Oct 21, 2021
Baldur's Gate 3 - V_Ben
Hello Everyone!

We have a new hotfix for you today.

This hotfix addresses several crash bugs, a number of graphics issues, and a host of gameplay fixes. It turns out, Bald Duergar really need to live up to their names - our previous patch left us in a rather hairy situation, and this has now been rectified.

It’s just past the mark of one year in Early Access for BG3, and soon we’ll talk about how far the game - and we - have come. Patch 6 saw our highest concurrent player numbers since launch on October 6, 2020. From the bottom of our hearts, we thank you for being on this journey with us. It means a lot to us that you’re responding to each patch, jumping back in, and giving us feedback to help make Baldur’s Gate 3 the best it can be. There’s a road ahead, but this is the biggest RPG we’ve ever made, and we feel as though if we continue to work together, the journey will be an enjoyable one for us all.

Some of you may be curious as to why occasionally, the Mac & Stadia versions of hot-fixes and patches may come later. This is because in Early Access, the teams are both working on fixes for current versions of the games, but they’re also working on creating content that brings the game to completion. For many of the teams, moving them away from a patch and onto future content as quickly as possible is really important. Once the patch is ready, much of the content team moves to working on future content, and future patches. This leaves separate (but equally important teams!) to work on adjusting the patch for other platforms, which is why you may see them being released staggered. This isn’t desired, but it can be a result of how development works. Internally, we always have a discussion about what’s best for the patch, and the community. Taking the Stadia version as an example for Patch 6, we felt that performance wasn’t as desired, so we decided to hold it back to work on it for longer.

Even though the game is in Early Access, and we expect bugs, we try very hard to only release an experience we think you’ll enjoy.

As always, thank you so much for letting us know about these issues via our support team and by your posts on all our social channels. Your reports, feedback and suggestions are very helpful, and always welcome.

Thank you for playing Bald Duergar’s Gate 3, and for your support! May your dreams be filled with Giant Halsin - Larian’s very own Big Daddy.

Changelist:

● Enabling Screenspace Sub Surface Scattering (SSSS) no longer causes game to crash.
● Fixed crash when both DLSS and HDR are enabled.
● A rare crash that appeared when a follower dies during combat is no more.
● Zarys will now ignite the barrels and run away after being startled.
● Bald Duergar are now even balder. Please refer to BG3 as Balder’s Gate from here on out.
● Glut can now jump - not to be confused with the title of the 1992 Woody Harrelson basketball movie.
● You can only return Sergeant Thrinn's boots if you knew they were stolen to begin with.
● Create Water can now be used to extinguish light sources that it previously could not.
● Fixed scaling issues of the HDR calibration image with DLSS turned on - it now resizes accordingly.
● Improved animations and VFX for some Weapon Actions.
● Lights no longer appear right before starting a cinematic dialogue while the screen is fading.
● The Prepare action tooltip won’t display negative damage.
● You can now end your turn after using Flaming Sphere.
● Made the falling impact damage formula more precise.
● Characters no longer randomly receive 44 bludgeoning damage. That was weird.
● Glut and other characters now have their correct portraits.
● Shadowheart will now have all her spell points when recruited on the beach.
● Withers now always leaves when dismissed.
● A number of small UI issues related to saving and loading have been fixed.
● Improved texture of Halfling dreadlocks.
● Cancelling interface changes in the Settings menu will now properly revert to the original settings.
● Myconids will no longer get stuck in an endless self-healing loop after combat.
● Fixed an AI calculation issue that caused NPCs to pass their turn without doing anything.
● Fixed the passive feature of Elder Brithvar's pick weapon.
● All torches found in Grymforge are now equippable.
● Resolved a visual issue when opening the lava valve at the Adamantine Forge.
● Fixed a crash when killing the last enemy at Plea at the Gates combat.
● Wild Magic: Enchant Weapons properly deal critical damage.
● Spore Servant and Hook Horror status overlays are no longer bright green.
● Night Walkers boots now grant immunity to Entangled and Ensnared.
● Ring of Fire now works on Fire damage from weapon attacks.
● Horrific Visage's Mind Flayer no longer faces the wrong direction.
● Priestess Gut can no longer call guards when silenced.
● Active rolls are now properly centered on 16:10 resolution screens.
● Fixed NPC spells sometimes not hitting other NPCs.
● Whispering Mask effects will now be applied correctly when equipped through the Equipment UI.
Baldur's Gate 3 - V_Ben
It’s that time again! For months, strange chanting could be overheard from the offices of the Larian Studios dev team, their mysterious incantations pausing only when one would leave to go accept a food delivery. But today, our team emerged from their darkened tomb. “It is finished,” they said in unison, holding up to the sky a large stone tablet into which they had carved the patch notes for our latest update. Looking for those patch notes? You can find them here!

Patch 6: Forging the Arcane is now live and it is our biggest Baldur’s Gate 3 patch to date. This new update introduces a playable Sorcerer class, a mysterious new region called Grymforge, lethal new weapon actions, a huge graphical overhaul, newly-added orchestral music to delight your ears, and hours of fresh content to explore – and that’s merely a bite-size taste of the 10 pages-worth of improvements and changes made to the game this time around.

You can also expect to find new cinematics throughout the Underdark and Druid Grove, completely updated animations for Githyanki characters, Turkish language support, as well as something for those of you misbehaving sorts who tend to get sent to jail. And we haven’t even mentioned the equippable, dual-wield combat-salami yet.

                         

But there’s a lot more, so let’s take a closer look at everything you can expect to find in this latest patch.

Unleash your inner magic: Baldur’s Gate 3 gets a powerful new Sorcerer class

                         

Sorcerers aren’t your typical magic-wielder. Unlike your bookish Wizards or soul-selling Warlocks, a Sorcerer’s abilities come from within. This class taps into their own latent power to wreak havoc in battle.

Sorcerers receive five new spells in this update. Horrific Visage is a Tadpole Action that makes your enemy bleed and allows you to leech a Sorcery Point from them for your benefit. Chromatic Orb is a powerful single-target nuke that lets you hurl a sphere of energy at whoever deserves it most. Cloud of Daggers can be cast by Sorcerers for defense, surrounding them in a protective blanket of flying daggers. Crown of Madness, as the name suggests, sends an enemy mad and can cause them to attack their nearby allies. And finally, Enlarge/Reduce alters the size of a character while also affecting their physical stats, which is likewise what my body has been doing throughout the entirety of lockdown.

                         

But a Sorcerer’s foremost ability is Metamagic. This is their signature skill which allows you to modify your spells in battle, making you a dynamic and unpredictable force to be reckoned with. With Metamagic, a Sorcerer can increase their spell’s range or duration, hit two enemies at once, or purchase other powerful spell variations using Sorcery Points gained as they level up. And just imagine the kind of devastation you can unleash when applying this ability strategically toward spells cast by other magic-wielders.

As any D&D fan worth their dice knows, Sorcerers are available in two flavours: Wild Magic and Draconic Bloodline. Both subclasses have their own particular set of strengths, abilities, and visual look.

The Wild Magic Sorcerer is a manipulator of chance and magic. Using their Tides of Chaos ability, they swing the battle in their favour by gaining advantage of attack rolls, ability checks, or saving throws. But with every swing there is also a roundabout. And for every successful gain a Wild Magic Sorcerer receives, they also have a chance of being on the receiving end of a random effect. Some positive – like gaining teleport as a bonus action – and some, ah, less good – like setting everyone on fire.

                         
This is what happens if your grandpa married a dragon.
Draconic Bloodline Sorcerers on the other hand possess spell-casting abilities passed down through their dragon ancestry. Each Draconic Bloodline Sorcerer reaps the benefits of their dragon lineage, and can harness the damage-type possessed by their ancestor: Fire, Acid, Poison, Lightning, or Cold. Was your great-grandma a Red Dragon? If so, you’ll be able to wield Fire abilities like Burning Hands. Additionally, this subclass gets an extra hit point with every level gained, meaning they’re quite the powerful adversary in combat. And as you can see in the image above, you will be able to customize the look of your Draconic Bloodline Sorcerer with a variety of dragon facial designs so scaley not even the heaviest of moisturizers can soften them.


New weapon actions - combat just got a lot more interesting

                         

But Forging the Arcane isn't just about magic.

In this patch, we wanted to ensure that fans of melee and ranged combat gain even more tactical agency during fights next time they jump back in to BG3. Thus, we've introduced new Weapon Actions.

So what does that mean exactly? Well, characters who are proficient in a particular melee or ranged weapon will now have up to three signature moves at their disposal, giving you new ways to eviscerate any nearby Goblin who happens to look at you funny. The aim here is to ensure players will experience melee actions closer in line to those dreamt up during a tabletop D&D game.

Smash an enemy's chest to damage and potentially reduce their actions by one with the new Heartstopper move, target an enemy's hands with a non-lethal Weakening Strike attack to give disadvantage on Attack Rolls, or hit an enemy with all your might for a chance at dazing them with a Concussive Smash. But please do not use these new moves on the Owlbear as our hearts can't handle it. For the full list of new Weapon Actions, have a gander at the patch notes at the bottom of the page.

Blood, mud, and a huge graphical upgrade
                         

Baldur’s Gate 3 has received a substantial graphical overhaul in this patch, and its effects are far-reaching. Not only have we improved the visuals of the game-world as a whole, this update also affects the characters themselves.

Now as you adventure forth with your party, you and your companions will become more bloodied, muddied, and bruised with each consecutive fight – based on their HP. Finally, inspiration for my Astarion-in-Bubble-Bath fanart.

But it’s the overarching graphical changes that we think you’ll be impressed by the most. In this update we’ve made huge improvements to Faerun’s visual depth, implementing directional and volumetric lighting, applying fresh colour grading throughout, introducing new particle effect techniques, as well as real-time clouds, atmospheric scattering, volumetric fog, and other visual upgrades that make the game look better than ever before. Feast your eyes on the strategically-placed before-and-after GIF below, which will give you a taste of just how much has changed.

                         

Welcome to Grymforge – A new region hidden in the depths of the Underdark
This is the big one. Baldur’s Gate 3 now has a new region: Grymforge. TADAAAM! TATATATATA TADAAAM!

Grymforge is an ancient Sharran fortress accessible through the Underdark, by way of Ebonlake. This new region takes you past the point where Early Access ended, continuing your journey a little further into a sinister lair where shadowy chambers are lit by the rivers of magma that surround you.

So what can you expect to find here? Grymforge promises hours of new content for you to dive back into, with new questlines, choices, cinematics, complex combat encounters, and characters who we know will whet the appetite of many a D&D fan. No I’m not telling you who. We won’t spoil things for you but we can’t wait for you to check it out for yourself and tell us know what you think. In the meantime, take a peak below:

                         
Property Brothers, eat your heart out.

So what else can you expect in this update?

Forging the Arcane is chalk-full with improvements and fixes, many of which were requested directly by you, the community. Let’s have a look at a few of them.

In Patch 6, we have solved a common issue in which NPCs occasionally completely freak out at a Druid’s Wildshape form when it’s no longer active. NPCs have now each been put through thorough exposure therapy and are no longer afraid of phantom Wildshapes. In addition, we’ve fixed an issue where Fezzerk’s goblins would attack Wyll on sight instead of starting his dialogue, which we felt was pretty rude.

We have also made numerous improvements with combat and character balancing. For instance, we’ve updated the high ground rule, making it so you’ll now receive a bonus on attack rather than an advantage/disadvantage. We’ve also tweaked Shadowheart’s Ability score, reducing her CHA and increasing her STR. Issues with Mobile feat have also been solved, and Concentration throws are now displayed via the overhead roll UI.

To make your in-game experience all the better, this update includes an option to add a semi-transparent background to text and we have increased the font size of dialogue for those who have found themselves squinting uncomfortably at their monitor while reading their screens in the past. All of this can be set and customised in the settings menu, at your leisure. And we've also included an option to reduce the default frequency that characters say lines as you point-and-click your way through your adventure. This is now tied to a slider, giving you more control over how much chatter you’d like to hear as you explore.

But perhaps the most important fix of them all: Scratch the Dog can now accept pets again.
Forging the Arcane is available to play immediately, following Panel From Hell 4 on Thursday, October 14th. Be sure to check out Baldur's Gate 3 to experience all the latest changes for yourself, and let us know what you think. We can’t wait to hear!

And with that, let’s unfurl the patch notes!
Oct 14, 2021
Baldur's Gate 3 - V_Ben
Patch 6 for Baldur's Gate 3 is now live!

If you're looking for full patch notes after reading our latest Community Update, you've come to the right place. Read on, brave adventurer! Please note that these patch notes are intended as a guide to what is new in Patch 6 of Baldur’s Gate 3. They are not exhaustive.

Baldur’s Gate 3 - Patch 6 notes

NEW:
  • Added new Grymforge region, an ancient Sharran fortress featuring new content, quests, combat, and mysterious NPCs to face. Added setup for several Grymforge quests in the Underdark.
  • Added new Sorcerer class, featuring two unique subclasses: Wild Magic and Draconic Bloodline. - Wild Magic: Embrace chaos and manipulate the forces of chance to gain advantage on attack rolls, ability checks, or saving throws - and potentially trigger a random effect in doing so. Examples include putting everyone around you on fire, gaining teleport as a bonus action or summoning a hostile mephit!
  • - Draconic Bloodline: Channel the powers of your dragon ancestors and wield deadly fire, lightning, acid, poison, or cold damage to destroy your enemies.
  • Sorcerers of Draconic Bloodline will also gain a spell that matches the ancestor, for example Red Dragon provides access to Burning Hands
  • You also gain access to a unique visual customization option in the form of the draconic scales.
  • New Sorcerer spells were added:
  • Horrific Visage: A new Tadpole Action that makes your enemy bleed and allows the Sorcerer to leech a Sorcery Point off of them.
  • Enlarge/Reduce: This new spell alters a character's size, affecting their physical stats in the process.
  • Chromatic Orb: A powerful new single-target nuke that allows Sorcerers to hurl a sphere of energy at their foes.
  • Cloud of Daggers: This spell protects the caster, surrounding them in a cloud of flying daggers.
  • Crown of Madness: As the name suggests, this spell sends an enemy mad, and can cause them to attack their nearby allies.
  • Metamagic: Metamagic is the Sorcerer's signature feature which allows you to adapt your spells in the heat of combat. With it, you can increase a spell's range, duration, or hit two enemies simultaneously, among other powerful variations on your spells - making you a powerful and unpredictable presence in battle.
  • Added new weapon actions, giving ranged and melee weapons up to three lethal signature moves - now non-magic wielders have more options at their disposal in combat as long as they are proficient with the weapon.
  • Heartstopper: Smash an enemy's chest to damage and possibly reduce their actions by one.
  • Weakening Strike: Target an enemy's hands with a non-lethal attack to give disadvantage on its Attack Rolls.
  • Crippling Strike: Swing at an enemy's legs to prevent them from moving.
  • Pommel Strike: Make a non-lethal attack against an enemy to possibly Daze them.
  • Piercing Strike: Stab an enemy to damage them that possibly left a Gaping Wounds.
  • Backbreaker: Put extra force behind your strike to possibly knock your enemy Prone.
  • Flourish: Feint an attack to possibly throw your enemy Off Balance.
  • Concussive Smash: Hit an enemy with all your might to deal damage and possibly Daze them.
  • Brace: Spend your movement speed to reroll your damage dice.
  • Prepare: Spend your movement speed to get an extra damage.
  • Piercing Shot: Shoot an enemy to damage them that possibly left a Gaping Wounds.
  • Mobile Shot: Make a Ranged Attack after you dash or disengage.
  • Massive graphical overhaul.
  • Completely revamped lighting system with volumetric fog/lighting.
  • Added translucency.
  • Added atmospheric scattering.
  • Added dynamic clouds.
  • Local directional lights.
  • Added completely new colour grading and much improved tonemapper and HDR rendering.
  • All particles are lit by environment and Global illumination.
  • Added support for DLSS 2.3.
  • Added support for AMD FSR.
  • New orchestral music pack.
  • New songs in menu and camp.
  • Characters will become dirty, sweaty, bloodied and bruised during their adventures.
  • BG3 is now available in Turkish

USABILITY:
  • Added options to increase font size in dialogues and added a semi-transparent background. These can be set and customized in the settings menu.
  • Traders now default to the trade rather than the barter interface.
  • You can now drag items in the trade menu.
  • You can add bonuses after re-roll.
  • Implemented Cut, Copy, and Paste actions for textboxes like Direct Connect and Twitch Extension Secret Key.
  • Updated the point-and-click frequency setting to a slider.
  • Added race tooltip in the examine panel.
  • When a weapon is disarmed, overhead text is now displayed above the affected character.
  • Concentration saving throws are now displayed via overhead roll UI.
  • Enemy portraits now display concentration.
  • Fixed displaced scrollbar when having race-specific skills added during level-up.
  • Chance UI now correctly displays bonuses from enchanted equipment.
  • Spell container now has a close button.
  • You can now split big stacks within the camp chest.

IMPROVEMENTS and ADDITIONS:
  • Cinematic polish and improvements for lookats, animation blending, scene snapping, question cameras & updates to rigs and animations.
  • We improved the camera system to make camera control feel more fluid.
  • Refined some of the background goals in Early Access levels and added new ones in the Grymforge area.
  • We’ve introduced a new Goblin prison and updated most Goblins to give them the ability to arrest you. Misbehaving players can also be jailed (and break out) of prison in the Druid's Grove too.
  • Added a new prison grate & door where Gut locks the player up.
  • The spiders in the Goblin Camp can now jump and escape their lair.
  • Spell targeting previews will now jump around less when suggesting alternate casting positions.
  • Tweaked start of player dialogue when accessing one of the rooms in the Dank Crypt for the first time.
  • Player characters now always comment when they have successfully detected an ambush.
  • Improved fire VFX and environment VFX
  • Updated Spore Servant Target VFX.
  • Updated Silence status VFX.
  • Updated VFX texture compression settings for better results on low-end platforms.
  • Improvements to glowing eyes & mouth in some Speak with Dead cinematics.
  • Improved Auto-Detect graphics settings.
  • 5.1 upmix of pre-rendered intro.
  • Audio upgrade: New dynamic mixing system improves balance between combat sounds, music, and ambience.
  • Added inventory and questlog sections to the BG3 Twitch Extension. Viewers can now highlight certain items in the streamers' inventory at certain times and can also follow where streamer is situated in his current playthrough.
  • Updated Automaton animations.
  • Improved animation for Human Female characters.
  • The Githyanki race now have completely updated gameplay animations.
  • Updated Hook Horror animations.
  • Improved wing and tail physics for Cambions.
  • Improved multiplayer networking in congested scenarios.
  • Improved UI feedback for targeting rush spells.
  • Added trade goods to Mol within the Druid camp.
  • Made Soul Coin into a story item so Nadira won't be able to sell it.
  • Added rubble and blocked off the area under the elevator in the Druid Grove so players can't get stuck there anymore.
  • Better handling of summoning Lump and his Ogres when there is not enough room for all three.
  • Improved the camera direction when entering camp.
  • Improvements made to called guards' behaviours.
  • Improvements made to Hook Horror's alarm behaviour.
  • Added new dialogue options to Wyll's camp dialogue relating to Raphael, and added option for players to agree with Wyll in another quest path.
  • Improved Lae'zel's idle animation and scripted behaviour at camp - She now unsheathes her weapon as if ready for combat and will sharpen it if it's a sword type.
  • The Captured Thralls in the Nautiloid have been given a new animation for laying down.
  • Omeluum of the Society of Brilliance got a new spot for himself after being summoned, and flashy new arcane incantation animations and VFX.
  • Consuming Hag Hair has become a lot more visual with added VFX.
  • Volo's 4th book was added into the world.
  • Reworked visuals of Zhentarim wolves.
  • Went over all Novices & True Souls to give them proper prefix & title, and gave them proper Absolute outfits.
  • Made sure that NPCs who visually wear a helmet actually do have a helmet equipped (and can drop it).
  • Updated colours and light values for Light and Dancing Lights.
  • Equippable salami, for meatier combat.
  • Slash is now called Lacerate. Rush is now called Rush Attack. Pinning Shot is now called Hamstring Shot

BALANCING CHANGES:
  • Updated the high ground rule. Now you'll receive a bonus on attack instead of advantage/disadvantage.
  • Lowered Lae'zel's approval requirements slightly for, er, "bedtime romance".
  • Silencing aggressive NPCs will now result in combat, while wimpy NPCs will flee.
  • Additional Knockout support added to situations.
  • Made Vine Door locked by default.
  • Adjusted AC calculations to better distinguish between base AC, ability modifiers, and bonus AC. This affects the way Draconic Resilience and Mage Armour are calculated.
  • Changed a background goal related to Volo for the Entertainer background.
  • Made Idol of Silvanus valuable, because it is valuable.
  • Disabled ability to ignite destroyed bowls via use action.
  • Falling entities no longer apply force on impact if they don't have enough weight.
  • Effect of Tasha's Hideous Laughter is now closer to the effect of Prone condition.
  • Radiance of the Dawn now targets enemies instead of non-allied characters.
  • Player characters walking into the Blighted Village ambush while dialogue is ongoing will cause the character to be automatically added to the conversation.
  • Climbing onto the rooftops near the Blighted Village ambush now automatically reveals the ambushers. Once revealed, the ambushers will react to player characters that are not hidden and start a dialogue.
  • Reworked the way Gnoll Multiattack works - they now have a Seething Fury status that lasts for 2 turns; when it's over, the Gnoll unlocks Multiattack.
  • Re-assigned Multiattack/Seething Fury across Gnolls to make the encounters fairer.
  • Made it so that Gnolls aren't interested in picking up weapons anymore.
  • Assigned Halsin's Wildshape action the proper cost, so he does not abuse it.
  • Halsin can only use his Bear Multiattack once per fight.
  • Made it so that Harpies can now follow you anywhere you go.
  • Disabled trading with Gekh Coal until the player peacefully resolves their initial dialogue with Gekh.
  • Removed Hunter's Mark from Olodan.
  • Nettie's bird will no longer spot you sneaking around.
  • Fixed the imps' crossbow so that it's now a light crossbow.
  • Made Bernard & his Animated Armors immune to magical sleep.
  • Slightly decreased Duergar HP throughout the game.
  • Tweaked The Spectator's Petrified Drow stats, equipment, visuals, spells.
  • Improved behaviour & visuals of throwable boulders around Ogres.
  • Increased the chance that an NPC doesn't break their invisibility immediately after having applied it.
  • Animals will now not understand when their allies are magically controlled, and will not try to help them anymore.
  • Creatures made of metal are now affected completely by Heat Metal spell.
  • Adjusted the trigger area for the ambush at the Decrepit Village.
  • Gekh's henchmen now use their innate invisibility to hide themselves for the ambush at the Decrepit Village.
  • Fishers at the crash site will react to player crimes.
  • Characters who follow another character into the Underdark via the secret entrance will die if they do not fulfill requirements to survive.
  • Made improvements to the Sleep status of the Bugbear in the abandoned village. Initiating combat will make him wake up, because no one is that sleepy.
  • Shadowheart will now react to the box being used by another character based on how far away she is from them. Using the box from the inventory will close it if needed.
  • Removed the ability to speak with Shadowheart after she runs away in the Nautiloid.
  • Rurik has been given behaviour adjustments and fixes.
  • Adjusted movement pattern for Cyrel so she does not step in her friend's blood.
  • Priestess Gut's combat AI now has a greater bias to buff herself and her allies.
  • Minotaur combat archetype added.
  • Hook Horrors and Minotaurs now prefer attacking the Bulette.
  • Minotaur's Gore action now requires a strength saving throw to push targets.
  • Increased the amount that the Bulette heals when it burrows.
  • The Bulette now prefers to attack monstrosities.
  • Changed Torgga's armor to leather and updated her visuals to reflect the armour she wears.
  • Slightly reduced combat AI's bias to use Sleep and several other Incapacitating conditions.
  • Combat AI can now reason about shoving allies with the intent to remove Sleep status.
  • Combat AI now have a greater bias against damaging allies than before.
  • Fixed Inwe not having correct speed for her race as Wood Elf.
  • Halsin's Bear form now has the Dismiss Wildshape spell.
  • Added Jump spell to Cambions in the tutorial to prevent rare instances where they could get stuck.
  • Changed Rugan's equipment and changed the visuals to match.
  • Animated Armor combat AI is less smart.
  • Animated Armors and Bugbears should no longer be able to use weapon actions.
  • Weight threshold for Large creatures changed from 250kg to 200kg.
  • Adjusted Deep Rothé calf and flaming sphere to 199kg.
  • Reduced the number of consumable scrolls available to many enemy NPCs.
  • Bugbears now drop their morning stars when killed.
  • Bugbear morning star now does 1d8 damage instead of 2d8.
  • Bugbear now has the brute passive to deal extra 1d8 damage.
  • Changed void bulb to require a Dex saving throw (DC 14).
  • Void bulb now does 1d4 damage on failed save - previously it did 1 damage.
  • Oak Father's Embrace effect will now only be triggered when the attack hits.
  • Tweaked Shadowheart’s Ability score. Reduced her CHA and increased her STR.
  • Gekh Coal's Animate Dead can only be used on humanoid, small or medium, non-monstrosity targets.
  • Revamped myconid combat and gave them archetypes: Restless, Mossy and Noxious.
  • Made it so that Gnolls approaching the collapsed bridge will jump across the gap, should they need to.
  • Decreased the amount of resources gained by Druid & other spellcasting bosses upon level up.
  • Added a 2 turns immunity to Harpies’ Lured if you manage to resist it. If you do get Lured, then Lured replaces Luring Song for better clarity.
  • Made sure that Luring Song is considered a Charm spell, and can be dispelled by spells addressing those.
  • Gave melee Harpies the Stone Throw action as fallback, should they be unable to reach the player.
  • Made sure Wood Elf NPCs inherit all the traits & features they should.



STABILITY:
  • Fixed a crash when loading a cross-save while the save was still syncing.
  • Fixed a potential crash triggered when the unfortunate Gnome is freed.
  • Fixed a possible crash in EffectHandler.
  • Fixed combat in multiplayer possibly causing a crash for other players in a different fight.

FIXES:
  • Fixed a common issue where NPCs sometimes react to Druid Wildshapes that are no longer active.
  • Fixed attack roll with off-hand weapon not applying a bonus from the ability modifier.
  • Made several places and items reachable that weren't before.
  • Fixed bugs on ladder climbing animations for Druid that was Wildshaped into Wolf and Deep Rothe.
  • There is more consistent access to lockpicking and key use when freeing Liam from the torture rack.
  • After Gekh tells the player about Thrinn's boots the player can hand them over without restarting the dialogue, if they have already found the boots.
  • Fixed some doors that allowed you to jump through the gaps, because doors shouldn't do that.
  • Fixed damage bonuses that weren't showing up in the Character Sheet and action tooltips.
  • Fixed issue where options were not saving properly after resetting and relaunching the game.
  • Resting will no longer break Fighting Style: Protection
  • Fixed bug where Mol wouldn't return stolen belongings..
  • Fixed twin versions of characters in certain cinematic scenes.
  • Summoned creatures are now unsummoned when the caster is incapacitated.
  • Equipping a lit torch now correctly applies gameplay light to the carrier.
  • Fixed some destroyed objects not playing their destruct animations.
  • Fixed ragdolls not updating when corpses are moved.
  • Fixed Mystra projection.
  • Moonbeam can no longer be moved with alt+left click drag.
  • Fixed microphone from unmuting when joining a lobby on Stadia.
  • Fixed duergar spore servant dialogues in the Myconid Colony.
  • Reference model of the Spiderling is no longer present in the spell.
  • Fixed the dummy appearing for the door backdraft effect.
  • Fixed some issues with Direct Connect.
  • Fixed being able to walk though standing light sources.
  • Fixed fade to black sometimes persisting for too long in some cinematics.
  • Owlbear Cub and Scratch acknowledgment dialogue will now correctly trigger if the other dies :(
  • Fixed issue where the narrator speaks over cinematics in multiplayer.
  • Fixed the missing character sounds after critical hits.
  • Fixed Goblin War Cry not being usable by the combat AI.
  • Fixed some non-damage spells removing Mask of Regret status.
  • Fixed Gekh Coals passives not being in line with a regular Duergar.
  • Fixed one of the Minotaur's passives not having display text.
  • Added a ranged spell for Boooal to use if he is stuck and can't reach targets in melee.
  • Fixed a potential blocker in multiplayer when one player is requesting to go to camp, while the other player is entering combat.
  • Fixed issue where characters would move through a door and try to open it from the other side.
  • Combat AI: fixed AI skipping a turn after using a supporting action and then getting interrupted in the following action.
  • Fixed keyboard input rotating the camera when entering character name in the character creator.
  • Fixed launcher scaling on low resolution or screens with DPI scaling enabled.
  • Fixed not being able to drag an item from the world into a container.
  • Fixed characters floating upwards when picking up a container or other items they collide with.
  • Fixed several item interactions not working while in turn based mode.
  • Fixed items sometimes falling through the platforms they're placed on.
  • Fixed multiple Mindmeld cinematics.
  • Shadowheart will now talk to players again after being resurrected at the chapel entrance.
  • Shadowheart will now talk to players again even if they used Lae'zel to free her.
  • Added a couple more metal ladders around Dror Ragzlin.
  • Fixed issue where Rush spell could be applied to targets at a different elevation, allowing the caster to reach positions they shouldn't be able to reach.
  • Fixed downed players/companions getting knocked out when hit with a non-lethal attack.
  • Gave Yerle & Erna a metal ladder instead of a wooden one. Also tweaked their spells, items, and visuals.
  • Changed colour of Outpost Spiders.
  • Fixed issue where the attack button in Ellyka's dialogue did not initiate combat.
  • Added missing content to 'Origins of Zhentarim' book.
  • Fixed inventory overlapping hotbar when there is a lot of items
  • Fixed issue where the well in Blighted Village couldn't be used a second time.
  • Fixed localization having issues with symbols `«` and `»`.
  • Fixed overlapping text on the map UI, triggered when player can't travel because of danger.
  • Thulla now waits for players to be close enough before talking.
  • Killing Sovereign Spaw now completes Glut's quest.
  • Chill Touch tooltip now properly shows duration of 1 turn.
  • Made sure Hobgoblins & Bugbears cannot use tunnels reserved for Goblins.
  • Fixed a bug that prevented players from talking to a rat in the Torturer's room of Goblin Camp.
  • The correct voiceline is now spoken when you succeed the arcana check on the Illithid device in the transformation room of the Nautiloid.
  • The player character now correctly addresses the state of the Forest area after teleporting there from the Underdark via a Fairy Ring.
  • Fixed several issues with the Mobile feat.
  • Fixed Halsin's Bear Wildshape's weapon attack.
  • If the player dismisses Glut from the party after accepting his quest - Avenge Glut's Circle - Glut will wait at the Ebonlake Grotto instead of the Decrepit Village.
  • Fixed a bug where attacking Spaw manually (instead of through dialog) during the Avenge Glut's Circle quest prevented the Myconids from becoming neutral after Spaw is killed.
  • Fixed a bug where Glut's quest - Avenge Glut's Circle - would not proceed correctly if Spaw was attacked by a player character other than the character that Glut was following.
  • Fixed an issue where high approval with Shadowheart causes her default dialogue to stop playing.
  • If Shadowheart is not in your party and is unconscious during the voice of the Absolute event on the Goblin bridge, she will now die.
  • Fixed an issue with one of Lae'zel's lines lacking audio in the Nautiloid helm.
  • Sneaking and invisible characters are no longer excluded from the initial Nautiloid helm dialog.
  • The dragon scene on the Nautiloid upper deck now also plays for characters in combat.
  • Shadowheart will no longer take offense when players attack the captured thralls on the Nautiloid.
  • The Mindflayer on the Nautiloid will now only betray the player once all present devils have been taken out.
  • Fixed an issue where companions recruited on the Nautiloid did not trigger the devil reinforcements at the Nautiloid helm.
  • Fixed an issue where the dialogue with the transponder did not start.
  • Liam now correctly escapes the torture room if torture rack is destroyed while he is awake.
  • Fixed journal bugs in "Find the Missing Boots" quest.
  • Players now can take Gekh Coal's quest if they resolved his situation peacefully but refused the initial quest offer.
  • Fixed a bug with Thulla's dialogue ending abruptly if you steal her boots then heal her with noblestalk.
  • Thulla now has Boots of Speed actually equipped.
  • Fixed issue related to ambushes when a player jumped to their death into an ambush/dialogue trigger.
  • Added and revised passive skill descriptions, tooltips, spells, and statuses throughout.
  • Added missing effect for Warlock's Armour of Shadows.
  • Added crime reactions to being charmed, polymorphed, dominated.
  • Added revised origin tag description to Gale.
  • Fixed a bug where kids would attack you if you failed to Detect their Thoughts. They flee now.
  • Replaced the conversation to rescue Benryn by a roll if he's already on fire.
  • Fixed issue where an illusory wall would join the combat order.
  • Fixed issue where Fezzerk's goblins would attack Wyll on sight rather than start his dialogue.
  • Fixed issue where Gale's illusory double would remain around if the conversation with him is skipped.
  • Made the hag's illusory double vanish when attacked.
  • Fixed the hag's quest not closing if you knock out her guest.
  • Arron's items are now owned by him.
  • Performance fix for when killing NPCs out of combat.
  • Feedback when non-guard NPCs notice you Wildshape/disguise after a prison break. Now they'll report this to guards.
  • Fixed persuasion DCs in theft and pickpocket interrogation dialogues that were too easy.
  • A repaired gate will be in Sylvanus' Grove during the siege, if it had previously been destroyed beforehand.
  • Goblin leaders can now be defeated non-lethally.
  • The all-out attack of the Druids now considers characters that have been disabled non-lethally.
  • Fixed bug where the game considered Volo to still be in the Grove after he left.
  • Fixed issue where Wyll and/or Shadowheart fail to properly react when in combat with Druids, after dying during the Goblin attack at the gate and being resurrected.
  • Added a line to Halsin's dialogue that makes it sound like he made it to the Druid Camp all by himself if that wasn't the case.
  • Fixed when a combination of events would keep Nettie from reacting properly once she reached her workshop.
  • Tieflings will now vacate Druid's Grove if too many are killed or have left.
  • Fixed a bug where a goblin would randomly show up in the Grove if all druids were killed.
  • Druid's Grove ritual now requires at least one druid to remain alive in order to trigger.
  • Fixed bugs with the gatekeeper of the grove.
  • If player triggers Druids attacking Tieflings and then leaves the Grove, the ritual does not immediately complete.
  • Fixed Goblin Camp not becoming hostile after certain outcomes of Minthara's betrayal.
  • Tweaked certain texts that did not match voice recordings.
  • The Silvanus' Grove waypoint will now be unlocked after combat when Zevlor invites everyone inside.
  • Scratch can now accept all the pets again, as he is a very good boy.
  • Ormn is no longer picky about his fish and will eat them again.
  • Sazza will now correctly become hostile if betrayed during her escape.
  • The Owlbear Cub will no longer spawn then disappear from camp when all the Goblin leaders are killed.
  • Druids will turn hostile if the Rite of Thorns is interrupted by the death of any of the 5 druids performing the ritual.
  • Fixed and improved interaction between Abdirak and the goblins Spike and Lookout Grush.
  • Replaced several books in the Druid Grove by the stone tablets. Tweaked the position of several books.
  • Lae'zel can't be revived after being killed in camp during the night where everyone feels sick. Other companions won't turn hostile when Lae'zel is killed during this scene.
  • Minor fixes to the combat AI of the tutorial Imps.
  • Nadira will now stay at range and throw rocks instead of trying to attack the Bugbear in melee.
  • Fixed Torgga's passives to be consistent with that of a Duergar.
  • Fixed Halsin's Dash spell not appearing on hotbar when in Bear form.
  • Fixed Minotaur, Owlbear, and Hook Horror jump spells not playing intended AoEs.
  • Fixed Bugbear now having proficiency with its morning star.
  • Fixed missing items in trade UI.
  • Fixed wrong skill values in tooltips in character creation.
  • Selune Fort in the Underdark will become a much cosier place when the gem powering the protection statues is destroyed.
  • Made sure poor Bernard can climb ladders.
  • Fixed Goblins that had the wrong AI archetype.
  • Updated item descriptions for a variety of items to make their gameplay links more clear.
  • Characters affected by a Loss of Control status like Surprised or Stunned now have overhead text display above them on their turn.
  • Fixed gameplay issues on Hag's Second Marriage wand.
  • Fixed VFX for Hallucination Spores.
  • Improved navigation around Gnoll Flind fight by making certain rocks walkable.
  • Made sure Pack Tactics can solely be used by Wolves & Hyenas.
  • Made sure that the camera stops on a singing Harpy.
  • Fixed certain wall sconces throughout the game that could not be lit.
  • Gave Ebonlake ships better names.
  • Made sure Drow NPCs had Fey Ancestry.
  • Improved Gehk Coal combat experience by making it possible to shoot through and walk through certain decor items.
  • Improved UX of Gut's shield's Bless/Bane spell ("Word of the Absolute").
  • Plea at the Gates: improved navigation by making the flat rock in front of Zevlor accessible to walk on.
  • Gave Minthara proper Drow armour - changed from ringmail to leather.
  • Fixed crash site's Intellect Devourer that could get stuck trying to jump down its platform.
  • Fixed opening multiple instances of the Pickpocket UI when attempting to repeatedly pickpocket.
  • Fixed character models disappearing sometimes when changing into too many disguises.
  • Gave Lone Duergar a chill pill so he no longer becomes hostile even if you persuade him to calm down.
  • Fixed wrong footstep sounds in various location.
  • Fixed missing Imp Sound Vocalization Feedback.
  • Fixed Twitch extension secret key field visibility when it is not filled in.
  • Passives now correctly display additional description.
  • Fixed ability to pin tooltips infinitely.
  • Fixed world map not matching minimap alignment.
  • Spell tooltips now correctly show recharge times.
  • Fixed jump icon keep blinking after it was used.
  • Fixed reward UI not showing after loading when quick saving while the UI was open.
  • Fixed "downed" UI disappearing after loading savegame with downed characters.
  • You can't attack containers inside your inventory anymore.
  • Fixed wrongly aligned elements of lobby.
  • Fixed Double Iron Doors animation.
  • Fixed issue that appeared when lockpicking a chest within your inventory.
  • Fixed the super loud Pig squeal on the Tutorial transponder. No pigs were harmed in this patch.
  • Fixed Dwarves having delayed activation of beards; hair now remains luscious.
  • Fixed issue where Wildshapes would keep custom visuals.
  • Downed players and companions no longer get knocked out when hit with a non-lethal attack.
  • "Critical Hit!" text no longer appears on screen when a downed character is hit with a non-lethal attack.
  • Fixed crashes after ending the tutorial.
  • Auntie Ethel's Hair reward now gives the character a stat boost as intended.
  • Stacked items will no longer disappear from the hotbar if one of them is thrown.
  • Broken ladders can be climbed again.
  • Fixed Moon Gate puzzle issue triggered when leaving the area, saving, or reloading.
  • Fixed issue blocking players from speaking with Fezzerk after he is knocked out using a Non-Lethal Attack.
  • Stopped certain items from being duplicated after being dropped by an enemy.
Baldur's Gate 3 - V_Ben
Hello everyone! We hope you’re doing well, and adventuring boldly.

Once again we find ourselves in a familiar situation. We’re out of lockdown and eager to see you all again, but that doesn’t mean we’re slowing down at all. Patch 6 is almost here, and we’re excited for you to get your hands on it! It’s our biggest ever patch for Baldur’s Gate 3. If you’re attending EGX this week in London, you’ll get an exclusive preview...featuring a new playable class. Who’s ready to make some magic?

We also have something special in Patch 6 for those of you who watched Twitch Plays: A Most Noble Sacrifice. If you like the sound of meat hitting meat (stop giggling), then you’ll love the latest addition to your arsenal - the equippable Salami. Yes, they can be dual wielded. But that’s enough of the spoilers. There’s a lot more in Patch 6, and we’ll be exploring that really soon.



We’re busy planning a Panel From Hell right around the corner that’ll serve as a deep dive into the new content for Patch 6.

Anyhoo, the business of the day: with Patch 6 on the horizon, weighing in at approximately 60GB (so make sure you have plenty of space free!), we want to remind you that any saves made Patch 5 or prior will no longer be compatible when updated.

So, we’re back to branching! (If you want!) There are options for you if you want to continue your Patch 4 or Patch 5 saves, or if you instead want to make sure you’ve got the most up-to-date content. Have a gander below and follow the directions for whichever solution suits you best.

1. How to Update Your Game to Patch 6: If you want to play the most up to date version of the game and have never opted into any beta branches in the past, then good news: You don’t need to do anything! When the patch releases, you will receive the most updated version of the game as long as you have automatic updates enabled. To enable automatic updates, please follow the steps below:

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



2. How to Update to Patch 6 If You’ve Opted into an Earlier Beta Branch: If you previously opted into any beta for Patch 4 or earlier and want to ensure you get the most up to date content when Patch 6 goes live, then please follow the steps below:

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



3. How to Continue Your Patch 5 Save: If you want to continue your progress from Patch 5, then take the following steps. Save files are not ‘deleted’ from your computer; they’ll remain in your folder, but you’ll only be able to load saves specific to their respective versions.


Right click on the game in your Steam library
Select properties
Click the BETAS tab
In the list under "Select the beta you would like to opt in to", select Patch 5
Close the properties menu



If you’d like to continue your save file on the current version, you can move to the Patch 5 beta branch now. Save files are not ‘deleted’ from your computer; they’ll remain in your folder, but you’ll only be able to load saves specific to their respective versions.

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

Before starting a new playthrough, create a new profile by clicking the profiles button on the top left of the main menu. All your progress in the new patch will then be saved under this profile while your old saves are safe in the previous profile.

As an extra safety measure, you can manually back up your savegames:
Go to /Documents/Larian Studios/Baldur's Gate 3/PlayerProfiles/
Find the folder that is named after the profile you used in the previous patch
Copy and paste this entire folder into a backup location
If you want to revert back to the previous patch, follow the instructions above and activate your old profile

If you have somehow lost your progress by overwriting savegames and want to restore your old backed up savegames simply copy over your old profile folder into its original location again: /Documents/Larian Studios/Baldur's Gate 3/PlayerProfiles/
Sync back to the patch5 beta branch with the instructions above and load your old savegames

A Note On Mods: If you have any mods installed, or were using any in previous versions of Baldur’s Gate 3, please remove them before updating your game. You can do this by checking both the ‘Mods’ and ‘Public’ folders in '..\SteamApps\common\Baldurs Gate 3\Data' - if either of those folders are present, please delete them before updating. If applicable, please also delete the file ‘modsettings.lsx’ in the profile folder.
Aug 31, 2021
Baldur's Gate 3 - Deliah
Hey Everyone!

We have a new hotfix for you today!

This hotfix addresses launcher connection issues, a savegame issue which blocked the Goblin bridge and the most prevalent texture crash.

As always, thank you so much for letting us know about these issues via our support team and by your posts on Reddit, Discord, Steam, socials and our forums! Your reports, feedback and suggestions are very helpful to us.

Thanks for your support!

Changelist:

  • Fixed a savegame issue that blocked the goblin bridge (related to previous hotfix's 'Can't reach' issue near the blighted village).
  • Fixed the most prevalent crash related to loading and unloading textures too quickly.
  • Fixed launcher connection issues to web content. Slower connections will now bypass online content more quickly, allowing players to launch the game without waiting.

Launcher fixes:

  • Fixed the launcher not fitting on certain display resolutions and windows scaling combinations
  • Possible fix for the launcher not starting the game correctly on network mapped drives or symlinks
  • Added a launch option to the LariLauncher so players can skip the launcher entirely. To use this:
    -Right-click Baldur’s Gate 3 in your library and select Properties...
    -On the GENERAL tab, add --skip-launcher in the LAUNCH OPTIONS field.

Aug 24, 2021
Baldur's Gate 3 - Deliah
Hey everyone,

We’ve just released a new hotfix for you!

This hotfix addresses some issues with the launcher crashing on certain hardware configurations, issues with crashing when loading Act 1, and we've also fixed the Vulkan "Device Lost" error that was impacting some players.

Thank you to everyone who has sent us crash or bug reports, emailed our support team, and notified us on socials, Discord, Reddit, Steam and our forums about these issues! All of these reports, feedback and suggestions are incredibly valuable to us and help us pinpoint and fix issues as quickly as possible for you.

Thank you for being with us on this journey!

Changelist:

  • Fixed "Device Lost" Vulkan API error message.
  • Fixed the launcher crashing on startup on certain hardware configurations.
  • Fixed a crash when loading Act 1.
  • Fixed an issue with specific interfaces being displayed incorrectly at lower resolutions.
  • Fixed not being able to reach the skeleton with the damaged headpiece in the blighted village.
Aug 5, 2021
Baldur's Gate 3 - Deliah
Hey Everyone,

We’ve just rolled out a new hotfix for you!

This hotfix addresses the issue with NPCs running away from you after using the Wild Shape ability, certain NPC’s will no longer rise from the dead after specific dialogs and your game will no longer crash simply because you committed too many crimes.

Thank you for your support tickets, Reddit, Steam, Forum, Discord and social posts about these issues! Your feedback and bug reports are incredibly helpful to us and we value the time you take to play the game and let us know your thoughts.

Thanks for your support!

Changelist:

  • Fixed a threading crash related to physics when loading a level.
  • Fixed a crash on loading a game where you've committed an egregious amount of crimes.
  • Fixed a crash related to textures when loading a level.
  • Fixed a crash when approaching the Owlbear Cave.
  • Fixed broken NPC behavior when saving while NPCs are reacting to your Wild Shape.
  • Fixed pickpocketing not showing the correct items available for "borrowing".
  • Fixed multiple clicks on the same target opening multiple pickpocket windows.
  • Fixed certain NPCs rising from the dead after specific dialogs.
  • Fixed fur on bear models.
Jul 22, 2021
Baldur's Gate 3 - Deliah
Hello Everyone!

It's been a few days since we released Patch 5 into the world and it's been awesome to see so many of you jumping back into the game to experience the latest changes! Be sure to check out our Community Update video for all the details of Patch 5’s changes if you haven’t already:

In today's hotfix we've addressed some crashing issues, fixed an issue with disappearing UI when long resting in multiplayer and we've addressed some issues with tooltips, along with a bunch of other fixes.

We want to thank each and every one of you who has taken the time to post your thoughts or issues here on Steam, on Reddit, our Forums, our Discord or sent to us on our social media pages. Even if you're just uploading crash reports or simply playing the game, all of this helps us pinpoint issues so we can get them fixed as soon as possible for you.

Thanks for being with us on this journey!

Changelist:

Bug fixes:
  • Fixed a rare crash related to loading save games during multiplayer.
  • Fixed a rare crash when loading a save game made during combat with the Gnolls.
  • Fixed a crash when speaking to a certain Mossy Myconid.
  • Fixed a crash related to files containing partial UTF8 characters.
  • Fixed a crash related to tooltips.
  • Fixed a crash related to saving when someone is casting a spell.
  • Fixed an issue with attacks against beasts and monsters not being treated as a crime.
  • Fixed an issue with disappearing UI when long resting in multiplayer.
  • Fixed an issue with Shadowheart's Artefact not appearing in a certain cinematic.
  • Fixed an issue with several goblins that could not be spoken to.
  • Fixed being unable to pin tooltips for containers.
  • Fixed an overlap in SFX on the Active Roll UI.
  • Fixed the incorrect unsummon animation playing.
  • Fixed flickering black materials in the Whispering Depths.
  • Fixed the player avatar being able to move before they finish getting up in Tutorial.
  • Fixed a rare issue causing giant tooltips to appear.
  • Fixed missing data causing certain crashes.
Jul 15, 2021
Baldur's Gate 3 - Deliah
In last week’s Community Update we introduced some of the major new features and improvements coming to Baldur’s Gate 3 in Patch 5. During Thursday’s Panel From Hell 3 we recreated some of these updates during our first ever #LarPG (in addition to giving open-mouth kisses to human skulls and wielding sausages at dubious suits of armour).



Is the sausage mightier than the sword? Depending on the meat content, yes.

Today you get to try it out for yourself. Patch 5 is now live!

Onward, for a read of our patch notes in full.

IMPROVEMENTS and ADDITIONS
  • Added new scenes expanding on Shadowheart's mysterious artefact.
  • Added new recruitment scenes with Shadowheart.
  • Additional reactivity from Shadowheart when she approves of you.
  • Added Background Goals - Now every character will have their own series of secret miniquests based on their Background and for each you complete you’ll receive an Inspiration Point up to a maximum of 4.
  • Added new camp scene with Scratch and the owlbear cub.
  • Added Point and Click character responses.
  • Added 12 new magic items in loot and quest rewards.
  • Revised active roll UI during dialogue. This includes improved displaying of bonuses and double dice for rolling with Advantage or Disadvantage.
  • You can now use spells and items to increase chances when rolling during dialogue (including your companions' spells and items).
  • Picking locks and disarming traps are now active rolls.
  • Added a new Disengage action that allows you to avoid provoking Attacks of Opportunity.
  • Adding an item during Bartering will automatically equalise the gold on both sides.
  • Added a way to cancel concentration from the concentration indicator.
  • You can now pin most tooltips to hover over additional terms... for more tooltips.
  • Increased the line limit in the dialogue history window.
  • You can now save while leveling up.
  • Added unique visual effects for class-specific spells.
  • Added new icons for spells, statuses and items.
  • Added dozens of new interactable items, expanding on the lore and background of the world.
  • Revamped visuals for spells used by multiple classes to create more cohesion with Class-specific spells.
  • Properly indicate when an action is fully free (does not count as a full or bonus action in combat).
  • Added a tooltip for surfaces in combat log entries.
  • Added better feedback on saving throws.
  • Added feedback to clarify why casting a spell at a target is impossible.
  • NPCs have new reactions when they're unable to talk to you.
  • Updated assorted spell, item, status, and book descriptions.
  • Cinematics
    -Cinematic character emotions.
    -Camera choice and motion.
    -Cinematic VFX.
    -Improved cinematic motion when characters look around.
    -Improved cinematic behaviour involving objects.
    -Introduced a cinematic visual for 'The Mark of the Absolute'.
  • Animations
    -Updated Worg model and its climbing animations.
    -Added Crab and Spider climbing animations.
    -Added Stave animations for Goblins.
    -Improved Mind Flayer animations.
    -Improved Human running and idle animations.
  • Audio
    -Characters now have semi-procedural armour sounds during cinematics that follow their movements.
    -Creatures now have jumping vocalisations.
    -Added new ambient sounds and music to camps.
    -Explosions - bigger booms, louder braaams.
    -Impacts and gore - combat actions are more nuanced and represented much more 'close-up'.
    -Item Destruction - all new debris system to increase realism.
    -Added sound feedback when Moon Puzzle is solved.
    -New UI sounds.
    -More detailed cinematic sounds.
    -Remastered Spell Vocals.
    -Multi Output - You can now choose your audio device to tailor a better audio experience.
    -Midnight Mode - A dedicated mix to avoid disturbing people around you.
  • Multiplayer
    -Added multiplayer support for local ready checks if other party members are not nearby.
    -A warning is now shown when trying to talk to another player's followers.
    -Added additional feedback when connecting to a lobby.
    -You can now lock your inventory in a multiplayer game.

APPLE M1 SPECIFIC
  • Users playing BG3 on an M1 machine now have the option to run the game at a higher performance via ARM64. Please be aware, ARM64 is not yet supported by Steam. Steam integration and cross-saves are currently only available via Rosetta.

BALANCE and GAMEPLAY

General

  • Food can no longer be consumed for immediate healing. Instead, they provide Camp Supplies that are used to take a full long rest (it's possible to take a partial long rest without using camp supplies that restores up to half of HP and resources).
  • Jumping now provokes Attacks of Opportunity.
  • Throwing distance is now influenced by the weight of the thrown object .
  • Shove distance is now based on the target's weight and the caster's Strength.
  • The Knock Out action has been removed. Instead, you can toggle a passive feature called Non-Lethal Attacks to enable the same effect for any melee attacks.
  • Encumbrance now has three levels of severity. Players at maximum encumbrance can no longer perform certain actions.
  • Backstabbing characters no longer provides Advantage on attack.
  • The Prone condition now inflicts disadvantage on Strength and Dexterity saving throws instead of imposing guaranteed failure.
  • Conjured familiars no longer leave blood when they are unsummoned.
  • Added XP rewards for achieving background goals.
  • Removed HP from light source objects.
  • The Hermit and Sailor backgrounds are taking a break.
  • Added Hellish Rebuke to Asmodeus Tieflings.
  • Dark One's Blessing now provides at least 1 temporary HP.
  • Faerie Fire now ignores allies with the Sculpt Spells feature.
  • Shield Master can now be activated only once per turn.
  • Added an AC bonus to the Dual Wielder feat.
  • Druids in wild shapes can no longer cast verbal spells while Silenced.
  • Boars, Crabs, Intellect Devourers, and Spiders now react to non-damaging magic.
  • Spiders are no longer immune to fall damage.
  • Humanoid races and creatures now attack their target higher and lower depending on the terrain.
  • NPCs now keep an eye on players for a while after letting them go with a warning.
  • NPCs will no longer recognise you when shapeshifting after escaping prison, UNLESS there were witnesses.
  • Guard reinforcements can now include more than one guard.
  • NPCs now treat killing allied beasts the same as murdering one of their friends.
  • Knocked out NPCs will disappear after the next long rest.
Nautiloid
  • 'Us' will now leave the party if attacked in its recruitment dialogue.
  • Flaming Sword can now be looted from Commander Zhalk.
Ravaged Beach
  • Shadowheart no longer enters combat with the Intellect Devourers if you don't recruit her.
Overgrown Ruins
  • Increased XP when persuading the bandits at the chapel to leave.
  • Added XP reward for scaring the bandits outside the chapel.
  • Increased area in which player characters will join the cinematic of the skeletons rising in the chapel.
  • Added banters between Gimblebock and Taman.
Druid Grove
  • Made NPC behaviour more reactive during Wyll's recruitment.
  • Improved wandering behaviour of the grove squirrel.
  • If any of the 5 druids performing the ritual die or become Silenced, druids will initiate their attack (no more sniping them!).
  • Druids won't initiate their attack on the tieflings if they get into a combat against the harpy or other hostile creatures.
  • Harpies now start singing before combat starts.
Blighted Village
  • True Soul Edowin now immediately bleeds to death if Novices Andrick and Brynna are killed in one shot before the situation has been resolved.
  • Removed die roll to free Barcus Wroot if there's no consequence for failure.
  • Barcus Wroot is now more insistent in his cries for help.
  • Added a player voice bark when returning to Owlbear Cave after certain conditions.
Goblin Camp
  • Added a new status effect as a reward for the Rite of Loviatar: When you have 30% or less hit points, you get +2 bonus on attack rolls and wisdom saving throws.
  • Backup Goblins for Goblin Checkpoint now have the 'Slightly Drunk' condition.
  • Provided sleeping drunkards with better behaviour if player avoids combat.
  • Added reactions to the Goblins if someone kills the Scrying Eye.
  • Novices Andrick and Brynna now have more dialogue reactivity in the Goblin Camp.
  • Made Gribbo more reactive to interruptions when following Volo to his cage . Gribbo now also follows Volo more closely.
  • Failing to get out of chains in certain ways will now inflict pain.
  • Completing the Rite of Loviatar no longer rewards Inspiration Points, but a unique status effect instead.
  • Priestess Gut can no longer detect invisible or stealthed characters during certain interactions.
Swamp
  • Redistributed exploration XP.
  • Using Auntie Ethel's charm grants all 6 effects from Enhanced Abilities until a long rest: Bear's Endurance, Bear's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom.
  • Visually improved the appearance and disappearance of Auntie Ethel's doubles.
The Risen Road
  • The githyanki may now search Lae'zel's corpse if she's left behind and dies at the githyanki patrol.
Underdark
  • After revealing Gekh and his allies, they will not start dialogue until you approach the raft (the same behaviour as when Gekh is hidden).
  • Reduced Baelen's HP.
  • Items in the Whispering Depths hideout no longer trigger Web Sense.
Camp
  • Added Forced Rest after Goblin Celebration Victory.
  • The Talkative Skeleton can't get knocked out anymore.
  • The Talkative Skeleton's arrival appearance now plays for Silenced characters.
  • The Shadowheart ultimatum scene has been replaced with a new scene in the Goblin camp.
  • Tweaked Shadowheart's acknowledgement of Selûne-worshipping players.

COMBAT CHANGES

General

  • NPCs now have similar basic actions to those of the player.
    -Most Humanoids now have access to Dash, Jump, Throw, Shove.
    -Most other creatures now have access to Dash.
  • NPCs will now only use Slash and Smash once per fight.
  • NPCs now only receive weapon actions like Cleave and Slash if they've equipped the corresponding weapon.
  • Bugbears, Ogres, and certain Goblins now have ranged spells, allowing them to attack from range if nothing else is available.
  • When difficult terrain prevents an enemy from making a melee attack, it will try a ranged attack.
  • Disarmed characters now look for replacement weapons. Most NPCs have their own preferences.
  • AI now supports basic resource planning, allowing characters to better reason about spells that grant more resources (like Dash and Action Surge) .
  • AI now reasons better about effects that give bonuses to rolls.
  • AI now understands aura effects (e.g. Silence, Gale's Necrotic aura, Flaming Sphere etc.).
  • AI now reasons better about overlapping crowd control statuses (e.g. casting Blind on a sleeping target).
  • AI is now less willing to damage allies to remove effects such as Sleep.
  • Less intelligent creatures (imps, beasts, etc.) will no longer destroy items for their secondary effects (e.g. destroying a barrel to cause an explosion to nearby enemies).
  • Added AI archetypes for Ogres and Zombies.
  • Adjusted how willing the AI is to target summons (more for beasts/creatures, less for humanoids).
  • AI now reasons better about the Prone condition and difficult terrain.
  • AI is now less biased towards targeting enemies it's already attacked, or attacking a target that attacked them.
  • Gave certain NPC archers secondary melee weapons in case they get disarmed or cornered.
  • Rebalanced wolf companion attacks to be more in line with other companions.
  • NPCs can now throw healing potions at allies in order to heal them (if they have the Throw action).
  • Movement speed adjusted for certain NPC races to be consistent with player characters.
    -Dwarf, Gnome, Duergar, and Halfling Movement Speed reduced from 9 to 7.5 units.
    -Wood Elf Movement Speed reduced from 10.5 fto 9 units.
  • Enemies now use portals.
  • Added climbable cobwebs in the Abandoned Outpost and the Shattered Temple's spider pit.
  • NPCs will now try to avoid electrified steam clouds.
  • Made candles and candelabras moveable where applicable.
  • Removed Multiattack from Minotaurs and all humanoids under level 5 It was a bit much.
  • AI now tries to avoid ending turns on ledges that may cause their feet to visually float off of the ground.
  • Added saving throw proficiencies for humanoid NPCs at level 4 and 6, as per player classes.
  • Adjusted Duergar's Enlarge spell to be more consistent with the spell version.
  • Spider Infestation status no longer damages players in Spider Wildshape.
Nautiloid
  • Fixed some enemies still being able to land critical hits - it's the tutorial, come on.
  • Nautiloid Imps can no longer use their weapon skills.
Ravaged Beach
  • Tweaked unnatural-looking rubble around the starting beach.
  • The Stranded Fishers trying to dig out the mind flayer now have dedicated weapons (weaker, makeshift versions of a bow and crossbow).
Overgrown Ruins
  • Minor tweaks to the Bandits at the chapel exterior.
Druid Grove
  • Using Silence on a singing harpy will now make her stop singing.
  • Reduced the number of druids to fight when siding with the goblins in the Grove massacre.
  • Goblin Sappers now are actually slowed down by the barrels on their backs.
  • Made sure Mud Mephits aren't actually afraid of mud.
Blighted Village
  • The tree no longer blocks projectiles.
  • Made the area around the Rooftops Ambush easier to navigate.
Goblin Camp
  • The Disheveled Chicken no longer forces sneaking characters to make Stealth checks.
  • Added holes for goblins to navigate the several levels of the Goblin Camp more easily.
  • Slightly increased the damage of the Coal Baskets in the Shattered Sanctum and added a knockback effect when the baskets fall.
  • Minthara's area has been redecorated to suit new level design.
  • Slightly moved a vase in the Goblin Camp that was blocking war drums.
  • Reduced HP of the Shaky Metal Grate in the Worg Pens.
  • Priestess Gut will now only use her tadpoles power once per combat.
  • Priestess Gut no longer uses The Absolute's Hand on a statue if it will fall on her.
  • You can now manually destroy the main room's statues in Priestess Gut's quarters.
Swamp Redcaps
  • Changed one of the Redcaps into a Blood Sage
  • Bloodlust changes:
    -Now costs 1 Action instead of a Bonus Action.
    -Now requires concentration.
    -Duration increased from 3 to 5 turns.
    -Can only be cast once per combat (was 4-6 Recharge).
  • Ironbound Pursuit changes:
    -Recharge now 6 (was 4-6).
    -Damage reduced from 3d10+4 to 3d8+4.
  • The Open Wounds Bleed effect of Redcap Blood Sages has been reduced from 4 rounds to 2 rounds. Now also flagged as a magical spell.
Owlbear Cave
  • You can now walk through the Owlbear's broken eggs.
  • Owlbear should now get stuck in the level design a lot less.
  • Made the Owlbear encounter slightly easier.
The Risen Road
  • Increased the Dying Hyena's HP from 5 to 7.
  • Increased the Healthy Hyena's HP from 5 to 8.
  • Gnolls will not unnecessarily sheathe or unsheathe their weapons while casting spells anymore.
  • Improved navigation around the Flind's combat area. You can now walk through viscera.
  • The Flind can now shoot a bow at its targets if she cannot reach them. She also has cool hair now.
  • Made navigation in the tollhouse easier by expanding the upper walkway, creating an opening in a wall, and making a platform climbable.
  • Added a firebowl rope, hinge, bowl to the tollhouse.
  • Changed pressure plate visuals in the trapped corridor in the Zhentarim Dungeon.
  • Increased HP for all Githyanki characters in the githyanki patrol.
  • Created Gith-specific weaponry & armor.
  • Gave Githyanki characters proficiency in their equipped weapons.
  • Removed Preserve Life from Gauntlet Dain.
Underdark
  • Servants of Boooal
    -Reduced chance to apply Bleeding.
    -Bleeding duration reduced from 2 rounds to 1 round.
  • Various smaller tweaks and fixes to the myconid combats.
  • Revamped Myconid action distribution and names. It's now easier to understand which Myconid does what in battle.
  • Reworked Gekh Coal's Animate Dead spell to be more consistent with future spells and less bug prone.
  • Tweaked the Kuo Toa fight to make the encounter a bit easier and fixed a few minor issues.
  • Spectator will now cast Wounding Ray on Frightened targets.

BUGFIXES

Stability

  • Fixed a crash related to Minotaurs using a specific skill.
  • Fixed a crash related to the Harpy fight.
  • Fixed a crash when destroying a Nautiloid tank.
  • Fixed a crash related to loading a savegame that is still being downloaded through Cross Saves.
  • Fixed a crash that could happen when shooting the brine bulbs on the Nautiloid.
  • Fixed a crash on startup on specific lower spec devices.
  • Fixed a crash when loading a savegame from character creation.
  • Fixed a crash when a player joins the host while loading a savegame.
  • Fixed a crash when knocking out specific characters with a shield equipped.
  • Fixed a crash when loading into the Beach crash site after escaping the Nautiloid
Companions
  • Companions now have accurate journal entries when they become hostile and leave the party.
  • Fixed a bug with Astarion not being killed / exiled after a certain camp night.
  • Fixed Astarion making certain comments while Downed.
  • Fixed a reflection dialogue about protecting Astarion from Gur Hunter not launching after the dialogue with the Hunter is over.
  • Fixed a reflection dialogue about Astarion not launching after a certain camp night.
  • Fixed Gale receiving extra XP when hired.
  • Fixed some dialogue and camp behaviour issues with Lae'zel related to her leaving the party at the githyanki patrol.
  • Fixed Lae'zel's recruitment dialogue not starting after Nymessa and Damays failed to join a combat against the chapel bandits.
  • Shadowheart now reacts properly to Lae'zel in the druid grove.
  • Fixed an issue with Shadowheart being stuck after her recruitment at the beach.
  • When controlled by the AI, Shadowheart now properly uses her melee weapon and closes distance with enemies.
  • Fixed Wyll's unconscious origin moments with Fezzerk.
Spells
  • Fixed Arrow of Fire and Alchemist's Fire not burning spiderweb bridges.
  • Fixed Bless spell blessing everyone in range instead of the correct maximum amount of targets.
  • Fixed being able to cast Charm Person on yourself.
  • Fixed not being able to cast Charm Person Level 2 directly at allies (the AOE will still not target allies).
  • Fixed Create Water spell granted by Rain Dancer weapon counting towards prepared spells limit.
  • Fixed Aberrant Shape’s Devour Intellect spell not applying stun and reducing Intelligence correctly.
  • Fixed Dragon's Grasp not dealing additional damage to burning targets.
  • Fixed a variety of broken NPC Ensnaring Strike actions across the game.
  • Flaming Sphere can no longer climb ladders.
  • Fixed Flaming Sphere not always applying area damage correctly.
  • Fixed being able to target yourself with Friends spell.
  • Fixed condition from Guiding Bolt spell not being removed by offhand attacks.
  • Fixed Warding Flare activating only once per turn.
General
  • Fixed Aberrant Shape for Moon Druids.
  • Fixed Ash surface igniting flammable surfaces on touch.
  • Fixed not being able to move some crates.
  • Fixed being able to eat some buckets.
  • Fixed sometimes not being able to shove characters into deep chasms due to angle limit.
  • Fixed dual wielding using the same attack roll for both attacks.
  • Sneak Attack now requires a Finesse weapon in the main hand.
  • Fixed being able to still perform actions after having ended your shared turn.
  • Fixed certain dialogues being skipped abruptly in multiplayer.
  • The Great Weapon Master feature no longer triggers on a critical miss.
  • Fixed effects sometimes not being applied properly to characters in a certain state (like Prone).
  • Murdering NPCs out of combat again has appropriate consequences.
  • Added new journal updates for Halsin's subquests to fix the quest ending prematurely or reaching a dead end.
  • Restored missing Fey Ancestry for Drow NPCs.
  • Gave Drow NPCs their intended armor visual sets.
  • Fixed savegames with specific characters not showing up in the savegame list.
  • Fixed lootable objects from other floors being highlighted when pressing ALT.
  • Fixed the 'end force turn-based mode' button sometimes not working correctly.
  • Fixed jumping down to a party member sometimes dealing massive damage.
  • Fixed NPCs not using Dash anymore after being proned in combat.
  • Fixed rare issue with combat getting stuck due to attack of opportunity.
  • Fixed other players getting kicked out of the level-up screen if another player starts force turn-based mode.
  • Fixed enemies not getting surprised status correctly when attacking from stealth.
  • Fixed 'Invalid Target' message when trying to throw specific items like barrels or dead bodies.
  • Fixed landing animations on damaging jumps that do not knock you down.
  • Fixed not being able to resurrect correctly when selecting a target location.
  • Fixed NPCs not trying to stop you when escaping prison.
  • Fixed trajectory preview when trying to shove heavy targets.
  • Fixed unintended AI bias towards targets with lower HP. Some enemies will still pursue killing blows, but any bias towards lower HP targets outside of killing blow range was unintended.
  • Fixed characters on the edge of moving platforms sliding and sometimes falling off.
  • Fixed revived characters not triggering Attack of Opportunity anymore.
  • Fixed certain NPCs losing their signature spells after loading a savegame.
  • Fixed being able to pick up items that are too heavy by using Alt+click.
  • Fixed inventory weight not updating correctly after consuming an item.
  • Fixed Prone characters skipping their turns when stuck in certain surfaces that affect their movement.
  • Fixed thrown items not doing impact damage in certain conditions.
  • Fixed incorrect climbing animations for clients in multiplayer.
  • Fixed certain animations not playing for clients in multiplayer if latency was too high.
  • Fixed eyewitness reactions to murdering a guard still occuring when they shouldn't.
  • Fixed several passive skill rolls (Harper's Stash, Goblin's Ambush, Selune's secret shrine, Injured Drow, Tree Stash).
  • Fixed some stat inconsistencies with bugbears.
  • Fixed issues with NPCs sometimes not reacting to using forbidden items.
  • Fixed the examine window breaking when the player's Wisdom is low.
  • Fixed Multiplayer Lobby still showing player icon after they get kicked from reducing slot count.
  • Characters should now properly avoid Enchanted Vines surface.
  • Fixed visuals for Goblin Short Bow.
  • Fixed a general spellcasting animation issue.
  • Fixed items not being confiscated correctly when a player is arrested.
  • Fixed combat AI sometimes trying to heal their friends if they are immune to healing (e.g. zombies).
  • Disarming a tripwire next to a rolling boulder trap no longer triggers it.
  • Fixed an issue where AI would wait for excessively long if it failed to find a valid action to execute.
  • Fixed various issues with NPC wildshapes.
  • Skeletons are no longer in a celebratory mood when emerging from coffins.
Nautiloid
  • Fixed a traversal bug near Us by tweaking level design.
  • Fixed combat fallback dialogue for Us / Intellect Devourers.
  • Lae'zel no longer tries to jump down on the Nautiloid if she's dead.
  • Fixed the Mind Flayer on the Nautiloid talking before actually attacking.
Overgrown Ruins
  • Soul coins are now properly placed in the Chapel and no longer have the 'Story Item' property.
  • Attacking Nymessa, Damays, or any of the bandits outside of the chapel now properly ends their dialogues and starts combat.
Druid Grove
  • Fixed Mud Mephits sometimes not using their spells.
  • Sleeping bear in the Grove should now face the right way when sleeping.
  • Nettie's dialogue about poison now triggers normally if the player enters her room wildshaped.
  • Fixed Topaz moving its coin out of its nest and thinking the coin was gone.
  • Fixed NPCs trying to path through the gate of the Grove when terrified.
  • Fixed issue with Sazza not reacting to the death of her captors.
  • Fixed some druids ignoring invisibility statuses on players.
  • Fixed issue where the Robbed Adventurer dialogue ended prematurely if the guard was too far away.
  • Fixed an issue with Mattis thinking you bought something when you actually sold him something.
  • Fixed an issue where Grove characters would be part of combats they weren't supposed to participate in.
  • Fixed dialogue options for Tiefling Warlocks in Wyll's recruitment dialogue.
  • Fixed issue at the Plea at the Gates where Wyll would take too long to end his turns.
Blighted Village
  • Novices Andrick and Brynna now leave as intended after the encounter.
  • In the encounter with Novices Andrick and Brynna, the Medicine ability check now correctly uses Wisdom instead of Intelligence.
  • Ogres now wield their intended weapons and correctly use Strength to throw things (instead of Dexterity).
  • Fixed Tracker Dullwill's dialogue hostile reactivity.
  • Fixed Owlbear not gaining the Enraged status during combat.
Goblin Camp
  • Fixed issue with the goblin scouts not being able to talk to Sazza.
  • Brakkal won't run away through walls anymore, and the interaction with him through walls themselves is made easier.
  • Goblins now only say "someone let crawlies out' if you actually let crawlies (spiders) out.
  • Fixed spiders in Spider Nest ignoring combats around them even when they can easily reach those combats.
  • Fixed Happy Torturers torture scene starting even when both Spike and his assistant have run away to their battlestations.
  • Liam will no longer run away while unconscious.
  • Fixed Bosk not checking if Volo is still alive and present.
  • Fixed the dead adventurer's corpse being inaccessible while fighting the goblin kids.
  • Fixed Crusher's storytelling dialogue to include his friend goblins correctly.
Swamp
  • Fixed Redcaps not looking like themselves after they are revealed.
  • Fixed a bug with Mayrina's cage that would block targeted spells.
  • Fixed issue with Redcap's bloodlust that sometimes caused them to skip their own turns.
The Risen Road
  • Fixed a newborn gnoll appearing next to a dead hyena after succeeding to kill it inside the womb.
  • Conversations with Anders are no longer interrupted when another player enters the house.
  • Fixed Anders' Cleric spells (removed Trip Attack).
  • Raphael will no longer appear in camp immediately after abandoning Lae'zel at the githyanki patrol.
  • You can now only mention Nymessa and Damays in the githyanki patrol if you met them in Lae'zel's recruitment.
Waukeen's Rest
  • Fixed frightened oxen in Waukeen's Rest being significantly offset in their dialogue.
  • Fixed backdraft when opening the room in which Benryn is trapped.
  • Adjusted a hatch in the Zhentarim storeroom that was floating above the ground.
Underdark
  • Glut now correctly follows players in the Kua-Toa area of Underdark.
  • Fixed the raft encounter not starting if the player is invisible.
  • Fixed some minor issues and inconsistencies in the Gekh Coal encounter.
  • Fixed several issues with the Automaton's spell usage in combat.
Baldur's Gate 3 - Deliah
Hello once again! We hope you’ve been doing well since Patch 4 released, because it seems a whole lot has happened since then. The ocean burned, the West Coast boiled, UFOs may or may not be a thing, and that was all just this past month. But while the world invents new ways to surprise us, at least there’s one thing we can always count on like a dependable old friend, which is the rise and fall of floods as they lap at our Belgian office servers once again. Through all of that we’ve been hard at work to bring you Patch 5.

So what can you expect from this patch? New game-changing mechanics, tons of combat and AI improvements, a bigger focus on roleplaying, a tantalizing step toward unearthing Shadowheart’s mysteries, and more Owlbear cub content to make your heart burst, just to name a few.

And, well, we’re partial to some of the incoming fixes as well:

· Skeletons are no longer in a celebratory mood when emerging from coffins.
· Fixed being able to eat some buckets.
· Fixed being able to cast Charm Person on yourself.
· Liam will no longer run away while unconscious

This update features a ton of improvements directly inspired by the community, many of them addressing things you’ve raised in your feedback so far. We’ve been listening closely to requests you’ve made throughout Early Access and we hope you’re really going to be excited by these changes - We definitely are. Together they improve the game a lot, and they bring Baldur’s Gate 3 yet another step closer to its 2022 release ambitions.

We’ve got lots up our sleeve this update, so let’s jump right in.

             

Active Roll: A new way to die (as in dice, it’s a dice pun)

One of the biggest improvements coming in Patch 5 are Active Rolls, our new dice mechanic. In addition to a full upgrade of the old UI, the biggest change here is in how you can influence dice: While previously, the accepted method for attempting a skill check was to tightly cross your fingers ahead of a roll, now you have the option to apply spells and bonuses to these checks to help increase your odds.

So what does that mean exactly? Well, let's say the chances of you passing a certain check seem pretty slim. Rather than leaving you at the mercy of the RNG gods, you now have more agency in the outcome of those rolls. For example, cast Enhance Ability to add an Advantage bonus to the skill check in order to roll twice, or you can cast Guidance to bump that number up for good measure. You can also cast spells from your other party members, although in multiplayer your teammates will have to decide for themselves whether they'll let you use their spells during these rolls. You’ll be spending a spell slot any time you do this, so use them wisely. That is, unless the skill check relates to recruiting the Owlbear cub, in which case we’d recommend you let your heart guide you.

                          

Get rewarded for roleplaying

In this patch we also wanted to find new ways to really celebrate roleplaying. Enter, Background Goals.

You know how the character creator includes an option to choose your character's background? Folk Hero, Acolyte, Urchin, and so on. Now every character will have their own series of secret miniquests based on these roles. Finding out how to complete them is part of fun, but for each you complete you’ll receive an Inspiration Point. Players will get a maximum of four Inspiration Points which can be put toward rerolling dice whenever they wish. Or alternatively, if you’ve already reached your IP cap for the moment then any further point becomes XP.

               

Camping 2.0

One of the main comments we've received about our resting system has been that it's far too lenient. Before Patch 5, you could initiate a Long Rest and recharge all your spells and HP between every fight without penalty. A lot of players felt this just didn't feel right, and we couldn't agree more. So we've fully revamped how camping works.

Camp Resources are a new feature that will make you think a little more strategically about when to activate a Long Rest. Now in order to make camp, you first need supplies. You know all the food and scraps you find around Baldur's Gate 3? Starting this patch, those can be used to unlock camp for the night. So if you ever wondered to yourself “how much Waterdhavian cheese wheels could one person possibly need?” the answer is as many as you can physically carry, for cheese is now one of the sacred doorways to sleep. Alternatively, you can still initiate a Partial Rest without using any resources but this won't recharge you fully.

Another new addition are Mini Camps. Previously, any time you camped for the night, you would return to your HQ down by the river regardless of how far away it was from the area you were exploring throughout your day. This made us feel sorry for all the characters who were being forced to partake in marathon hikes just to go to bed. So we’ve now introduced smaller localized camps. From the Chapel near the Ravaged Beach to the Underdark, we've recreated every landmark as its own isolated location that can be accessed when you’re ready to hunker down for your Long Rest.

Smarter enemies, revamped spells, and a little something for the pacifists among you

This update comes with a lot of combat improvements, from smaller fixes - we’ve now made sure Mud Mephits are no longer afraid of mud - to more substantial alterations. Let's have a look at some of those below.

Enemy AI:

You’re going to discover a lot of AI improvements in this patch, so expect to see enemies who are a lot smarter and more resourceful in combat. For instance, now if there is a weapon nearby, unarmed enemies will grab it to defend themselves. Not only does this make fights more challenging, you can also use this behaviour to your advantage: if you disarm an enemy, they’ll have to use up an Action Point to go retrieve the weapon, which puts them at a disadvantage.

You can also expect better resource planning from enemies – when it comes to deciding what spells to use in a fight, who to target, whether to use actions like Dash, or to throw a health potion to a character in need, they’re a lot more adept. And all of these actions are new to friendly NPCs too.

Spellcasting Upgrade:

You can also expect to see updated class spell animations, which are looking awesome. Spells that are specific to a class now have an identifiable look, and spells that are usable by multiple classes have had a full revamp to create more cohesion with the class-specific ones. Oh and by the way, you can now cancel a concentration spell. That’s a small quality-of-life change but it’s something a lot of you have been asking for.

                          

Non-Lethal Combat:

We’ve done some tweaking to the game which should please our pacifist players, too. We have added a new Nonlethal Attack Mode. This means that if you steal something from NPCs and they start attacking you, you can actually just knock them out instead of killing them.

In another widely requested change, we’ve separated the jump and disengage actions! So now players have the ability to either Jump to gain some strategic positioning during combat, or Disengage from melee range with an enemy and move to a safe distance. Finally, we’ve introduced a shortcut key for Jump, so it's much easier to navigate the various intricate levels as you explore the world. This has been a big request from the community too, and if there are other situations you wish you could solve through peaceful means let us know!

Nested Tooltips offer extra clarity to the new and confused

The world is a bewildering wilderness; games should not be. In this patch, we've updated our old tooltip system and created something we feel will make the rules and concepts of BG3 much easier to digest. Nested Tooltips are essentially hyperlinked tooltips. Think Wikipedia. If there's a term in the text that you don't understand, we got you. Just hover over it for more information. And you can now pin tooltips to your screen so there's no fear of losing previous tooltips along the way.

                          

Shadowheart’s storyline just got a little more mysterious

Shadowheart got extra love in this patch. Not only does this update feature extra dialogue permutations with her, her storyline was also kicked up a notch. Expect to start hearing a little more about the mysterious item she carries with her. Oh, and you can now free her in the tutorial! Or leave her of course.

And now introducing Point and Click dialogue

Speaking of dialogue, let’s take a look at our new Point and Click dialogue system. This is something fans have been asking for from the beginning: Your character will now speak as you click through the world, reacting to the story and environment around them in real-time. A lot of recording power went into making this feature come alive - not only is the dialogue context-sensitive, it also changes depending on which character you're playing. But, of course, if you're of the 'less talk, more game' philosophy then there is an audio option to change the frequency of their barks.

                          

These are just some of the improvements in this patch. We didn’t even mention the new dog. There are also a ton of visual and audio improvements and tweaks. You'll be able to jump in to experience these changes for yourself when Patch 5 releases Tuesday 13th July! And you can see Swen going over all of these changes in our Community Update video below:
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