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Hello everyone,

We’ve got a tasty hotfix for you today, fresh out of the development oven. Hotfix 20 brings Patch 7 to the Apple Mac users. Have fun breaking things as the Barbarian!

Have you ever been so excited to get somewhere that you accidentally injure yourself in the process? Like a toddler and a coffee table, your party members have been so excited to get to where they’re going, they’ve been forgetting about the little things - such as fall damage. We’ve given them a stern talking to, bandaged up their knees and sent them on their way - now, if there’s a safer way to descend, they will. Let’s all make better choices!

Our deepest gratitude goes out to everyone who took the time to report these issues to us via our support team, our social channels, and our forums. We love your feedback, and welcome it with open arms. Thank you for playing Baldur’s Gate 3!

CRASHES

  • Closing containers no longer crashes the game. They were simply too powerful.
  • Sorcerer's robe physics have been disabled in Character Creation and the game no longer crashes when you select the Sorcerer class on a low spec PC.
  • The game no longer crashes if you are navigating between the Character Features tab and the Inventory and Equipment tab.
  • The game no longer crashes when you click on the Weapon/Equipment Proficiency filter for Summons.
  • The game no longer crashes if Morgya is dead and the Examine window is left open.
  • NPCs will no longer weasel their way into your Party Panel, causing the game to crash.
  • Corpse looting no longer causes a random crash.


GAMEPLAY

  • As a Barbarian, using Frenzy or Animal Rage now drops your concentration.
  • Luring Song now affects characters within range.
  • Recruitable characters in Tutorial are no longer able to carry items and use consumables.
  • You no longer jitter during the jump into the chasm to the Underdark.
  • You no longer get stuck in terrain at the crash site.
  • NPCs will now react appropriately if Minor Illusion is cast nearby.
  • Dead characters now remain highlighted if they have been selected.
  • The camera no longer gets stuck zoomed out when you finish combat in the Brain Drain lab room on the nautiloid.
  • Pathfinding has been fixed so that characters no longer jump off a high wall - they will use a ladder to get down instead. There's still so much to live for, Gale. Don’t do it.
  • Items no longer teleport into your hand if you try to throw an object before reaching it.
  • The Barbarian character's 'End Rage' SFX will no longer trigger twice.
  • Both Improvised and Thrown weapons now use the correct preview models.
  • In multiplayer, if one player is in dialogue, all players are now able to vote and exit dialogue as intended.
  • Clicking on the equipment slot no longer triggers the point-and-click reaction.


UI

  • You are now able to drag large amounts of gold between character inventories.
  • Character conditions are now consistently indicated with a purple dot on both the Party Line and the Combat Turn Order UI.
  • Tooltips can no longer be pinned on top of each other in the Character Creation and Level Up screens.
  • While in the Trading UI, hovering over +1 weapons will now display the correct amount of damage.
  • The UI element for Summons, Familiars, and Followers is no longer empty.
  • Fixed the selection hotkey in the Party Panel.
  • Selected characters are now highlighted with a more obvious border in the Party Panel view.
  • Class icons are no longer missing their frame designs in Character Creation.
  • Wild Magic Surge no longer has placeholder icons.
  • In the multiplayer lobby, all player slots are now open by default.
  • Clicking on the greyed out options in the Context Menu no longer does anything.
  • The mind flayer killed in the nautiloid helm cinematic no longer joins the Combat Turn Order UI.
  • The Dexterity ability tooltip now correctly displays the Saving Throw Bonus from the Shield Master feat.
  • The Downed state is now correctly shown by the Party Line outside of turn-based mode.
  • The Advantage tooltip is no longer blank and now shows the correct description.
  • Switching between the keyboard UI and the controller UI will no longer cause information to disappear from the Examine window on Stadia.
  • When using a controller, the text cursor now appears at the end of the string when you try to input text.
  • Pinning a spell in Character Creation or the Level Up screen will no longer cause the pinned tooltip to appear behind the spell selection panel.
  • The HDR Calibration window is no longer skipped if you are running the game on an HDR-capable device.
  • The Main Hand Attack and Ranged Attack buttons now trigger SFX when hovered over or interacted with.


HOTBAR

  • If you have identical spells obtained from different sources, you can now drag both icons onto the Hotbar.
  • Fixed the Passives and Custom buttons in the Hotbar.
  • Switching from the controller UI to the keyboard UI during dialogue no longer brings up the overlapping Hotbar.
  • You can now swap icons across Hotbars.
  • Temporary slots are now removed from all Hotbar decks once they no longer exist.
  • Passives gained from Spells and Weapons are now added to the Passives deck as intended.

Last edited by V_Ben; 25/02/22 12:11 PM.
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Thank you!!

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Very Good News, well at least for me: It seems all the Crashes and Bad saves I was experiencing have been fixed smile Well Done Larian.

Slightly Bad new: I started a new game and while on the Nautiloid I could not reach my parties inventory, transfer ittems to my party or equip my party with new items. (not game breaking but annoying) EDIT when on the beach everything was OK smile

Any one else have issued resolved or got the inventory bug?

Last edited by Thespen; 22/02/22 09:32 PM.
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Loading Savegames from within Gameenvironment is still rarely possible without a crash. Especially in highly populated areas.
Does that mean its memory or grafic related issues?

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Hotfix #21 is already in the works. Not sure what it will address/fix but I guess it was to be expected that Larian would focus on crashes/game stoppers first with hotfix 20. Hoping they will fix any existing save game issues as well as the floating spiders and uncovered map areas resetting next.

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Well, that was quick. Thanks Larian.

I had several seemingly random crashes in Patch 7 (even during the Raphael's cutscene), let's see if they're gone, as well.

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Quote
Us is no longer able to carry items and use consumables.
Looks like Lae'zel and Shadowheart lost this ability as well when the party is on the Nautiloid. At least I can no longer use them to carry all that explosives to the helm - their inventories are inaccessible, and they can't pick up items lying on the ground. Happens regardless of having Us in the party.
You can still give them items by dragging an item onto their portraits.

Last edited by Ilerien; 23/02/22 02:57 PM.
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Originally Posted by Ilerien
Quote
Us is no longer able to carry items and use consumables.
Looks like Lae'zel and Shadowheart lost this ability as well when the party is on the Nautiloid. At least I can no longer use them to carry all that explosives to the helm - their inventories are inaccessible, and they can't pick up items lying on the ground. Happens regardless of having Us in the party.
You can still give them items by dragging an item onto their portraits.
Can confirm, Lae'zel is not considered a party member during Prologue. Pressing "I" when she is selected opens the Examine window. Makes it very difficult to kill Zhalk now.

On the other hand, the issue with level 1 spell slot icon has been fixed, and random crashes seem to be gone. So, the hotfix wasn't a complete disaster smile

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Checking the dead gnomes on the ground in Grymforge (the ones the two dwarves were throwing on the water) or trying to jump on one of the boats still give me a black screen and the game becomes impossible to interact with (even if you can hear the audio in the background) forcing an emergency Alt+F4 to regain control of my PC.


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Originally Posted by RutgerF
Originally Posted by Ilerien
Quote
Us is no longer able to carry items and use consumables.
Looks like Lae'zel and Shadowheart lost this ability as well when the party is on the Nautiloid. At least I can no longer use them to carry all that explosives to the helm - their inventories are inaccessible, and they can't pick up items lying on the ground. Happens regardless of having Us in the party.
You can still give them items by dragging an item onto their portraits.
Can confirm, Lae'zel is not considered a party member during Prologue. Pressing "I" when she is selected opens the Examine window. Makes it very difficult to kill Zhalk now.

On the other hand, the issue with level 1 spell slot icon has been fixed, and random crashes seem to be gone. So, the hotfix wasn't a complete disaster smile

I wonder if this is intentional – them not being official party members at the start, more like followers? Thankfully you can still steal Lae'zel's armour (they're still considered party members from an equipping perspective).

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Originally Posted by LukasPrism
I wonder if this is intentional – them not being official party members at the start, more like followers? Thankfully you can still steal Lae'zel's armour (they're still considered party members from an equipping perspective).
Which reminds me: I wouldn't mind (and in fact I would strongly prefer) if in some cases companions could have unique personal items that are not willing to give up to the party leader.
Lae'Zel armor would be a perfect example.

...Didn't they already started doing something like that with the SH artifact thing few patches ago, incidentally?


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Originally Posted by Tuco
Originally Posted by LukasPrism
I wonder if this is intentional – them not being official party members at the start, more like followers? Thankfully you can still steal Lae'zel's armour (they're still considered party members from an equipping perspective).
Which reminds me: I wouldn't mind (and in fact I would strongly prefer) if in some cases companions could have unique personal items that are not willing to give up to the party leader.
Lae'Zel armor would be a perfect example.

...Didn't they already started doing something like that with the SH artifact thing few patches ago, incidentally?

Well yeah, if we want to talk immersion breaking, it doesn't get much worse than Lae'zel being happy to strip out of her precious armor the minute she meets you! I wouldn't be opposed to having to wait until we kill the Gith patrol. Even then, she might object to us abominations donning their armor (not that we'd listen).

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Originally Posted by Tuco
Which reminds me: I wouldn't mind (and in fact I would strongly prefer) if in some cases companions could have unique personal items that are not willing to give up to the party leader.
Lae'Zel armor would be a perfect example.
+1

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the Phase Spiders are still floating ...

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Originally Posted by mrfuji3
Originally Posted by Tuco
Which reminds me: I wouldn't mind (and in fact I would strongly prefer) if in some cases companions could have unique personal items that are not willing to give up to the party leader.
Lae'Zel armor would be a perfect example.
+1

+1

Same with Shadow hearts armor and her circlet which obviously is a symbol of her goddess.

I was thinking that persuade rolls should be necessary to convince them to give up those things. Unless you are offering better armor for something like it in exchange, I would think that they would not be really willing to give it up.

So, if you have better armor in your inventory, you can trigger a dialogue with a lower persuade roll then if you don't have better armor in your party. The persuade attempt would be something like you saying that you would like them to use better armor for better protection. Dc10. Without something like that in your inventory, the DC should be 20, or at the very least 15, but I would think 20 would really be more appropriate.

Last edited by GM4Him; 23/02/22 11:17 PM.
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I wouldn't over-complicate things too much.
Just make that certain items owned by companions won't be "interactable" unless you kill them or far later in the game until a certain rate of approval is reached.

On a more positive note, I'm ready to go a couple of months full immersion with Elden Ring, so chances are I won't be pestering Larian about things I don't like for a good while.

Last edited by Tuco; 24/02/22 03:04 PM.

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Originally Posted by Tuco
I wouldn't over-complicate things too much.
Just make that certain items owned by companions won't be "interactable" unless you kill them or far later in the game until a certain rate of approval is reached.

On a more positive note, I'm ready to go a couple of months full immersion with Elden Ring, so chances are I won't be pestering Larian about things I don't like for a good while.

Meh. I can agree to that. Makes sense. Simple is usually better.

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Originally Posted by Tuco
I wouldn't over-complicate things too much.
Just make that certain items owned by companions won't be "interactable" unless you kill them or far later in the game until a certain rate of approval is reached.

Locking equipment slots is one thing, and even though I didn't really like a similar approach in DA 2, I can understand that.

However, when I start with a non-STR class, locking me out of the only mule's inventory in Prologue is a bit too much. A big bit.

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Originally Posted by GM4Him
Originally Posted by Tuco
I wouldn't over-complicate things too much.
Just make that certain items owned by companions won't be "interactable" unless you kill them or far later in the game until a certain rate of approval is reached.

On a more positive note, I'm ready to go a couple of months full immersion with Elden Ring, so chances are I won't be pestering Larian about things I don't like for a good while.

Meh. I can agree to that. Makes sense. Simple is usually better.

I think the most simple method that still allows some flexibility is that items marked as belonging to a specific character can't be removed from that character. Could do that without locking the slot. Just code that if something is equipped into a slot that is already occupied by an "owned" item that item goes into the character's inventory instead of swapping locations with the new item. Another option would be requiring the new item to be in the owner's inventory so the owned item isn't leaving their possession when replaced.

I only suggest this so that we can easily upgrade companions without simply robbing them blind.


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