Hey, thanks for taking the time to write up your notes and thoughts! Every data point counts.
Some of these aren't necessarily bugs or unintended, and others are well known, so I'll nip through quickly for some short answers.
-I’ve gotten an error where I try to save (quick or hard save) and I’m told I “can’t save mid-dialogue” while I’m no longer in a dialogue. Nothing can turn that off, even if I get into a dialogue and get out. This happened once before Patch 3 and once afterwards. I’ve had it where I’m forced into a dialogue--such as when the goblin ambush spots the characters and makes a comment before attacking or the paladin of Tyr says something when coming into the toll house.
-In one playthrough, Gale never asked me for magical artifacts, but he mentioned that I gave him some while at the celebration. I had the items in my inventory and had a positive friendship with him. I think it happened because of some save scumming I did where he asked me, I reset, then he never asked me again.
-The hot bar lock unlocks itself from time to time.
-After hitting the hotkey for the Hex spell but then dismissing the spell leaves the mini menu open--even when switched characters. The only way to close this is through a reload.
-Somehow I moved the giant log in the camp even though I didn’t have enough strength. Not a single character could put it back either so it’s on the sleeping bags forever now.
-After a long rest, some characters end up in weird locations and are usually split up into a group of 2 then 2 ungrouped together. This is new since the last hotfix patch in December
-2-3 times when I have had 3 out of 4 party members drop unconscious, I get a message saying my party is incapacitiated, but 1 is still able to move.
These ones might be good to submit to the bug section, or to Larian's direct bug reporting form (
https://larian.com/support/baldur-s-gate-3?ver=4.1.90.6165#modal), with either screenshots or a save file where the issue can be replicated. I've not actually encountered any of these, so it may be well worth doing.
-I’ve had times where Astarion is completely frozen in battle. I’ll get to his turn and everything is greyed out, but he has no afflictions or anything. This has even happened several rounds in a row and on 2 different occasions. This happened a 3rd time with my PC. The buttons go dark, but the little markers below the UI bar still showed I had full action, bonus action, and movement.
This is only supposed to happen in exactly this way when the character is surprised, so it should only occur for one round. The other possibility is if the character is 'stuck' in some sort of movement where their ability to respond isn't free - such is if they've tried to jump somewhere and got stuck in a sliding/falling animation. If it wasn't either of those things, this is another one that's worth filing a report on.
-There’s a bug with medium ringmail armor where it cannot be collected. On several playthroughs the armor work by Haseid (bandit in the ruin), in the dank crypt sarcophagus, and one of the dead Flaming Fists killed by the Gith all cannot be looted aside from selecting “send to camp,” and I believe they are all ringmail.
I had thought this one seemed to be fixed as of the most recent patch. The armour could be dragged into the inventory manually, and it seemed to be an issue when picking it up would put the character over their encumbrance threshold... but I've not seen it happening recently.
-When going down the hatch in the toll house or the Tiefling hide-out, I’ve had repeated issues where I click on the hatch, I go through a quick load, then I’m still standing at the hatch. I’ve had to reload the game to go down the hatch.
This one happens in a number of places, and I believe it has to do with the party's auto-pathing and forcing interactions, or else with registering extra activations/clicks when transitioning. Tow solutions that usually work - take your party leader down alone first, and make sure that after you activate the transition, that your mouse is nowhere near where the transition back will be on the new screen. Either way, though, this is a well known issue so expect it to get fixed sooner or later.
-After path 3, random dead bodies like the ones in the burned village have a green aura shimmering over them for no apparent reason. This also happened to Jhol and Demir’s bodies upon death, and some of the goblins in the goblin camp such as Priestess Gut and the dead illithid’s body.
This is not a bug, but rather, this is the game trying to highlight for you good bodies to cast Speak With Dead on. It's a bit misleading though, since not all bodies that have dialogues get this glow. It seems to just highlight ones it thinks are important.
-Wyll got mad at me for killing the goblins without him, but he was there the whole time. I reloaded and if I didn’t talk to him until the celebration, he was happy about it all.
-When Wyll is in the party and you approach the windmill, sometimes dialogue doesn’t start and you just go into combat. Wyll then gets mad you killed the goblins without talking to them despite not having any option.
-If you befriend Gale too rapidly, you miss out on some of his scenes and he is un-romanceable. Even with several reloads, when he jumps approval rating too quickly with no long rest, scenes won’t trigger with him in camp.
-Three times my PC didn’t show up in the second half of the romance scene with Lae’zel, so she just kissed the air. Very odd.
These are also well known, so hope for a fix. Regarding character oddities in cut-scenes - were you perchance a halfling? A LOT of scenes are still very much not designed with them in mind.
-Repeated bug where an ogre throws a rock and it floats in the air and the character stands on top of it.
I just like to imagine that we're all secret ninjas. Also, in many cases this works to create automatic high ground for you. It's so silly.
-Often when multiple party members are in a row in initiative, one or more of them will gept skipped if you’re just using the space bar to end turns. It seems more likely the more people in a row there are.
Shared initiative is fiddly. Right now, you'll almost always lose the turn of any character that has been selected in any way, even if they were just clicked onto and the off again, or if the game started with them but you wanted to act with someone else first. There have been cases I've seen where they've been skipped even without that though, and as a result I simply don't trust the end turn button at all and manually select and used each character in shared initiative until they've all done things, before clicking end on any of them. This is not a good solution, obviously. We're hoping for a fix, but reporting more instances of it that can be replicated, and supplying the save file, may help them tighten it up properly.
-Mirkon (the boy you save the tieflings from) yelled at me when I found him in the Dragon’s Lair after saving him. He said he wished the harpies ate me. I’m guessing it’s because I failed to save the tiefling child, but that’s not at all clear as why, and I’m not sure how he’d know I even had a chance of helping.
I've also had this happen too; and not necessarily tied to arabelle dying... sometimes he just seems to skip a track to the "you did bad by us" dialogues, and its' hard to pinpoint exactly when and why.
-When a cutscene/dialogue happens right after combat, your PCs will bleed out and die while you’re having a chat.
-Also when a cutscene/dialogue happens right after combat all the characters are dragged over to wherever the PC that went last initiative is as they’re the one that is pulled into the dialogue. This makes it difficult to save a dying PC since they aren’t pulled over as well, and it’s annoying if you really don’t want that PC to do the talking (that one’s mostly just an annoyance).
-Very minor, but the UI box on the right of the screen with all the notes like “Astarion succeeded a Wisdom check” (idk what the box is called sorryyy), it always starts at the farthest back incident, so if I want to see what someone rolled, I need to scroll it to the bottom since it doesn’t start with the latest entry. It should be reversed.
These are all well known issues that we're all hoping to see fixes for. I'm sure they've all been reported on many times, but another never hurts. Also, the box that shows what happens is usually called either the "Combat Log", or more expansively, since it *should* handle more than just combat events, the "Event Log". this game's one absolutely needs to be far, far more robust than it is, and it's very lacking right now.
-Gale sucks the Iron Flask out of the locked chest. While it’s in the player’s inventory and has not been unlocked yet, Gale will ask for the Iron Flask and can take it. Upon unlocking the chest it’s completely empty.
-When returning to camp in the day and then leaving, the rest of the party remains at camp since they’re automatically ungrouped when you’re at camp.
-Frequently enemies move out of mele with one of the characters and do not incur an AOO.
-Herb hangers make a chest opening noise when you select them.
-Under the Blighted Village through the cellar with the mouldering caskets. The skeletons all move out of initiative when waking the others up, making it impossible to stop them as the PCs are trapped in initiative. This wasn’t an issue before Patch 3 but has happened 3 times since then.
-Is the "Necromancy of Thay" book supposed to be on the ground? Every time I’ve found it, the pedestal on the table is empty and the book is on the ground behind it.
These are all known issues, but more reports floor them is never a bad thing.
-When multiple party members are in a row in initiative and one is unconscious, the PC that comes second will roll a death save at the start of the OTHER PC’s turn, which breaks things if that first PC was going to use their help action. --They should not roll before they are selected in the turn order when sharing initiative.
This should certainly be fixed, but at the same time it may not be, since it would probably be argued that it's a danger of shared initiative, to offset it's perks. what should be done, however, is that death saves do not take up any part of your turn and you do not lose actions for making them. They happen at the beginning of your turn (such that if you roll a 20 and regain consciousness, you get your FULL turn, no losses), and if a friend in shared initiative comes and helps you up, then you should NOT be missing your action at all.
-When I called for Lump and his crew to join the fight, then initiative started over at the top of the round (moving back like 7 characters meaning I lost some turns)
Adding creatures to the initiative tacker often causes the visual display to mess up, or to get detached from the actual turn order - so it will look like creatures are going out of turn, or like the tracker is bouncing around in the order. It's buggy in general at the moment, and we're hoping it gets cleaned up.
-While walking around and a hidden check happens, it’s not always obvious what they noticed, and sometimes the flashing item isn’t visible. -- Maybe the camera could shift over, or maybe there’s a brief beam of light onto the object.
-Characters will autopath right onto spotted traps and hazards even if there’s plenty of room for them to avoid it. This isn’t so much an issue in initiative since you see the line, but out of initiative it becomes an issue, especially when it inflicts serious damage or explodes nearby objects. It’s an annoying break of immersion.
-When an Attack of Opportunity will happen from moving away from an enemy, the little arrow isn’t always obvious and is missed.
-It’s not clear when a PC needs to move to make a ranged attack that they need to move and it will invoke an Attack of Opportunity. I might see that they have to move a short distance, but that AOO arrow won’t appear. And when they only have to move a few steps, that’s not always clear either--which invokes AOOs and sadness. -- Maybe the whole enemy’s model or the PC flashes red when an AOO would occur from moving.
-There have been several instances of accidental or wrong clicks during a party member’s turn that wastes their movement. Could there potentially be some kind of movement recall? Specifically on paths where nothing happened other than movement.
-When moving, characters can't step onto bodies, and that can cause issues with moving around in combat. There could be a right-click menu to either “loot” or “move here.”
-When a character is out of movement, there should be a way to activate another ruler--that way you know where a dash could take you.
These are all the "I feel like the UI is my enemy" complaints, which many people have echoed. We have a downright combative UI that active makes playing the game harder right now. It's not player friendly at all, and even at times seems deliberately antagonistic (moving around enemies, for example - you can move around them without provoking an opportunity attack... but you have to do it by small inches, because if you just click the point behind the enemy, your character will deliberately move out of range, trigger an OA, and then move back in again, when they do not need to.)
-I’d like something to mark a key once it’s been used. That or have a separate key pouch that doesn’t take up inventory. I end up hauling a lot of keys around because I don’t know if they’ve been used or not.
Keys really should just disappear once they have no more use... it's not like they've given us arcane lock, or the ability to relock things.
-It’d be nice to have an immediate buy-back option at merchants. Too often I’ve sold good gear and had to weigh resetting or spare the gold to get it back.
-While trading with a merchant, it’s far too easy to misclick barter and not get any gold from the transaction.
-There should also be a popup to say that a seller doesn't have enough gold for your items so you don’t sell everything for a huge loss.
-There should be a mass-selection option for inventory items. An auto-sort/adjust could be helpful too when they get spaced out in the boxes.
These all fall into the "the Merchant UI is terrible" brand of comments and many, many people echo your sentiments here.
-The magic pockets with the magical relics was really confusing. I thought it was a bug at first that the Staff of Crones and Sword of Justice was getting yanked off my characters until I read online that it was because of their relic status. If -I don’t want to give them to Gale, I should be able to give them to whomever I please. Maybe they just can’t be sold or dropped instead of using magic pockets.
-The Mysterious Artifact should stick to Shadowheart’s inventory the same way Astarion holds onto the Necromancy of Thay book.
This is just not handled well at the moment, and many folks agree with you.
-You should be able to shoot projectiles through a Darkness spell or other effect that obscures vision. I shot a fire arrow right after a darkness arrow and the arrow exploded upon hitting the edge of the darkness, not the target.
I would actually report this one as a bug, as well as using the feedback form. It's probably intended code wise, but it definitely shouldn't be.
-Characters aren’t able to stand up on their turn if they fall down at the start of it--even with full movement. It’s annoying for them to move 5 feet, fall down, and be useless. And if that can’t change, they should be able to make attacks at disadvantage while prone.
This is because in BG3 right now, 'Prone' actually inflicts you with 'unconscious' and 'incapacitated'. No-one knows why. It's been reported as a bug many times. I've created a detailed write up on how status conditions are handled in game right now and their problems (
https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=739348#Post739348), but the issues with Prone are definitely the biggest.
-In the cellar in the Blighted Village, it’s not at all intuitive to move the crates to find the switch. I searched the area for a long time before turning to the internet. I didn’t even remember that you could move things at that point. There should be a clue about pushing things around.
This is another case of the game being deliberately combative and contrary - actively undermining itself just to screw you. There is a perception check that will cause the switch to glow. But you will never see it, because they've stacked boxes in front of it and all around it, so you will never be able to tell what or where your character saw something when they comment. They've taken a mechanic that is intended to be a UI tool to help you interact with the game, and then they've deliberately sabotaged it at a meta-game level. Why? This isn't the only place Larian have done this.
-The dead tiefling by the bridge with the Gith should have things to say when casting Speak with Dead. It seems odd for a named body to not have anything to say. Same with Akra, the tiefling corpse near the goblin camp.
The game expects you to talk to them while they're still alive, and then in the case of the lady on the bridge, not after she dies in the attack, and in the case of Arka, just presenting her body there as a story-telling device, completely neglecting the fact that you've got this tool to ask her what happened. that happens often, in fact. they use dead bodies as a narrative element, but then, in exactly the situations where you would want to cast speak with dead to find out what happened - no response.
-Knocking an enemy out should be more useful. Specifically, I knocked out Spike hoping I could talk to him since he happened to be drawn to my fight, but I had no way of talking to him. Upon finding him later after a long rest, he attacked on sight. After initiative is over, there should be a way to restrain unconscious enemies.
There is not a single way in which knocking an enemy out is NOT poorly handled and largely useless, at the moment. Here's hoping the redo the whole thing and make it work properly.
-In the myconid kingdom, it was confusing that there were multiple myconid sovereigns. I talked to the first sovereign and was quite confused when he didn’t have much to say and I still couldn’t talk to other NPCs.
Agreed - the guest soverign should be more out of the way, or should only show up after you talk to the colony's actual soverign.
-In the Druid’s grove, I have a hard time understanding why all the druids were so okay with Khaga when she was so cruel and ruthless. Druids are usually thought to be too passive, so it’s strange that so many of them are going to take action under her rule. What also confuses me as to why Halsin put her in charge. Shouldn’t he have known she had a short temper? She doesn’t make any attempt to hide her true self (minus the shadow druid thing) from the other druids. If Khaga was a hardass and maybe just harmed the child (and maybe that harm resulted in her dying “on accident”) and wasn’t so nasty to the tieflings outright, I’d like her as a character much more.
-If you kill Khaga, how is it that the druids outside know immediately and start attacking the tieflings? Maybe someone should run outside or sound a horn.
This is all just poorly handled, to be honest.
- When the refugees are packing up to leave, one of the tiefling boys mentions he left his sword in the Dragon’s Lair, but I found no sword (maybe I just missed it?).
A narrative story beat with no real-world tie up. not the first or last time they do that, unfortunately.
-Upon his return, Halsin mentions he needs Khaga to assist with the tadpole issue, but then the next morning she’s nowhere to be seen and doesn’t have a role in that story beat. At first I was glad I didn’t kill Khaga despite how badly I wanted to only to then be confused and disappointed that she was brushed away so easily. I did like how Halsin dealt with her, however.
I've never had Halsin say he needs Khaga to help you, what dialogues did you pursue? I ask mainly because he knows he cannot help you, but merely direct you, so there's no feasible situation where he'd need or want Khaga for anything.
-For a Hellrider, it’s surprising to see Zevlor so shocked and afraid of the warg. He would have faced much worse in hell.
Another instance of poor narrative continuity.
-The mysterious artifact should have some mention when having Shadowheart join your party. It took me a while to figure out that she is the one who brought it to the party. I didn’t befriend her for a while, so it took a long time for the first cutscene with her. Also, how does Lae’zel know that Shadowheart has it?
The Mary-Sue origin characters always know everything that could possibly be known, with no explanation of how or why. Only our character is left to play the perpetual dumb-stick in every situation, just to make other characters and NPCs look better.
In the ruins, if you sway Gibblebok away from the area, it feels like you should be able to tell Andorn, the bandit at the door, that his boss shoved off. It feels odd to be forced into killing them after succeeding to avoid the previous encounter.
Agreed, it's rather unsatisfying.
-Anders says Karlach has 1 horn when she clearly has 2. This makes it confusing to know if Karlach is actually his quarry.
Likely a custom model limitation for now, but you're right, we don't really know for certain.
-Why is Astarian against the wyvern poison when he said he would prefer to die by poison?
I've never had Astarion favour anything other than beheading, and I wasn't aware he could speak in favour of anything else, for himself.
That's for taking the time to write up. A number of things in here are commonly reported things, but some of them were less well known and less visible - if you can spare the time and effort, it may be worth submitting some of them as individual bug or feedback reports to Larian's direct forms.