CobaltOwl have proven that they’re more than up to the task.

  • Baldur’s Gate 3 mod turns game into an exciting roguelike experience – Dexerto

    Baldur’s Gate 3 mod turns game into an exciting roguelike experience Larian StudiosThis particular Baldur’s Gate 3 mod adds a standalone roguelike game mode, allowing you to battle randomized enemies in different locations. A part of Baldur’s Gate 3 charm is its replayability. With so many races, classes, and dialogue options to choose from, every new run can feel like a completely different playthrough. And if that’s not enough, players can always use mods to create some exciting builds, making the experience even more fresh. Speaking of mods, despite all the limitations when it comes to adding content to the game, user Hippo0o from Nexus Mods has managed to make a completely new standalone game mode from their “Trials of Tav” mod. The mod description reads: “Tired of all these roleplay elements in your combat game? You already know all the overpowered builds? Even honor mode is too easy for you? Don’t look further, you just found the Roguelike mode mod – the ultimate test of skill and strategy. Will you brave the Trials of Tav?” With this combat-only roguelike mod, you’ll be dropped to random locations in the game to fight enemies scaled to your level. Defeating these enemies will grant you random loot and abilities as you progress through the game. Players can choose to boot up a new save or start from an existing save for the mod, though the creator warned that doing the latter will “mess up your story progression.” The mod also supports multiplayer for those who want to play with friends, while those who play solo can recruit origin characters and hirelings to help them out. To spice things up, the mod offers a permadeath experience like a “true roguelike” for those looking for an extra challenge. Other features from this mod include over 250 enemies and 38 maps at the time of writing. Much like any other Baldur’s Gate 3 mod, if you plan to install this to your game, ensure you read all the instructions to not break your save. With official mod support coming in Patch 7 later this year, it’ll be interesting to see what other additions talented modders can bring to Larian’s story-rich RPG.

  • Baldur’s Gate 3 mod that censored a queer romance removed following backlash – Dexerto

    Baldur’s Gate 3 mod that censored a queer romance removed following backlash Larian StudiosA Baldur’s Gate 3 mod that deliberately turned one of the game’s female characters into a male has been removed by Nexus Mods. The intent of the mod was to erase a queer romance by turning it into a heterosexual one. Baldur’s Gate 3 is a game that encourages an astonishing amount of freedom and creativity. Its players are certainly inspired by this encouragement and nowhere is that more clear than in the game’s modding community. Of course, being the Baldur’s Gate 3 community, one of the first things they did was adjust the size of Half-Orc genitals. Since then though, numerous fantastic mods that vastly improve the gameplay experience have been added like quadrupling your party size or having those party members controlled by AI for convenience. Unfortunately, a Reddit user discovered a package of mods that the creator insisted “ensures that the gender and sexuality of world NPCs match medieval status quo”. The numerous mods are designed to remove queer characters and characters of color from Baldur’s Gate 3. A post on the Baldur’s Gate 3 Subreddit sparked massive outrage at this erasure and was chiefly concerned with the ‘Ser Aylin’ mod. The mod in question gender-swapped Dame Aylin and used AI to give her a male voice to disguise her lesbian relationship with Isobel. Nexus Mods has responded to the backlash by removing the ‘Ser Alyn’ mod and banning its creator. A Nexus Mods spokesperson said that the ‘Ser Alyn’ mod violated the site’s rules for “appearing to reduce diversity in Baldur’s Gate 3 by taking a same-sex couple and swapping the gender of one of the partners to make them heterosexual.” “We are for inclusivity, we are for diversity. If we think someone is uploading a mod on our site with the intent to deliberately be against inclusivity and/or diversity then we will take action against it. The same goes for people attempting to troll other users with mods deliberately to cause a rise. We aren’t the authority on what users can and cannot mod. Us removing a mod only means it cannot be found at Nexus Mods, nothing more, nothing less. As a private business, we have a right to choose what content we do and do not want to host on our platform. Respect this right the same way you want respect for your rights.” An excerpt from Nexus Mods’ response Most players of Baldur’s Gate 3 don’t seem to take issue with developer Larian Studios’ commitment to include characters with a diverse range of sexual orientation, gender, and racial identity. It has certainly not impeded the game’s massive rise in popularity. Baldur’s Gate 3 is set for a massive showing at The Game Awards 2023 with eight total nominations including Game of the Year.

  • Baldur’s Gate 3 mod support: Does it have it and how to use – Dexerto

    Baldur’s Gate 3 mod support: Does it have it and how to use Larian StudiosBaldur’s Gate 3 has finally arrived and many PC players may be wondering if the game includes mod support. Here’s everything you need to know about mods in Larian Studios’ latest RPG. The highly anticipated Baldur’s Gate 3 is here, and players around the world are eagerly diving into the Dungeons and Dragons world. From creating characters, deciding on classes and subclasses, meeting companions, and battling monsters, there’s a huge amount of content to enjoy. Some PC players may be wondering whether or not mod support is available for the game. After all, being able to mix things up with mods can make the experience even more enjoyable, and allow players to spend even more time in the games they love – as evidenced by Skyrim and Fallout. So, here’s everything you need to know about mod support in Baldur’s Gate 3. Does Baldur’s Gate 3 have mod support? Yes, Baldur’s Gate 3 does include mod support. As detailed in the official FAQ for the game, Larian Studios encourage mods as they did with their last game, Divinity Original Sin 2. The developers expressed their love of mods in the following statement “We loved what our modding community did with DOS2, and we’re excited to see what they’ll do with BG3. Modding will be supported after the full release, though not exactly at launch.” How to use mods in Baldur’s Gate 3? Before you can enjoy all of the effects of mods in Baldur’s Gate 3 – whether it’s improved visuals, gameplay adjustments, or cosmetic changes – you’ll need to make sure you install them correctly first. For a full rundown of how to use mods in Baldur’s Gate 3, simply follow the steps below: Visit one of the modding community sites for the game – we’d recommend Nexus Mods. – Once on the site, search for and select the mods you want. – Download the mods onto your device. – Locate your mods folder for Baldur’s Gate 3 – According to Larian, this can be found by inputting %LocalAppData%\Larian Studios\Baldur’s Gate 3\Mods into the Explorer location bar. – Drag your mod files into the /Mods folder. – Once all your files are there, you’ll need to edit the modsettings.lsx based on the instructions of the mod creator – this can be done with any text editor program. – After you’ve edited the text, hit save and launch Baldur’s Gate 3 to see if the mod is working. – If you want to save a bit of time while installing mods, you can always use a Mod Manager Program such as the Vortex Mod Manager. This will automatically edit the modsettings.Isx files for you and install all your mods. It’s also important to note that some mods will have specific requirements before you can use them so be sure to read them carefully before installing each one! That’s everything you need to know about mod support for Baldur’s Gate 3! For more content on the game, check out our guides below: Best Sorcerer build | Best Bard build | Best Rogue build | Best Fighter build | Best Ranger build | Best Barbarian build | Best Druid build | Best Warlock build | Best Wizard build | Baldur’s Gate 3: What’s the max level cap? | Best Baldur’s Gate 3 classes tier list | How to revive characters in Baldur’s Gate 3 | Can you multiclass in Baldur’s Gate 3 | Baldur’s Gate 3 Soul Coins: How to get them & what they are | Baldur’s Gate 3: Fastest ways to get XP & level up | Baldur’s Gate 3: How to respec your character | Baldur’s Gate 3 Karmic Dice: What are they?

  • Baldur’s Gate 3 mod restores cut Shadowheart and Shar content – Dexerto

    Baldur’s Gate 3 mod restores cut Shadowheart and Shar content Larian StudiosBaldur’s Gate 3 players are discovering cut content concerning Shadowheart and her dark goddess Shar thanks to a mod that shows what could have been. While Larian Studios’ massive RPG won’t be getting official modding tools until Patch 7 releases later this year, modders have been playing around with the game since launch, with popular options increasing the party limit and level cap. Other mods attempt to restore cut content that can be found within the game such as OddCoward’s Shar Deity (With Restored Cut Dialogue) mod. As its title indicates, this mod allows players to choose Shar as their deity – an option that was available in early access but was cut before release – and incorporates normally inaccessible content that mostly concerns the main character’s interactions with the Sharran Cleric companion Shadowheart. One Reddit user documented their experience with the mod in a post that lists all the new interactions, which they say “changes [the gameplay experience] quite a lot.” The player was inspired to try the mod after playing as a Selunite and was intrigued by Shadowheart’s reactions to a Tav who worshipped her goddess’ bitter rival. This made them curious about Shadowheart’s response to a Tav who shared her deity. Unsurprisingly, most of the cut content comes from Act 2, which includes most of Shadowheart’s major character moments and the infamous Gauntlet of Shar. This includes a line questioning why only Shadowheart gets protection in the Shadow-Cursed Lands when they both worship Shar, NPC interactions that are normally exclusive to a Shadowheart Origin run, and the Narrator saying “it beckons you in, welcoming you home” when entering the Shadowfell. Other highlights are Shadowheart trusting the player sooner and talking about “how she pray[s] and how would she deal with people who don’t have faith in Shar” after she reveals who she worships in Act 1. There are also some changes to the decision regarding her parents in Act 3, which the poster does not spoil. Many commenters on the post were intrigued by the content and wished Shar had remained an option – as well as other deities cut after early access like Bane, Bhaal, and Myrkul. However, others pointed out a pretty compelling reason for cutting the content: It overlaps quite a bit with Shadowheart’s storyline. As one commenter put it, “So … It’s like Shadowheart origin but missing some?” While the restored Shar content does have some interesting implications for the player character’s relationship with Shadowheart, it seems Baldur’s Gate 3 players who don’t use mods can get a pretty similar experience from a Shadowheart Origin run.

  • Baldur’s Gate 3 mod quadruples max party size – Dexerto

    Baldur’s Gate 3 mod quadruples max party size Larian StudiosBaldur’s Gate 3 fans have already found a way around one of the massive RPG’s only limits with a mod that expands max party size to 16 for single-player and 8 for multiplayer. In the spirit of the tabletop RPG it’s based on, Baldur’s Gate 3 puts very few restrictions on what players can do. However, the one major limitation of the game is the number of characters that can be in the party at a time. Baldur’s Gate 3’s max party size is four, which means unlocking new companions presents players with the difficult choice between leaving someone at Camp and missing out on a new character and their abilities. Thankfully, Baldur’s Gate 3 supports mods, and Nexus Mods user SildurFX has already created a solution that allows players to take every companion currently available in the game with them – and then some. “Party Limit Begone” gives Baldur’s Gate 3 players bigger adventures Installing the “Party Limit Begone” mod expands the number of characters that can travel together at one time in both single-player and multiplayer to 16 and 8, respectively. While there are only 10 companions – at least for now – players who want to fill every potential slot can talk to Withers to add hirelings to their party. Once downloaded and placed in the Baldur’s Gate 3 data folder, all players need to do in single-player games is dismiss one of their current party members, assuming they already have four. This resets the limit to 16, allowing them to go to Camp and add more companions, including whoever was just dismissed. Multiplayer involves a few more steps, including backing up your save and using DeltaPatcher.exe. Those who want to expand an existing multiplayer save must create a new lobby, set the desired party size, start a new game, then load their save. SildurFX also notes that bringing a party of five or more may cause some events to glitch, this can generally be solved by dismissing any additional party members or players. They also mention that the Larian game launcher may warn the player about data mismatch, but that this can be safely ignored. Considering Baldur’s Gate 3 is all about creating your own stories and traveling with other players and Larian’s excellent companion characters, a mod that expands party size is a great way to get even more out of a game that already offers so much content.

  • Baldur’s Gate 3 player explains why no party limit mod ‘makes so much sense’ – Dexerto

    Baldur’s Gate 3 player explains why no party limit mod ‘makes so much sense’ Larian StudiosA Baldur’s Gate 3 player highlighted why the “amazing” No Party Limit mod works so well, in terms of the story campaign. The modding community for BG3 has blossomed since the game’s full launch in 2023. Modders explored a wide range of ideas that have boosted the RPG’s gameplay mechanics, systems, items, and much more. For instance, one mod increases the max level from 12 to 20. Another adds a new layer of excitement to the experience by introducing more Legendary Items. Some players may feel reluctant to experiment with mods, given their propensity for causing gameplay bugs. However, one user argues that Party Limit Begone is worth the hassle. Baldur’s Gate 3 user praises Party Limit Begon mod After playing through BG3 multiple times, Reddit user shadownn02 downloaded Party Limit Begone for a new Honour Mode run. Their goal centered on recruiting as many companions as possible. By the end of Act 2, the player said they had a band of 10 people. Unsurprisingly, this makes for chaotic combat encounters, though the larger headcount helps the battle move along fairly quickly. But the real benefit lies in what the mod does to expand upon the story content. The Redditor explained, “…story-wise this mod makes so much sense, everyone is involved. Nobody gets left out. I’m doing all companion quests. It’s truly worth playing like this after you’ve completed the game at least once.” Many in the Reddit thread agree that the Party Limit Begone mod for Baldur’s Gate 3 (available on NexusMods) represents a big game changer. One person said it especially works well with the Difficulty Plus mods, which lets players “scale the difficulty of enemies based on [their] party count/skill level/preference.” Others shared their hopes that Larian will someday boost the party size in an official patch. Reads one such remark, “I wish they would add this option in a future patch. Like you can keep the standard 4 but in the custom mode have the nonparty limit.” Elsewhere in the thread, someone argued that while Party Limit Begone is neat, having more than seven or eight companions can become too chaotic. A different Redditor said a good middle-ground is running the mod with only five companions, as it offers “more banter and companion fun without throwing the balance off too much.” Either way, it’s clear the crew at Larian thought four party members served the experience well.

  • Baldur’s Gate 3 mod lets you party up with Lord of the Rings characters – Dexerto

    Baldur’s Gate 3 mod lets you party up with Lord of the Rings characters New Line CinemaBaldur’s Gate 3 surely has a fandom overlap with one of the biggest fantasy franchises of all time. One modder has given us the goods by adding the Fellowship from Lord of the Rings as companions. Baldur’s Gate 3 is one of the many surprise hits in a 2023 packed with unforgettable games. After a record-breaking launch, it’s still keeping players invested months after release. As if the base game’s fantastic recreation of the Dungeons & Dragons fifth edition ruleset wasn’t enough already, a dedicated modding community is extending the possibilities of Baldur’s Gate 3. 50+ new races and debatably important fixes to Half-Orc genital options were a start but this one might be our favorite. Nexus Mods user nexus1118 has combined a few existing mods to add all nine members of the Fellowship of the Ring as potential party members. It’s a crossover that seemed inevitable, we’re just surprised it took this long. nexus1118 used a combination of the Party Limit Begone mod, which allows you to increase your max party size to 16, and another that allows you to alter the appearance of Baldur’s Gate 3’s companions. It was a labor of love too. nexus1118 detailed the process in the mod’s description. “I had to boot 8 copies of the game window in potato mode while logged out of Steam to get the first 8,” they explained. “Then swapped to single player and recruited Gale and changed his appearance to be close to Gandalf.” The mod converts the existing companions of Baldur’s Gate 3 companions like Lae’zel and Shadowheart into a close approximation of a Fellowship member. “The classes and appearances are as close as I could get to the movie with BG3’s limited vanilla character creator,” nexus1118 qualified. The mod will allow you to experience the adventure of Baldur’s Gate 3 beginning just before the fight that introduces Wyll. The difficulty is set to Tactician by default to account for the increased party size. The link to the mod is here, so crank up Concerning Hobbits or the Riders of Rohan if you’re feeling especially epic, and set forth. Just be sure to check nexus1118’s notes on potential bugs. Having a larger party size can mess with some in-game events thanks to some hard coding for four party members. Luckily nexus1118 has provided warnings for when to dismiss your extras.

  • Baldur’s Gate 3 mod lets players multiclass on any difficulty – Dexerto

    Baldur’s Gate 3 mod lets players multiclass on any difficulty Larian StudiosBaldur’s Gate 3’s long-awaited launch is finally here and the game’s modding community is already at it. The first post-release mod unlocks multiclassing across all difficulty levels. Baldur’s Gate 3 is having a hot launch right now with close to half a million people adventuring through the Forgotten Realms in the first 24 hours. The game is now the second biggest PC launch of 2023 according to Steam Charts. Reception for Baldur’s Gate 3 is positive too, with reviews in progress touting the story and gameplay. It’s been marred by a few minor bugs though, and one not-so-minor one, but overall people are loving the mechanically rich RPG. One thing that might make players love it even more, however, is the freedom to multiclass despite what difficulty option they select. One modder has answered those prayers already. Baldur’s Gate 3 has three difficulty settings: Explorer (easy), Normal, and Tactician. The ability to multiclass in the title is usually locked to the Normal and Tactician difficulty modes. Multiclassing allows players to combine the talents of any of Baldur’s Gate 3’s 12 classes and 46 sub-classes to create powerful synergies and combat strategies. It’s unknown if Larian Studios kept this ability from those playing Explorer because of the convoluted mechanics or because it would unbalance the experience. Whatever their intention, it doesn’t matter anymore. NexusMod user TheComposerMods released a mod that lets players use the multiclass feature regardless of their difficulty settings. The best part about the mod is that it will work for players who are in the middle of a playthrough. This means those who went with the Explorer difficulty option won’t have to reroll a character to access multiclass features. Baldur’s Gate 3 already offers an unparalleled sense of player freedom and choice. This mod only adds to that and surely others will too. If you want to make the most of your character’s class and identify potential synergies, check out all our class guides. Best Sorcerer build | Best Bard build | Best Fighter build | Best Ranger build | Best Barbarian build | Best Druid build | Best Warlock build | Does Baldur’s Gate 3 have crossplay & cross-platform progression? | Can you play Baldur’s Gate 3 on Steam Deck? | Baldur’s Gate 3 voice actors for all characters | How long is Baldur’s Gate 3? | Baldur’s Gate 3 pre-release bonuses & edition differences | Is Baldur’s Gate 3 coming to Xbox? | Is Baldur’s Gate 3 single-player? | Baldur’s Gate 3 Mind Flayers explained | Baldur’s Gate 3 proficiency explained | Illithid powers explained

  • Baldur’s Gate 3 mod gives Ascended Astarion’s kisses an “unhinged” touch – Dexerto

    Baldur’s Gate 3 mod gives Ascended Astarion’s kisses an “unhinged” touch Larian StudiosBaldur’s Gate 3 has a ton of various romance scenes, including kisses. For Ascended Astarion in particular, there’s a mod that lets you change the way your Tav reacts to his kisses. It’s no secret that a portion of the Baldur’s Gate 3 community has dubbed Ascended Astarion as toxic, manipulative, and controlling—though some players argue that Astarion being evil isn’t even his worst ending in the game. The change in his demeanor doesn’t only surface when holding a conversation with Tav, but it clearly shows during his kiss animations as well. Players were quick to swoon when new kiss cutscenes were introduced, especially the one with Tav getting on their knees. But it goes without saying that Tav’s facial expression shouts that they’re frightened when kissed by Ascended Astarion, something that some players aren’t entirely happy with. Fortunately, there’s now a mod that lets players fix that for those who prefer their Tav to look happy in those situations. The mod is called “Happy Facial Expressions for Ascended Astarion Kisses,” and it can be downloaded from Nexus Mods. When installed, the mod replaces Tav’s “scared facial expressions” during Ascended Astarion kisses with happy ones. So, no more of Tav looking scared during spicy kiss scenes with Ascended Astarion, which is really fitting if you’re playing a Durge playthrough. “For now, it only changes the animations used in kneeling and ‘admiring the neck’ kisses. ‘Bitey kiss’ is a single .gr2 animation file that must be edited manually, so it may take a while to deal with it,” explained the creator. They also mentioned that the mod works for “default and possibly modded faces of male/female elves/tieflings/humans.” It’s definitely a welcome addition to give certain playthroughs more immersion. Some players in a Reddit thread even dubbed this mod as perfect for those playing as an “evil unhinged character.” If you’re considering adding this mod to Baldur’s Gate 3, make sure you read the instructions thoroughly to avoid any in-game issues.

  • Baldur’s Gate 3 mod creates the worst romance imaginable and players love it – Dexerto

    Baldur’s Gate 3 mod creates the worst romance imaginable and players love it Larian StudiosKarlach has found the most unlikely romantic partner imaginable, thanks to a Baldur’s Gate 3 mod gone wrong. Baldur’s Gate 3 has a ton of romance options that fulfill a wide range of desires, from the standard (romancing a handsome vampire) to the strange (the infamous bear scene with Halsin.) You could also eschew romance altogether and concentrate on saving the world… but many prefer the bear. Despite all of the options, some fans want to romance pretty much every NPC in the game. Even the monstrous half-man/half-spider has fans begging to become a drider bride, despite his many eyes and hairy legs. Some strange couplings happen by accident, as was the case when a user posted an in-game kiss on the Baldur’s Gate 3 Reddit, which happened as the result of a mod and a misclick. This is the mod that normally allows more hugging, but the OP accidentally selected the wrong (or right) target. That’s right, Karlach is about to kiss Withers, the ancient undead spellcaster who is likely a god in disguise. You can’t romance Withers in the main game, but that hasn’t stopped fans from supporting this coupling in the Reddit thread. “Bone daddy is not a mistake,” one user wrote, while another said, “Withers stole my girl. That’s it, I’m siding with Bhaal.” (As pointed out several times in the thread – the fact that Karlach emits hellfire from her body means that she’s probably not the best person to kiss Withers and his ancient corpse body. Then again, if he’s a god then he’s likely immune to a little hellfire.) Even Withers, the solemn undead sage, has his admirers. While he can’t be romanced in the base version of Baldur’s Gate 3, it’s still possible to show him love with the help of mods, even if it’s only by accident.

  • Baldur’s Gate 3 mod adds D&D’s most sadistic homebrew spell – Dexerto

    Baldur’s Gate 3 mod adds D&D’s most sadistic homebrew spell Larian StudiosD&D’s most meme-worthy and destructive homebrew spell has been added to Baldur’s Gate 3 by modders. Can players handle its sheer power? One of the best parts about Dungeons & Dragons is how it encourages you to make your own additions to the game through a process commonly referred to as homebrew. For Baldur’s Gate 3 players on PC, mods act as the game’s own version of this. Fortunately for console players, mods are on their way. Soon you’ll be able to play more races, indulge in forbidden romances, and give Astarion a gun. Whether or not you’ll be able to handle this latest Baldur’s Gate 3 mod is a different question. NexusMods user Estgamers has brought one of D&D’s most iconic fan-made spells to Baldur’s Gate 3. Endowing players with the nightmarish power of Testicular Torsion. For the uninitiated, Testicular Torsion is the medical term for when the dangly parts attached to a man get… uhhh… tangled up. The spell itself has been memed by the Dungeons and Dragons community for a while now with various iterations posted in the DnDHomebrew Subreddit. Baldur’s Gate 3 players who are familiar with D&D have made frequent references to the spell in fan art and discussions around the game. Some have even sought potential proxy spells that serve the same purpose. Now their prayers have been answered. Estgamers’ addition to Baldur’s Gate 3 allows players to twist the tackle of their foes to deal 1d4 of Force damage. The user does need to be playing either a Bard, Cleric, Sorcerer, or Wizard to sling the sadistic spell. The damage will increase as the player levels up. It should go without saying but the targets of this twisted attack must be male in order for the spell to have any effect. Female enemies and those that succeed on a Constitution saving throw will be unaffected. We shudder to think of the ball-busting Baldur’s Gate 3 builds that may arrive now that this dark power has been unleashed.

  • Baldur’s Gate 3 mod adds crucial genital sizing options – Dexerto

    Baldur’s Gate 3 mod adds crucial genital sizing options Larian StudiosBaldur’s Gate 3 modders are doing the lord’s work and serving the game’s community. The most recent offering is a minor buff to the half-orc’s packet of packages. Unless you’ve been living under a rock, you’ll know that Baldur’s Gate 3 has arrived and is absolutely crushing its launch period. The game exceeded Larian’s expected player count by more than five times on its first day and cracked the top ten most concurrents of all time on Steam. Developers and fans outed themselves as a particularly steamy cohort in the lead-up to release. Between the bear sex and the mommy kinks, it wasn’t as if they were trying to keep that a secret. This aspect of Baldur’s Gate 3 and its community shocked some newcomers on release with some genitalia-fuelled jump scares. The game’s character creator gives a bevy of peckers to pick from but some fans weren’t satisfied with the options. Enter the ‘Pride of the Orcs’ mod. Immersion is important in an RPG the scale of Baldur’s Gate 3 and burly half-orcs strutting around with human-sized hang-downs will take you right out of the action. At least, according to modder HyenaDingo. The ‘Pride of the Orcs’ mod addresses this glaring oversight on Larian’s part. “Increases the penis size of the uncircumcised penis option for female half-orcs,” the description explains. “Being the strongest of the races, the physical attributes should match that.” Now, while one genitalia option for a single race and gender is a little limited in scope, it’s a small victory for those who couldn’t get past the anatomic inaccuracy. Now female half-orc players can rock the peen of their dreams and the community is eternally grateful. “Finally, the mod that will take this game from Game of the Year to Game of the Decade,” a Nexus Mods user declared. “Agreed, this is exactly what this game needed. Full immersion,” another concurred. Users have asked HyenaDingo to continue their crucial work in this space. “I would love to see this become a bigger project, larger genitalia for all races,” one said. We will not rest until there is justice for the Gnomes. Now, if you were inclined to give your female half-orc character the gift of girth with HyenaDingo’s mod, you’ll only be able to do so upon starting a new game. Baldur’s Gate 3 does not yet have a mid-campaign customization option.

  • Baldur’s Gate 3 mod adds Bing Bong from VA D&D stream as summon – Dexerto

    Baldur’s Gate 3 mod adds Bing Bong from VA D&D stream as summon Larian StudiosA modder has added the lovable imp Bing Bong from a D&D session with Baldur’s Gate 3’s cast to the game, prompting reactions from fans and those involved in the stream. Baldur’s Gate 3 fans were delighted last month when the game’s main voice cast reunited for a two-part Dungeons & Dragons adventure run by High Rollers Mark Hulmes. A standout moment of the stream was when Hulmes introduced an adorable imp in a bowtie named Bing Bong, who ran a shop and was named for mimicking a doorbell. Though he was divisive among the party, the little guy quickly became a fan favorite, with some demanding that Larian Studios add him to the game. While that has yet to happen, players can finally bring Bing Bong to their own Baldur’s Gate 3 playthroughs thanks to a mod. Bing Bong mod lets Baldur’s Gate 3 players summon the fan-favorite imp Created by MaestroMetty, the Bing Bong Summon mod lets players do just that. Baldur’s Gate 3 already allows players to summon creatures to assist in battle – the brain Us and good boy Scratch are two examples. This mod lets players obtain an equippable accessory called the Necklace of Eternal Friendship, which lets the wearer cast the level 1 Conjuration spell Summon: Bing Bong once per long rest. Once summoned, Bing Bong can fly, turn invisible, and Sting enemies. In addition to delighting fans, the Bing Bong mod has prompted responses from those involved in the stream. Hulmes, who served as the game’s Dungeon Master, seemed thrilled and astonished by the impact of his joke character. My son!! I can’t believe how this stupid improved joke has had such an impact! 😂😂 — Mark “”Sherlock”” Hulmes – Dungeon Master & Writer (@sherlock_hulmes) October 26, 2023 Lae’zel actor Devora Wilde, whose character disliked the imp and ultimately set him on fire, had a much more negative reaction. It seems, despite Lae’zel’s best efforts, Bing Bong has been immortalized by Baldur’s Gate 3 players who can’t get enough of the adorable little imp. If you liked this, be sure to check out the rest of our Baldur’s Gate 3 coverage, which includes the latest news, guides, and much more.

  • Baldur’s Gate 3 players warned about missing loot bug you probably didn’t notice – Dexerto

    Baldur’s Gate 3 players warned about missing loot bug you probably didn’t notice Larian StudiosBaldur’s Gate 3 players are warning others about a missing loot bug that most people probably haven’t noticed yet. As with most role-playing games, loot in Baldur’s Gate 3 counts as a significant part of the overall experience. Thus, searching dead enemies, barrels, and so on offers players a chance at finding gear to further boost their characters. Loot ranges from armor and weapons to camping supplies and magical items. But the system isn’t as fine-tuned as some may think. According to one eagle-eyed player, Baldur’s Gate 3 is suffering from a glitch that will cause users to miss out on looted items. Baldur’s Gate 3 player calls attention to a missing loot bug Over the weekend, Reddit user jixxor posted a PSA for the Baldur’s Gate 3 community to warn fellow players about a troublesome bug. Apparently, a loot glitch won’t allow loot to appear until the player manipulates whatever contains the presumed items. The Redditor explained, “there’s a bug that makes loot not show up until you’ve manipulated the contents of a loot container (be that a chest, a corpse, you name it) by taking out a single item, or by adding a single item if the entire loot stays hidden.” This issue was brought to the user’s attention while playing co-op. After slaying over a dozen foes, they noticed that each body showed “empty loot windows.” Double-checking each one revealed this to be false. Jixxor continued, “the easiest way to detect it is by holding down ALT and checking whether or not a corpse or container is marked as ’empty.’ If you hold down ALT and read ‘Dead Mindflayer’ instead of ‘Dead Mindflayer – empty,’ there is loot inside that the ‘Loot All’ button will not catch.” Several other Baldur’s Gate 3 players chimed in to say they’ve experienced the loot bug as well. And it’s not just a co-op error; those who are deep into single-player say they’ve also run across this hiccup. Hopefully, this marks one issue that Larian Studios can patch relatively soon.

  • Baldur’s Gate 3 missing dialogue options forces player to embrace the dark side – Dexerto

    Baldur’s Gate 3 missing dialogue options forces player to embrace the dark side Larian StudiosA Baldur’s Gate 3 player has had their honour mode run ruined after they were forced to join the dark side thanks to missing dialogue options during Act 2. Part of what has made Baldur’s Gate 3 such a hit within the gaming community is the vast array of options and replayability it encourages. Almost every interaction offers up multiple dialogue options, with each setting players down a whole new path and altering the end game of the story in a major way. For one Baldur’s Gate 3 player, a crucial moment of the game saw them forced to embrace the dark side after only one dialogue option was available to select. This player shared the moment via Reddit and expressed their confusion at being blocked from choosing any of the other dialogue options. The initial poster explained how during a particular moment in Act 2, the only dialogue option they were left with sent them straight to the dark side. “It was in my honour mode run that I noticed this since I always save scum, at the end of act 2 I did not kill Isobel, and the butler wanted me to kill my companion instead, I failed the resist the dark urge saving throw however and ended up killing Gale. “Despite expressing regret after the kill, the only dialogue option you have in the next morning to the others confronting you is basically go full dark side or lie? Why can’t I tell them I did not want this to happen or anything less threatening to them?” Fellow BG3 players were quick to flood the Reddit thread with their own thoughts on the situation. Many banding together to help solve the mystery of the missing dialogue options. One Redditor explained how, “I think the game considers you as embracing the urge since you failed to resist. I had a similar HM where Isobel ended up dead (not by me) and I could only show off as the slayer.” The initial poster then replied to the comment, revealing that this locked dialogue moment “ruined” their honour run of the game. “I thought it was weird because the game usually considers all facets of what you want to express, like there are even dialogue options to express there are too many dialogues. But this just seems kinda hand-heldy not typical of the norm of this game. “The deception check is a DC 30, and other options lead directly into combat with the rest of the camp. Better luck next time.”

  • Baldur’s Gate 3 missed a huge opportunity with the Cleric class – Dexerto

    Baldur’s Gate 3 missed a huge opportunity with the Cleric class Larian StudiosBaldur’s Gate 3 underutilized the potential of the Cleric class, thanks to a lack of reaction in dialogue when it comes to your chosen deity, especially in regards to one party member. In Baldur’s Gate 3 and D&D, a Cleric worships and draws power from a god or goddess. They are expected to follow their deity’s tenets and deal with their enemies, which means conflict often breaks out between different religious orders. The game doesn’t require a Cleric party member, as you get one straight off the bat, thanks to Shadowheart landing right next to you after the tutorial. Unfortunately, Shadowheart is a Cleric of Shar, the goddess of Darkness, and one of the most hated deities in the Forgotten Realms. If you also play a Cleric, you can choose Selune as your deity. Selune is the goddess of light and Shar’s sworn enemy. Despite this, Clerics of both gods aren’t particularly adept at spotting each other, as pointed out in a thread on the Baldur’s Gate 3 Reddit. For one thing, the player character fails to recognize that Shadowheart is a Cleric of Shar, despite the prominent holy symbol she wears. But more importantly, there’s a distinct lack of animosity between the two, with the interactions taking the form of insults rather than outright hostility, even though they should be mortal enemies. The lack of interactions between Selunite Clerics and Shadowheart is notable. As pointed out in the thread, “Yeah…the dialogue is pretty weak and not thought out very well tbh overall…Larian wasn’t really able to account for all types of scenarios, which is understandably a big job.” “I am also running a Selunite Cleric/Paladin now, and was laughing at this exact same scene,” another used to say. “Also, the fact she tells about secrecy is everything to Shar while having all this blatant Sharran stuff around. Well, maybe common plebs don’t know how Shar worshippers look? I have no clue. But since Selûne is pretty popular, I guess Shar, being her counterpart, should be somewhat well-known, too.” One user offered the most obvious answer. “She’s pretty and your cleric was just getting distracted.” Baldur’s Gate 3 often tones down some of the D&D lore-centric interactions. If it didn’t, Drow would be unplayable, as people would attack them on sight. The game allows you to attack Minthara if you’re playing a Lolth-Sworn Drow, and the same should be true of Selunite Clerics when they discover Shadowheart’s secret, especially when it’s so poorly kept.

  • Baldur’s Gate 3 players condemn fan-favorite companion as “irredeemable evil” – Dexerto

    Baldur’s Gate 3 players condemn fan-favorite companion as “irredeemable evil” Larian StudiosBaldur’s Gate 3 players have denounced fan-favorite companion Minthara as a type of evil that cannot be redeemed. The good, evil, and nuanced deeds of Baldur’s Gate 3’s companions have been discussed ad nauseam. For instance, Karlach, Wyll, and Minsc are generally considered morally good. Meanwhile, most view someone like Astarion as an example of Chaotic Neutral. Baldur’s Gate 3 also features its share of morally corrupt companions, those who walk a little too comfortably on the side of evil. Suffice it to say, Minthara counts among them. And for some fans, her despicable actions during the Emerald Grove raid are but a small part of what makes her irredeemable. (BG3 story spoilers follow.) Baldur’s Gate 3 fans call Minthara “irredeemable evil” In a Reddit post marked with an Act 3 spoiler tag, user theblackbarth denounces Minthara as an evil character. And, despite what many fans seem to think, the Redditor argues she cannot be redeemed. Even mind control can’t save her from this judgment. They continue, “…her main goal once you recruit her is vengeance and taking the Cult of the Absolute power for you and herself. She is not like Asterion or Lae’zel who may reflect and grow based upon the player’s actions and interactions… She is a power-hungry villainess no matter how many sob faces she can make and how sexy she can be.” Calling Minthara in Baldur’s Gate 3 “irredeemable evil” seems an understatement after a read like that. Comments to the Reddit thread indicate most people agree with the original poster. The thing is, few see a problem with Minthara being the face of pure evil in BG3. One person stated, “‘Minthara is just irredeemable evil.’ Not a bad thing. There should be 1-2 more companions like her…” Someone else chimed in with a similar sentiment: “But that is not a bad thing. Wrath of The Righteous also has an irredeemable evil companion… It’s good to have such things as options.” Another person said of Minthara’s behavior, “I mean, what did you expect from a Lolth-sworn Drow?” A different Baldur’s Gate 3 fan chimed in with, “Minthara is not a good person. She simply isn’t a hero of the people. But such is the reality of lol th-sworn drow. Rare is [there] one that is kind of actually redeemable. Minthara is a good neutral evil companion, however.” These complexities and the discourse they inspire seem to make Baldur’s Gate 3 an experience well worth having.

  • Baldur’s Gate 3 Minthara fans thrilled by key Patch 5 recruitment change – Dexerto

    Baldur’s Gate 3 Minthara fans thrilled by key Patch 5 recruitment change Larian StudiosThe latest Baldur’s Gate 3 patch makes a multitude of additions and changes, including a new way to recruit Minthara that makes her more accessible in all playthroughs. Baldur’s Gate 3 has finally received its highly-anticipated Patch 5. The update makes loads of changes and additions, such as a new epilogue, two additional gameplay modes, and performance fixes. While it wasn’t featured in the highlights shared by Larian, arguably the most impactful change to the overall gameplay experience has to do with the companion Minthara. Most players miss out on the Drow Paladin, as recruiting her involves some truly evil acts or weird exploits you’re unlikely to find by accident. However, Patch 5 makes a key change that should allow players to recruit Minthara even on a non-evil playthrough. Baldur’s Gate 3 Patch 5 makes it possible for good and neutral players to recruit Minthara With Patch 5 installed, “Minthara will still appear at Moonrise Towers if she was knocked out in Act I.” Previously, she would only show up in Act 2 if players sided with her and killed the tiefling refugees – which in turn causes good-aligned companions like Wyll and Karlach to leave the party. Since Minthara’s actual recruitment happens at this point in the game, it seems players will be able to add her to their parties even if they take the good or neutral path through Act 1. It also means players won’t have to miss out on as many key characters should they want to play with Minthara. Minthara lovers have wasted no time sharing their excitement. Others wished the change had come just a bit sooner. The change certainly doesn’t make Minthara a good companion, and it’s not clear if all of the bugs related to her romance have been sorted out. It’s also unlikely players who recruit Minthara this way will be able to romance her, as that scene is tied to the party held after raiding the grove. Still, it does mean more Baldur’s Gate 3 players will be able to get to know Minthara as more than just an early-game villain. If you liked this, be sure to check out the rest of our Baldur’s Gate 3 coverage, which includes the latest news, guides, and much more.

  • Baldur’s Gate 3 players plead with devs for “justice for Minthara” – Dexerto

    Baldur’s Gate 3 players plead with devs for “justice for Minthara” Larian StudiosBaldur’s Gate 3 players are hoping Larian Studios will eventually expand upon the Minthara character in future content updates. While Minthara has quickly become a fan-favorite BG3 companion, many seem conflicted about the way in which she gets recruited. Without spoiling too much of the story, aligning with the Drow Paladin requires players to participate in a massacre. Several other companions take issue with these actions; for instance, Wyll walks away from the party if Minthara joins the ranks. But those who want to have their cake and eat it too hope that an “evil” playthrough won’t always be the only option when bringing Minthara into the fold. Baldur’s Gate 3 fans want “justice for Minthara” Evil-leaning decisions aside, the Minthara companion previously struggled with a few technical issues. Some of her dialogue needed tweaking and she’d occasionally pull a disappearing act under certain circumstances. Fortunately, Baldur’s Gate 3 Patch #1 addressed these problems and others. Still, some players want much more from her character progression. One person on Reddit is even asking for “justice for Minthara,” believing that Patch 1 didn’t do enough. With over 2,000 upvotes, it seems this Redditor isn’t the only want who wants better for the Drow. One popular comment reads, “Minthara is, quite surprisingly, an incredibly layered character for someone that dies in 90% of runs. It’s just unfortunate that her character progression doesn’t go that far…” Others argued that while Minthara is fascinating, an evil playthrough of Baldur’s Gate 3 isn’t worth it. “BG3, as good as it is, still falls into the ‘evil paths have far less content than good ones,’” someone lamented in the thread. Talk like this, of course, engenders discussion about how nice it’d be to recruit her in another way. However, some fans believe you can’t have it both ways. “I think it’s perfect, you cannot play [an] Evil character without being around evil characters. Same the other way around, Minthara has no reason to be around you if all you want is to put her in “jail” for the sake of rehabilitation…” It should be interesting to see if any changes are in store for the character as Larian continues its support of Baldur’s Gate 3.

  • Baldur’s Gate 3 Minsc revelation turns players against the Emperor – Dexerto

    Baldur’s Gate 3 Minsc revelation turns players against the Emperor Larian StudiosA Baldur’s Gate 3 player says they now hate the Emperor after learning of how he manipulated Minsc. Opinions vary when it comes to the Emperor, a Baldur’s Gate 3 character who some players love to hate while others readily grant him favor. Much of the disdain towards the character stems from his selfishness and manipulative behavior. While such traits should be expected from a Mind Flayer, one fan has discovered a transgression they simply cannot forgive. A self-proclaimed “Emperor stan” said they can no longer side with him after discovering “he used the image of Minsc’s dead friend and Wychlaran to manipulate Minsc?! That’s so messed up!” The Baldur’s Gate 3 player expressed their disappointment in a Reddit post, along with a screenshot featuring a dialogue exchange between their Tav and Minsc. During the conversation, Minsc advises Tav to stop working with the Emperor and recalls a “very cruel trick” the Mind Flayer played on him. To manipulate Minsc, the Emperor came to him in the guise of a deceased friend, Dynaheir, nearly convincing Minsc that she lived again. Such a revelation has the OP rethinking their loyalty to the powerful Mind Flayer. They aren’t alone in this thinking, either. One player said that though they haven’t made it far in their evil run, this news about the Emperor’s trick on Minsc “stings.” It especially hurts because Dynaheir represented “Minsc’s reason for being” in BG1. Other Baldur’s Gate 3 fans said the reveal explained the Emperor’s hostility towards Minsc – his seeing through the disguise proved he couldn’t be easily manipulated. However, some argue that such a story shouldn’t come as a surprise given the Emperor’s nature. Reads one comment, “He uses the image you are most attracted to in your head. Why would it be different with Minsc?” The Emperor may remain a divisive character for a long time to come.

  • Baldur’s Gate 3 Mind Flayers explained: Who are the Illithids? – Dexerto

    Baldur’s Gate 3 Mind Flayers explained: Who are the Illithids? Larian StudiosIllithids, or Mind Flayers, stand as formidable adversaries within the universe of Baldur’s Gate 3. Let’s uncover the nature and narrative role of these iconic game creatures. Resembling cephalopods with their tentacle-adorned faces, Mind Flayers are a storied enemy from the Dungeons and Dragons universe, and they maintain their role as a seminal antagonist within the game. Mind Flayers are one of the most powerful enemies in Baldur’s Gate 3, having the ability to temporarily drain intelligence and ultimately kill the target. The game is on the verge of coming out of its beta phase in August, so in case you’re planning to purchase it, you’ll face this enemy at some point. With that said, here’s a rundown of who Mind Flayers or Illithids are in Baldur’s Gate 3 along with their powers and where they can be found. Contents Who are Mind Flayers in Baldur’s Gate 3? Mind Flayers are humanoid monsters that devour other beings and are ubiquitous throughout Baldur’s Gate 3, integral to the game’s main storyline. Their heads look like an octopus or squid, having multiple tentacles, and possessing psionic abilities. However, they don’t belong to the list of playable races in the game. They are also known as Illithids in the game. As we mentioned earlier, Mind Flayers belong to the universe of the Dungeons and Dragons series. As the name suggests, these monsters having mind-control abilities, can mess with the brains of other humanoids and enslave them for their own gain. Mind Flayers or Illithids also have a horrifying method of reproduction, Ceremorphosis. They plant an Illithid tadpole into a host’s eye, which, over time, transforms the host into a new Mind Flayer. This process is central to the plot of Baldur’s Gate 3, as the player character starts the game infected with an Illithid tadpole. Where can you find Mind Flayers in Baldur’s Gate 3? Right off the bat, players encounter an Illithid in the game’s intro scene, aboard a Nautiloid – a living, biomechanical ship used by Mind Flayers. Further on, you can find Mind Flayers in various game locations, often accompanied by enslaved thralls. However, remember that these encounters are not for the faint of heart. The Mind Flayers’ horrifying appearance and potent abilities make them daunting foes. Mind Flayers’ powers in Baldur’s Gate 3 One of the most unique powers Illithids are gifted with in Baldur’s Gate 3 is extraordinary psionic powers. They can mind-control individuals, manipulate their perceptions, and extract information from their minds. This ability alone makes them strategic enemies and can turn allies against each other. They’re also equipped with powerful spells that can cause significant damage to both single targets and groups. Mind Blast is one of their iconic abilities that unleashes a psychic wave, stunning and injuring its victims. Mind Flayers also possess telepathy, enabling them to communicate silently and across great distances. This makes coordinating a fight against them challenging, as they can plan and execute strategies with perfect synchrony. Take a look at some of our other handy Baldur’s Gate 3 guides and content: Best Sorcerer build | Best Bard build | Best Rogue build | Best Fighter build | Best Ranger build | Best Barbarian build | Best Druid build | Best Warlock build | Best Wizard build | Baldur’s Gate 3: What’s the max level cap? | Best Baldur’s Gate 3 classes tier list | How to revive characters in Baldur’s Gate 3 | Can you multiclass in Baldur’s Gate 3 | Baldur’s Gate 3 Soul Coins: How to get them & what they are | Baldur’s Gate 3: Fastest ways to get XP & level up | Baldur’s Gate 3: How to respec your character | Baldur’s Gate 3 Karmic Dice: What are they?

  • Does Baldur’s Gate 3 have microtransactions? – Dexerto

    Does Baldur’s Gate 3 have microtransactions? Larian StudiosBaldur’s Gate 3 is the continuation of the legendary RPG franchise set to wow its adoring community with more magical musings. One question that many are wondering though, will the game turn to microtransactions and also make parts of its gameplay pay-to-win? The phrase “pay-to-win” has become more and more prevalent over the years in gaming. EA’s Ultimate Team mode in FIFA is really where the term was popularized. Players would invest lots of their own real money in the hopes of securing the game’s best players and give themself an advantage over less fortunate users. Also, microtransactions in general are commonplace in most live service titles e.g. Fortnite and Overwatch. Most games have moved onto cosmetics as being an optional extra to buy, and Baldur’s Gate 3 users are wondering if magic will make way for money-making in the game. Will Baldur’s Gate 3 have microtransactions and is it pay-to-win? At this moment in time, it looks like Baldur’s Gate 3 will not be utilizing microtransactions when it arrives. All the way through the game’s early access period, Baldur’s Gate 3 has never incorporated microtransactions into its system – whether for cosmetic or actual gameplay purposes. Using this as a basis, we would say that they won’t be arriving at launch either. Larian Studios has released several trailers for the game and hosted live developer sessions talking potential players through various aspects of the RPG. The team has not made mention of microtransactions once. Now, this doesn’t mean that they won’t ever arrive though. Many games in the past have debuted with zero microtransactions but then received them later on. Meaning, Baldur’s Gate 3 could very well join this list later down the line in the title’s release cycle. If this does happen, we’ll update this guide and let you know as soon as any potential news drops. To learn more about the positively wondrous world of Baldur’s Gate 3, check out even more useful and handy guides down below: Is Baldur’s Gate 3 coming to Nintendo Switch? | Does Baldur’s Gate 3 have crossplay & cross-platform progression? | Can you play Baldur’s Gate 3 on Steam Deck? | Baldur’s Gate 3 PC requirements | Baldur’s gate 3 voice actors for all characters | How long is Baldur’s Gate 3? | Baldur’s Gate 3 pre-release bonuses & edition differences | Baldur’s Gate 3: How to solve moon door puzzle