Happy post-BG3-launch day! Thank you so much for all the love and support you’ve shown Baldur’s Gate 3 – it’s been surreal to finally launch this game after six years in development, and an incredible honour to watch so many of you play and discover what the team has built. We hope you’ll enjoy BG3 for many months – even years – to come.
All that said, Hotfix #1 is coming in fresh: today’s update takes care of several crashes, bugs and much more.
We’ve been reading your reports on issues with saving your game, and have found a culprit – our cross-saves. Bearing in mind this will only be a useful feature come September 6 when the PlayStation 5 version launches (and beyond), we’ve decided to disable it for now to allow us to solve the issue in the interim. You shouldn’t notice anything in-game and Steam Cloud saves are unaffected by this change.
Thank you to everyone who has taken the time to report these issues to us. As always, reach out to our support team if you run into trouble.
And please keep showing us your Tavs and their adventures in the Forgotten Realms! We’ve been waiting for so long to see what you get up to. 🙏
CRASHES AND BLOCKERS
Fixed possibly getting stuck in a dialogue in the first confrontation with a major boss.
Fixed a rare issue where player character states would not update properly after dying.
Fixed a crash that could occur related to one of Astarion's cinematic dialogues in the endgame.
Fixed a crash that could occur when loading an old savegame while at Last Light.
Fixed a crash that could occur when using the brain reader in the Colony.
Fixed an issue that could cause you to get stuck in a loading screen when loading a savegame after dying.
Fixed a blocker during Character Creation preventing you from progressing if you chose a Zariel tiefling as your Guardian.
Fixed a potential crash triggered by the light system.
Added an error message to prevent crashes being caused by mods when starting the game.
Disabled Larian Account cross-saves temporarily to solve an issue blocking loads and saves. Steam cross-saves are unaffected.
Fixed a startup crash with the Steam API.
Fixed a crash that could occur when quick-loading a game while a container or corpse was open for looting.
Fixed a crash that could happen if an item unlocked a spell for a game entity without stats.
Fixed a crash that could occur when switching a race or a class in Character Creation.
Fixed potential crashes that could occur when closing screens like the options menu or when ending dialogues.
Fixed a potential crash when an enemy tries to use the Motivator during combat in the Steel Watch Foundry.
Fixed a blocker that could occur if you choose to attack the Emperor during a dialogue after you side with him.
Fixed a crash in PhysX.
MULTIPLAYER
Players will now correctly join cinematic dialogues that require all players to be present if they were listening in previously.
Fixed an issue that allowed players to listen in on private dialogues using the context menu.
Fixed an issue causing players to get stuck and not be able to join a dialogue if someone else is already in a dialogue.
GAMEPLAY
Fixed hair physics on drow and elf male strong body types.
Fixed an issue causing phase spiders to skip their turn in combat if they're standing on a web that's been destroyed.
Fixed an issue with dice rolling, where retrying could cause the roll to fail if you were applying bonuses and clicking really fast.
Duplicate spells no longer appear on followers' hotbars and you can no longer customise their radial menus. (Important to note: followers are not companions or full party members.)
Fixed Dark Urge randomisation in Character Creation for non-white dragonborn characters.
Fixed an issue preventing you from interacting with Withers in one of the camp locations.
UI
Fixed issues in cinematic dialogues when listening in.
Fixed an issue causing the character models for half-orcs, dragonborn, and half-elves to not update correctly when unequipping armour in the character sheet.
Fixed some issues with prepared spells during Level Up, when multiclassing.
Level: Continued working on the materials as well as research regarding level building tools.
Code: Continuing to make progress on the processing range.
Character: Great progress on outfits and concepts. We will let the pictures speak for themselves.
Animations: Maya x Shiva minigame finished on the animation side this week and ready for implementation. Maya x Rad animation pack finished and currently being implemented into the engine. Transferred the Maya x Kral animations from last week to Shey x Kral.
Design: Finished a first pass of character progression design. Review done, but ultimately not yet approved. Continued to work on various cutscenes. Started working on the "Sexy Quiz" quest for Sky Village. Test your knowledge on Kerpal history and you might be rewarded with a kiss! Further topics on the Design workload this week were:
Sky village cave system blockout
Item list review
Started Sky Village quest and dialog implementation
I didn't quite make it for the stealth fest but 1.1 Resistance Supplies is now finally live!
You can now cause comms blackouts at any time with the jam pod, blind ships with the new dazzler gadget, silently disable them with EMP effectors or the new Hex-9 hybrid tool, link enemy reactors to eliminate multiple ships simultaneously or straight up blanket an outposts with various types of (expensive) fire support. Passive upgrades also got many new additions, among other things now allowing for high accuracy builds via hard reductions of minimum weapon sway. Sonar can be modified to detect through objects, you can get free disguises each zone, or reactive dazzlers that blind anyone who looks at you too carefully. There are ways to increase your personnel and PS gains from missions now, but you can also spend excess PS on a one time run bonus or go into missions with a completely random loadout, using the new shuttle ship that gets crowd-sourced gear when deploying. Oh and there is a offense-focused salvager that can straight up disassemble wrecked CorPo ships to regain health.
If you have some PS banked you can add some of the new gear to your loadout immediately. Other items come with new unlock requirements, many revolving arround mastering the new and old ships. I also added a couple new training simulations to introduce some of the new items as well as previously existing mechnics. And TacHI can now give you random tips on the title screen. Cheers! Full changelog here.
As with all my updates, 1.1 is now part of the game for free. I hope you get something out of it. A thousand limbs uplift you!
- Fixed mortar spawn issue on Castle Itter - Fixed debug window opening on Shift-D - Fixed mortar AI bug - Multiplayer stability improvements - Visual tweaks
Known issues: - Internet connection issues when creating a new challenge can cause an issue - Mortar AI needs further improvement following immediate bug fix - 2D allied counters are over-exposed
Plus other reported issues! Many thanks to those who have provided feedback and suggestions.
New Stuff -Added 3 new ships. -Added 9 new weapons. -Added 7 new gadgets. -Added 18 new upgrades. -Added 60+ mods for both old and new gear. -Some of these options allow for randomized loadout runs and one-time run bonuses by expanding excess PS. -There are also ways to accelerate personnel and PS gain now, if you can spare the deploy budget. -Added a couple new training and challenge simulations. -Added TacHI avatar to the title screen that gives random daily tips.
Changes/Balancing -Max tech levels increased (120-->180). -Subsistence score (from taking excess SRM into missions) is now scored separately from loot score. -HARP-R and SCRW SPINR now deal EMP damage by default and can be converted back to kinetic with mods. -EMICRO base supf increased (30-->60) -RPAM-7K reserve ammo increased and deploy cost reduced (14-->10). -STAPL-R ammo print mod now works on a per-zone basis. -TRIPWIRE ammo increased (12-->16). -Tripwire can no longer damage shielded ships. -EM TORP buffed (damage: 160-->200, damage fall off: -75% --> -50%, AoE: 2.5-->3, ammo: 4-->8). -Increased EMP duration caused by EMP explosions by 100%. -FLASH TORP now detonates silently. -FLASH TORP ammo increased (8->12). -CMND TKN ammo increased (12->24). -Dazzler explosions no longer require guards to directly laze the dazzler source, instead they blind any guards that are mostly facing towards the flash (215°). -When disguised, LP ui now shows your remaining disguise integrity. -MIRROR VARNISh LP penalty reduced (+20%-->+5%) -H-WAVE RADAR range increased. -WHISPER CHIP now also shows CorPo force composition (on inventory tooltip.) -FEED UMBIBLICAL now prevents weapons from ejecting their remaining loaded ammo on reload. -Shield bonuses on multiple items rebalanced. -Using melee on melee immune objects now causes longer melee cooldown. -Reinforcements on high level missions might have their shields plugged into the G-Dock, allowing them to be continuously shielded while stored. -Any guards that heard a threatening sound will now eventually attempt to report, if other guards closer to the sound are prevented from reporting. -Specialist guards are now bold enough to attempt to report when you board them, as long as their ship hasn't been disabled yet. -Specialist guards will now resist interrogation until their ship is disabled. -Starting with zone 4, mission areas are now surrounded by core-fusion dead zones that prevent you from escaping off-grid. -Killing an EBO ironically no longer count against no kills bonus (not sentient enough?). -Bossfights spawn more guards now. -Resupply no longer increases in price per use. -Disabled state now removes blinded/deafened markers form guards. (Superfluous at that point.)
Fixes -Fixed dazzler detonations not affecting guards correctly. -Fixed melee sensory stun still affecting melee immune enemies. -Fixed a situation in which player would be able to call evac even though evac is already in progress. -Fixed a problem with triggering placed gadgets via lidar. -Fixed unintentional multi explosions in certain circumstances. -Fixed a problem with how certain passive and ship specific effects are applied. -Fixed mine detection elements not being affected by convection. (?) -Fixed MAG MINE detection ui not being removed correctly on detonation. -Fixed WRNCH ARM not using up ammo when sabotaging comms stations. -Fixed a problem with displaying wildlife help comms. -Fixed vault crates being movable under lockdown. -Fixed a problem with how certain spring sounds are initiated. -Fixed a problem preventing escort ships from getting re-tasked if their lead is taken out. -Fixed some instances of ship struct ejection fallback not taking effect. -Fixed game re-entering fullscreen on return to title (?). -Fixed player exiting deafened state not resetting certain engine sounds correctly. -Fixed some problems with how elevator location text is handled. -Fixed friendly ships using wrong intro TacHI intro text when boarded. -Fixed selecting empty inventories showing previous tooltips. -Fixed Puffstar sliding your an extra mag on deployment, leading to rediculous ammo gain on certain weapons. -Fixed bad unknown value on CorPo Scaffolds. -Fixed some typos.
- changed player run animation - difficulty decreased a little (alerts range from 20 to 17.5, enemies now notice you a little slower, hostile AI view range decreased)
Glad to be back at it! If you missed our last digest, Michael and I were helping run and teach a summer camp, Girls Make Games, for three weeks in July. That's why we've had a shortage of digests last month. Good news though, we are working hard this week!
Remember back before this latch patch when all the loot tables were iffy and we fixed them, but couldn't get the patch out because of navigation issues? Well those navigation issues were because we changed a setting to get dungeons working and changing the setting back didn't fix it. It was a long tedious process, but eventually got it fixed and patched out. My point in reminding you of this, is that dungeons are going to be a bit more tricky than we thought. We do want to make the dungeons procedural and a big part of that is having navigation for enemies to be able to walk around. We know that dungeons a HUGE requested feature. We'll be slowly working on it and other things at the same time. We want to get more updates out quicker, rather than spend months on large systems.
So with that in mind, we've been working on fishing! The basic system is about to go out to testers and then we'll be adding all the fish in the world! I don't have a timeline for you (it'll be soon!), but a cute tidbit - the fish are measured in Smidgens!
You'll soon be able to spend your days on the docks finding those rare fish or just hanging out with your friends bonding over the water.
TLDR: Dungeons will take longer, but are still coming. Fishing is very soon!
When the game was announced in March 2021, I promised four chapters and three realms to explore, today I'm glad that I could honor that promise, the Final Chapter is available now alongside the transition to the Final Early Access Phase.
Members of the Alder Forge Community, We Are Hereby and Officially at the Start of the Final Early Access Phase and the Final Stretch to Launch.
The Final chapter is completed and unlocked, members of the Alder Forge Community who finished Chapter 3 (They're in Story Point 3.F) can progress further in the story until the end of the game.
Status ailments, buffs, and debuffs tracking icons are added in combat to the stat details UI.
A Freebie Gift DLC folder is added to where you installed the game and includes the following:
PDF file: The detailed full continent map.
PDF file: Val Fiery Netherwave Sangréal Bloodline.
PDF file: De Roy Netherwave Sangréal Bloodline.
PDF file: Sieg Vulpes Netherwave Sangréal Bloodline.
4K Artworks folder for the majority of the main characters appearing in this game.
Removed the combination to execute the Anima Latent Skill and replaced it with one button that you can freely set in the Main/Pause menu key binding section. (It is recommended for members of the Alder Forge Community who modified their key bindings to check both Keyboard/Combat and Controller/Combat Tabs before resuming their adventure.)
A full VFX and SFX pass is done for all the party members and guests as well.
A full VFX and SFX pass is done for the mobs alongside a few bosses.
NPC's Dialogue boxes and Optional Conversation Events' A or Enter buttons will fill the dialogue first then skip afterward. (If it is not filled already). The Text speed controls were added as well during Phase 3.
The Soundtrack from the start of the Prolepsis has changed from the "Fourth Squadron - Disc 1" to "Battle of Voxenhold - Disc 3".
Multiple Conversation sub-events were added to the Pax Residence during the Purple Night in the Final Chapter.
The Anima Latent Progress Bar is redesigned.
VFX and SFX pass for the characters' animations during exploration.
Some of the skills' SFX and VFX have been reworked.
UI SFX and VFX during combat are updated.
Here are the rest of the updates and extra optional events added during Phase 3:
During the Final Stretch to Launch, I will go back to the start of the game for a quick final quality pass starting with the Prolepsis and Chapter 1 and moving forward until the Final Chapter.
The Launch Date and the moment we will leave Early Access will be shared with the Alder Forge Community a week before launch.
I hope that this Final Early Access transition has brought you a complete digital entertaining experience, and thank you for your continued support for this world, characters, and story.