Jul 7, 2022
sheepChat - nebel
VK protocol fix.
Starting Life In Another World Naked - AsGard Gods
The update will be available sometime in mid-summer, hopefully July or Within Sept/Oct. Don't hold your breath but we almost done with adding all the major features!!
This will include
  • Advance Totem System: Decay system for buildings (it is based on the number of resources that the Totem requires to stop the decay process of the structures within the range of the Totem).
  • Throwing Weapons: The ability to throw tools, sharp stones, and spears.
  • Building System New Logic: We will be able to place ladders and a new placeable interactive structure like a reservoir for collecting rainwater.
  • Advanced Animals AI System: Roaming, patrolling, scaring, and so on. Will be adding more animals.
  • Explosives Bombs System: Various types of explosives and bombs/grenades. Throwing bombs/grenades.
  • Day/Night Cycle, Weather/Wind System: Rain effects, rain collision check, wet surfaces during rain, and wind system. Wind support for foliage/trees. Thunderstorms and lightning systems, depending on the type of weather. Weather System. Fog, sounds, effects, and so on.
  • Fishing System (fishing rod, worms, new logic)
  • Advanced starting customization / Character class system (ability to choose a character with unique logic)
  • Advanced AI Improvements (a huge amount of work, more details after the release)
  • AI Companions (system of orders, joining in a group, reworked archers and shooters, new behavior trees and so on)
  • New characters with unique behaviors (hen, rooster, chick, pig, swine, piglet) & advanced new logic
  • Animals system (quite a complex system, in which we put our heart and soul). You will be able to grow animals
  • New building objects: fences, high walls, gates, spiked walls, coops, feeders and so on. Water Storage, with placeholder logic for now. Full logic will be added in next update
  • Lots of optimizations and improvements to existing features.
The Patient S Remedy - MADA labo


A story of life and death.
Have you touched their lives yet?

In this update 1.11, the English text has been refined.

If you haven't noticed yet, "The Patient S Remedy" is now available in English!
You can also toggle the language setting in the preferences.

We hope you enjoy it!

1.11 Fixes
  • Refinement of English translation
  • Minor bug fixes
Jul 7, 2022
Universe 51: Tannhäuser Wars - Techframe Gaming & Entertainment
Patch notes v0.1.007 (James Bond update)

NEW
- Added a bunch of new avatars. Go to your profile to change your avatar (expand the profile box in the main menu and click the astronaut helmet).
- You can now invert the vertical axis on your mouse. Go to the controls settings to do this.
- Post-match screen now shows your stats for that match.

CHANGES
- Changed Gameplay Messages for clearer meaning.
- Slight visual rework on the scroll bars.

FIXES
- Scoreboard now displays player names and teams correctly.
- Fixed an issue where tickets would go into negative numbers.
- Fixed an issue where you could respawn even if your team had 0 tickets if you had died when your team still had some tickets left.
- Fixed an issue where some shots wouldn't trigger on-hit particle effects.

KNOWN MAIN ISSUES
- Assorted server session issues.
- Material animations affected by distance fields sometimes won't work properly. This is most noticeable in water and some foliage.
Pixel Survivors : Roguelike - Amrita
Stats table

- Added basic damage stats
- Added statistics on the number of enemies killed by one hit
- Added damage dealt from explotion
Skill Card
- Reduced crit card from 7% to 5%
Game Play
- If your crit rate exceeds 100%, the balance will be added to crit damage
Kamikaze Veggies - jacekbatko93
Dear Friends!

We are pleased to announce that, after more than two years of development, "Kamikaze Veggies" is now available in full on Steam. Our game consists of 12 missions that will put your dexterity, stealth, patience, and logical thinking skills to the test! If you don't abandon ship, you'll be rewarded with an unforgettable adventure, 7 - 10 hours of gameplay, and a story as bizarre as we managed to create!





Cheers!
Red Limb Studio
Have a Nice Death - Gearbox Publishing


Hello recruits,

Your food bites back in Have a Nice Death's Fast Food update

This marks the second official update for Have a Nice Death and there’s plenty more doom and destruction in store. You are invited to gorge yourself to death on all the disgustingly delicious new content the game has to offer. This includes a brand-new world overrun by deadly fast-food creatures, plus new enemies and spells. The Fast Food update also introduces new difficulty modes, weapon exchanges, “quality-of-death" fixes and exciting new paths for players to discover

Have a Nice Death is in Early Access which means we’ve got our team working our fingers to the bone on our plans and your feedback (on Steam, Discord). We expect to keep adding new content for the game, which we will be releasing in regular updates throughout the next months.

Here are the list of changes for our Fast Food Update!

 
IMPORTANT
Here’s the list of important info/bugs you need to know for this update:
  • Localization:
    • We keep adding new texts (gameplay, UI, Dialogs), but it could take some time to translate everything in all 10 languages of the game. Localization will be regularly updated.
  • About Crashes:
    • We are aware that crashes occurred on specific integrated graphics cards and our devs are working to find a proper fix.
    • The problem seems to be an issue with Intel's GPU drivers and DirectX11. Please, before playing, check if your drivers are up to date. And if you still have the issue, we added compatibility with DirectX12 which seems to fix the problem on some GPUs. This option can be activated by adding the following command in the "Game Launch Options" of the game on Steam: -force-d3dx12
  • Known Bug: 
    • The player can't go through the one way, it makes the animation of jumping up while trying to go through the one way. It happens randomly (but it’s very rare), in no-specific floor. In this case, please, quit your run and reload your save.
SPECIAL THANKS

We want to give a special shout-out to the dedicated and incredible members of our community that help our team by reporting bugs, feedback and give interesting ideas.

Note: ːsteamthumbsupː indicates a change inspired by community feedback!

 
NEW CONTENT
Here's a list of new things you can expect to see with this update!

A New World: Toxic Food-Processing Department (World 2 -2)
  • Full Access to Toxic Food-Processing Department:
    • The Toxic Food-Processing Department is the blighted icing on the funeral cake of Death, Inc. The main branch is a tremendous blend of all of Waldo Burger’s infrastructures, the famous fast-food restaurant chain, which delights mortal children and grown-ups. Supervised by the strange "Waldo", the animatronic Sorrow, cookery Minions have to seep in our day-to-day meals. The slow but steady junkfood venom spreads in delicious pastries packed in joyous colors. The fresh salad box Sweet Summer hides in its supposedly "green" French dressing the worst essences to driving you nuts. Even the French fries want you dead. In the end, when you'll be drowning in salt, sugar, and fat, asking for more.
  • 5 new enemies:
    • Burgeww - This big burger will throw his tomato to hit you and has a big appetite - even for his allies.
    • Waldo Box - The famous Waldo Box still contains mayonnaise sauce that pulls you closer. And even after being eliminated, it drops a French fry… Careful around that one.
    • Sweetart - This candy jar has strong arms that can reach you at a distance. If not, this enemy can throw candies in the air that rain from above.
    • Bubbaboom - Careful, the bubble can explode at any time and this enemy will fall on you. 
    • Hara-Kola - This skilled enemy will give you a hard time and won’t hesitate to kill himself and spread his dangerous soda liquid.
  • A new Thanager (Mini Boss):
    • Pierce Gorske - A stealthy ninja burger who fires toothpicks at his enemies. 
  • A new Sorrow (Boss):
    • Waldo - The official mascot for Death Inc’s wildly popular fast-food franchise and oversees the Toxic Food-Processing Department atop giant mechanized spider legs. To get past this deceptively friendly robot, players will need to avoid his wild chainsaw attacks and deadly soda blasts.
  • Candice, our deceptively sweet confectionary assassin, has been promoted to the Toxic-Food Processing Department (She has been replaced in the previous department by another new Thanager). 
Gameplay Features
  • ːsteamthumbsupː Difficulty Modes (gallery wall in the Lobby):
    • Those who are skilled enough to beat Have a Nice Death will unlock new difficulty modes which feature a variety of modifiers and rewards to make things even more challenging. 
  • Choose Your Path:
    • Upon completing special challenges, players can now choose a department to visit after defeating a Sorrow, each of which provide bonuses to a specific curse tree.
  • Weapon Selling:
    • Players can head to the Shop to sell weapons for additional Soulary.
World 4: Addictions Department
  • A new Thanager (Mini Boss): 
    • Lambert Heisenberg - As well known as for his scheming as for his fatal kicks.
Weapons
  • 4 Spells:
    • Frostbreeze - Send a tornado and slows enemies.
    • EyeSpy - Summon a big watching eye that shoots enemies.
    • Frostoxic - Make ice stalagmites that impale enemies.
    • Stormoath - A big projectile that appears above enemies and strikes them.
  • 1 Cloak:
    • Dark Star - A mace with a 2 hit combo.
Curses
  • New systems have been added to Curses: 
    • Cloakswish - Do an action when launching a Cloak attack.
    • SpellSling - Do an action when launching a Spell attack.
    • Refinement - Applies an effect when a Scythe or Cloak hit an enemy.
  • Over +50 new Curses, such as:
    • Daring (red): 
      • Knave of Swords - Summons a small flying scythe that acts as a bodyguard.
      • And My AXE! - Cloakswish launches an axe.
      • Treason to Live - Gain 25% chances of dealing Backstab.
    • Innovation (blue): 
      • With Jocelyn’s Compliments - Gain +1 max HP every time you leave the elevator.
      • Faster, Faster! - Dash's cooldown is reduced by 15%.
      • Millanima Puzzle - Gain a maximum of +1 additional Anima(s).
    • Excellence (green):
      • It’s on Mark! - Entering a Shop grants you a 15 HP Heal.
      • Fetch, Pitbook! - Sorrows killed grants you +25% Mana regen.
      • Arcane Barbs - SpellSling launches darts.
Refill the Fridge
  • Since we have reduced the number of Soulary the player gets, we thought we should give freedom to the player on how they spend it. The fridge can now be refilled after being used. But, same as the Anima fountain, the price increases after each use.
End of Run Screen
  • ːsteamthumbsupː Display an additional menu that summarizes the run with floors, weapons, upgrades, etc.
  • Added descriptors to challenges.
Lore
  • Added +340 lines of dialog (NPC and Boss fights).
  • ːsteamthumbsupː Have you met Claude?
  • Mini events: April Fools, Rallye Koffee.
  • Possibility to unlock description 2 in the Worker Guide for some enemies and NPCs.
Miscellaneous
  • Added 23 Contracts.
  • Added a Slow status effect:
    • The affected unit has its base walk & dash speed reduced.
  • Worker Guide entries for the new enemies, spells, NPC, and Bosses.
  • Added possibility to manually move the camera with the right stick.
 
GAMEPLAY
We have implemented new updates and bug fixes in response to player feedback during Early Access. In addition, gameplay has been rebalanced in the form of Cloak cooldowns, Shop changes, and further adjustments.

Soulary
  • Reduced the overall Soulary gain and increased Shop prices to make purchase decisions more meaningful.
    • This is signifigantly offset by the new Weapon Selling feature.
Jocelyn’s Contracts
  • We decided to reduce the number of choices and Contracts. This way, initially there are only easy choices for new players and you must unlock the hard choices:
    • Reduce starting choice to 2.
    • Reduce maximum number of Contract to 3.
    • Replaced 2 unlocks of maximum Contract number to add more choice.
    • Changed many contracts.
 Weapon Improvement
    ːsteamthumbsupː Most of the Cloak weapons have been buffed in order to rebalance the builds. Some of them have a very low cooldown to avoid disproportionate builds with stronger spells.[/*]
Thanagers & Sorrows
  • A lot of rebalancing has been made with bosses. Due to the increase HP the player gets after a boss, all bosses after Brad (World 01) have gained a significant damage buff.
    • Ex: Camille Flage now deals at least 30 damage per hit.
Curses
  • Many Curses, mostly the Excellence curses (green) with spell damage, have been rebalanced.
  • Curse UI Rework:
    • Changed the Curse tree presentation and Curses selection UI.
 
BALANCE
Thanagers
  • Will Hung
    • Mega attack Damage from 8 to 12.
    • Damage from 12 to 10.
  • Leon Clean
    • Damage from 6 to 15.
    • Projectile damage from 6 to 10.
  • Slyma
    • Damage from 16 to 20.
    • Projectile damage from 11 to 17.
  • Baron
    • HP from 1200 to 1550.
    • Damage from 10 to 18.
    • Melee damage to 12 to 18.
  • X4-H
    • HP from 1200 to 1400.
    • Damage from 10 to 20.
  • Candice
    • HP From 3500 to 2000.
    • Damage from 20 to 15.
  • Denzel
    • Damage from 10 to 25.
    • Projectile damage from 10 to 20.
  • Camille
    • Damage from 20 to 30.
    • Projectile damage from 5 to 20.
Sorrows
  • Brad
    • Damage from 10 to 15.
    • Projectile damage from 10 to 15.
  • Gordon
    • HP from 2400 to 2650.
    • Damage from 15 to 20.
    • Projectile damage from 12 to 15.
  • Krank
    • Hp from 3800 to 4200.
    • Damage from 15 to 20.
  • Maxxx
    • Hp from 6000 to 4600.
    • Damage from 15 to 30.
    • Projectile damage from 10 to 20.
  • Major
    • Damage from 20 to 35.
    • projectile damage from 20 to 30.
Weapons
  • Scythe
    • Change charge attack timing. Remove second charge level.
    • Charge attack from 25 to 34.
    • Fury stun less (-50 %).
  • Boomerang
    • Damage from 8 to 15.
    • Fury damage from 10 to 20.
    • Reduce number of hits.
  • Hammer A
    • Cooldown from 5.5 to 1.
  • Dagger A
    • Damage from 30 to 5.
    • Add multi hit to base attack.
  • Zweihander A
    • Damage from 75 to 65.
    • Cooldown from 2.5 to 0.8.
  • Sword A
    • Cooldown from 2.8 to 1.5.
  • Spear 
    • Fury damage from 20 to 35.
    • Up attack damage from 25 to 20.
    • Damage from 25 to 20.
    • Fix one bug to dealt one additional instance of damage.
    • Cooldown from 5 to 2.
  • Hammer
    • Decrease attack duration by 0.05s.
Curses
  • Danger : Overtraining
    • Damage from 3 to 7.
  • Danger : Heavy Lifting
    • Damage from 5 to 10.
  • Danger : Jog On
    • Damage from 1 to 4.
  • Danger : Belligerent Spooksmen
    • Damage from 5 to 8.
  • Danger : Belligerent Ghost
    • Damage from 3 to 5.
  • Danger : Belligerent Petrolls
    • Damage from 5 to 10.
  • Danger : Beefy Books
    • HP from 10 to 20.
  • Danger : Beefy Ghost
    • HP from 15 to 40.
  • Danger : Wild Promotion
    • HP from 250 to 500.
  • Danger : Revolting Sorrows
    • HP from 500 to 100.
  • Rebalancing Green curses
    • They were clearly too strong, due to DEATH PRIEST! Death Priest is now only obtainable at the top of the tree.
 
BUG FIXES
  • Don’t hesitate to report bugs with the User Report interface!
  • Contract "Now Flail - Good Deal - Now Take 30 DMG" does not unlock flail in the Technical Room.
  • Contract "Defeat the first Sorrow without taking damage" gives the reward even if you fail the contract.
  • Temporary collectible effect (Mana+ or Def+) became permanent after reloading save.
  • The same weapon can be found twice (Stelas and Shop).
  • Brad's Fly Stomp attack lasts significantly longer when the Player stands on the edge of the Arena.
  • Player can use Effortless 3.0 when performing attack leading to animation issues.
  • Obtaining the "Blindfolded" penalty leads to issues with the Fury attack.
  • Miscellaneous fix for correct UI display in ultra wide resolution (Contractor, Frenzy effect …).
  • Miscellaneous fix about input display (Options menu and in game).
  • Options : Volume Bars become pixelated on low values.
  • UI issues during in game camera zoom.
  • Technical Room Price curse is not applied on Ganglion-X4 Spell.
  • “Soul Sucker” Curse heals more than intended.
  • Lvl2 upgrade of the Ganglion-X4 gives nothing.
  • Boomerang-Hex does not break stelas.
  • Effortless 3.0 is behind an art element in the Garden.
  • Inconsistency between a lamp light and light beam.
  • Pipe ends floating at World 2.
 
COMMUNITY HIGHLIGHTS
As you can add your feedback/bugs on the Steam forum of the game, you can also join our official Have a Nice Death Discord server. You will meet a bunch of nice people who can help you with the game and who are more than ready to discuss ideas and critiques about Have a Nice Death with you.

We were amazed by the quantity AND the quality of your chef-d’oeuvre. Between this update and the last one, we count about +500 fanart from our community (Discord, Twitter, Instagram, Reddit etc.). That’s insane! Of course, we can’t share all of them, but here’s a glimpse of talent:


https://twitter.com/JHChapeaute/status/1534837714922614786/photo/1

 


https://twitter.com/gelatin_draw

 


https://twitter.com/sseuligu_death/status/1530767324189368320/photo/1

 


https://twitter.com/entropicals

 


https://twitter.com/Hikase555

 


https://twitter.com/dom_do0m/status/1530564126547726341/photo/2

 


https://discord.com/channels/906286339505389598/923352187101401139/988803834195353610

 


https://twitter.com/Hikase555/status/1533738676487966722/photo/1

 


https://twitter.com/2662I91384/status/1534321478677712900/photo/1

 


https://twitter.com/pong_seol/status/1527582394223841281/photo/1

 


https://twitter.com/2662I91384/status/1530900668361351168/photo/1

 


https://www.instagram.com/p/CdVpg_lK

 


https://discord.com/channels/906286339505389598/923352187101401139/973103213043666984

 


https://twitter.com/peanutbou/status/1526785072015212545/photo/1

 
Jul 7, 2022
Baldur's Gate 3 - V_Ben


Patch 8 for Baldur’s Gate 3 has taken to the stage, with the bard class, playable gnomes, Swarm AI, and countless other improvements and fixes. We’re also delighted to add another language to our lexicon: Brazilian Portuguese. If you’re after a deep dive into Patch 8, the Community Update is available here.

Mac users, Patch 8 will arrive soon. We’ve got a little bit of bug hunting left to do, so keep your eyes on our feeds for further news. Now, let’s raise the curtain, tune the orchestra, and dive into the full notes for Patch 8.

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

HIGHLIGHTS
  • Bard class with College of Lore and College of Valour subclasses.
  • Musical instruments, usable by any class with the Performer feat at Level 4.
  • Playable gnomes with three subraces: rock gnomes, forest gnomes, and deep gnomes. Gnomes start with Gnome Cunning and +2 Intelligence. Added gnome reactivity to dialogues and situations.
  • Ranged critical hits now have combat cameras!
  • Baldur’s Gate 3 is now playable in Brazilian Portuguese - vamo nessa!
  • New spells: Calm Emotions, Enthral, Heroism, Phantasmal Force, and Vicious Mockery. Bards, try out Cutting Words, Song of Rest, and a new tadpole power.
  • New hair-shading model, upgraded hairstyles, and all 66 hairstyles are now available to every race and body type.*
    - Added hair highlights.
    - Added grey hair.
  • Swarm AI, which bands together minor creatures so that they move at the same time and take quick turns to attack. Fighting numerous enemies should now be smoother and faster.*
  • Rogues can access Expertise at Level 1.*
  • Use a shovel to dig up treasures and secrets throughout Act 1.
  • Sustained emotion acting in cinematics. New facial animations allow characters to continue emoting realistically while you make decisions in dialogue.
  • Cinematic acting for background characters, who now react to the drama unfolding in dialogues.
  • Elves are now a uniquely animated race.
  • Detect Thoughts rework - cast it from within dialogues!
  • Committing crimes now triggers a new type of cinematic dialogue.
  • Sunlight through clouds has a bigger effect on shadows and lighting, and gameplay now more closely aligns with the in-game light and dark areas.
  • Revamped lighting across Act 1.
  • Implemented sound occlusion to simulate the behaviour of sounds coming from other rooms and behind doors.
  • Introduced auditory attenuation. Dynamic audio-mixing features enhance immersion by focusing on your actions and selecting the most important elements of the soundscape.
  • Added 10 new skin colours to character creation.
  • Updated Gale’s face and hair.
  • Displayed class passive features in the Character Sheet.*
  • Redesigned the movement bar.
  • Implemented the first phase of our networking improvements: players with slower and less reliable internet connections should see improvements to stability and lag in multiplayer.
  • Implemented support for Nvidia DLAA as an anti-aliasing alternative.
  • Extensive UI updates.
  • Low-spec PCs no longer become unresponsive and fail to load assets when loading save files.
  • You can now cast Mage Hand with an active summoned familiar.*
  • Short Rest can now heal Ranger’s Companions and familiars.
  • Creatures summoned with Ranger's Companion and Find Familiar now remain with the party after a Long Rest.*
CHANGES AND FIXES
Crashes, Freezes, and Blockers
  • Can now Long Rest at camp if a companion is dead.
  • Fixed crash when spam-clicking ‘Go to Camp’ button and Trade window.
  • Fixed crash when choosing to 'do nothing' about Astarion holding blade to your throat.
  • Fixed crash when readying Throw action and hovering cursor over dismissed summon.
  • Fixed crash when killing summons holding Concentration.
  • Fixed crash when drinking Auntie Ethel’s potion.
  • Fixed crash when opening a spell container from a hotbar filter after removing that spell from the main hotbar.
  • Fixed black screen triggered after committing a crime and telling Zevlor you’d like to celebrate at camp.
  • Fixed character getting stuck if Shoved while Sleeping.
  • Fixed launcher entering offline mode.
  • Fixed crash related to Inventory UI.
  • Fixed crash related to having multiple Examine windows open and closing one.
  • Fixed crash related to FSR and Ultra Quality graphical settings.
  • Fixed crash related to sending weapons in the same filter slots to other characters.
  • Fixed bug related to controlling Us at Crash Site.
  • Fixed bug preventing you from starting dialogues.
  • Multiplayer
    - Fixed loading screen getting stuck after disconnecting.
    - Fixed crash during character selection.
    - Fixed crash when starting in lobby.
    - Fixed issue preventing clients from rejoining session after crash.*
    - Fixed blocker and black screen caused by Long Rest.
    - Fixed crash when switching companions during dialogue.
    - Fixed Direct Connections checkbox deselecting due to NatPunch error.
    - You no longer get stuck in the lobby if you join the host via invite before you’ve made a profile and if your game folder is in Documents.
UI
  • Sources of advantages or disadvantages applied by spells are now clearly indicated in target info.
  • Summons and followers can now use consumables from other characters' inventories.
  • Added feedback when characters heal.
  • Equipped items now unequip on double-click.
  • Added different portrait border colours for allied and neutral characters in Turn Order UI.
  • UI now indicates when you're in Turn-Based Mode.
  • Audio options now reset to default correctly.
  • Can now cut, copy, and paste in password fields.
  • Savegame version number now visible in load menu.
  • Temporary hit points now visible in Party Line.
  • Invulnerable entities and characters no longer display -1/1 HP.
  • Sort-by-latest option in Inventory no longer prioritises older items.
  • Improved drag-and-drop feedback.
  • Barter window now shows correct value when dragging in items.
  • Inventory slots now update correctly when dragging in stacked items from Barter window.
  • Improved readability of text indicating number of stacked items.
  • Fixed Inventory size when changing tabs in Party View.
  • Show Party Inventory filter no longer stacks items.
  • Faraway NPCs' dialogues no longer show up on UI and combat log.*
  • Fixed T-pose issues with Trade window.
  • Combat log now shows all modifier sources.
  • In multiplayer, skipping roll animation in active rolls and dialogue checks now shows final amount plus added bonuses.
  • Quest tab is now called 'Quest Journal'.
  • Targets that cannot be targeted no longer highlight when aimed at.
  • Fixed FSR graphics causing item highlights to be offset on mouseover.
  • Downed condition displays on your portrait in real-time mode.
  • Can’t Combine anvils and workbenches anymore.
  • Selecting Group Toggle Mode as summon no longer says group is too far away.
  • Toggleable passives are now in Character Features tab.
  • Selecting party member's portrait now highlights it correctly.
  • Fixed vibrating glossy items in Examine window.
  • Successfully combining items no longer closes important pop-ups.
  • Speech bubble cursor no longer has an unnecessary red cross.
  • Improved feedback and functionality when hitting escape with multiple panels and windows open.
  • Releasing a mouse-click over a portrait no longer selects that character.
  • Removed 'Send to Camp' option for items already at camp.
  • Can now target enemies behind target info UI.
  • Damage and damage type now display correctly in target info if you Dip your weapon.
  • Fixed cut-off modifiers in target info.
  • Fixed clipped text in Inspired notification.
  • Open windows and panels now close if tutorial pop-up appears.
  • Fixed text boxes not detecting certain keys.
  • F keybind no longer assigned to two commands.
  • Cursor icon now changes for text boxes.
  • Fixed Filter panel cutting off in Party View when you have four characters.
  • Removed Level Up button from combat.
  • Temporary Hit Points UI now disappears after they're depleted.
  • Added loading screen hints about Darkvision.
  • Hotbar
    - Updated hotbar art.
    - Updated End Turn and Flee buttons.
    - Grouped Rest actions in new menu.
    - Restyled Bonus HP indicator.
    - Restyled Movement bar to be circular and indicate movement cost.
    - Added button that takes you to the character whose turn it is in combat.
    - Added purple dot to hotbar weapon slots to signal active condition.
    - Fixed resource bar not scaling correctly.
    - Updated Weapon Actions and Upcast drawers.
    - Ensured passive features of summoned creatures now appear on their hotbars.
    - Fixed weapon actions disappearing from filter views when removed from hotbar.
    - Equipped Weapon filter no longer shows duplicates.
    - Fixed items not appearing correctly when playing as Wild-Shaped druid.
    - Fixed alignment for weapon slots.
    - Fixed positioning of conditions when there are more than three.
    - You can now cast spells correctly using spell containers that open through hotbar filters.
    - Fixed hotbar filter issues.
    - Fixed visual animation jitters for Class and Items hotbar drawers.
  • Tooltips
    - Average damage range in weapon tooltips now includes damage applied by Dipping weapons into damaging surfaces.
    - Ranged attacks and spells with ranges under 2m are now presented as being within melee range.
    - Improved how tooltips present information.
    - Tooltips now update to reflect weapon damage values.
    - Tooltips now correctly state, where applicable, that Attack of Opportunity won’t be provoked.
    - Tooltips now clearly show which actions or spells are unlocked by certain items.
    - Weapon tooltips now update to add and remove conditions while open.
    - Fixed tooltips not showing up if similar ones were already pinned.
    - Fixed flickering tooltips when unpinned.
    - Updated descriptions of effects of Bomb and Acid Vial.
    - Added artwork for Beastmaster's Chain.
    - In-world tooltips don’t show up for uninteractable items anymore.
    - Added tooltip property that indicates area of effect of certain spells.
    - Spell scroll tooltips now indicate when you can't cast them due to blocked casting.
    - Fixed incorrect tooltip descriptions and weapon proficiency properties.
    - Mousing over 'Hit Points' in 'Do you want to go to camp?' pop-up now opens correct tooltip.
    - Fixed clipped text and links in Water item.
    - Fixed error in Ring of Mind Shielding tooltip.
    - Fixed damage stats when comparing items.
    - Fixed calculation of weapon damage for spells granted by items.
    - Linked Armour Class tooltip to AC value in armour tooltips and updated AC tooltip.
    - Clarified conditions required for wood woads' Regeneration passive to become active.
    - Updated Runepowder Barrel and Runepowder Vial descriptions.
    - Descriptions of Protection from Evil and Good are now consistent.
    - Fixed issue affecting tooltip readability.
    - Fixed two similar error messages about not being able to Dip undippable weapons.
    - Added missing descriptions in special arrow tooltips.
    - Fixed Springstep Boots description clipping into UI.
    - Fixed tooltips and icons related to Concentration.
    - Fixed cut-off text in Level Up tooltip in certain languages.
  • Character Sheet
    - Improved readability.
    - Added spellbook filtering.
    - Added bespoke spell-learning UI.
    - Added area for prepared spells with drop-down that lets you add or remove them.
    - Updated spellbook so that different levels of same spell aren’t duplicated. Can now upcast by triggering spell from hotbar.
    - Fixed sort function if Show Party Inventory is toggled.
    - Fixed Inventory sorting for newly recruited companions.
    - Fixed rogues’ Fast Hands and Second-Story Work features not appearing.
    - Repositioned approval bar.
    - Repositioned character models.
    - Fixed Movement tooltip appearing when mousing over area above Character Sheet button.
    - Adjusted position of pin icon on Proficiencies filter buttons.
    - Fixed error appearing on Diamondsbane feature.

Balance
  • Kirgrath's gang at Grymforge turn hostile if you fail Detect Thoughts.
  • Wearing non-proficient helmet, boots, and gloves confers Disadvantage and blocks spellcasting.
  • Wood woads have unique passive: extra 3d4 magical damage when attacking with clubs. They no longer wield two-handed weapons.
  • Defensive Duelist feat no longer available to characters with under 13 Dexterity.
  • Ring of Mind Shielding blocks tadpole powers.*
  • Rage damage bonus also applies to off-hand weapon attacks.*
  • Barbarian NPCs have Unarmoured Defence passive ability.
  • Athlete feat consumes 1.5m when standing up after being Prone.
  • Items grant item buffs to characters within range of their aura.
  • Archer's Eye costs Flaming Fist archers 1 Action Point and 1 Bonus Action Point.
  • Muddy grants resistance to Fire damage.
  • Tweaked balance of Haste and Potion of Speed.
  • Non-humanoid creatures can’t access basic actions typically reserved for humanoids anymore.
  • Improved items offered by goblin trader at Goblin Camp.
  • Changed equipment of certain Flaming Fist members.
  • Spaw uses Animating Spores less and participates in combat more. His Multiattack doesn't deal Poison damage anymore.
  • Myconids' Pacifying Spores stun targets for 1 turn.
  • Sussur Bloom aura affects duergars' Invisibility spell.
  • Mind flayers' Tentacle action no longer applies Stunned.
  • Spaw is heavier and more resistant to Shove. Other myconids are lighter.
  • Lowered Flaming Fists’ Wisdom.
  • Healer goblins can cast Bane and other spells.
  • Static Discharge Aura no longer grants construct damage buff to non-construct characters.
  • Alchemist Argram can cast spells thanks to light armour proficiency.
  • Gandrel has Level 2 spell slots, granting him Misty Step.
  • Inwe can cast Web.
  • Removed potions from Novice Garmor.
  • Disabling reactions removes passives.
  • Knocking out NPCs grants XP.
  • Can’t trade non-tradeable items with NPCs anymore.
  • Long Rests no longer account for temporary hit points when calculating rested health.
  • Swapping weapon between main hand and offhand no longer duplicates weapon’s passive.
  • NPCs with depleted casting resources now resort to spells in their spell slots.
  • XP reward for killing duergars in Grymforge now scales correctly.
  • Illithid Wisdom checks no longer have -1 DC.*
  • Word of the Absolute debuff now remains until next Long Rest.

Combat
  • NPCs can now use projectile spells on targets behind objects that don’t provide cover.
  • Sarth Baretha has received the title Warrior of the One Sky.
  • Goblin warlock now uses different skills during Grove attack.
  • Wrath now only works when using melee weapon attacks.
  • Redcaps are better at disguising themselves.
  • Redcaps' Bloodlust ability now heals 3d6 on killing blow.
  • NPCs now react correctly if you drop hanging braziers on them.
  • Toggle Party Stealth button now works in combat.
  • Enemies at Grove’s gates now pick items back up after being disarmed.
  • Crag spiders from Spider Egg Sac can now Jump and Bite.
  • Jolted creatures can’t perform Reactions anymore.
  • Hook horrors’ Hook attack no longer shows duplicate Saving Throws.
  • Barbarians' Rage now ends after combat, applying Rage boosts correctly during dialogues.
  • Characters’ turns aren’t skipped anymore when entering dialogues during combat.
  • Underdark creatures can now Sneak.*
  • Can no longer dodge Attacks of Opportunity by dropping items and then moving.
  • Handing Sazza over to guard now triggers combat with guards.
  • Destroying statue left of cave-in at Grymforge no longer triggers combat.*
  • Failing to read Flaming Fist Ephren’s mind as a drow now triggers combat.
  • Attacking Shadowheart between Crash Site and Grove now triggers combat.
  • Ranged Attack no longer replaces Unarmed Strike when equipping ranged weapon to unarmed hand.
  • Shapeshifted conditions now get removed when affected entity hits 0 HP.
  • NPCs no longer loop when trying to climb surfaces near other characters.
  • Improved Zhentarim dungeon combat.
  • Improved AI combat navigation around Waukeen's Rest and Myconid Village.
  • Fixed AI behaviour of automatons and how they use Static Discharge.
  • Fixed calculation error causing NPCs to miss out on their third extra attack.
  • Bulette can now perform Deadly Leap.
  • Owlbear cub now runs away when low on health.
  • Fixed character repositioning when attempting to shoot ranged attacks or cast spells at targets selected via their portrait.
  • Halsin no longer remains Wild-Shaped if you use non-lethal attacks in wolf pens.*
  • Harpies no longer flank you from distance or drag faraway characters into combat.
  • Improved targeting and fixed see-through roof at Zhentarim hideout.
  • Enemies now react correctly if you Shove them while Hiding.
  • Can’t shoot through building outside Chapel anymore.
  • Fixed blocker caused by jumping and then missing Attack of Opportunity.
  • Made mushrooms around Myconid Village immune to myconids' spore attacks.
  • Andorn and Mari no longer run back and forth.
  • Nadira now runs away when combat starts.
  • Gekh Coal's zombies no longer create Blood surfaces when killed.
  • Successful saves at end of turn now remove Spectators' Paralysed condition.

Spells
  • Added visible timer to caster's portrait for Concentration spells.
  • Fog now lasts 10 turns.
  • Light no longer triggers Saving Throw when targeted at corpses.
  • Invoke Duplicity no longer blocks Radiance of the Dawn.
  • Fixed previews of spell and ranged attack trajectories.
  • Certain summoning spells now consider line of sight.
  • Fixed summoning and channelling spells not landing on destructible terrain.
  • Fixed effect and speed of spells cast by entombed scribes and warriors.*
  • Can’t cast Guidance on yourself to use it against Shadowheart in dialogue roll.
  • Fixed Wyll not being able to cast Arms of Hadar if not recruited.
  • Fixed spell costs not being detected.

Continuity
  • Can no longer promise Baelen his bag if you have already thrown it to him.
  • Can no longer give Zarys Iron Flask without obtaining it.
  • Can no longer complete Find the Missing Shipment without handing over shipment.
  • Can’t ask Withers where he came from after releasing him from sarcophagus anymore.*
  • Can’t perform Sharran ritual without dagger anymore.
  • Can’t cut off Nere's head in lava anymore.*
  • Healing Thulla with antitoxin no longer causes myconids to dislike you.
  • Stealing Idol of Silvanus undercover now causes druids to become hostile.
  • Minthara's raiders now attack tieflings if she’s killed early.
  • Minthara now celebrates after Grove’s denizens are eradicated.
  • Fixed journal update for Deliver Nere's Head quest.
  • Can’t do Myconid Revenge quest anymore if Nere's head is inaccessible.
  • Can now end Gekh Coal's quest earlier if you already have Thulla's boots.
  • Pandirna now joins Grove attack if healed.
  • Grym no longer disappears from game if you flee from combat.
  • Mirkon no longer resurrects if you damage his corpse.
  • Tieflings no longer react oddly to rangers summoning dangerous animals at Grove.
  • Children now react to you stealing at Dragon's Lair.
  • NPCs now always react if they notice you stealing an item.
  • Fixed trigger for Wyll's reaction to Arabella's death.
  • Tingmiaq now flies away.
  • Aradin now stops you from looting his dead comrades.
  • Fixed NPCs’ behaviour when failing pickpocketing checks on tiefling children.
  • Auntie Ethel's reward now appears in your inventory if you spare her in exchange for 'power'.*
  • Can now interact with Zevlor if you ignored him when he confronted Aradin.

Items
  • Lightning Aura, granted by Real Sparky Sparkswall, no longer uses up all Lightning charges.
  • Click Heels, granted by Boots of Speed, now doubles movement speed.*
  • Venomous Revenge, granted by Broodmother's Revenge necklace, no longer applies basic poison to weapon.
  • Wrath and Momentum, granted by Bloodguzzler Garb and Spurred Band under 50% HP, remain active even when healed to over 50% HP.
  • Whispering Mask now correctly applies Ephemeral Whispers condition.
  • Salami is now more common loot.
  • Rotten eggs no longer heal you.
  • Can’t eat roasted dwarf to heal anymore.
  • Can’t dip torches into Poison surfaces anymore.
  • Shadowheart can now pick locks and unlock things.
  • Can now disarm traps at Grove, Tollhouse basement, and Swamp.*
  • Can’t set fire to indestructible objects like metal doors and scalable rocks anymore.
  • Hanging braziers now fall and explode if attacked.
  • Destroying destructible platform in Zhentarim dungeon now triggers explosion.
  • Certain explosive items no longer leave surfaces with infinite duration.
  • Items dropped off at camp now correctly transfer to traveller's chest.
  • Can’t electrify water after unequipping Watersparkers boots anymore.
  • Can’t start infinite loop of Fire damage with Ring of Fire and Gloves of Flint and Steel anymore.*
  • Encumbered condition now updates correctly when dropping items and allows you to double-click to loot.
  • Nettie overcame obsession with sitting on specific mossy stone.
  • Whispering Mask’s condition now removed if wearer is Downed or dead.
  • Improved cambion loot on nautiloid.
  • Added loot to Mask of Vengeance.
  • Added loot to hidden backpack in forest.
  • Brine bulbs now fall correctly after taking damage.
  • Heads of lettuce no longer become big, grey cubes when dropped.
  • Can no longer coat your weapon with poison if you’re not wielding one.
  • Can’t consume this one apple anymore.
  • Gilded chest near Alfira is now locked.
  • Made it easier to see and pick up meat dropped in Arcane Tower.
  • Can’t walk through wooden desk in Thayan Cellar anymore.
  • Can’t walk through brazier next to Priestess Gut anymore.
  • Can now pick up dropped items if you saved while first picking them up.
  • Fixed out-of-reach and uninteractable items.
  • Traveller's chest no longer spawns inside pillar at Grymforge.

Travel
  • Summons can’t initiate fast travel anymore.
  • Companions now follow you after being recruited.*
  • Grouped parties no longer unlink when using waypoints.
  • Toggle Party Sneak button no longer causes companions to do opposite of main character if already sneaking.*
  • Room Portal system now hides and reveals things more effectively.
  • Made unclimbable and unreachable terrain more obvious.
  • Made it easier to climb rock ledge in passage beneath Grove.
  • Can’t jump through wooden beams in Abandoned Village anymore.
  • Can’t walk through iron gates into spider pit at Goblin Camp anymore.*
  • Brakkal can’t squeeze through bars of cage anymore.
  • Kagran no longer walks through Dror Ragzlin's throne.
  • Can’t walk through certain walls at camp, near Shadowheart’s nautiloid pod, and at Grove anymore.
  • Fixed enthralled cultists on nautiloid running into each other to fix canon.
  • Can’t jump through burning doors in Waukeen's Rest anymore.*
  • Removed roll for non-silenced characters interacting with blocked doors at Waukeen's Rest.
  • Improved wood woads’ teleportation between trees.
  • Improved hook horrors’ navigation in tight places.
  • Fixed Magma mephits getting stuck when pushed into forge.*
  • Fixed fake wall in Zhentarim hideout.
  • Removed ladder under destructible platform in Zhentarim caves.
  • Fixed ladder leading from Defiled Temple to Selûnite Outpost.
  • Rotating the camera no longer moves minimap incorrectly if you alt+tab out of and back into game.
  • Fixed characters leaping off apothecary's house in Blighted Village.
  • Fixed issues with reaching places and using ladders at camp.
  • Fixed button for secret room in Grymforge.
  • NPCs no longer disappear or get stuck when trying to run away.

Dialogues
  • Halsin no longer Wild-Shapes into bear when you first talk to him at camp.*
  • Improved Gale’s personal story flow if he doesn’t like you after a certain point.*
  • Lae'zel now responds to being asked to connect transponder at helm of nautiloid.
  • Lae’zel’s recruitment dialogue now plays automatically after breaking her cage and convincing tieflings to leave.
  • Matched Lae'zel's VO to subtitles when recruiting her.
  • Can’t attack sarcophagi during conversation with Withers anymore, who reacts appropriately if you attack him mid-dialogue.
  • Improved flow for barbarians with Nettie at Grove.
  • Exhausted bird at Grove no longer repeats lines.
  • Improved flow and fixed crash when Halsin confronts Kagha.
  • Non-humans no longer get a human-specific dialogue option when talking to Auntie Ethel.*
  • You can read Barcus' mind after rescuing him and his friends from Nere.
  • You can trade with Mol at Grove.
  • You can trade with Derryth in Underdark.
  • You now faint during dialogue about Shadowheart and artefact.
  • Warrior Druk’s and Smythin’s overhead dialogues no longer show up repeatedly.
  • Fixed flow in pro-gnome dialogue with companions.
  • Failing barbarian active roll against Taman and Gimblebock now results in combat.
  • Fixed trigger for cinematic dialogue with Philomeena and when using Speak with Dead on Buthir.
  • Fixed repeating lines in scene with Volo and Gribbo at Goblin Camp.
  • Fixed skipping and repeating lines and missing VO in rothé discussion in Underdark.
  • Overhead text now disappears for downed or dead speakers.
  • Can’t attack midway through Arabella's 'trial' scene anymore.
  • Fixed issue blocking scene with Lae'zel at camp.
  • Fixed Thayan Mirrors triggering cinematics twice after failing then succeeding the check.

Camera
  • Fixed camera when recruiting Lae'zel while Wild-Shaped as a cat.
  • Fixed camera pointing at empty spaces when talking to Nettie.
  • Fixed dead drow's hand blocking your character when talking to Nettie.
  • Fixed camera getting stuck in Selûnite Outpost.
  • Fixed camera getting stuck close to stairs near Shattered Sanctum.
  • Fixed character disappearing after walking through door in Grymforge.
  • Fixed issues with ceiling visibility in Zhentarim hideout.
  • Fixed and improved camera fading on Risen Road.
  • Fixed issues related to Kuo-Toa Hunter.
  • Fixed issues for halflings during mutiny cutscene in Grymforge.

Lighting
  • Fixed in Chapel and Zhentarim storage area.
  • Fixed when freeing Shadowheart from her pod and speaking to Zevlor and Aradin.
  • Fixed for mindflayer and stranded fishermen at Crash Site, Auntie Ethel at Grove, multiple characters and scenes at Goblin Camp, myconids in Underdark, and merregons in Grymforge.

Audio
  • Barbarians’ Rage SFX continues when certain spells are cast on them.
  • Harpy song and ambience plays during Secluded Cove cinematic.
  • Harpies' Luring Song audible upon cast.
  • Added audio feedback for invalid action commands.
  • Fixed VO when failing Arcana and Dexterity checks for Book of Restored Gods.
  • Added missing SFX for barbarian berserkers’ Frenzied Strike.
  • Added missing SFX for Natural Recovery.
  • Added missing movement sounds for Hiding deep rothé.
  • Removed beeping noise during cinematic with BOOOAL.
  • Fixed overhead text not triggering associated VO.
  • Fixed muffled narrator lines.
  • Characters make noise when waking up at Crash Site.
  • Fixed impact sounds when projectiles hit corpses.
  • Fixed delayed impact sound of mace attacks for female dwarves.
  • Fixed muted mindmeld cinematics.
  • Fixed muffled audio when closing Party View with I key.
  • Fixed muted audio for Party View, Inventory, Equipment, Split Item, and Long Rest.

Visuals
  • Added clearer indication of which part of a platform to target to destroy it.
  • Updated Flaming Fists' uniforms.
  • Gave bugbear panties.
  • Ensured barbarians' earrings no longer stack.*
  • Clothed woman who transforms into mind flayer on nautiloid.*
  • Fixed Myrnath’s tan.
  • Fixed HDR calibration.
  • Fixed bug for mushroom platforms in Festering Cove.
  • Removed black void near Dror Ragzlin's treasure vault.
  • Removed some blue lights at Crash Site.
  • Made young mud mephits more recognisable and distinct from ancient ones.
  • Made Filro the Forgotten dirtier.
  • Mourning Frost staff matches its description.
  • Fixed firefly VFX in Underdark camp.
  • Added SFX and VFX for gnolls casting Soul Offering.
  • Added VFX for Wild-Shaped giant badgers Burrowing.
  • Fixed Frenzy and Wildheart VFX.
  • Fixed VFX for equipped weapons.
  • Added Stinking Cloud VFX.
  • Removed black square when casting Armour of Shadows and Armour of Agathys.
  • Harper Branthos and Fist Ulthred are no longer identical. Nor are Stone Guard Kur and Morghal.
  • Unique hairstyle for Flind.

Gameplay Animations
  • Fixed Wyll's left eye colour.
  • Fixed tiefling tail animations.*
  • Fixed animation when falling from high altitudes.
  • Fixed death animation for killing minotaurs with Fire or Radiant damage.*
  • Fixed getting stuck in falling animation in certain situations.
  • Fixed Shadowheart knocking at Chapel.
  • Sitting tiefling children no longer float.
  • Fixed Prepare animation for fighter abilities.
  • Animated pre-casting for Create Spell Slot and Create Sorcery Points.
  • Synced dwarf and halfling druids' VFX with prepared animations.
  • Improved Sneaking animation.
  • Fixed freezing and looping Activate Witch Bolt animation.
  • Repositioned javelin VFX for Raging barbarians.
  • Added missing Mage Hand Throw pre-casting animation.
  • Fixed Dash, Disengage, and Prepare animations for Raging barbarians.
  • Fixed captured gnome animations at Grymforge.
  • Fixed walking animation for characters performing Help.
  • Fixed weapon sheathing animation.
  • Fixed animation delay when cat familiars switch between Sneaking and idle.
  • Fixed animation delay when moving before using crossbow ranged attack.

These Patch notes have gotten so long that, unfortunately, they've exceeded Steam's character limit! For the full notes, head to the Larian Forums here.
Baldur's Gate 3 - Molly
The next time someone quotes to you from that famous old adage, "sticks and stones may break my bones but words will never hurt me," grab hold of their lapels and ask:
“But what if those words were spoken by a Bard?”

Hello again, friends! I come to you today with a fresh Community Update to ring in the release of our latest patch, Patch #8: Of Valour and Lore. As you may have already gleaned from the title, today’s update introduces a playable class: Bards!

Whether they’re spitting pithy one-liners on the frontlines of combat, or inspiring your party with instrumental buffs from the sidelines, Bards are a powerful class to have in your party - a jack-of-all-trades who can cast powerful spells with just a melody, wield cutting insults as if they were weapons, and potentially kill a man with a pun about his scrotum.

But a new class isn’t all you have to look forward to in this update. Today’s patch notes are an eye-watering 19 pages-long, and features countless improvements and fixes alongside a new playable Gnome race, a major upgrade to the pace of combat, musical instruments, fresh hairstyles and colours, and much more.

Let’s take a closer look at some of the highlights you can look forward to in Baldur’s Gate 3.

Trebel Makers: A new Bard class comes to Baldur’s Gate 3
                     
Bards are a versatile class who inspire their party with words or music. Their signature move, Bardic Inspiration, positions them as a robust support class, allowing them to boost an ally’s effectiveness in combat and emboldens them to hit harder and faster. But whether your Bard’s other strengths lie more in spellcasting or in combat will depend on which of their two subclasses you choose once they reach Level 3.

Bards of the College of Valour are deadly with simple weapons, using the proficiencies and skills of their subclass to deal devastating attacks. Their signature ability - Combat Inspiration - makes them a powerful addition to any team, allowing them to inspire allies with their valour, boost weapon damage and Armour Class, or add a +1d6 bonus to the next Attack Roll, Ability Check, or Saving throw.

Bards of the College of Lore, on the other hand, are capable spellcasters who seek out knowledge anywhere it lives, and use deft wordplay and magical abilities to confuse and debuff foes. As a Bard of the College of Lore, you’ll be able to unleash a string of insults that sap the confidence of your enemies – dealing out a 1d6 penalty to Attack Rolls, Ability Checks, and damage dealt until their next turn.

Their signature ability - Cutting Words - allows them to unleash a string of insults to sap the confidence of their enemies, dealing out a 1d6 penalty to Attack Rolls, Ability Checks, and damage dealt until their next turn. Inspired by this power, Patch 8 features 97 bespoke insults, each meticulously crafted by our team of talented writers who have spent years honing their wordsmithing skills in the Rude Arts.

Here are a few highlights, ranging from Subtly Backhanded to Emotionally Devastating:
  • “Your eyes - pools of tepid piss.”
  • “Didst your idiot mother beclothe you?”
  • “Get thee gone, custardous discharge.”
Try one out for yourself next time someone cuts in front of you in a queue.

The Realms are alive with the sound of music
                     
“Chuck! Chuck, it's Marvin. Your cousin, Marvin Berry. You know that new orchestral Bard sound you're looking for? Well, listen to this!”
Musical instruments aren’t only for Bards in Baldur’s Gate 3. In this update we’ve added five playable instruments that can be used by any class with the Performer feat at Level 4: flutes, drums, lutes, lyres, violins, and even whistling.
Whether you’re a solitary busker looking to impress the local Druids with a rousing lute solo or you’re part of an all-whistling quintet in multiplayer, musicians gain gold by playing to crowds. And you can play together. Inspire an NPC enough with your musical prowess and they might join in - just perform in range of each other and you’ll automatically play the same song in sync.
But if a legitimate career in busking is not for you, group performances can also provide a perfect opportunity to earn gold in a more, say, creative way. Try distracting the crowds in the Goblin Camp with playing some sweet licks on the lyre, then send a friend to go steal from the unsuspecting audience.

Playable Gnomes come to Baldur’s Gate 3
                     
Say hello to my little friend.
In Patch 8, we are adding our first new playable race since launching in Early Access. They are curious. They are adventurous. They can make for an impressively compact projectile should you ever feel the urge to throw one.

They’re Gnomes!

Gnomes are one of Faerun’s brighter races, starting things out with +1 intelligence and Gnome Cunning - which grants them an advantage on all Intelligence, Wisdom, and Charisma-based Saving Throws against magic.

Should you choose to play as the reclusive Forest Gnome, you’ll receive +1 Dexterity on top of that, as well as Darkvision to see better through the shadows. Deep Gnomes of the Underdark receive Superior Darkvision by comparison – allowing them to see even further in the dark - and can hide in rocky terrain using their subrace trait Stone Camouflage.

The third playable Gnome subrace is the Rock Gnome, not to be confused with my Angus Young tribute band of the same name. Rock Gnomes receive +1 Concentration, Darkvision and Artificer’s Lore, giving you a double Proficiency bonus on History checks.

Faster Turn-Based Combat
                     

Fights in Baldur’s Gate 3 can get pretty big. It isn’t out of the ordinary that you might go head-to-head with a dozen enemies at any one time. But this experience can also get a little sluggish.

To tackle this, in this update we are introducing Swarm AI: a quality-of-life improvement that makes turn-based encounters faster. Now instead of waiting for each individual enemy to take their turn, minor enemies like animals and goblins will be grouped together during fights, and both move and attack simultaneously - making for a much smoother combat experience throughout bigger battles.

Have a play for yourself, and let us know what you think of combat now that Swarm AI has been implemented.

A cinematic experience with realistic emotional responses
As we work toward launch, you’ll continue seeing improvements made to our cinematics.

And in today’s update, our focus is on the emotional response and expressiveness of NPCs in these scenes.

Patch 8 introduces Sustained Emotion Acting to ensure that a character’s visual behaviour during dialogue cinematics stays within the right range of emotions To do this, we’ve created a library of facial animations that accurately reflect the tone of each conversation. Now, instead of reverting back to a neutral stance while you choose your response in dialogues, your partner in conversation will stay in the moment.

In addition to this, We’ve also added more support for companions characters who appear in the background of these cinematics - tweaking their reactions so that they react appropriately to the drama unfolding before them.

                     

But dialogue scenes aren’t all that have been cinematically-tweaked in Patch 8. In this update we’ve added kill cams to the game. Ranged critical hits will now be accompanied by combat cameras, adding a cinematic zoom to your killer projectiles so you can get a better look at the unfortunate soul you so ruthlessly impaled. That Redcap had a family, you monster.


New ways to Detect Thoughts and avoid prison time
What’s more, you can now cast Detect Thoughts from within dialogue!

While we continue to work on the SFX and VFX for these scenes, you are no longer required to cast Detect Thoughts ahead of entering a dialogue. Instead, you now have the option of reading minds mid-conversation, making using this spell much more convenient than before.

But while a successful roll will allow you to manipulate those whose thoughts you’ve waded through, you run the risk of revealing your telepathic insolence if unsuccessful. If an NPC discovers you are trying to read their mind, they will trigger combat. And remember, the Absolute really hates it when you telepathically read their Internet search history.

In addition, Patch 8 introduces new dialogue options to help you talk your way out of jail. Has an NPC accused you of unlawful looting? Now you’ll have a chance at persuading them otherwise and avoid spending time in a cell altogether. But is a stolen sausage still considered stolen if no NPC is there to witness the stealing? This is the philosophical quandary we put to you, dear reader.


Extreme Makeover: Faerun Edition - Tweaked companions and hair options galore
                     
Maybe he’s born with it; Maybe it’s the creative ingenuity of artists well-versed in the aesthetic of zaddies. Gale and Wyll are getting makeovers in this patch, with minor tweaks and improvements made to their faces and hair.

While the changes are subtle, we’d love to know what you think of their new looks. And in the meantime we invite you to inundate our social media manager with fan art of Gale and the Blade of the Frontier in a variety of scenes from the film Face/Off.

Are you looking to unlock the true potential of great hair for yourself? Now you too can have the Samson-like locks of a hair model in a 90s shampoo commercial. In the game, we mean. Larian Studios cannot currently solve your real-world hair issues.

                     

In this update we’ve given all our hairstyles an upgrade. Now in the character creator you’ll see new styles, colours, and the option of adding a secondary highlight colour to your hair, as well as graying options - for those of you eager to roleplay as a sophisticated silver fox or an aging Community Update writer.

We’ve also made all of our 66 hairstyles available to every single race and body type. And to top things off, we’ve even added new skin colours to the character creator in neutral, cool, warm, pallid, and blush tones.

Elves, re-animated
                     
You can tell by the way I use my walk, I’m an Elven man. No time to talk.
They have style, they have grace, they are our newest uniquely animated race. Elves are the latest race to receive bespoke animations in Baldur’s Gate 3, and we think what we’ve created is finally befitting of their Elven kind.
While previously they shared the same animations as our Human characters - each using the same poses, walking motions, and fighting techniques - we’ve now transformed how they move in the world with newly refined poses and an exotic new fighting style.

Spade: The Final Frontier – Dig up loot and treasures hidden throughout the game
                     
If the gods of Perception roll true, you may start running into suspicious-looking dirt piles next time you’re exploring in the game.

In Patch 8, we have introduced a new feature: Digging. Now if you find a dirt mound on your journey, simply equip a shovel and dive in. For in those mounds be treasure.

Gold, potions, and other rewards can be found hidden in treasure chests all across Baldur's Gate 3. The trick, however, is finding them. With 30 digging spots in Act 1 alone, you have your work cut out for you. But, dear treasure hunters, we believe in your unearthing potential. Explore the Forgotten Realms and dig for loot. But please don’t hit a gas line.


Improvements to Lighting and Sound
You may notice that sunshine now has a greater effect on shadows and lighting in Baldur’s Gate 3. With Patch 8, we’ve relit many areas throughout Act 1 to improve the visuals and readability in places that were previously too dark. We’ve also ensured that sunlight through clouds has a bigger visual impact on the environment - resulting in gameplay that is more closely aligned with the light and dark areas that you see on-screen.

Environmental improvements like this help to breathe life into the game, which is why getting sound right is an important aspect of this update. In this patch we have added Auditory Attenuation, creating a series of dynamic audio-mixing features that enhance immersion by focusing on your actions and dynamically selecting the most important elements of the soundscape. And with new features like Sound Occlusion, you’ll notice that sounds coming from other rooms are now simulated more accurately, and will no longer travel through walls or closed doors.

Better, smoother multiplayer
For players with slower and less reliable internet connections, you will now start to see a noticeable improvement in stability and reduction of lag when playing multiplayer with friends following this update. That’s right, the first phase of networking improvements has begun! Unsheathe your official Larian vuvuzela horn and blow triumphantly.

And over the coming months, expect to see even more improvements made to better serve our multiplayer fans.

Localized in Brazilian Portuguese
And finally, to all our friends in Brazil we are thrilled to announce all text in the game has now been localised into Brazilian Portuguese – vamo nessa!

As always, these highlights make up just a fraction of all that’s coming in today’s patch.

Take a look at our patch notes in full to see all the new content, improvements, and fixes coming today to Baldur’s Gate 3.
TEST RE - K App.
・The EventScene of the enemy has been changed.
Many other bugs and events have been fixed...!


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