Patch 5 is now live for Baldur’s Gate 3! Today’s patch is our most feature-filled update yet, and we’ve prepared a special Community Update to really do it justice. For a deep dive into Patch 5, head here.
This update brings brand new epilogues, new game modes and much more - including improved inventory access. No more recruiting and dismissing party members to get ahold of that clown corpse they’ve been holding on to for you. Thanks, Karlach!
Please note that with new patches, some installed mods may become temporarily incompatible. If you experience any issues after installing Patch 5, please check if the issue persists with all mods uninstalled. If it persists, please reach out to our support team with your report.
Without further ado, here are your Patch 5 highlights. Thank you for all your feedback, and thank you for playing Baldur’s Gate 3.
HIGHLIGHTS
Main Highlights
Epilogue: An entirely new section at the end of the game after the defeat of the
the Netherbrain
that aims to provide a well-deserved sense of closure with your allies.
Two new play modes: Honour Mode and Custom Mode.
Many performance improvements, particularly in Act III.
Added dynamic resolution for PS5.
Players playing on machines with low VRAM/RAM should see improved performance.
The game is now available in Korean!
While at camp, you can now access and manage the inventories of companions who aren't in your active party.
Added a brand new fight in Ramazith’s Tower
if you betray Nightsong there.
Orin’s outfit now drops as loot and is wearable by anyone. We also gave it a suitably disgusting description and name.
Other Highlights
Shadowheart will always be the owner of the artefact during the tutorial if she is a follower.
Becoming half-illithid will now also visually affect your eyes.
Basic Action variations (e.g. a free version of Dash that you can perform because of a class feature) that share a hotkey by default will now gain a hotkey according to a certain priority order.
A romanced Minthara can now
refer to her bond with you using a drow word for deep, unbreakable love.
Fixed a bug where party members would sometimes not change back into the armour set they were displaying before entering camp.
You can now
talk to Mol more about her contract with Raphael in the Guildhall.
Withers will sneakily
resurrect any dead companions that fell before the final battle so they can join the ending cinematics
. What a helpful skeleton.
Gave
Jaheira
her own scene with Danthelon if she approaches him alone.
Improved the physics of characters and walls to prevent NPCs being able to shoot through ceilings inside houses.
Fixed an issue where Gale's scene with
Mystra
after the final combat of the game only played if you had no one else in your party.
Made cinematic tweaks to restore sections of Astarion's
Act III Ascendant sex scene.
Improved companion reactivity when making the decision before the
Netherbrain.
The loading screen art now unlocks gradually as you progress through the game.
Boo
will no longer take damage when thrown.
Fixed the puzzle in Cazador's Palace.
Fixed the screen going black during Astarion's endgame romance scene.
Added some additional audio and cinematic work to the intimate scene with the drow in Sharess' Caress.
Wild Shapes that do not have weapons will now benefit from having the Tavern Brawler feat.
CRASHES AND BLOCKERS
Fixed crashes that could occur while loading a savegame.
Fixed a crash for some players upon entering Nine-Fingers' Guildhall.
Fixed a crash when dragging an item out of your inventory while your character is dead in another inventory.
Fixed a texture-related crash and leak.
Fixed a crash and blocker when interacting with
Auntie Ethel
in Act III.
Fixed an issue preventing you from levelling up when there were more slots than spells to choose from.
Fixed a crash that could occur when entities that don't support passives join a combat.
Fixed a possible crash related to dealing damage when the game can't detect a source for that damage.
Added fixes for certain random crashes.
Fixed a rare crash caused by clothing physics in the Level Up screen.
Fixed a DLSS crash.
COMBAT AND BALANCE
Fixed the combat AI sometimes not checking if it can use items.
Fixed the hag sometimes skipping turns.
Improved a confusing message in the High Hall combat that suggested
the nautiloid
was targeting itself.
Fixed the
Netherbrain
sometimes only being able to cast one spell per round instead of several.
In Tactician Mode, the hag can no longer be killed by being Shoved into chasms. She can cast magic, after all.
Fixed Assassin's Alacrity - assassins get their Action back on the first turn of combat.
Fixed summon durations starting to tick down too soon while summoned in combat.
Attacks against a Paralysed or Unconscious target no longer automatically hit - but any hits that do land deal critical damage.
Flesh to Stone is now considered a harmful spell.
Fixed the Slowed condition applying a -2 penalty to all Saving Throws instead of just Dexterity.
Hope from the House of Hope now carries
half-plate armour and a light crossbow
. She also now carries
a more powerful shield.
Battle Master manoeuvres now correctly add your Proficiency Bonus to the Difficulty Class.
Raphael's Inevitable Resolve passive now triggers correctly.
Half-orcs' Savage Attacks passive now also applies to off-hand weapons.
Gave Primal Stampede a Saving Throw to save against being Prone.
Casting Blade Barrier while under the effects of Sanctuary will cause Sanctuary to end.
All gathered allies that can be
summoned for the final battle in the Upper City
will have their resources restored if they've used them elsewhere in the adventure.
In the combat with Raphael, when he
transforms into the Ascended Fiend
, all surrounding fires will turn into Hellfire.
No such thing as a free lunch. Consuming the noblestalk mushroom during combat now costs an Action.
Increased the rarity value of the Elixir of Cloud Giant Strength.
Karsite Grip now correctly bounces to additional targets and its visual effects should trigger correctly on distant enemies.
Fixed an issue with the Tavern Brawler feat where damage bonuses were being incorrectly applied multiple times while making a throwing attack.
Raphael's Soul Pillar Proximity condition will now activate at the start of combat, rather than on his first turn.
The Potion of Angelic Slumber now restores War Priests clerics' Extra Attack charges.
Dark Urge players should now always have the option to
kill the Netherbrain
in the game's final combat.
Gortash's Incineration Casters no longer display a danger area once they are destroyed.
When players start a combat inside the Elfsong Tavern, all the patrons will now cower instead of continuing to drink.
Fixed an issue where Beorn Wunterbread wouldn't become hostile towards you if you attacked your allies in High Hall.
Bernard's Static Discharge condition now lasts 2 turns instead of 3.
Fixed Grym's Reverberating condition clearing at the start of his turn instead of the end, causing the movement speed buff to not work.
GAMEPLAY
You can now use Luck of the Far Realms while Disguised.
The reaction pop-up, which shows multiple possible reactions for multiple party members, now allows you to change your mind after picking a reaction for a party member.
You can no longer use the awesome force of bombs to flip the switch behind
the final door in the Gauntlet of Shar
to force the door to open.
Tweaked some code to simplify and improve the camera system.
Fixed being unable to switch characters if a reaction pop-up opens for a split-screen player that is far away.
Fixed occasional T-poses and frozen animations related to the Incapacitated condition.
Fixed combat information (such as Advantage and Disadvantage) not displaying when targeting a specific body part of a larger creature.
When it's possible to change the use cost of an item, the modification will now depend on the user of the item rather than its owner.
Loading a game that was saved on the roll result screen will now keep the results of that roll.
Dousing a fire will now also extinguish that fire's ambient light.
Fixed a bug causing the game to sometimes turn allies (green border) into companions (blue border) when loading a savegame during combat.
Reduced character animation popping when loading a game that was saved during a dialogue.
Fixed the combat UI not automatically skipping to the next available party member after a controlled character dies.
You can no longer loot the entire inventory of unconscious traders - instead you have access to a limited selection, as with dead traders. Nice try, pacifists.
While using a controller while in camp, camp characters will appear in your Character Sheet for easier swapping in inventories.
Fixed the Surprised condition being added twice by a Stealth attack.
Improved the visuals for dropping a dead body out of your inventory (keep your friends close and your enemies closer, we guess?) and for moving living bodies out of Withers' Wardrobe.
Dismissing to the Wardrobe an avatar who is carrying the dead body of another avatar will now correctly remove both from the active party.
Added the intensely satisfying 'Ahhh' sound for players who Short Rest using a keybind rather than a UI button.
Fixed goblins beating the war drums even after getting stopped with the Sentinel feat.
Fixed an issue with characters wildshaped into Dilophosauruses appearing below the ground upon exiting Wyrm's Rock Prison via
the secret exit.
Most traps should now crumble on being disarmed.
Fixed the bodies of characters sometimes floating in the middle of the Underdark entrance pit after being Shoved in.
Fixed bibberbangs not reacting to summons. Now bibberbangs only ignore creatures that have different weights to Air and Fire Elementals, Mage Hands, Shadows, etc.
Summoning the flesh golem in the Gauntlet of Shar will now cost one Action and he won't join if he is already in combat.
Shadowstep is no longer blocked by Silence.
Shar
is now aware of Shadowheart's actions even if she is using Disguise Self.
Aspect of the Chimpanzee will now only blind the target on a failed Dexterity Saving Throw.
Fixed area spells like Thunderwave revealing invisible cubes.
Knocking out
Auntie Ethel
no longer prevents her from changing into
hag form.
Jumping to view the character whose turn it is in combat no longer requires shared initiative.
DippIng weapons in toxin puddles makes attacks toxic for 10 turns rather than until Long Rest.
The bandits in
the Dank Crypt
will have more loot and Trap Disarm Toolkits.
Tieflings
Amek, Rechel, and Xeph
will now have loot.
Akabi
in the Circus of the Last Days now has more gold when trading.
Auntie Ethel's Charm
is now more valuable and has a higher rarity rating.
Fixed Heat Metal expiring too early.
Applying Chilled or Wet to a character will no longer cause them to freeze without warning. Very seasonal.
Poisons and toxins now have the correct gold costs.
Interacting with Stelmane's ring at the Elfsong Tavern will no longer immediately equip it.
Removed a persistent overhead exclamation mark from Wyll.
Fixed companions losing their custom positions at camp after loading a savegame.
Fixed DLC rewards not being immediately granted when a new player joins an existing game.
Spell Rot now updates when changing difficulty.
Using the lift in the House of Healing when in Turn-Based Mode no longer causes it to loop between floors indefinitely upon exiting Turn-Based Mode.
Fixed a rare bug where Halsin would decide to turn into a bear whenever you went to talk to him at camp in the Shadow-Cursed Lands.
Donating gold to Manip Nestor now correctly deducts the money from your inventory.
Lifting the rocks from the dead Flaming Fist at Last Light now requires a Strength check rather than Athletics.
Flaming Fist reinforcements can now be summoned to deal with criminal activity on the bridge leading to Wyrm's Rock Fortress.
The skeleton on the beach outside Wyrm's Rock Prison no longer triggers a Perception check. Only a skeleton, after all.
Quartermaster Talli will no longer offer additional supply packs to the same character disguised as another character.
The creatures summoned with the spell Conjure Woodland Being - the Dryad and Wood Woad - are now capable of jumping.
Casting Eyebite: Asleep or Eyebite: Sickened on a neutral target should now trigger combat.
Non-damaging spells no longer remove the Turned condition from characters.
Outlanders won't receive an Inspiration point anymore for giving Thulla a noblestalk if they give her an antitoxin. She also won't keep the potion you give her.
The Sharrans' Shadow Ambush ability will now only trigger on Weapon Attacks.
Lifts and moving platforms are now set in motion immediately upon being activated in Turn-Based Mode.
Shadow-Cursed Undead companions are no longer able to leave the Shadow-Cursed Lands if you click too rapidly on the region exit.
Nightsinger's Favour no longer replaces conditions applied by elixirs.
Effects that cure poison will now also remove Drow Poison and Crawler Mucus.
Perma-burning weapons can no longer be coated in other substances. In short: no double-dipping.
The Emperor
can no longer use the Extract Brain ability on Prone creatures. He prefers his food to be fighting fit.
The Lucky feat now works even while players are polymorphed or wildshaped.
Fixed Conjure Minor Elemental at Level 6 - it will now correctly summon Ice Mephits instead of making you settle for lowly Mud Mephits.
The secret
button behind the still life painting in Candulhallow's Tombstones
is now uninteractable until
the painting
is moved.
Fixed an issue causing valid spellcasting positions to not be allowed when spellcasting.
Fixed the combat log sometimes showing the incorrect text for rolls and Saving Throws.
Animated Armours are now immune to Sleep.
The hag no longer has her passives while
disguised as Mayrina.
Starting combat by spending resources while in Turn-Based Mode will now properly subtract the resources, like in real-time.
Fixed a bug causing you to get stuck in an animation if you're in the middle of a lockpicking active roll when Valeria's chains are destroyed.
Addressed a bug that prevented you from casting a spell variant when selecting fewer than the maximum number of possible targets.
Fixed the Resonance Stone losing its aura when you Long Rest with it in your inventory.
FLOW AND SCRIPTING Act-Agnostic
Mizora should appear for her
judgement of Wyll only when Karlach
is actually dead. (Resurrecting
her
will cancel the moment.)
If Wyll somehow managed to avoid Mizora's punishment for
keeping Karlach alive
, he'll be punished retroactively.
The Dark Urge should now be able to attempt to deflect Sceleritas Fel's suggestion
of killing a companion
to Karlach or Lae'zel if they have a bad relationship.
If you connect with Gale during the spell-teaching scene but do not wish to pursue romance with him, you are now able to talk to him about Tara.
Fixed Astarion accidentally telling the Dark Urge's future.
Fixed companions sometimes confusing you for the Dark Urge or Gale.
Fixed the romance scene with Astarion triggering two Long Rests in a row in certain conditions.
Fixed the night where Astarion tries to bite you triggering even if you learned about him being a vampire spawn beforehand.
Shadowheart's artefact-tinkering scene will now only play once you have been introduced to the artefact.
Fixed speaker prioritisation in the Magic Mirror and Underdark raft dialogues.
If you choose to help
Yurgir
in Act II then you will no longer need to persuade him to help you in the fight against
Raphael
in the
House of Hope
.
Astarion no longer asks the Dark Urge about
killing Isobel
even if they didn't.
You no longer comment on Mol if you haven't met her before.
Locke no longer blames Zevlor for his death if Zevlor died in Act I.
If you are romancing Lae'zel or are in good standing with her, she'll be less abrasive if you suggest she hang out at camp.
Fixed a multiplayer issue where the client's companion would react to the host Astarion avatar's vampirism instead of the host's own companion.
Gale will no longer repeatedly say the same line
about dying in the follow-up to rescuing him with the magic flute's protocol.
Karlach will no longer disapprove when the player resurrects a companion with Withers' help.
Karlach's camp reflection upon leaving Act II will also trigger, if needed, during the transition into Act III.
Lae'zel will no longer become uninteractive after you dismiss her to camp if the romance duel at camp failed to resolve properly. She will also now be fixed if she was stuck in this state.
Act I
Wyll should now trigger a proper dialogue when spotting avatar Karlach after the goblin raid on the Grove.
Your character will now make a comment when using the
secret lever
in the Arcane Tower in the Underdark.
Fixed Crusher sometimes making a comment at the same time as he enters the 'fist fight' with you.
Fixed a bug where knocking out Crusher during the 'fist fight' causes his friends to treat him as dead and causes him to lose his dialogue till you take a Long Rest.
Fixed a bug where knocking out one of Crusher's friends counts as killing them and causes them to lose their dialogue permanently.
Fixed Gekh Coal repeating himself and ending his dialogue early.
Fixed several instances of sleeping goblins waking up wanting a chat when they should have been hostile.
Fixed an issue where Baelen could sprint away and disappear if you tried to hit him while he was in the bibberbang field.
Removed some lines from Maggran that were lacking bear form lip sync - who needs to chat when you can roar?
Act II
You can no longer tell Barcus about Wulbren at Last Light if they've already reunited.
Cerys will now remember you in Act II if you met her in Act I.
Fixed an issue in Moonrise Towers docks where you'd be stopped by guards several times despite having permission to go about your business.
Made sure the Moonrise Towers waypoint unlocks when you enter the main floor.
Fixed an issue where your allies would get angry if you committed crimes against your enemies during the Moonrise Towers raid.
Halsin will no longer
forget about saving Thaniel if you travel back to Act I while he's waiting at the lakeside
. Focus, Halsin.
Dame Aylin
won't mention that she wants to talk to Shadowheart anymore when she knows Shadowheart has permanently left the party for any reason.
Fixed a flow where a background goal regarding recounting Ketheric's past to him was not triggering.
Latecomers to the Ketheric showdown fight
(on the rooftop and in the mind flayer colony)
will now have their summons and followers teleported into the boss room.
Players who arrive to the Ketheric showdown shape-shifted will have to face him person-to-person, not
apostle-to-badger.
Your Dream Visitor
will now pipe up at the correct time (not a little late) while exploring Moonrise Towers.
Halsin
now deigns to pitch in against
the Absolute's ghouls
if they attack the Last Light Inn.
Warlocks can now
tell Yurgir to kill himself to be freed from his contract
. Diabolical.
You should no longer be able to refer to
Nightsong
when talking to Gale as if you haven't yet met her.
Minthara now
dies when left alive in the prison
after Ketheric has been killed.
The guards at Moonrise only question you about Minthara once now.
If
Nightsong
is Downed when the
Apostle of Myrkul
is defeated, she will get up in time to participate in the ensuing cinematic.
Minthara now cannot be stuck as a 'follower'
rather than a recruitable companion at Moonrise Towers.
Minthara will still
appear at Moonrise Towers
if she was knocked out in Act I.
Squire the skeletal hound in Moonrise will no longer try to call for guards once the assault has started.
If Isobel is thrown off her balcony, she'll make more of an effort to get back upstairs again.
Kressa Bonedaughter will now recognise the Dark Urge even if she spots another party member first.
Act III
Players will no longer be able to join an active game where the characters have reached
the Morphic Pool
or beyond.
Fixed Ravengard repeatedly asking you to help free Florrick.
Fixed Voss sometimes not moving to the taproom when he says he will.
The wine festival attendants will now be in the right position after the
crime.
The Flaming Fist will appear at the wine festival
crime scene
if Cora and Roger
were killed
during a Long Rest.
The mind flayer at the Wyrm's Crossing windmill will now take the body you offer it.
Fixed a barricaded door in the Lower City causing player characters to comment about it not working when opening it.
Yurgir should correctly react in the House of Hope to the fact that he was
tricked and killed himself in the Gauntlet of Shar.
Removed Victoria's Speak with Dead dialogue in Cazador's Palace as it didn't match the story that you can learn about her from different diaries within the palace.
Fixed a bug where the ghost of the murder victim in the Murder Tribunal would not fade out and join combat if you rush through the trial.
Fixed some beggars in the Brampton District facing the wrong way when asking for coin.
Fixed
the Emperor
sometimes saying the wrong lines during combat in High Hall.
Dame Aylin
no longer waits tendays to bring up the time she
killed Ketheric Thorm.
We have convinced Shadowheart not to
join the final nautiloid combat if she is already dead.
The party will no longer talk about Astarion
choosing to remain a vampire spawn if Cazador's ritual was interrupted before he could choose
.
Players can now start the
Solve the Open Hand Temple Murders
quest after
finding the murderer's dagger and room key underneath the Open Hand Temple
.
Refugee Khathi of the Lower City sewers is now willing to engage in conversation.
Umberlee's worshippers are now considerably more security-conscious about the donations in the Water Queen's House.
After intimidating or persuading Nubaldin, the dialogue will now let you choose from the list of initial questions.
Fixed a state where the Chamber of Insight trial could be both succeeded and failed.
Fixed
Dame Aylin
becoming hostile in Ramazith's Tower after the combat with Lorroakan if a player summon was killed.
Fixed an issue where Steel Watchers would interrogate and attack avatars who were already in prison.
Minthara no longer repeats herself in support of Astarion
becoming a Vampire Ascendant.
Sarevok
calling you an interloper no longer causes all your allies to attack you.
The owlbear no longer shows up as an ally if
Dammon is dead.
Edited the Gazette headline about Ravengard to mention his
disappearance
rather than his
death.
Minthara is talkative again after the scene with
'Dribbles'.
The
Bhaal cultists
in the sewers will now react in dialogue if an
Unholy Assassin avatar
kills the refugees they were tormenting.
Apprentice Laridda will no longer assume you to be the bearer of bad (break-up) news if you didn't bring her the break-up message.
Ravengard should now use the correct pronouns when addressing you during the ceremony in Wyrm's Rock.
If you use the pixie's bell after leaving Act II, the Pixie Blessing effect will now be cleared after you Long Rest.
Karlach no longer thinks she's left the Hells when you explore the rocky outcrop near
Hope's prison
.
If Honk appeared during the date with Karlach in Baldur's Gate, he will appear at the tavern the day after.
The vampire spawn Yousen's dialogue should now trigger correctly.
It is now possible to tell Thrumbo that Carrion's heart has been given to him instead of destroyed.
Fixed some in-game events not correctly reacting to Long Rests in the Lower City.
Added further correspondence between Mystic Carrion and his clients, giving you additional opportunities to learn how to access his mansion.
Journal
Learning about the true nature of Astarion in Crèche Y'llek or the Shadow-Cursed Lands now results in a journal entry.
Reaching Wyrm's Crossing without knowing that Astarion is a vampire spawn now updates the journal with an entry that reveals this information.
Fixed an unclear journal entry in the
'Solve the Open Hand Temple Murders'
quest.
Destroying the Sussur Bark now closes the 'Finish the Masterwork Weapon' quest.
The journal entries for the 'Investigate Cazador's Palace' quest no longer refer to Ulma's promise of help if she didn't make you that promise.
PERFORMANCE AND OPTIMISATION
Fixed a memory leak if a visual is unloaded while a facial animation is playing, for example when exiting a game region.
Improved performance drops when opening a radial menu while casting a spell.
Optimised level of detail for various assets.
Reduced the memory footprint of game objects.
Optimised certain behind-the-scenes protocols to stop frame spikes while teleporting in Act III.
Added reduced triangle-count versions of the hierarchical levels of detail, visible in the Low Model Quality settings.
Improved VRAM usage by optimising some lighting and textures.
Improved performance loading objects in the Lower City by tweaking the light and decal loading system.
Improved the performance of water physics.
Improved system memory function by removing unused fallback fonts.
Fixed some VATs leaking after cinematics with destruction.
Fixed some parts of virtual textures infinitely loading.
Lowered the UI memory footprint at Full HD or lower resolutions.
Increased the crispness of UI textures at lower than Full HD resolutions.
Many, many other fixes for leaks, RAM/VRAM reduction and performance optimisations.
UI
Added a profanity filter for custom map markers. You'll have to find more creative ways to label
the kennel master.
Stopped the 'Examine' button occasionally disappearing.
Added a message in the combat log about being spotted in stealth due to environmental light or Darkvision.
Improved the connection between combat log messages about you losing stealth and the reason for losing it.
You can now sell and barter items inside containers when trading.
Improved grouping and sorting of items in containers while trading.
Blocked trade and attack options for players listening in on someone else's dialogue.
Fixed some issues with loot containers not closing when you take all the items.
Fixed the active spell sometimes not glowing on the hotbar.
Fixed internal parameters in dialogue lines sometimes being displayed instead of the correct values (like names and gold amounts) after loading savegames.
Information about damage dealt using gold is now displayed in a condensed form in the combat log.
The combat log will now display the relevant weapon name when applying a weapon damage bonus.
Pressing 'Extract' on an alchemical ingredient in the inventory now correctly opens the Alchemy menu.
Withers' Wardrobe of Wayward Friends now has a map icon.
Fixed broken mouseover text warning you that you can't use Sneak Attack again until your next turn.
Improved cycling between targets.
Splitting a green dye stack in the Traveller's Chest at camp will no longer change the dye's rarity from Uncommon to Very Rare.
Tooltips, Icons and Portraits
The tooltip text for alchemical ingredients will no longer get cropped.
Fixed the text on some tooltips being cut off.
Fixed item descriptions overlapping with icons in tooltips.
Fixed the Mass Healing Word tooltip incorrectly indicating a target limit.
Fixed the Action Resource tooltip clipping in French.
Fixed several pairs of gloves displaying the wrong name and icon.
Swapped the Insight and Perception icons. (Ironic that we didn't spot this one sooner.)
Oathbreakers can now see their armour in the character portrait after levelling up.
Fixed the Steam icons that appear in the Reactions UI and Multiplayer Settings being zoomed in.
The combat log will now name wall-based spells in the mouse-over tooltip, as with other spells.
Character Creation and Level Up
The 'No Chin Attachment' icon when customising dragonborn characters will now update according to the head you've chosen.
The sliders in Character Creation now update to their new value after you randomise your appearance.
Updated the Character Creation Abilities screen on controller.
Fixed a controller UI issue where switching to a race with only two body types in the guardian Character Creation UI prevented more than two body types displaying for every other race.
Updated the Character Creation camera control icon on controller.
Controller and Split-Screen
Prevented the controller's right stick from navigating radial menus.
Improved the radial UX for actions that use items, such as Throw and Improvised Melee Weapon.
Customising radial menu slots in the controller UI now triggers audio feedback. Added other missing audio feedback when making certain selections on controller.
Updated the visuals of the sliders in the Gamma and HDR Calibration settings on controller.
Fixed missing audio feedback in various UIs, along with spamming sounds using shortcuts on controller.
The button to jump to the character whose turn it is in combat is no longer hidden on controller.
Updated the hold button prompt animation on controller.
Fixed UI clipping issues on the Examine panel.
Removed an element from the controller Options menu that only works on PC.
The Active Search UI will no longer reveal that a container is empty before you've opened it.
Added an option to adjust controller stick sensitivity.
Optimised the radial menus for the controller UI.
Fixed 'Show Pings' being hidden in the controller Option Menu.
Added a 'Group All' button for the party on controller.
Made grouping and ungrouping summoned creatures a toggle.
Added the ability to toggle between melee and ranged weapon sets on the controller UI.
Fixed corpses in your inventory on the controller UI having a purple 'equipped' icon.
LEVEL DESIGN
Fixed some navigation issues in The Glitter Gala and The Chromatic Scale in the Lower City.
Increased the navigation space in the Mausoleum doorways
behind the mural.
Fixed textures disappearing by tweaking the fade settings on the roof behind the Teahouse fireplace.
You can no longer wander into Cragged Rocks meant for climbing.
Added some planks and rubble in a spot in Waukeen's Rest to clarify that you have to jump to get from one spot to another.
You can now target the
crumbling wall
in Heapside Prison regardless of whether the adjacent door is open or not.
Made a couple of balustrades around Malus Thorm see-through so they don't block the camera.
The hanging cages in Cazador's dungeon will no longer tell you they're safe to step on, only to drop you to your death in the chasm below.
Fixed Mirkon sometimes cowering in fairly deep water when you talk to him while he's running away from the harpies.
Adjusted some troublesome vents in Cazador's Palace.
Improved Cazador's home security by locking a chest and a door.
Fixed and decorated some pressure plates in Cazador's Palace.
Locked one of the Caza-doors.
Added additional treasure to
a chest in Cazador's Palace.
The Reithwin Tollhouse safe
now has better loot.
Added more loot to the
library in Rosymorn Monastery.
A lava texture in the Adamantine Forge no longer overflows onto the crucible.
Fixed the raft at the duergar camp sometimes being displaced.
Fixed a chest in Cazador's Palace having two copies of 'Dawsen Kiltmaker's Confession' diary.
Improved the treasure available in
Reithwin and the Silent Library.
Replaced a crate in the Shadow-Cursed Lands with a chest of loot.
The
githyanki portals
in the Elfsong basement no longer remain partially interactive once the combat with the
githyanki
has ended.
Enemies will no longer get stuck when flying from the upper floor of Ramazith's Tower to the floor below.
Added more containers with loot to
the Dock Warehouse basement
.
A chest in
Wyrm's Rock Prison
now has improved loot.
The torturers in Moonrise Towers
now have more loot.
The berry bush in Rosymorn Monastery can now be reached without jumping.
Fixed an unreachable desk in the Counting House vaults.
The 'Sinister Door' in Cazador's Palace now locks and unlocks correctly.
Improved the quality of loot available in
the Hidden Vault in the Emerald Grove.
The central stone slab in the druids' chambers will no longer obstruct your view.
ART
Fixed a flashing white square sometimes appearing by Karlach's tent at camp after
the Dark Urge's urgin'.
An Eternal Debtor's hair no longer floats when the camera is zoomed out.
Fixed a spot in Bloomridge Park that allowed you to walk on water. Who do you think you are?
Made sure previews for certain camp gear (like the Anarchic Blue Outfit) now display the correct colours.
Fixed a missing texture on the lower body of male halflings when wearing a half plate.
Improved the lining-up of wall segments in the Lower City Sewers.
Improved the hitbox of a door variant in the Lower City, so projectiles cannot go through it when closed.
Heterochromatic eye colours can now be applied to the correct eyes for the preset elven character in Character Creation.
Improved the model for shirtless Cazador.
Added some shiny new condition icons!
Dalyria's character portrait now displays correctly in the controller UI.
Updated Maghtew Budj's portrait.
Fixed an empty space in the Lower City vista.
Fixed padded armour sometimes appearing as underwear on bigger body types.
Improved the texture resolution of the
Wyrmway dragon door.
ANIMATION
Fixed cleric arms clipping through cloth when casting some spells. Holy smokes.
Polished animations on the Steel Watcher who
invites you to Gortash's inauguration.
Polished the jumping and hook attack animations for hook horrors.
Fixed an issue related to the duration of a myconid idle animation.
Fixed some animation issues with Lorroakan's robe.
Adjusted the animations for Mystic Carrion's Torrential Undeath and Wayward Undead.
Fixed a level-of-detail issue causing skeletons in the Dank Crypt to lose their robes and appear nakey (well, boney) when zoomed out.
Fixed clipping around Doctor Moorcombe’s neck when he moves his head.
Fixed missing leg textures on female githyanki while wearing the default barbarian clothes.
The Gondian gnomes no longer have stretched or bendy fingers due to the gloves they wear.
Polished the appearance of some robes when worn by male gnomes.
Improved the appearance of zombie clothes on male humans.
Fixed clipping on Shadowheart's chainshirt when worn by female halflings.
Polished motion and cloth simulation for Queen Rhol's dancing in Sharess's Caress.
Characters no longer twitch slightly after picking up or dropping an item from their inventory.
Fixed a clipping issue in a custom animation of Astarion reading a book.
Added an animation for looting while playing fetch.
Added cloth simulation to magic monk armour for all races.
Wyll's camp clothes can now be equipped by half-orcs without clipping.
Added some animation flair for when you dismiss avatars to Withers' Wardrobe.
When dragging and dropping a dead character from an inventory, they'll no longer replay their death animation.
LIGHTING
Polished the lighting for the
Netherbrain confrontation
.
Polished lighting in the scene where
Mizora tells Wyll about his next mission in Moonrise Towers.
Polished lighting in the scene between
Minsc and Boss Friol.
SOUND
Improved the sound mixing for the
Absolute
speaking to you and Shadowheart for the first time.
Fixed a duplicated sound when interacting with goodberries.
Improved the sound design for
the Chosen Three controlling the elder brain in Act II.
Added a sound effect for characters dismissed to Withers' Wardrobe of Wayward Friends.
Fixed the Magic Mirror background ambiance persisting after you exit the UI.
Added SFX to kissing Shadowheart in her default dialogue.
Fixed an issue that was preventing some NPCs from fully playing their overhead dialogues.
Added vocalisations to the unfortunate duergar during the
ambush at the Ebonlake.
Balanced controller vibration feedback - removed from several events throughout the game.
Added footstep and pickup sound effects to players picking up items with controller. Looting's never sounded this good.
Learning a new alchemy recipe now triggers the correct audio feedback.
VFX
Spirit Guardians now correctly cast light in the direction they are travelling.
Added some cinematic polish to Minthara's dialogue in the Goblin Camp.
Added glowy VFX to tattoos, chests, hand orbs, and shots involving
mind flayer
players in the endgame dialogue with Gale.
Fixed a candle in Moonrise Towers missing its flame.
The Silk Tomb condition and visual effects (as seen in the Phase Spider Matriarch fight) now apply correctly.
WRITING
A dead fisherman on the beach will no longer hint that you can find Shadowheart just ahead if you are, in fact, Shadowheart.
Updated the Elemental Adept tooltip to clarify that it aids with attacks as well as spells.
Named the tattoos in Character Creation.
Added an extra line for Halsin so he acknowledges an outcome where you resolved the grove situation but the goblin leaders weren't necessarily killed.
Companions can now make additional comments when learning about
Gale's orb
.
Added overhead dialogues for player characters about the purpose of the pentagrams in Cazador's ritual at the start of combat.
Divine Strike: Weapon now shows the correct damage in its tooltip description.
Fixed a missing subtitle for one of Ghustil Stornugoss' lines.
Improved clarity in the 'Rescue the Tieflings' quest journal when opening the tiefling cells.
Adjusted the text in the 'Get Help from Healer Nettie' subquest to point you towards your own crafting menu, not the central cauldron.
CINEMATICS
Improved camera shots, mocap animations, character staging, and facial expressions in many dialogues across the game.
Fixed pops, jitters, and clipping in many dialogues across the game.
Added custom touches and polishes to many dialogues across the game.
Fixed some animation issues caused by dragonborn armour in dialogues with duergar.
Adjusted some camera shots when talking to
Isobel and Nightsong at camp after defeating Lorroakan.
Players will no longer rudely stare above Zaki's head in their dialogue in the tiefling kids' hideout.
Fixed the Dark Urge's
jittery writhing animation while tied up by a companion.
Minthara's haughty stare will now correctly look at players she's talking to towards the end of the game.
Fixed a pop on Mol and adjusted some camera shots and animations.
Fixed a pop when talking to Araj in Moonrise Towers and hid Astarion's helmet for when he bites you.
Fixed a quirky stair-climbing animation during Dribbles' on-stage show.
Fixed Redhammer's hand clipping through his face.
Amended the animations for female humans, male githyanki, female gnomes, and male and female dwarves when talking to Astarion while romancing him.
Improved Astarion's
Ascendant route
at-will gnome kiss for masculine body types.
Fixed the player character not looking at Barcus correctly.
Cleaned up some mocap in several scenes.
Fixed Shadowheart not correctly looking at you when talking to her
before the Upper City final battle
. How rude.
Improved lip contact and mocap for large and tall players when smooching Wyll.
Reduced the blue glare effect on the Displacer Beast in
the Gauntlet of Shar.
Improved camera angles between Raphael and Lae'zel
in Raphael's Sharess' Caress ultimatum scene.
Fixed the visual effects in Lorroakan's Speak with Dead dialogue.
Companion interjections will now correctly play during the spider meat scene in the
Gauntlet of Shar
.
Polished the cinematics in Gale's default dialogues.
Adjusted and improved some animations when talking to Shadowheart.
The animation for the pig in the Wyrm's Crossing refugee camp no longer pops when he starts speaking a new line.
We fixed the long, awkward pauses that followed each line of one of the ghouls outside Moonrise Towers.
The knife no longer disappears from the cinematic when removed from the mystery meat by a short character.
Polished a dialogue with Mizora for male dragonborn characters.
Fixed lines cutting off early in Aelis' dialogue.
Added some missing VFX on Thisobald Thorm's tankard.
Fixed an animation looping issue that caused a pop on a dog's butt.
Improved camera angles after the combat with the bear and the goblins in the Goblin Camp.
Improved the lip contact when kissing Minthara in the endgame for large male humans and female dragonborns.
Fixed some bugs in the intimate scene with the drow in Sharess' Caress.
Fixed some bugs when talking to Kled.
Fixed the camera clipping beneath the ground in the scene after defeating
Cazador
without Astarion there.
Fixed small jumps in animation in the 'NPC caught you trespassing' dialog.
Polished the looping idle animation for dogs.
Fixed a cinematic issue
that showed Cazador's prisoners walking through a closed door if you freed them.
Fixed a rare issue where party members appeared in cinematic cutscenes in place of the expected NPCs.
And many, many more fixes, improvements, tweaks, and labours of love!
Aw, Minthara is still broken? And the knock out thing is a bit silly, I'll be honest. Still, thanks for all the hard work. I'm looking forward to future updates!
Based on promotional photos I’ve seen posted, like on Twitter, it looks like Karlach will be present at the epilogue, so I would assume that it’ll trigger if you go with her to Avernus. Only way to tell for sure is to play through it though I suppose.
Very excited about the Epilogue at the end! This is a totally stupid question, but I'm a little unclear -- when you say that the Epilogue is accessible by loading the game prior to the final fight, does that mean we finish the game, and then reload a save file right before the final fight?
I would assume that Karlach can visit the Prime Material plane, she just can't live there for a long time (or she could go to other planes where her heart isn't going to kill her.)
YUP! Good playthrough, Minthy is with us! Am so happy
Now to delete my current playthrough and start again. Even though the implementation is currently a bit raw, I'm sure Larian will flesh it out more in the future so she's not stuck with Halsin
Updste: Mac users, we're still working on Patch 5 and hope to release it soon. We'll keep you posted on further news.
FYI this forum is not showing in google so information like the Mac version being delayed is practically unfindable. Is there any major reasons that sentence can't be put in the patch notes or community update themselves?
Larian had time to whip up a filter for map markers - but no time to fix the blank/black map issue? Shall I be disgusted or just disappointed? Eh, I can do both.
So no fix for MInthara breaking romance without any reason?
she still gets it into her head that you fucked Shadowheart after dealing with Viccy... at least in a good girl romance save i loaded
it could be this new scene is supposed to lock her into her romance as a workaround but you would have to play a fresh run to ensure you get that before her romance breaks and that kind of testing takes time/ effort
Luke Skywalker: I don't, I don't believe it. Yoda: That is why you failed.
Hm...I don't get this epilogue description. I mean, what does "by loading the game prior to the final fight" actually mean? Which save exactly? In The Watch Citadel? Right before entering the boss fight? That doesn't make sense as you can't camp there. Or should I simply go through the final fight again to see this epilogue...
Also I don't like this phrase: For the writers of Larian, this “final goodbye”... because it suggests that Larian really don't plan to do any expansion, which would be really a huge bummer.
I just tried to have the epilogue and it didn't work. Tried first to reload a save DURING the last combat which is obviously not supposed to work... Then I reload prior to the final combats when I was down the brain. Doesn't work neither. I guess what they call the "final fight" is the entire Upper City... but it will take a bit more time to try this...
I managed to trigger it by loading a save AFTER the final battle (when talking to my romanced companion in private - the scene also has new animations I see).
So how do you recruit Minthara for a "Good" playthrough now?
Step One...
Knock her out at the Goblin Camp...
Step two...
...then what?
And to think I really wanted to try out the Sheep~thara exploit/method once I get to Moonrise towers. And yes, I haven't finished Act 1 yet. Procrastination FTW!
So how do you recruit Minthara for a "Good" playthrough now?
Step One... Knock her out at the Goblin Camp...
Step two...then what?
And to think I really wanted to try out the Sheep~thara exploit/method once I get to Moonrise towers. And yes, I haven't finished Act 1 yet. Procrastination FTW!
You just have to commit crime in her vicinity and then knock her out while she's temporarily hostile. Then take care of the other two Gobo bosses and GG.
Info is available here, to avoid spoilers in the patch notes thread.
Fascinating, I wonder if Larian intended for that to happen (recruiting Minthara on a good playthrough). Because it does seem like the way you’re able to recruit her in act 2 has a very specific process that few people would think of. (I.e., making her temporarily hostile by stealing.) And if she’s standing in Halsin’s tent, and doesn’t have her own… it makes me wonder. Did they create a loophole that they are going to close later?
And also SAME to there not being new kiss or hug animations, I was really excited about those as well. And feeling disappointed about it. Still, got some really nice content added.
I managed to trigger it by loading a save AFTER the final battle (when talking to my romanced companion in private - the scene also has new animations I see).
I've never been able to... Just lost 2 hours to try everything but nothing ever happen... Just credits + whithers + main menu.
Fascinating, I wonder if Larian intended for that to happen (recruiting Minthara on a good playthrough). Because it does seem like the way you’re able to recruit her in act 2 has a very specific process that few people would think of. (I.e., making her temporarily hostile by stealing.) And if she’s standing in Halsin’s tent, and doesn’t have her own… it makes me wonder. Did they create a loophole that they are going to close later?
And also SAME to there not being new kiss or hug animations, I was really excited about those as well. And feeling disappointed about it. Still, got some really nice content added.
Well until now Larian has been very insistent on not letting players have Minthara and usually patched any attempts to have her. So considering that this is specifically mentioned in the patch notes now shows that they're listening and it seems to be the very first raw step to seamlessly integrate her with all the companions. The reason why she is KIA by becoming fully hostile is pretty much a script thingy, but I'm sure they'll take care of that eventually too.
They've given her to us, they can't take her back now. I won't let them take her away!
Also in case you missed it they're still working on snuggling, for all companions;
We are still actively working on improving kisses for all romanceable companions, so expect even more new animations featuring unique snogging methods for our characters. No romance partner has been forgotten! Some characters were just a little too eager to get out.
Added a profanity filter for custom map markers. You'll have to find more creative ways to label [redacted]
I’m delighted by this change, mostly because I have no idea what it refers to. How many profane markers does it take to require a filter? And players were independently coming up with the same horrid name for that one guy/thing/place? Hahahahahaha
It must be some visual! I can’t wait to meet Penis-Nose beside Diarrhea Falls! Hahahahaha
Hahahahahhhhh hhhh hhhh *cough* hahahahahaha
Seriously, this made my day.
Last edited by Flooter; 30/11/2311:43 PM. Reason: Hahahahahahahahaha haaaaaaa
Many of my old save files from different previous runs are no longer working. Crash on loading them. Is it just me or anyone else having the same problem?
Many of my old save files from different previous runs are no longer working. Crash on loading them. Is it just me or anyone else having the same problem?
My friends who use mods on PC were having this problem until they updated Script Extender and ExtendedUI, now all their saves load like normal.
To ensure properly triggering the epilogue we recommend loading a save
before climbing the brain stem.
(Other saves at later points in the battle could work! But the safest would be at that point)
Regarding the questions about Minthara's issue where she breaks up with the player character, the team is aware of this issue and investigating.
Just to let you know: I had save in the middle of the fight, right before
opening the portal to the brain
. It worked for me from that one. I did have bug in the epilogue though, where my Drow was recognized as Githyanki by Wyll, so the initial dialogue was referring to
my fight against the Qeen.
. Or maybe that's a hint for expansion?
Yes, please focus on Minthara because I'm afraid talking with her not to trigger this. XD
I am kind of sad this was not fixed with this patch. Equally sad is with the various other offerings why do we still not have the choice of a God for Paladins or the option to move to a D20 for initiative? They did say they where adding options to be more like table top.
Many of my old save files from different previous runs are no longer working. Crash on loading them. Is it just me or anyone else having the same problem?
My friends who use mods on PC were having this problem until they updated Script Extender and ExtendedUI, now all their saves load like normal.
I'm on PS5, so it is clearly not mod related. The crash happens at the very end of the load process, so it may not be a file corruption issue.
Oh man, this patch. The epilogue is everything the ending was missing. My heart is full now. Thank you so much - for giving hope to the characters left in bad situations, for an ample distribution of hugs, for one last game of fetch with Scratch, and most of all, continuing to pour love into this project well past its launch date. Love you guys - you're phenomenal.
It looks like the new patch broke wyll for me. PS5 user in Act 1 here. Ever since the new patch, Wyll doesn't have any voice outside the dialogues. So no dolor during eldritch blast, no party banter (only his part is unvoiced), no comments about the world. This sucks because I was looking forward to playing over the weekend but this is a dealbreaker for me, wish my game was unpatched
Edit: I found out the problem and the fix by rolling to an earlier save. Basically, the dialogues that trigger when you return from camp can cause this if the loading takes too long. So I retried and hoped that the loading time takes shorter, it works most of the time.
The epilogue party was amazing, thank you so much for this patch!
Since you're working on fixing kisses, can you also take a look at Act 1 Astarion first kiss during the sex scene? I played as a female drow with feminine body and their lips are very much not aligned. Can ascended Astarion also get a kiss during the Reunion? Everyone else seems to have hugs or kisses but not him. There is also the question of the point of no return kiss being the old chaste peck.
Another thing, can female characters attend the party wearing a robe or simply something more feminine? I love the current outfit on male charas but not on women.
I am looking forward to trying all the new changes! I do have an FYI which likely won't be helpful for everyone. None of my save game files would load after patch 5. After updating to latest display driver, all saves were working again. I suppose it is expected at this point to keep the your drivers updated but mine were barely a month old. I am just glad they work again
I am not sure if this bug is so niche that it deserves the title, but for everyone's entertainment: After being freed of the Netherese Orb by Mystra, Gale's blood is still poisonous.
Did my Origin-Astarion take a nibble of his husband? Yes? Did Withers provide any blood? No. So a slight peckishness maybe justifies such meassures?
It would be really cute though, if Origin-Astarion could actually ask his romantic partner for a little sip. After all Withers did really forget the blood.
On a more serious note: I think something isn't quite working with Astarion's romanced epilogue.
While choosing to move to the Underdark with him, is acknowledged by the initial narration of the epilogue scene, the three other outcomes in which you stay a couple all assume that you lead an adventuring life, even when you chose to settle down. Later on, when talking to Minsc, you can tell him that you and Astarion are looking for a way to cure him, no matter which choice for the future the two of you have made. Tara (I am playing Gale-Origin) and Elmister also both assume that you are adventuring, no matter which choice you previously made. When talking to Astarion himself, his dialogue is considerably shorter than that of other companions and it lacks any specific references to things the two of you did together in the past six month. It's basically only the hello and the goodbye portion of a dialogue.
Especially when comparing his romance epilogue to that of other companions, it feels like the choices made during the romance scene right after the finale aren't properly tracked.
Edit: To not come across as completely negative: I love the epilogues. The whole party is beautifully done and I love how many dialogue options acknowledge the character I have picked. I know that Origins are far less popular than Tavs and Durges, so it always warms my heart when they considered. =)
Since updating to Patch 5 on my PC, the artwork for the loading screens is low-resolution, very pixelated. Anyone else having this issue?
Yes! I thought something looked off but wasn't sure if I was imagining it. The loading screen art is definitely much lower resolution (the rest of my game is perfectly crisp.)
since installing Patch 5, i'm getting weird dialogue glitches. when Tav speaks with another character, the text of the dialogue shows at the bottom, the character model moves as if they're speaking, but no audio plays for a couple of seconds. then, the character repeats the same movements and the dialogue audio plays as normal, but the full piece of dialogue gets cut off.
The melee/ranged weapon switch option doesn't work on controllers if you don't have an action left. Was this supposed to work this way? Right now, the option disappears when you spend your action.
On a more serious note: I think something isn't quite working with Astarion's romanced epilogue. While choosing to move to the Underdark with him, is acknowledged by the initial narration of the epilogue scene, the three other outcomes in which you stay a couple all assume that you lead an adventuring life, even when you chose to settle down. (...) Especially when comparing his romance epilogue to that of other companions, it feels like the choices made during the romance scene right after the finale aren't properly tracked.
It's the same for Ascendant epilogue. It doesn't matter if you travel or stay in Baldur's Gate to grow your power, you still get the invitation during a masquerade you were hosting in Cazador's Palace.
"Colossus Slayer" passive for Ranger class on 3rd lvl does not work at all after the latest update. Should be like that --- "Once per turn, your weapon attack deals an extra 1d8 damage if the target is below its hit point maximum." But it doesn't work now. Bad to start Honour difficulty mode with broken passives. ----- "Colossus Slayer" passive is not working only for ranged weapons now , but for melee it still works correct .
Last edited by For Khaine; 04/12/2301:51 AM. Reason: Additional information about bug
It fixes some crashes. There's a sticky thread related to the hotfix.
Thank you for pointing this out. It looks like it was created around the same time I posted before. Really nice to see a hotfix published over the weekend!
I'm not sure if it's a bug, but... in the game where I
1) made a deal with Raphael; 2) stole the contract from him and killed him; 3) Gale gave the crown to Mistra; after the epilogue, Raphael appears and scolds the player character for giving the crown to Mistra instead of him.
But in the game with Durge, where
1) I made a deal with Raphael; 2) didn't visit House of Hope; 3) Gale exploded to destroy Nethbrain; there was no epilogue with Raphael, even though he is alive in this version
. Did the triggers work correctly in these cases?"
It created memories worth savoring, and not just closure, but a beautiful view on life.
Tav with Lae’zel destroying the servants of Vlakith, with Karlach a mind flayer leading her religion of accepting the memories of the dying. And so many beautiful memories hinted in the telling of stories from 6 months walking separate paths.
In the unsupported "I’ll just run the Windows version on wine in Linux" there were quite a few textures missing in the end (most visibly invisible dragons taking off, and sometimes parts of bodies just missing where clothes should be), but I honestly did not mind, because I was enthralled by the storytelling.
Look, maps and mini-maps worked in pre-release. You took my money, and THEN you broke it. It's been months and months, and going on a dozen patches, 'hotfixes', and countless low priority artwork, rendering, and dialogue modifications.
One more thing: it would have been kind of nice to see the Emperor at the party,
though we fought him. I took pains to only knock them unconscious, and though plunging into the water while knocked out may be kind of detrimental to life, it would have been nice nontheless. After all their assessment of the situation should have changed once the brain is defeated, so they could join the group again.
I saw Custom mode on my son's machine. This made me decide to download Patch 5. I don't expect to play in any other way than that (quasi Tactician). Thank you!
The melee/ranged weapon switch option doesn't work on controllers if you don't have an action left. Was this supposed to work this way? Right now, the option disappears when you spend your action.
Since updating to new hotfix PS5 playthrough is impossible. I've tried uninstalling and reinstalling and it looks like my previous saves are affected too.... I've tried a new playthrough and saved it. I tried opening those saves and it crashes nonstop. I would put a hold on downloading the hotfix if patch 5 is working unless you want to go through what so many other PS5 users are going through. I have it on PC as well and haven't had the chance to see if this works here as well but we will see.
Anyone else notice that the Proficiency tab when equipping clothing is bugged?
It works when looking at armor or weapons (I think, will need more testing), but if you use the Proficiency tab when putting on hats, shoes, or gloves, none of your inventory appears.
After updating to patch 5, when starting new game, I don't here the sound effects for each class animation or the usual,"Who are you?" or the "Choose your guardian," voice at character creation. Also, either I or an enemy attacks or casts a spell, I don't here the sound effect. Anyone else getting this bug?
When do you plan on fixing the issue with PS5 constantly crashing in Act 3 Lower City? It all started after Patch #5 and I haven't been able to play for days. If it's not fixed before the weekend (AEDT) then I want a refund. You've ruined a once great game to the point that I can't continue without crash after crash. I sincerely hope that you do poorly at Game Awards, you don't deserve any accolades with the current pile of steaming rubbish you currently have on the PS5.
After updating to patch 5, when starting new game, I don't here the sound effects for each class animation or the usual,"Who are you?" or the "Choose your guardian," voice at character creation. Also, either I or an enemy attacks or casts a spell, I don't here the sound effect. Anyone else getting this bug?
I knocked out Alfira and the other bard won't show up and also it seems like other story things (Astarian biting you, Gale talking to his mirror image, Shadowheart and the relic) overshadow the dark urge seeing Scleretus Fel. I have Withers in my camp already which I thought helped trigger it. Is there a fix or will there be a fix and are others having the same issue? I'm really stuck on this one thing
I played through these scenes on PC a couple of days ago and it all worked great. Are you on PS5? You just have to long rest enough until the other scenes play out, then you should eventually get the one with the bard.
(Just save scum when Alfira pops up, go back and knock her out, then long rest and you should get the other bard).
Very much hoping for Patch 5 to come to Mac so I can play multiplayer with a friend who is on Windows. Any rough estimates on when it will be available? Before or after Christmas? Before or after New Years? If you're going to release major patches, I'd greatly appreciate if you would wait to release them until they are ready for *all* of the platforms so that multiplayer games don't get punished for unknown amounts of time. Mac players are generally understanding, we just want to know we haven't been forgotten and aren't being ignored. Being left to wonder for weeks or months on end makes Scratch and Owl Bear Cub sad!
Updste: Mac users, we're still working on Patch 5 and hope to release it soon. We'll keep you posted on further news.
Any news? Haven't heard from it in a while, I've been waiting for two weeks for an update, had to cancel 2 multiplayer-evenings with friends meanwhile, started playing another game with them. Come on, we want to be able to play again. The game is too good to wait for updates all the time ;-)
Same here. Starting a 2-player game with my boyfriend who is on PC three weeks ago and just as we were really getting into it, the update screwed us over. If you're not going to release patches simultaneously on ALL platforms, at least release them at the same time on platforms where there's cross play.
I actually bought the game twice: on Mac and then on PS5. It's ironic that I have the latest patch on PS5 but no cross play on there so I'm playing solo anyway, and not on Mac which is the version I bought exclusively so I could play with Windows users.
At least give us an update that's more specific than "We'll keep you posted."
@MetalCoco yes Gog Galaxy Mac includes the hotfix however anyone you play against on Gog Galaxy PC will need to grab to 30 mb update... it does nothing exept put you both on the same build number
@JandK its caused by having a spell caster character selected when you press [tab] so Shadowheart for example but vamp boy doesn't have any spells so the ui gets confussed... reloading isn't needed
Luke Skywalker: I don't, I don't believe it. Yoda: That is why you failed.
In our co-op sessions, the game is crashing more frequently than ever. Wow, we're thrilled to be introduced to a completely new type of error after 350 hours. great!!!
Can anyone please tell me how to switch weapon sets when using the controller? I absolutely can not find it on ps5. And have not tried to find it on PC with controller yet. Thanks!