We’ve got a tasty hotfix for you today, fresh out of the development oven. Hotfix 20 brings Patch 7 to the Apple Mac users. Have fun breaking things as the Barbarian!
Have you ever been so excited to get somewhere that you accidentally injure yourself in the process? Like a toddler and a coffee table, your party members have been so excited to get to where they’re going, they’ve been forgetting about the little things - such as fall damage. We’ve given them a stern talking to, bandaged up their knees and sent them on their way - now, if there’s a safer way to descend, they will. Let’s all make better choices!
Our deepest gratitude goes out to everyone who took the time to report these issues to us via our support team, our social channels, and our forums. We love your feedback, and welcome it with open arms. Thank you for playing Baldur’s Gate 3!
CRASHES
Closing containers no longer crashes the game. They were simply too powerful.
Sorcerer's robe physics have been disabled in Character Creation and the game no longer crashes when you select the Sorcerer class on a low spec PC.
The game no longer crashes if you are navigating between the Character Features tab and the Inventory and Equipment tab.
The game no longer crashes when you click on the Weapon/Equipment Proficiency filter for Summons.
The game no longer crashes if Morgya is dead and the Examine window is left open.
NPCs will no longer weasel their way into your Party Panel, causing the game to crash.
Corpse looting no longer causes a random crash.
GAMEPLAY
As a Barbarian, using Frenzy or Animal Rage now drops your concentration.
Luring Song now affects characters within range.
Recruitable characters in Tutorial are no longer able to carry items and use consumables.
You no longer jitter during the jump into the chasm to the Underdark.
You no longer get stuck in terrain at the crash site.
NPCs will now react appropriately if Minor Illusion is cast nearby.
Dead characters now remain highlighted if they have been selected.
The camera no longer gets stuck zoomed out when you finish combat in the Brain Drain lab room on the nautiloid.
Pathfinding has been fixed so that characters no longer jump off a high wall - they will use a ladder to get down instead. There's still so much to live for, Gale. Don’t do it.
Items no longer teleport into your hand if you try to throw an object before reaching it.
The Barbarian character's 'End Rage' SFX will no longer trigger twice.
Both Improvised and Thrown weapons now use the correct preview models.
In multiplayer, if one player is in dialogue, all players are now able to vote and exit dialogue as intended.
Clicking on the equipment slot no longer triggers the point-and-click reaction.
UI
You are now able to drag large amounts of gold between character inventories.
Character conditions are now consistently indicated with a purple dot on both the Party Line and the Combat Turn Order UI.
Tooltips can no longer be pinned on top of each other in the Character Creation and Level Up screens.
While in the Trading UI, hovering over +1 weapons will now display the correct amount of damage.
The UI element for Summons, Familiars, and Followers is no longer empty.
Fixed the selection hotkey in the Party Panel.
Selected characters are now highlighted with a more obvious border in the Party Panel view.
Class icons are no longer missing their frame designs in Character Creation.
Wild Magic Surge no longer has placeholder icons.
In the multiplayer lobby, all player slots are now open by default.
Clicking on the greyed out options in the Context Menu no longer does anything.
The mind flayer killed in the nautiloid helm cinematic no longer joins the Combat Turn Order UI.
The Dexterity ability tooltip now correctly displays the Saving Throw Bonus from the Shield Master feat.
The Downed state is now correctly shown by the Party Line outside of turn-based mode.
The Advantage tooltip is no longer blank and now shows the correct description.
Switching between the keyboard UI and the controller UI will no longer cause information to disappear from the Examine window on Stadia.
When using a controller, the text cursor now appears at the end of the string when you try to input text.
Pinning a spell in Character Creation or the Level Up screen will no longer cause the pinned tooltip to appear behind the spell selection panel.
The HDR Calibration window is no longer skipped if you are running the game on an HDR-capable device.
The Main Hand Attack and Ranged Attack buttons now trigger SFX when hovered over or interacted with.
HOTBAR
If you have identical spells obtained from different sources, you can now drag both icons onto the Hotbar.
Fixed the Passives and Custom buttons in the Hotbar.
Switching from the controller UI to the keyboard UI during dialogue no longer brings up the overlapping Hotbar.
You can now swap icons across Hotbars.
Temporary slots are now removed from all Hotbar decks once they no longer exist.
Passives gained from Spells and Weapons are now added to the Passives deck as intended.
What do you get when you combine live goblins, a robust throwing-arm, and the laws of gravity? A sternly-worded letter to Larian about goblin cruelty. But you also get a description of how best to use the new Improvised weapon mechanic coming to Baldur’s Gate 3.
Yes, we’re happy to announce the first major update of the year is right around the corner, and we’re going big on melee combat. Patch #7 brings with it an influx of new ways to play - from fresh melee combat mechanics, to new weapons, to a rowdy new melee class!
But that’s just a taste of what’s to come in Baldur’s Gate 3 this month. This update also brings a slew of upgrades and improvements, with our patch notes totalling 12-full pages - each page lovingly typed by tireless fingers for your viewing pleasure. We’ve improved stealth gameplay with better lighting detection, overhauled the HUD UI with a more streamlined design, polished nearly 700 cinematics, mocapped new spell-casting animations, and sorted out Shadowheart’s weird ponytail - just to name a few.
Today let’s take a closer look at what’s to come. So slip into your finest loincloth, crack those knuckles, and we’ll dig right in.
Unleash your fury: A new Barbarian class comes to Baldur’s Gate Merciless in the heat of battle, fueled by nature’s fury, and boasting chaos energy louder than a thousand reality TV stars combined: Barbarians are the latest class to join Baldur's Gate 3.
Look on my eight-pack, ye mighty and despair. These brutal warriors hail from the wilds of Faerûn, but they feel most at home at the center of combat where they can channel their inner Rage to unlock devastating actions. When a Barbarian is enraged, they gain extra buffs, bonuses, and attacks - boosting the damage they lay down and halving the physical damage they take. But in order to reach this state, they must first spend a Rage Charge.
Barbarians have three charges at their disposal by the time they reach Level 3. Once enraged, they need to do damage or receive damage in order to keep their Rage going for another turn. Lose this Rage, however, and the perks that it generates disappear. Mastery of Barbarian combat is therefore all about maintaining your Rage and sustaining it for as long as possible by hitting or being hit every turn.
So what does a Barbarian do when they want to feed their rage but their friends are hogging all the combat on the other side of the battlefield? They simply jumpstart that Barbarian temper. One way to do this is through your Tadpole power Endless Rage. This ability deals 1d4 Psychic Damage to the Barbarian for 10 consecutive turns, ensuring Rage stays activated for the duration. In turn, Barbarians will also inflict an additional 1d4 Damage to enemies when using their melee weapons - making them even more ferocious in combat.
And remember, Barbarians: When in need, you can always recruit a friendly companion for a strategic thwacking. It's as easy as ABC (Allies can Bash you Continuously).
Choose your destiny: Wildheart or Berserker As you level your Barbarian, your combat actions will evolve to reflect one of two subclasses: Wildheart and Berserker.
Those who go the path of the Wildheart will appoint a Bestial Heart to inspire them, granting different combat actions depending on which Heart they select.
There are five Bestial Hearts to choose from: The Bear Heart provides players with a self-heal, the Eagle Heart introduces a dive-attack from above, the Elk Heart gifts you a Stampede rush-attack to flatten enemies, the Tiger Heart offers a coned Cleave attack that inflicts bleeding, and the Wolf Heart allows you to buff your allies using a Pack Howl to help them move further during their turn. Your choice of Bestial Heart also affects how you appear in-game with different facial piercings, similar to the Sorcerer's Draconic Bloodline scales - although you’re still free to pick a piercing type from another Heart or disable them altogether if face metal is not the look for you.
For those who choose the path of the Berserker, your Barbarian will pull from a reservoir of pure fury, turning their Rage into a Frenzy. While in a Frenzy, players can create further chaos with an Enraged Throw or a Frenzied Strike. Enraged Throw wreaks additional damage on enemies and inflicts prone. Frenzied Strike, on the other hand, is a new weapon attack that allows you to attack twice.
Badger-Bashing, Axe-Throwing, and Yeetable Goblins If you’ve played D&D, you’ll already be well-acquainted with Improvised weapons. But if you haven’t, then in your mind’s eye simply picture a large badger. No, a bigger one. Now imagine using this badger as a melee weapon: picking it up like a wrestler with a steel folding chair and bashing it against the helpless forehead of a furious Githyanki. That’s an Improvised weapon.
Improvised Weapons do damage based on their weight. Objects between 0.5kg and 10kg will do 1d4, while anything over 10kg will do 2d4. Characters can wield an Improvised weapon that weighs up to three times their Strength ability score. In short, this means with a high enough Strength stat, you can use something as big as a Mindflayer as a tool for thwacking your foes - although we don’t think he’d like it.
In addition to Improvised weapons, Patch #7 improves upon the Throw ability. With Patch #7, almost anything has the potential to become a deadly projectile yeeted at your foes. Go long with someone’s severed leg. Launch a sheep into the air and watch as your enemies cower in fear of nature’s woolen bullet. Huck a lute at a Bard after they refuse to play Deep Purple then bellow your own name into the wind. Maybe not exactly like that.
Your Strength dictates the range of your throw, as calculated against the weight of the object. We’ll leave the experimentation to you, but know that the true hero of Baldur’s Gate is the first person to yeet a goblin off every cliffside in Faerûn.
Additionally, this update introduces a new class of throwable weapons. Thrown weapons like Daggers, Javelins, Handaxes, and Spears allow you to attack from a distance, making melee combat feel more dynamic.
These are especially key to the Barbarian’s gameplay. Unlike their Improvised counterparts, Thrown Weapons do significant damage based on their Damage stats - not their weight. Barbarian’s begin the game with Handaxes, in addition to their primary Greataxe weapon, making them a formidable adversary in both close and ranged combat.
In the shadows: Making stealth and exploration better In this update we've also improved how light and dark areas are detected in Baldur’s Gate 3. Now the Advantage that you gain when fighting in a lit area, and the Disadvantage you receive when fighting in shadows, is much more accurate than before. This means you’re less likely to miss when in daylight, and hiding from NPCs is now more precisely affected by the darkness around you - making stealth a lot more fun.
You’ll also see that we’ve improved how Darkvision is visualised in the game. Now when controlling a character with Darkvision, the area won’t be brightly lit as before. Instead, they’ll see in the dark via a cone of vision effect, resulting in a more immersive feeling of exploration.
Improving exploration in BG3 is one of the cornerstones of this patch. We wanted to ensure that as you explore, the surprises that are waiting around the corner stay just that: A surprise.
So one of the big changes you’ll notice is our new Room Portal System. Prior to Patch 7, it was possible for players to see within closed-off or unexplored rooms simply by moving their camera. This meant there was little surprise when it came to enemies lurking behind doors, and ambushes could often be predicted before they happened.
In our new update, we have now introduced Room Portals - blackened barriers that cover the doors of unexplored rooms and conceal the characters and objects within them. We hope that by keeping the contents of these rooms hidden, you’ll feel more tension and surprise every time you step foot somewhere new.
New Magical Loot to boost your powers in combat So what can you expect to find in your travels? In short: More loot. In Patch #7, we’ve placed 24 new pieces of Magic Loot throughout the world for you to discover. These hand-crafted items range from helmets and gloves to lightning-charged tridents, each of which grant its owner an impressive stat boost, buff, or additional perk.
The Hamarhraft maul, for instance, causes the wearer to deal 1d4 Thunder damage in a 10ft radius upon landing after a Jump. Fleetfingers gloves let the player Jump after a Dash without using a bonus action. While other items, like Reason's Grasp, are ideal for Barbarians - giving the wearer temporary hit points when they end their Rage. We won’t list all the items here, but they’re all there for you to find.
A Huge HUD UI Upgrade In this update you’ll also notice that we’ve completely overhauled our HUD UI, making it slicker and easier to use, without sacrificing any of its depth. Taking a look at the new hotbar, you'll see that it's now built up of several "decks" that are moveable as well as hideable to help reduce the clutter on screen. Each Deck is a subset of available actions: Spells, Items, Weapon Actions, and so on. And within the hotbar, you can also filter for a particular action - from Bonus Actions or actions that use Spell Slots to class-specific actions like Sorcerer Points and Rage abilities. The aim here is to streamline what is on your screen at any given time, while still ensuring that all the info you need is on hand and easily accessible.
You'll also notice that your Character Sheet is now a floating panel which can be kept open while playing and moved around the screen as needed. We wanted to make things as convenient as possible. So from here you can check your stats, proficiencies, and Spellbook, as well as other important information, all of which can be filtered to find just what you need. Specific items, equipment, or spells can similarly be filtered through or sought out using our keyword search. And if you ever find yourself overwhelmed by too much loot, you can search through your stuff by category: Simply click on your Chain Mail slot, for example, and it will display everything that can be equipped there, including items that other party members are using.
You can expect to find a number of other changes on your screen: A round minimap, a vertically-aligned Party line, along with newly refined tooltips for your viewing pleasure. And, to top things off, an update to Combat Order. Now it’s scroll-able and will appear at the top centre of your screen, making it much clearer whose turn it is and who’s up next.
Class-based Spell Animations inspired by the real-world Now when Gale begins casting a spell, things should look a little different than before. In this patch, each spell-casting class now receives their own tailor-made casting animation that better reflects the spirit of their class within D&D lore: A spell-casting Wizard will appear more mathematical and thoughtful when conjuring up a fireball, for instance, whereas a Warlock's animation has been choreographed to look creepier and twisted in their movements.
To achieve this, we brought choreographers into our mo-cap studio in Kuala Lumpur and looked to the real-world for inspiration.
For our Rangers, we were inspired by the physically emotive nature of sign-language and used a sign language-speaker at our Malaysian studio to mo-cap their movements during spell-casting. Those of you who speak sign language might recognise some of their gestures, which aim to capture the essence of these spells - not just their names. When casting a Buff, for instance, a Ranger will sign the word "Shield".
For our Wizards, on the other hand, we brought in a choreographer to help design new casting animation based on Finger-Tutting, a form of '90s street dance that focuses on intricate finger-work. Does this mean that Gale is in fact a fan of 90s-era Earthly hip-hop? According to my personal fan-fiction: Yes, specifically Wu-Tang. And improvements to nearly 700 cinematics Finally, Patch #7 brings with it some substantial changes and upgrades to hundreds of cinematics and interactive dialogues.
Our cinematics team has been hard at work upgrading visuals, tweaking characters, and repositioning cameras throughout nearly 700 cutscenes for this update. They've added over 400 new animations, enhanced creature animations in 200 interactive dialogues, and improved the pacing of cinematics to boot.
Some cutscenes have been edited to better fit the momentum of gameplay, which also meant re-recording some of the narrator's dialogue to ensure it's delivered at a snappier pace. This narration has also been re-recorded using a new microphone and remastered to give the lines a warmer, closer-to-your-ears tone - Like an ASMR dream.
And the results speak for themselves.
Baldur’s Gate 3 is looking darn good and we can’t wait for you to experience the new update for yourself. And for those of you who are Mac users, fear not: Patch 7 will be live for Mac OS soon - we're just working on squashing those last few bugs. Please keep your eyes on our feeds for further updates.
Of course, this post represents just a fraction of the improvements heading to the game this month. Check out our patch notes in full for a look at all the new content, improvements, and fixes - with asterisks noting changes and fixes that were the direct result of feedback from the Baldur’s Gate 3 community.
Early Access continues to be a key part of Larian’s development process, allowing us to iterate and improve with feedback from our players to make the best game possible.
Our internal goal post for release is a quality bar rather than a date. A ton of progress has been made towards that quality bar over the past year in Early Access, but we know many players are waiting for an actual date. That date will come when we’re even closer to meeting our goal, but right now our expectation is that Baldur’s Gate 3 will release out of Early Access in 2023.
Patch 7 for Baldur’s Gate 3 is here, and with it comes a new Barbarian class, the introduction of goblin-tossing (AKA improvised weapons), improvements to nearly 700 cinematics, and a major overhaul of our HUD UI - among many other tweaks and fixes! We’ve also seen your comments, and are happy to announce that Shadowheart’s ponytail now abides by the laws of physics - we blame forces beyond our control for it being so wild and untameable.
For you Mac users out there, this update will be live for Mac OS soon - we're just working on squashing those last few bugs. So please keep your eyes on our feeds for news on when it becomes available. In the meantime, if you're looking for the full notes for Patch 7, it’s time to pour yourself a glass of something strong, cozy up in your favourite chair, and get those tiny reading spectacles on - because they’re quite sizable. We’ve picked out some highlights for you to jump into first, and of course recommend you read the full Community Update for a deeper dive into said highlights. Otherwise, on with the notes! As ever, there may be spoilers in here - don’t say we didn’t warn you.
Patch notes related to community-reported issues and feedback are indicated with an asterisk. Like this.*
HIGHLIGHTS
Added the Barbarian class with two new subclasses - Berserker and Wildheart.
Berserker: Grow your Rage into a relentless frenzy and gain the ability to deal additional damage in the heat of battle. When you are filled with Rage, you can use improvised weapons as a bonus action to do extra damage.
Wildheart: Draw from the power of your Bestial Heart and wield ferocious combat abilities inspired by the eagle, elk, tiger, bear, or wolf. As a Wildheart Barbarian, you can flaunt unique facial piercings based on which animal you choose to guide you.
Overhauled the HUD UI. We are continually refining and improving all of these new features, but we're excited for you to try them out!
Designed a brand new hotbar to better help you explore all the options and features your characters have to offer. The hotbar, now more intuitive and less cluttered, allows you to thematically collect common actions, class-specific actions, and spells and items into ‘Decks’. We’re also working on ‘Custom Decks’, which allow you to fully customise your hotbar tabs - you can dip your toes into this feature through the custom deck we’ve made available. The new hotbar also allows for resource-based filtering, especially useful in combat.
Introduced brand new Character Sheet and Party Panel views, which combine the old Equipment, Inventory, and Stats panels. You can now continue to play while you have these open and move them around the screen as needed.
Added extensive quality-of-life search filters for items, weapons, and abilities.
Updated the Turn Order UI to appear at the top-centre of the screen and allow for scrolling.
Added a Party Management panel (and an associated tooltip) below the party member portraits that includes toggles for Group Mode and Group Sneak.
Vertically aligned the party member portraits.
The minimap is now a circle - the most noble shape.
Added new melee combat options.
Thrown weapons: You can now throw a new class of weapons from a distance. Thrown Weapons like Daggers, Javelins, Handaxes, and Spears do damage based on their Damage stats rather than their weight. Barbarians will begin the game with two Handaxes in addition to their primary Greataxe weapon.
Improvised weapons: You can now attack by using furniture, instruments, animals, limbs, and NPCs as Improvised Melee Weapons.
Expanded throwing: You can now throw objects or characters that weigh up to three times your Strength ability score. The range of the throw scales based on your Strength and the object’s weight. Rile enemies up by throwing a badger at them or yeet a goblin to test their aerodynamics.
Placed 24 new hand-crafted Magical Loot items throughout the world. Seek out the Hamarhraft - an Uncommon Maul that deals 1d4 Thunder damage within a 10ft radius upon landing after a Jump. Or find a pair of Linebreaker Boots and gain +1 melee damage for one turn after a Dash.
Implemented a new ‘Room Portal’ system, which conceals the details of characters and objects in closed-off or unexplored rooms. This brings more surprise and tension to exploration.
Added new music.
Added a new live orchestral suite to the Character Creation playlist.
Added new ambient pieces to Grymforge.
Added a new piece to the main Camp.
Added brand new spell-casting animations that are tailored to each spell-casting class, giving each class a unique look.
Improved the detection of light and dark areas.
You are now less likely to miss during combat in lit regions.
Your ability to hide from NPCs is now more accurately affected by how dark it is.
Improved how Darkvision is visualised: characters with Darkvision can now see in the dark via a cone of vision.
Improved cinematic pacing and visuals.
Refined animations and cameras across nearly 700 cutscenes.
Implemented over 400 new animations.
Improved animal and creature animations across over 200 interactive dialogues.
Added Barbarian reactivity to interactive dialogues.
Re-recorded and remastered portions of the narrator’s voice-over audio.
And the update we’ve all been waiting for: we’ve improved the chicken wing flap SFX and enhanced the VO for nervous squawking to bring you a truly authentic depiction of chicken anxiety.
BALANCE CHANGES
Companions no longer self-heal after being recruited.
The Ranger's starting kit now includes an Arrow of Ice instead of grease bottles.
Wizards now benefit from the Savant feature of their subclass.
Added Poison Resistance to duergar as per D&D lore.
Lowered the Armour Class of the Goblin Warriors Kramp, Clack, and Skrut to be more consistent with other goblins.
Characters who are Downed during their turn now automatically give their turn to the next character with shared Initiative.*
NPCs affected by a Polymorph or Charm spell will now have a negative attitude towards the spellcaster. At least say you’re sorry.
Removed Sleeping Advantage from your Ability Check when you attack Astarion at Camp.
The Intransigent Warhammer now causes knockback and applies Prone on a critical hit or when dealing a killing blow.
When wearing the Poisoner's Robe, you now deal additional damage when casting Chromatic Orb: Poison.*
TWEAKS
Gameplay
Some NPCs are now Barbarians and will act accordingly.
Improved aim for the Jump action to make it easier to descend into the Underdark in the Whispering Depths.
Krolla now shoves the chicken accurately the first time during the chicken chase. The chicken signed a waiver so it’s fine.
Astarion's default proficiencies are now applied to him before he is recruited to your party.
Arka and Memnos will now react to Kanon even if you change into a Wild Shape in front of them. #priorities
Party members now stop following you if you are caught trespassing and enter into dialogue about it.
You can now jump across the pillars behind the Druid Grove with 9 Strength to reach the heavy chest.*
You can now complete the Saving Arabella quest with Mol before rescuing Mirkon.
The default action for Poisonous Slime Bombs is now Throw instead of Coat Weapon. Still pretty gross though.
In addition to a broken spear, Edowin now drops random loot when he dies.
Usability
Fixed an issue blocking players from overwriting existing saves from the previous patch.*
Redesigned tooltips so they are more compact on screen.
Added new keybinds and reassigned some old ones to be more intuitive. The Inventory (I), Spellbook (K), and Character Sheet (N) keybinds open and close your character's Character Sheet. When in Party Panel view (TAB), these same keybinds let you access those panels within that view.
Pinned tooltips can now open and close with a secondary keybind.
An error message now appears if you have a modded UI that can't be loaded in the game.
When playing on Stadia, you are now able to actually throw items with the controller using the Throw action.
Changed location of player profile folder. Updating to Patch #7 now copies your older profile folder to a new location.
Visuals
Replaced the black void in Mol's Lair with stone walls that are now visible if you have a light source or have Darkvision.
Made the explosion at the Zhent Hideout more explodey.
Made the entrance to the secret Myconid area slightly less obvious and thereby more secret.
Increased the lighting in the Owlbear Cave to make the owlbear egg more visible.
Added extra lights in Grymforge to highlight the levers used in the Adamantine Forge fight.
Gave pikes longer shafts and wider tips. Please be careful where you stick those things.
FIXES
Crashes, Freezes, and Blocks
Fixed a crash that would occur if you had a modded game. A pop-up will now indicate that files have errors and the game will close.
The game now shows a 'Game Over' window if all players are Downed and there are no more Short Rests left.
CloudManager no longer crashes when trying to delete cloud saves when there are multiple profiles.
Fixed a crash that occurs when creating or switching in-game profiles.
Loading a savegame where a character is under Nere's control no longer causes a crash.
Fixed a crash in the AI system.
You can no longer name your savegames using reserved file names, so you can now access the files and load these savegames without the game crashing.
The game no longer crashes after you throw a runepowder vial at the cave-in.
Casting Cloud of Daggers on the Nautiloid no longer freezes the game.
The game no longer crashes after the cinematic at the Myconid Circle.
Continuity
Fixed an issue blocking you from being released from your chains after you’re rescued by an NPC from Priestess Gut.
Fixed the Frightened condition not disappearing after you see the dragon in the Githyanki Patrol scene.
You are no longer blocked from interacting with your surroundings after talking to Jeorna in the Druid Grove.
Halsin and Kagha no longer skip certain lines of dialogue.
Fixed a dialogue continuity error in ‘Find the Mushroom Picker’.
A specific dialogue with Andrick now only triggers if the owlbear has been killed.
Fixed the response options in the dialogue about the attack on the Druid Grove.
Zarys no longer repeats her dialogue when you inform her that you’ve found the missing Zhent shipment.
The Escape Artist inspiration point is now applied correctly once triggered.
Multiplayer
If you rejoin a multiplayer session, you now regain control over your old character.*
Items that weren’t being shared automatically between users in multiplayer will now transfer successfully.
If you’re hosting, your character no longer becomes stuck when you recruit Us and switch characters with a client player.
Improved the message when you encounter a NATPunch server failure issue when you start multiplayer.
Travel
You can now leave the Nautiloid if you touch the Transponder while another character is in dialogue.
If Us dies on the Nautiloid, you can activate the Transponder to leave the ship.
You can no longer pass through a wall on the Nautiloid by squeezing through a fleshy wall texture. Use a door like the rest of us. This is a society.
Fixed a platform on the Nautiloid so you won’t get trapped inside it. You can now jump on and off after climbing the platform with low Strength.
Made sure Gale’s recruitment cinematic always plays after you teleport to the Roadside Cliff for the first time.
Fixed issues with door buttons in the Dank Crypt.
You can now enter Kagha's lair in the Emerald Grove and look through her things. But have you no shame?
The door to the Druids’ Chambers now remains open.
You no longer get stuck on the door to the Servants' Quarters in the Druid Grove.
You must now actually be inside the Thayan Cellar to access the lever behind the trick wall.*
An area in Grymforge that looked safe but was actually a GIANT CHASM is no longer accessible. The Chasm death trigger has been removed, so you will no longer die unexpectedly.
Made a small room in the small, basement-level camps accessible through an equally small door.
Fixed certain ladders and knotted ropes so they can be climbed.
The trap near the Cragged Rock in the Underdark now launches you into the chasm as intended. Enjoy.
You no longer teleport through the floor of the Merregon room in Grymforge.
Tweaked the rope netting in Grymforge so you can’t fall through and into the lava. Please don’t touch the lava.
Characters no longer become unresponsive if they take fall damage.
Combat
Fixed an issue causing you to move before casting a ranged attack even though your position was valid.
Characters no longer skip turns in combat after being Downed or following a long rest.
Adjusted the Rush attack so you correctly attack one enemy instead of two.
Ensured NPCs who apply invisibility on themselves don’t immediately remove it. Way to stay stealthy, hot shot.
NPCs no longer skip a turn if they fail to use a consumable during combat.
NPCs are less likely to get stuck when trying to pick up a weapon while having no remaining Movement.
The weapon you start with in Character Creation now carries over into the game.
Force Tunnel now works correctly on characters and containers.
Characters are no longer unresponsive after interrupting dialogues through combat.
You can now exit Turn-Based Mode if you become Prone.
Fixed a bug that could block you from ending your turn while in Turn-Based Mode.
Tweaked the combat with Herdmaster Skarjall to ensure he is always armed with a whip.
The Spore Servant's immunities now match D&D lore.
Redcaps will now only join the fight with Auntie Ethel if they are within range.
Fixed the Absolute's Warboard shield providing an extra +2 bonus on top of the base bonus.*
Fixed Hook Horrors not being able to multi-attack Prone characters in some situations.
The Underdark Spectator no longer gets stuck if it moves to certain coordinates.
Fixed an issue causing dismissed companions to become hostile if you pick up a Supply Pack that you dropped at Camp.
The Magma Mephit can now fly back onto platforms without getting stuck.*
Auntie Ethel no longer continues to be hostile when you choose the Lolth-sworn option as a drow to strike a deal with her.
If you cast a Friends or Charm spell on Scratch, he no longer becomes hostile towards you at Camp.
The Guardians in the Thayan Cellar will now attack after they have all been freed. We insulted their taste in crypt decor, and now they're angry and ready to fight.
Applied Light Armour proficiency to Stonemason Gergerann.
Fixed an issue causing Auntie Ethel to end her turn without moving or attacking if Mayrina's cage is lowered before she can attack it.
Nere’s Coerced condition now disappears with non-psychic damage.
Spells
Spells that target an area around you will now more accurately highlight the affected area.
Burning Hands no longer benefits from the Metamagic: Extended Spell.
The Megamagic: Careful Spell can now be applied to Acid Splash.
Adjusted the Metamagic: Careful Spell so it can’t be used on spells that don’t target allies.
Fixed a bug causing Flaming Sphere and Moonbeam to have an incorrect Difficulty Class.*
The Ranger class can now replace spells at Level 4.
Adjusted the Metamagic: Heightened Spell so it works with the Reduce, Heat Metal, and Light spells.
The Metamagic: Subtle Spell no longer affects spells that can be cast while Silenced.
Spike Growth now properly disappears after Concentration is broken.*
NPCs affected by a Friends or Charm spell will now react appropriately when you approach them after the spell ends.
Removed the Prepared Spells gauge from the UI for non-spellcasting classes.
Crown of Madness no longer causes the target to roll a Saving Throw with Advantage.
You no longer receive damage when you cast the Ring of Absolute Force’s Thunderwave spell if you aren’t branded with the Mark of the Absolute.
The bodies of halflings and dwarves no longer stretch in cinematics after casting Disguise Self.
Items
Increased the weight of the Idol of Eldath from 1kg to 35kg despite it looking like an enormous chocolate figurine.
The Nautiloid’s doors can no longer be targeted and destroyed.
You can now reach all items in Waukeen's Rest.*
Adjusted a floating chest in the Druid Grove so it complies with gravity.
Made it easier to pick up items in the Acrid Workshop.
Fixed duplicate containers appearing at the Putrid Bog.
Removed a bunk bed in Waukeen’s Rest so you can’t accidentally fall down onto the balustrade when you climb to the top bunk.
A fireplace in the Selûnite outpost is no longer clickable.
The book ‘Fables of Faerûn V: The Boy and the Beholder’ is now on the floor in the Blighted Village and can be reached.*
Removed random Bandit Armour from the Duergar skiff in the Underdark. Clean up after yourselves, bandits.
The Eldritch Rune now disappears from your inventory upon use.
You are now only rewarded with a single lock of Auntie Ethel's hair, not two, if you make a deal with her.
Tweaked a guard’s vision cone so it’s not obscured by the Grated Iron Doors in the Worg Pens jail.
Fixed an issue causing Gloves of Fire Resistance not to take effect if you equip the gloves with less than half your health.
Wearing a Whispering Mask now applies the Ephemeral Whispers condition, allowing you to walk through the Gnarled Door.
Added a 'Split Items' option to the context menu for splitting items in the Traveller's Chest.
Gameplay Animations
Fixed an animation issue causing your character to pop into their idle animation after cancelling or casting a spell.
Shadowheart's ponytail now abides by the laws of physics.
Sazza no longer walks through her cage if she catches you lockpicking the cage door.
The correct idle animation now plays for halflings' Jump, Throw, Help, Disengage, and Shove actions.
The Protection from Poison spell now features the correct casting animation.
Made changes to the Light spell's casting and hit reaction animations.
Made changes to Minthara's buff and hit reaction animations.
Adjusted halflings’ heads so they no longer look too high when targeting an enemy with a ranged weapon.
The Rush attack animation now plays correctly.
Killing Shadowheart will now trigger the dying animation rather than the idle animation.
Updated the preparation and casting animations and the VFX for the Shadow of Menzoberranzan’s Shrouded in Shadow spell.
Improved the Dipping weapon animation so your character’s upper body no longer appears frozen.
Adjusted the animation for NPCs so they appear more natural when turning to look at you.
Damage and reaction are no longer delayed after an object hits a character.
Sitting down right after unsheathing a weapon no longer causes the animation to freeze.
Unsheathing a dagger right after turning around no longer causes the animation to freeze.
The sitting animation now only plays once if you trigger the Hide bonus action while moving into position.
Pressing the CTRL key no longer triggers the animation for preparing an attack twice when playing as a shielded female dwarf.
Fixed slight animation overlaps when casting spells with the Touch range.
Improved the Electrified Steam Cloud surface and added electricity and lightning VFX.
The correct hand-glow effect now appears when preparing to cast Lesser Restoration, Cure Wounds, Healing Word, and Crown of Madness.
The little folk of Faerun (Gnomes and Halflings) deserved a spotlight of their own through the introduction of unique and charming gameplay animations.
Cinematic Animations
Torgga's pants no longer float in the air if she is dead. But she still wakes up at night thinking about that one time it did happen.
VFX are now present when using the Speak with Dead spell in a cinematic.
Fixed camera issues during Aradin and Zevlor's confrontation.
Improved the Adamantine Golem so it appears Superheated in its cinematic.
The Auntie Ethel animation is now more fluid during dialogue at the Druid Grove.
Fixed animation issues with Gale in the dialogue after you rescue Mirkon from the harpies.
Fixed the player positioning in the cinematic with the Scrying Eye.
Repositioned the camera so Barcus Wroot appears slightly further away after being freed from the windmill in the Blighted Village.
When you choose to cure Thulla with Noblestalk in the Myconid Circle, the animation now shows you giving her Noblestalk instead of a bottle of antidote.
Shadowheart now looks at characters correctly on the Nautiloid.
Astarion now claps as Abdirak tortures you. Thanks, pal.
Fixed the flute disappearing or being misaligned when you play the wrong note for Gale’s resurrection.
Updated the Mindmeld visual effect so it appears correctly around your character’s head.
Fixed the Speak with Dead visual effect appearing around your character’s head.
Added missing Speak with Dead VFX for the deceased bugbear in the Blighted Village.
Re-staged the Mindmeld shot to avoid two Mindmeld VFX playing simultaneously.
Fixed the wrong Camp being shown in the cinematic if a dead companion is in a different region.
Added VFX for Abridrak in the Goblin Camp.
Halflings’ hands no longer clip into Nere's body during the decapitation in Grymforge.
The eyes and mouth of the pale corpse now glow as intended when you trigger Speak with Dead.
Adjusted the camera so Volo's cage doesn’t block your face if you are playing as a halfling.
The addled frog is no longer submerged underwater in the Putrid Bog. Things are looking up for that guy!
Fixed an issue causing Shadowheart to teleport during the scene where her magic manifests in the Blighted Village.
Gale no longer stands right behind Astarion while he’s trying to have a conversation with you at camp, like a weirdo.
Tweaked the camera angle in the cinematic where the goblin children are kicking a dead body in the Goblin Camp.
Returned the goblins’ missing weapons in the Nautiloid crash cinematic.
Added missing Mindmeld VFX and SFX in the cinematic featuring Lae'zel and the Githyanki Patrol.
Wyll’s animation no longer freezes when he tortures Liam.
Made numerous animation fixes for Astarion during the conversation about hunger at Camp.
Fixed the positioning of Asharak's forearm and elbow in the cinematic before the attack on the Druid Grove.
Fixed weird camera changes and freezes in the dialogue between Halsin and Kagha after saving the tiefling child and siding with tieflings.
If named leader of the Grove, Cerys no longer slides and freezes during the cinematic that follows the attack on the Druid Grove.
Fixed an issue causing you to teleport during the attack on the Druid Grove cutscene after speaking to Cerys.
Camera
The camera now stays at the correct height at the entrance to the Hag's Lair.
The camera no longer jumps to different heights near the rocky slide in the Underdark.
The camera no longer slides up and out of reach in Grymforge.
The camera no longer gets blocked when you walk through the hidden door in Grymforge.
The freecam can no longer scoot out of bounds on the Nautiloid.
Lighting
Moving the camera towards the Shar Temple from the platform behind Nere's cave no longer causes the environment to fill with sunlight.
Fixed artefacts and lighting problems when playing the game on Vulkan.
Fixed specular flicker in depth-of-field scenarios.
Fixed the lighting in the Worg Pens at the Goblin Camp.
Fixed the lighting on the Nautiloid where Shadowheart is freed from the Mindflayer pod.
Fixed the lighting in Minthara's betrayal scene.
Fixed the lighting in the BOOOAL scene.
Fixed a light bloom issue near the fishermen at the crash site.
Improved the lighting in the cinematic with Warrior Trinzas.
Fixed a sudden bright light appearing when you enter the Underdark via the lift.
Audio
In combat with harpies, their musical luring vocals are now synced to the music and positioned in 3D space for more accurate presentation and feedback.
Shadowheart now groans in pain if she is knocked out on the beach when you approach her.
Imps no longer continue speaking to the Cultist once combat has begun.
Added a slight delay to the dialogue with Johl and Demir once they leave you after your initial encounter.
You now react to the rat trap in the Shattered Sanctum only after it's been activated by a rat.
Added Halsin’s missing voice-over and subtitles.
Fixed a bug causing missing voice-overs.
Fixed a looping sound emitted by a barrelstalk when entering the Myconid Circle.
Text
Added missing information on Saving Throws and Attack Rolls to the combat log tooltips.
Added missing Saving Throw indicators for Web, Ray of Sickness, Shatter, and Melf's Acid Arrow.
Resistances now display correctly in the Examine UI.
Fixed the supply total not updating when picking up or dropping containers with supplies.
Tooltips no longer show an incorrect −1 level on some enemies.
The tooltip for Prepare and Brace no longer displays in metres if the game is set to the imperial system.
Correct tooltips now appear in the Combine/Insert/Extract Item panel.
The tooltips now correctly display the condition-related info for certain consumables.
The tooltips now correctly display the description of certain throwable items.
The text indicating the keyboard shortcut for pinning tooltips now fits in its designated box.
The Spike Growth tooltip now displays correctly, showing 2d4 damage.
Fixed a mismatch between the Draconic Resilience tooltip within Character Creation and in the Character Sheet.
Healing potion tooltips no longer have duplicated information.
Fixed inconsistencies in the Circle of the Land druid subclass tooltip.
Fixed the Potion of Speed tooltip description.
Fixed duplicate Quasit scrolls and improved the Shovel's scroll text.
Fixed text relating to the Spider Infested condition on the ettercap.
Fixed the Hunt the Devil quest journal entry not displaying correctly even if you complete the quest.
Fixed your companion's condition text following the first dream at Camp.
Icons
Fixed missing icons for Gekh Coal's Enlarge and Animate Dead actions.
Fixed missing icons for the Goodberry, Rotten Chicken Eggs, and Duergar's Antidote.
Fixed missing icons for conditions given by food.
Fixed the missing icon for the Witness condition.
Follower portraits no longer disappear after a save and load.
Clips, Pops, and Other Questionable Visuals
Your legs no longer swing back and forth like a weird pendulum during the owlbear cinematic.
Fixed Guex’s vanishing sword prop and curbed his weird tail spasms.
Lia and Cal now move their heads more naturally during Rolan's magic trick cinematic and the camera angle has been improved throughout the scene.
Fixed issue causing Welso’s neck to twist into nightmarish pretzel during dialogue.
Improved Studded Leather Armour so it doesn’t clip the gloves of tall female characters.
Characters no longer clip through the wall when moving towards the shelf in the tollhouse.*
Astarion's 'The Exorcist' legs have been exorcised. He stands as he should throughout the recruitment cutscene.
Lakrissa's chin has been fixed and no longer clips into the collar of her armour.
Barcus Wroot's necklace no longer clips through his sleeve and hand.
Your eyes no longer clip through your eyelids during the first Mindmeld with Astarion.
Liam no longer clips into the torture rack because he’s been through enough.
Improved VFX and fixed clipping for Wyll and the Unfortunate Gnome quest.
If you are playing as a halfling, your head will no longer do a crazy spin thing when you talk to Aradin.
Equipping Tarnished Charm no longer causes your hands to disappear.
Fixed an issue causing Gale to stretch during dialogue after using Disguise Self to become a smaller race.
Removed jitters in Shadowheart's pod scene on the Nautiloid.
Adjusted the cinematic so Shadowheart's body doesn’t shift downward suddenly at the beach.
Untwisted the twisting heads in the cinematic during the Githyanki Patrol scene.
Over-encumbered characters no longer begin to slide when sneaking.
Fixed character positioning and clipping and characters not holding items correctly in the cinematic in the Nautiloid helm.
Fixed minor jittering in Shadowheart's cinematic after the confrontation between Aradin and Zevlor at the Druid Grove.
Fixed a mocap pop for halfling heads.
Fixed pops and the missing sickle in the BOOOAL scenario.
Fixed clipping, pauses, and issues with the dagger during Astarion's recruitment scene.
Fixed multiple mocap pops in Wyll's practise duel cinematic.
Fixed mocap pops in the BOOOAL situation.
Removed a twitch in the Mizora cinematic.
Fixed Doni’s animation pop.
Fixed Nettie’s animation pop and ensured that she now looks in the correct direction when speaking to you.
Fixed clipping on items worn by characters in the cinematic that plays when you return a locket to Barth.
Fixed Brakkal clipping through the cage.
Removed mocap popping and freezing from the Goblin Toast cinematic.
Fixed Memnos having little animation jerks and twitches. In short, Memnos is no longer a jerk. 🥁
Fixed clipping and animation issues in the Nettie cinematic.
Improved the cinematic between Halsin and Kagha to remove freezing and popping.
Fixed minor twitching issues with Tracker Kirz's head.
Fixed a jittering animation present when you jump.
Fixed cinematic clipping in the Crusher scene.
Fixed a camera pop in Aradin and Zevlor's confrontation.
Fixed characters’ outlines turning purple after they leave the party.
Fixed character positions in the scene before you enter the Druid Grove.
It has been a whole festive period since we’ve spoken. We’ve not been resting on our yule logs, though. Patch 7 is almost here, and we’re so excited for you to play it we could explode. That isn’t necessarily a hint, we’re just very excited. We’ve got a Panel from Hell coming up to properly reveal it, but let’s just say it’s going to be….pretty cool.
Ok, that might have been a hint as to what will be in the show itself - just keep yourself calm and all will be revealed soon.
Now, on to the meat of the day: Patch 7 is on the horizon, weighing in at approximately 32GB (so clear some space from the digital platter!), so we have to remind you that any saves made on Patch 6 or prior will no longer be compatible when updated. With Patch 7 installed, the total install size for Baldur’s Gate 3 will be approximately 100GB, so make sure you have plenty free.
So, let’s talk branching! (If that is what you desire!) There are options for you if you want to continue saves from previous patches, or if you want to make sure you’re staying current. Check out the below instructions for whichever method suits you best
1. How to Update Your Game to Patch 7: 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 7 If You’ve Opted into an Earlier Beta Branch: If you previously opted into any beta for Patch 5 or earlier and want to ensure you get the most up to date content when Patch 7 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 6 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 6
Close the properties menu
If you’d like to continue your save file on the current version, you can move to the Patch 6 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 patch6 beta branch with the instructions above and load your old savegames
A Note On Mods: If you have any mods installed, or were using any in previous versions of Baldur’s Gate 3, please remove them before updating your game. You can do this by checking both the ‘Mods’ and ‘Public’ folders in '..\SteamApps\common\Baldurs Gate 3\Data' - if either of those folders are present, please delete them before updating. If applicable, please also delete the file ‘modsettings.lsx’ in the profile folder. Further information about mods can be found at https://larian.com/support/faqs/mod-information_77
We have a small hotfix for you today - fixing a couple of pesky issues that needed addressing.
This week, we answer the question of ‘who stole the sky?’ The answer may surprise you, in that the Shattered Sanctum apparently did it. This isn’t quite a Clue-level mystery, but those precious clouds have at last been returned in this specific case. Let’s hope nobody else attempts to captain-planet-villain away our beautiful clouds for the foreseeable future.
Thank you to everyone who reported these issues to us, on all channels. Your support helps prevent future cloud-theft, and is always welcome. Thank you for playing Baldur’s Gate 3.
Improved Steam SDK for Mac M1 users.
Sealed up unnerving black void in Main Menu and replaced it with sky.
Fixed crash when loading specific Mac saves on PC.
Characters at the Duergar Camp are no longer trapped in an infinite dialogue loop about explosive powder.
Fixed crash when launching the game in fullscreen with non-native resolution.
Items being opened no longer become non-interactive when switching to a character who can't reach the item.
Mac M1 users, your time is now. Patch 6, along with our latest hotfixes, is now available to M1 owners, and we hope you’ll agree that it was worth waiting for. Thank you for your patience, and expect even more improvements still to come!
In the Before Times, pre-Hotfix 18, NPC corpses were… a little livelier than we had expected them to be. We’re not sure the Forgotten Realms have invented the electric slide yet, but we’re also pretty confident that they had the moves to pull it off now. Either way - we’ve fixed that now, so that the dead stay dead. This isn’t an episode of your favourite CW show, sorry.
As ever, a sincere thank-you to those of you that take the time to report issues to us via our support team and by your posts on all our social channels. Everything you send us is both helpful and welcome. Thank you for playing Baldur’s Gate 3.
Upgraded Steam SDK to support Mac M1.
Grymforge waypoint now unlocks upon arrival to the area.
NPC corpses stay in place when dead instead of slowly sliding away.
Turkish-language players can now join multiplayer sessions with users in other languages.
Restored missing animation when characters sheath and unsheath weapons.
Fixed a rare issue blocking saves and quicksaves.
A slowdown triggered by knocking out and then killing multiple NPCs is no more.
Fixed crash when dragging and dropping equipped items into the Trade menu.
Improved the sensitivity of hotbar buttons to prevent spells and abilities from being dragged off the hotbar.
Fixed a memory leak when creating new save games.
Fixed some start up issues on M1 Pro and M1 Max systems
In our previous patch, it turns out Lae’zel wasn’t romanceable regardless of her approval rating. There’s probably a life lesson in that. But this isn’t ‘Larian’s Dating Advice Column’ - although we feel like given the nature of some of your fan art, a dating simulator with our most popular characters wouldn’t go amiss. Or at least a tapestry. Anyone know any good tapestry makers?
As ever, a sincere thank-you to those of you that took the time to report these issues to us via our support team and by your posts on all our social channels. Everything you send us is super helpful - and always welcome.
Fixed issue preventing romance with Lae’zel regardless of your approval rating.
Characters no longer walk around causing Bludgeoning damage to everyone around them.
AI now use their full arsenal of spells and items during combat.
Fixed crash that would occur during a saving throw if an item was equipped that improved your proficiency in an ability.
Character portraits now display correctly in the Twitch Extension during multiplayer.
Triggering Wild Magic: Turn Magic no longer skips your turn in FTB or combat.
Fixed shields from disappearing at the start of sheath animation.
AI no longer take Attacks of Opportunity when they shouldn’t.
Nere’s Shield of Screams now automatically activates as soon as he enters combat, and lasts for the duration of the fight.
Performance drop during cinematic dialogue at the Tiefling Den is no more.
Fixed rare crash that occurred when previewing a jump.
A black square no longer appears in the middle of the screen when crossing the bridge to the Blighted Village with NPOT resolution and lensflare enabled.
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.
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!
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.