Larian Studios
Posted By: Jess Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 02:59 PM
[Linked Image from i.imgur.com]

In last week’s Community Update we introduced some of the major new features and improvements coming to Baldur’s Gate 3 in Patch 5. During Thursday’s Panel From Hell 3 we recreated some of these updates during our first ever #LarPG (in addition to giving open-mouth kisses to human skulls and wielding sausages at dubious suits of armour).

[Linked Image from i.imgur.com]

Is the sausage mightier than the sword? Depending on the meat content, yes.

Today you get to try it out for yourself. Patch 5 is now live on Steam, GOG and Stadia!

Onward, for a read of our patch notes in full.

IMPROVEMENTS and ADDITIONS
  • Added new scenes expanding on Shadowheart's mysterious artefact.
  • Added new recruitment scenes with Shadowheart.
  • Additional reactivity from Shadowheart when she approves of you.
  • Added Background Goals - Now every character will have their own series of secret miniquests based on their Background and for each you complete you’ll receive an Inspiration Point up to a maximum of 4.
  • Added new camp scene with Scratch and the owlbear cub.
  • Added Point and Click character responses.
  • Added 12 new magic items in loot and quest rewards.
  • Revised active roll UI during dialogue. This includes improved displaying of bonuses and double dice for rolling with Advantage or Disadvantage.
  • You can now use spells and items to increase chances when rolling during dialogue (including your companions' spells and items).
  • Picking locks and disarming traps are now active rolls.
  • Added a new Disengage action that allows you to avoid provoking Attacks of Opportunity.
  • Adding an item during Bartering will automatically equalise the gold on both sides.
  • Added a way to cancel concentration from the concentration indicator.
  • You can now pin most tooltips to hover over additional terms... for more tooltips.
  • Increased the line limit in the dialogue history window.
  • You can now save while leveling up.
  • Added unique visual effects for class-specific spells.
  • Added new icons for spells, statuses and items.
  • Added dozens of new interactable items, expanding on the lore and background of the world.
  • Revamped visuals for spells used by multiple classes to create more cohesion with Class-specific spells.
  • Properly indicate when an action is fully free (does not count as a full or bonus action in combat).
  • Added a tooltip for surfaces in combat log entries.
  • Added better feedback on saving throws.
  • Added feedback to clarify why casting a spell at a target is impossible.
  • NPCs have new reactions when they're unable to talk to you.
  • Updated assorted spell, item, status, and book descriptions.
  • Cinematics
    -Cinematic character emotions.
    -Camera choice and motion.
    -Cinematic VFX.
    -Improved cinematic motion when characters look around.
    -Improved cinematic behaviour involving objects.
    -Introduced a cinematic visual for 'The Mark of the Absolute'.
  • Animations
    -Updated Worg model and its climbing animations.
    -Added Crab and Spider climbing animations.
    -Added Stave animations for Goblins.
    -Improved Mind Flayer animations.
    -Improved Human running and idle animations.
  • Audio
    -Characters now have semi-procedural armour sounds during cinematics that follow their movements.
    -Creatures now have jumping vocalisations.
    -Added new ambient sounds and music to camps.
    -Explosions - bigger booms, louder braaams.
    -Impacts and gore - combat actions are more nuanced and represented much more 'close-up'.
    -Item Destruction - all new debris system to increase realism.
    -Added sound feedback when Moon Puzzle is solved.
    -New UI sounds.
    -More detailed cinematic sounds.
    -Remastered Spell Vocals.
    -Multi Output - You can now choose your audio device to tailor a better audio experience.
    -Midnight Mode - A dedicated mix to avoid disturbing people around you.
  • Multiplayer
    -Added multiplayer support for local ready checks if other party members are not nearby.
    -A warning is now shown when trying to talk to another player's followers.
    -Added additional feedback when connecting to a lobby.
    -You can now lock your inventory in a multiplayer game.


APPLE M1 SPECIFIC
  • Users playing BG3 on an M1 machine now have the option to run the game at a higher performance via ARM64. Please be aware, ARM64 is not yet supported by Steam or GOG Galaxy. Steam and GOG Galaxy integration and cross-saves are currently only available via Rosetta.


BALANCE and GAMEPLAY

General

  • Food can no longer be consumed for immediate healing. Instead, they provide Camp Supplies that are used to take a full long rest (it's possible to take a partial long rest without using camp supplies that restores up to half of HP and resources).
  • Jumping now provokes Attacks of Opportunity.
  • Throwing distance is now influenced by the weight of the thrown object .
  • Shove distance is now based on the target's weight and the caster's Strength.
  • The Knock Out action has been removed. Instead, you can toggle a passive feature called Non-Lethal Attacks to enable the same effect for any melee attacks.
  • Encumbrance now has three levels of severity. Players at maximum encumbrance can no longer perform certain actions.
  • Backstabbing characters no longer provides Advantage on attack.
  • The Prone condition now inflicts disadvantage on Strength and Dexterity saving throws instead of imposing guaranteed failure.
  • Conjured familiars no longer leave blood when they are unsummoned.
  • Added XP rewards for achieving background goals.
  • Removed HP from light source objects.
  • The Hermit and Sailor backgrounds are taking a break.
  • Added Hellish Rebuke to Asmodeus Tieflings.
  • Dark One's Blessing now provides at least 1 temporary HP.
  • Faerie Fire now ignores allies with the Sculpt Spells feature.
  • Shield Master can now be activated only once per turn.
  • Added an AC bonus to the Dual Wielder feat.
  • Druids in wild shapes can no longer cast verbal spells while Silenced.
  • Boars, Crabs, Intellect Devourers, and Spiders now react to non-damaging magic.
  • Spiders are no longer immune to fall damage.
  • Humanoid races and creatures now attack their target higher and lower depending on the terrain.
  • NPCs now keep an eye on players for a while after letting them go with a warning.
  • NPCs will no longer recognise you when shapeshifting after escaping prison, UNLESS there were witnesses.
  • Guard reinforcements can now include more than one guard.
  • NPCs now treat killing allied beasts the same as murdering one of their friends.
  • Knocked out NPCs will disappear after the next long rest.

Nautiloid
  • 'Us' will now leave the party if attacked in its recruitment dialogue.
  • Flaming Sword can now be looted from Commander Zhalk.

Ravaged Beach
  • Shadowheart no longer enters combat with the Intellect Devourers if you don't recruit her.

Overgrown Ruins
  • Increased XP when persuading the bandits at the chapel to leave.
  • Added XP reward for scaring the bandits outside the chapel.
  • Increased area in which player characters will join the cinematic of the skeletons rising in the chapel.
  • Added banters between Gimblebock and Taman.

Druid Grove
  • Made NPC behaviour more reactive during Wyll's recruitment.
  • Improved wandering behaviour of the grove squirrel.
  • If any of the 5 druids performing the ritual die or become Silenced, druids will initiate their attack (no more sniping them!).
  • Druids won't initiate their attack on the tieflings if they get into a combat against the harpy or other hostile creatures.
  • Harpies now start singing before combat starts.

Blighted Village
  • True Soul Edowin now immediately bleeds to death if Novices Andrick and Brynna are killed in one shot before the situation has been resolved.
  • Removed die roll to free Barcus Wroot if there's no consequence for failure.
  • Barcus Wroot is now more insistent in his cries for help.
  • Added a player voice bark when returning to Owlbear Cave after certain conditions.

Goblin Camp
  • Added a new status effect as a reward for the Rite of Loviatar: When you have 30% or less hit points, you get +2 bonus on attack rolls and wisdom saving throws.
  • Backup Goblins for Goblin Checkpoint now have the 'Slightly Drunk' condition.
  • Provided sleeping drunkards with better behaviour if player avoids combat.
  • Added reactions to the Goblins if someone kills the Scrying Eye.
  • Novices Andrick and Brynna now have more dialogue reactivity in the Goblin Camp.
  • Made Gribbo more reactive to interruptions when following Volo to his cage . Gribbo now also follows Volo more closely.
  • Failing to get out of chains in certain ways will now inflict pain.
  • Completing the Rite of Loviatar no longer rewards Inspiration Points, but a unique status effect instead.
  • Priestess Gut can no longer detect invisible or stealthed characters during certain interactions.

Swamp
  • Redistributed exploration XP.
  • Using Auntie Ethel's charm grants all 6 effects from Enhanced Abilities until a long rest: Bear's Endurance, Bear's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom.
  • Visually improved the appearance and disappearance of Auntie Ethel's doubles.

The Risen Road
  • The githyanki may now search Lae'zel's corpse if she's left behind and dies at the githyanki patrol.

Underdark
  • After revealing Gekh and his allies, they will not start dialogue until you approach the raft (the same behaviour as when Gekh is hidden).
  • Reduced Baelen's HP.
  • Items in the Whispering Depths hideout no longer trigger Web Sense.

Camp
  • Added Forced Rest after Goblin Celebration Victory.
  • The Talkative Skeleton can't get knocked out anymore.
  • The Talkative Skeleton's arrival appearance now plays for Silenced characters.
  • The Shadowheart ultimatum scene has been replaced with a new scene in the Goblin camp.
  • Tweaked Shadowheart's acknowledgement of Selûne-worshipping players.


COMBAT CHANGES

General

  • NPCs now have similar basic actions to those of the player.
    -Most Humanoids now have access to Dash, Jump, Throw, Shove.
    -Most other creatures now have access to Dash.
  • NPCs will now only use Slash and Smash once per fight.
  • NPCs now only receive weapon actions like Cleave and Slash if they've equipped the corresponding weapon.
  • Bugbears, Ogres, and certain Goblins now have ranged spells, allowing them to attack from range if nothing else is available.
  • When difficult terrain prevents an enemy from making a melee attack, it will try a ranged attack.
  • Disarmed characters now look for replacement weapons. Most NPCs have their own preferences.
  • AI now supports basic resource planning, allowing characters to better reason about spells that grant more resources (like Dash and Action Surge) .
  • AI now reasons better about effects that give bonuses to rolls.
  • AI now understands aura effects (e.g. Silence, Gale's Necrotic aura, Flaming Sphere etc.).
  • AI now reasons better about overlapping crowd control statuses (e.g. casting Blind on a sleeping target).
  • AI is now less willing to damage allies to remove effects such as Sleep.
  • Less intelligent creatures (imps, beasts, etc.) will no longer destroy items for their secondary effects (e.g. destroying a barrel to cause an explosion to nearby enemies).
  • Added AI archetypes for Ogres and Zombies.
  • Adjusted how willing the AI is to target summons (more for beasts/creatures, less for humanoids).
  • AI now reasons better about the Prone condition and difficult terrain.
  • AI is now less biased towards targeting enemies it's already attacked, or attacking a target that attacked them.
  • Gave certain NPC archers secondary melee weapons in case they get disarmed or cornered.
  • Rebalanced wolf companion attacks to be more in line with other companions.
  • NPCs can now throw healing potions at allies in order to heal them (if they have the Throw action).
  • Movement speed adjusted for certain NPC races to be consistent with player characters.
    -Dwarf, Gnome, Duergar, and Halfling Movement Speed reduced from 9 to 7.5 units.
    -Wood Elf Movement Speed reduced from 10.5 fto 9 units.
  • Enemies now use portals.
  • Added climbable cobwebs in the Abandoned Outpost and the Shattered Temple's spider pit.
  • NPCs will now try to avoid electrified steam clouds.
  • Made candles and candelabras moveable where applicable.
  • Removed Multiattack from Minotaurs and all humanoids under level 5 It was a bit much.
  • AI now tries to avoid ending turns on ledges that may cause their feet to visually float off of the ground.
  • Added saving throw proficiencies for humanoid NPCs at level 4 and 6, as per player classes.
  • Adjusted Duergar's Enlarge spell to be more consistent with the spell version.
  • Spider Infestation status no longer damages players in Spider Wildshape.

Nautiloid
  • Fixed some enemies still being able to land critical hits - it's the tutorial, come on.
  • Nautiloid Imps can no longer use their weapon skills.

Ravaged Beach
  • Tweaked unnatural-looking rubble around the starting beach.
  • The Stranded Fishers trying to dig out the mind flayer now have dedicated weapons (weaker, makeshift versions of a bow and crossbow).

Overgrown Ruins
  • Minor tweaks to the Bandits at the chapel exterior.

Druid Grove
  • Using Silence on a singing harpy will now make her stop singing.
  • Reduced the number of druids to fight when siding with the goblins in the Grove massacre.
  • Goblin Sappers now are actually slowed down by the barrels on their backs.
  • Made sure Mud Mephits aren't actually afraid of mud.

Blighted Village
  • The tree no longer blocks projectiles.
  • Made the area around the Rooftops Ambush easier to navigate.

Goblin Camp
  • The Disheveled Chicken no longer forces sneaking characters to make Stealth checks.
  • Added holes for goblins to navigate the several levels of the Goblin Camp more easily.
  • Slightly increased the damage of the Coal Baskets in the Shattered Sanctum and added a knockback effect when the baskets fall.
  • Minthara's area has been redecorated to suit new level design.
  • Slightly moved a vase in the Goblin Camp that was blocking war drums.
  • Reduced HP of the Shaky Metal Grate in the Worg Pens.
  • Priestess Gut will now only use her tadpoles power once per combat.
  • Priestess Gut no longer uses The Absolute's Hand on a statue if it will fall on her.
  • You can now manually destroy the main room's statues in Priestess Gut's quarters.

Swamp Redcaps
  • Changed one of the Redcaps into a Blood Sage
  • Bloodlust changes:
    -Now costs 1 Action instead of a Bonus Action.
    -Now requires concentration.
    -Duration increased from 3 to 5 turns.
    -Can only be cast once per combat (was 4-6 Recharge).
  • Ironbound Pursuit changes:
    -Recharge now 6 (was 4-6).
    -Damage reduced from 3d10+4 to 3d8+4.
  • The Open Wounds Bleed effect of Redcap Blood Sages has been reduced from 4 rounds to 2 rounds. Now also flagged as a magical spell.

Owlbear Cave
  • You can now walk through the Owlbear's broken eggs.
  • Owlbear should now get stuck in the level design a lot less.
  • Made the Owlbear encounter slightly easier.

The Risen Road
  • Increased the Dying Hyena's HP from 5 to 7.
  • Increased the Healthy Hyena's HP from 5 to 8.
  • Gnolls will not unnecessarily sheathe or unsheathe their weapons while casting spells anymore.
  • Improved navigation around the Flind's combat area. You can now walk through viscera.
  • The Flind can now shoot a bow at its targets if she cannot reach them. She also has cool hair now.
  • Made navigation in the tollhouse easier by expanding the upper walkway, creating an opening in a wall, and making a platform climbable.
  • Added a firebowl rope, hinge, bowl to the tollhouse.
  • Changed pressure plate visuals in the trapped corridor in the Zhentarim Dungeon.
  • Increased HP for all Githyanki characters in the githyanki patrol.
  • Created Gith-specific weaponry & armor.
  • Gave Githyanki characters proficiency in their equipped weapons.
  • Removed Preserve Life from Gauntlet Dain.

Underdark
  • Servants of Boooal
    -Reduced chance to apply Bleeding.
    -Bleeding duration reduced from 2 rounds to 1 round.
  • Various smaller tweaks and fixes to the myconid combats.
  • Revamped Myconid action distribution and names. It's now easier to understand which Myconid does what in battle.
  • Reworked Gekh Coal's Animate Dead spell to be more consistent with future spells and less bug prone.
  • Tweaked the Kuo Toa fight to make the encounter a bit easier and fixed a few minor issues.
  • Spectator will now cast Wounding Ray on Frightened targets.


BUGFIXES

Stability

  • Fixed a crash related to Minotaurs using a specific skill.
  • Fixed a crash related to the Harpy fight.
  • Fixed a crash when destroying a Nautiloid tank.
  • Fixed a crash related to loading a savegame that is still being downloaded through Cross Saves.
  • Fixed a crash that could happen when shooting the brine bulbs on the Nautiloid.
  • Fixed a crash on startup on specific lower spec devices.
  • Fixed a crash when loading a savegame from character creation.
  • Fixed a crash when a player joins the host while loading a savegame.
  • Fixed a crash when knocking out specific characters with a shield equipped.
  • Fixed a crash when loading into the Beach crash site after escaping the Nautiloid

Companions
  • Companions now have accurate journal entries when they become hostile and leave the party.
  • Fixed a bug with Astarion not being killed / exiled after a certain camp night.
  • Fixed Astarion making certain comments while Downed.
  • Fixed a reflection dialogue about protecting Astarion from Gur Hunter not launching after the dialogue with the Hunter is over.
  • Fixed a reflection dialogue about Astarion not launching after a certain camp night.
  • Fixed Gale receiving extra XP when hired.
  • Fixed some dialogue and camp behaviour issues with Lae'zel related to her leaving the party at the githyanki patrol.
  • Fixed Lae'zel's recruitment dialogue not starting after Nymessa and Damays failed to join a combat against the chapel bandits.
  • Shadowheart now reacts properly to Lae'zel in the druid grove.
  • Fixed an issue with Shadowheart being stuck after her recruitment at the beach.
  • When controlled by the AI, Shadowheart now properly uses her melee weapon and closes distance with enemies.
  • Fixed Wyll's unconscious origin moments with Fezzerk.

Spells
  • Fixed Arrow of Fire and Alchemist's Fire not burning spiderweb bridges.
  • Fixed Bless spell blessing everyone in range instead of the correct maximum amount of targets.
  • Fixed being able to cast Charm Person on yourself.
  • Fixed not being able to cast Charm Person Level 2 directly at allies (the AOE will still not target allies).
  • Fixed Create Water spell granted by Rain Dancer weapon counting towards prepared spells limit.
  • Fixed Aberrant Shape’s Devour Intellect spell not applying stun and reducing Intelligence correctly.
  • Fixed Dragon's Grasp not dealing additional damage to burning targets.
  • Fixed a variety of broken NPC Ensnaring Strike actions across the game.
  • Flaming Sphere can no longer climb ladders.
  • Fixed Flaming Sphere not always applying area damage correctly.
  • Fixed being able to target yourself with Friends spell.
  • Fixed condition from Guiding Bolt spell not being removed by offhand attacks.
  • Fixed Warding Flare activating only once per turn.

General
  • Fixed Aberrant Shape for Moon Druids.
  • Fixed Ash surface igniting flammable surfaces on touch.
  • Fixed not being able to move some crates.
  • Fixed being able to eat some buckets.
  • Fixed sometimes not being able to shove characters into deep chasms due to angle limit.
  • Fixed dual wielding using the same attack roll for both attacks.
  • Sneak Attack now requires a Finesse weapon in the main hand.
  • Fixed being able to still perform actions after having ended your shared turn.
  • Fixed certain dialogues being skipped abruptly in multiplayer.
  • The Great Weapon Master feature no longer triggers on a critical miss.
  • Fixed effects sometimes not being applied properly to characters in a certain state (like Prone).
  • Murdering NPCs out of combat again has appropriate consequences.
  • Added new journal updates for Halsin's subquests to fix the quest ending prematurely or reaching a dead end.
  • Restored missing Fey Ancestry for Drow NPCs.
  • Gave Drow NPCs their intended armor visual sets.
  • Fixed savegames with specific characters not showing up in the savegame list.
  • Fixed lootable objects from other floors being highlighted when pressing ALT.
  • Fixed the 'end force turn-based mode' button sometimes not working correctly.
  • Fixed jumping down to a party member sometimes dealing massive damage.
  • Fixed NPCs not using Dash anymore after being proned in combat.
  • Fixed rare issue with combat getting stuck due to attack of opportunity.
  • Fixed other players getting kicked out of the level-up screen if another player starts force turn-based mode.
  • Fixed enemies not getting surprised status correctly when attacking from stealth.
  • Fixed 'Invalid Target' message when trying to throw specific items like barrels or dead bodies.
  • Fixed landing animations on damaging jumps that do not knock you down.
  • Fixed not being able to resurrect correctly when selecting a target location.
  • Fixed NPCs not trying to stop you when escaping prison.
  • Fixed trajectory preview when trying to shove heavy targets.
  • Fixed unintended AI bias towards targets with lower HP. Some enemies will still pursue killing blows, but any bias towards lower HP targets outside of killing blow range was unintended.
  • Fixed characters on the edge of moving platforms sliding and sometimes falling off.
  • Fixed revived characters not triggering Attack of Opportunity anymore.
  • Fixed certain NPCs losing their signature spells after loading a savegame.
  • Fixed being able to pick up items that are too heavy by using Alt+click.
  • Fixed inventory weight not updating correctly after consuming an item.
  • Fixed Prone characters skipping their turns when stuck in certain surfaces that affect their movement.
  • Fixed thrown items not doing impact damage in certain conditions.
  • Fixed incorrect climbing animations for clients in multiplayer.
  • Fixed certain animations not playing for clients in multiplayer if latency was too high.
  • Fixed eyewitness reactions to murdering a guard still occuring when they shouldn't.
  • Fixed several passive skill rolls (Harper's Stash, Goblin's Ambush, Selune's secret shrine, Injured Drow, Tree Stash).
  • Fixed some stat inconsistencies with bugbears.
  • Fixed issues with NPCs sometimes not reacting to using forbidden items.
  • Fixed the examine window breaking when the player's Wisdom is low.
  • Fixed Multiplayer Lobby still showing player icon after they get kicked from reducing slot count.
  • Characters should now properly avoid Enchanted Vines surface.
  • Fixed visuals for Goblin Short Bow.
  • Fixed a general spellcasting animation issue.
  • Fixed items not being confiscated correctly when a player is arrested.
  • Fixed combat AI sometimes trying to heal their friends if they are immune to healing (e.g. zombies).
  • Disarming a tripwire next to a rolling boulder trap no longer triggers it.
  • Fixed an issue where AI would wait for excessively long if it failed to find a valid action to execute.
  • Fixed various issues with NPC wildshapes.
  • Skeletons are no longer in a celebratory mood when emerging from coffins.

Nautiloid
  • Fixed a traversal bug near Us by tweaking level design.
  • Fixed combat fallback dialogue for Us / Intellect Devourers.
  • Lae'zel no longer tries to jump down on the Nautiloid if she's dead.
  • Fixed the Mind Flayer on the Nautiloid talking before actually attacking.

Overgrown Ruins
  • Soul coins are now properly placed in the Chapel and no longer have the 'Story Item' property.
  • Attacking Nymessa, Damays, or any of the bandits outside of the chapel now properly ends their dialogues and starts combat.

Druid Grove
  • Fixed Mud Mephits sometimes not using their spells.
  • Sleeping bear in the Grove should now face the right way when sleeping.
  • Nettie's dialogue about poison now triggers normally if the player enters her room wildshaped.
  • Fixed Topaz moving its coin out of its nest and thinking the coin was gone.
  • Fixed NPCs trying to path through the gate of the Grove when terrified.
  • Fixed issue with Sazza not reacting to the death of her captors.
  • Fixed some druids ignoring invisibility statuses on players.
  • Fixed issue where the Robbed Adventurer dialogue ended prematurely if the guard was too far away.
  • Fixed an issue with Mattis thinking you bought something when you actually sold him something.
  • Fixed an issue where Grove characters would be part of combats they weren't supposed to participate in.
  • Fixed dialogue options for Tiefling Warlocks in Wyll's recruitment dialogue.
  • Fixed issue at the Plea at the Gates where Wyll would take too long to end his turns.

Blighted Village
  • Novices Andrick and Brynna now leave as intended after the encounter.
  • In the encounter with Novices Andrick and Brynna, the Medicine ability check now correctly uses Wisdom instead of Intelligence.
  • Ogres now wield their intended weapons and correctly use Strength to throw things (instead of Dexterity).
  • Fixed Tracker Dullwill's dialogue hostile reactivity.
  • Fixed Owlbear not gaining the Enraged status during combat.

Goblin Camp
  • Fixed issue with the goblin scouts not being able to talk to Sazza.
  • Brakkal won't run away through walls anymore, and the interaction with him through walls themselves is made easier.
  • Goblins now only say "someone let crawlies out' if you actually let crawlies (spiders) out.
  • Fixed spiders in Spider Nest ignoring combats around them even when they can easily reach those combats.
  • Fixed Happy Torturers torture scene starting even when both Spike and his assistant have run away to their battlestations.
  • Liam will no longer run away while unconscious.
  • Fixed Bosk not checking if Volo is still alive and present.
  • Fixed the dead adventurer's corpse being inaccessible while fighting the goblin kids.
  • Fixed Crusher's storytelling dialogue to include his friend goblins correctly.

Swamp
  • Fixed Redcaps not looking like themselves after they are revealed.
  • Fixed a bug with Mayrina's cage that would block targeted spells.
  • Fixed issue with Redcap's bloodlust that sometimes caused them to skip their own turns.

The Risen Road
  • Fixed a newborn gnoll appearing next to a dead hyena after succeeding to kill it inside the womb.
  • Conversations with Anders are no longer interrupted when another player enters the house.
  • Fixed Anders' Cleric spells (removed Trip Attack).
  • Raphael will no longer appear in camp immediately after abandoning Lae'zel at the githyanki patrol.
  • You can now only mention Nymessa and Damays in the githyanki patrol if you met them in Lae'zel's recruitment.

Waukeen's Rest
  • Fixed frightened oxen in Waukeen's Rest being significantly offset in their dialogue.
  • Fixed backdraft when opening the room in which Benryn is trapped.
  • Adjusted a hatch in the Zhentarim storeroom that was floating above the ground.

Underdark
  • Glut now correctly follows players in the Kua-Toa area of Underdark.
  • Fixed the raft encounter not starting if the player is invisible.
  • Fixed some minor issues and inconsistencies in the Gekh Coal encounter.
  • Fixed several issues with the Automaton's spell usage in combat.
Some big highlights that are huge.

I like that Food no longer heals
The Inventory lock for Multiplayer is really great - I no longer have to hide my potions.
AI improvements are amazing
Tooltips are such a nice thing to see.

A lot in there, but no changes to Barrelmancy. Mostly I am not disappointed. Hopefully that gets addressed in future, but I think it may be one of those things Larian doesn't want to discuss.

*Edit Barrelmancy is all but removed with the combined changes. Greatest. Patch. Ever!
Posted By: Jess Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 03:35 PM
For the GOG peeps - offline installers will be updated shortly.
Just started a few minutes ago for me.... and the New GOG Galaxy update is much faster for the download.
Posted By: Kirlack Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 03:46 PM
Originally Posted by Blackheifer
Some big highlights that are huge.
...
A lot in there, but no changes to Barrelmancy. Mostly I am not disappointed. Hopefully that gets addressed in future, but I think it may be one of those things Larian doesn't want to discuss.

Yep ! But they Just need to adjust the barrel weight, and the barrelmancy will be nerfed as it should be (according to the majority here)
Posted By: nation Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 04:01 PM
awesome! excited to read thru these...

'NPCs can now throw healing potions at allies in order to heal them (if they have the Throw action)' - really tho? lol
I must say im exited about litteraly everything i have read ...
This indeed seem to be probably best patch we get so far. :3

Maybe except this one: "Increased HP for all Githyanki characters in the githyanki patrol." ... that maked me worried a little bit. laugh But im curious about how it will work! :3
Posted By: Kolvaer Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 04:09 PM
"Added saving throw proficiencies for humanoid NPCs at level 4 and 6, as per player classes."

Are we getting Level 6 with this patch!!????
Posted By: Bomor Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 04:09 PM
Awesome, thanks Jess!
I hope everyone who thought this patch was minor changes notices how big this patch actually is.
Great news, you can no longer throw the cambion in the Nautaloid tutorial. I think they fixed Throw.
Hello!

Shadowheart's standing on her feets while ship's collapsing ahah.

Hope my french's english enough to help.

Thank you for making this going forward.
Posted By: Tuco Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 05:35 PM
You can still get free exp by pushing corpses down of the Nautiloid, for some weird reason.
Originally Posted by Jess Larian
[*] Flaming Sword can now be looted from Commander Zhalk.

Anybody tried this yet?
Posted By: Waltc Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 07:04 PM
Originally Posted by Jess Larian
For the GOG peeps - offline installers will be updated shortly.

Greedily and giddily updating to patch 5, now downloading through Galaxy as we speak!...;) I would estimate that the bulk of people using GOG today use it with Galaxy as opposed to always waiting on the offline installer files to compile before installing their games/or patches...!

I always feel it is incumbent upon me to reiterate the following, although it may come as a shock to some..;) But waiting on the Gog Offline Installers to be made ready is not a requirement for using GOG to update your game(s)...;) You will always get the game updates faster through Galaxy, without the necessity of waiting on Offline Installer files to be compiled every time there's an update. There seems to be some enduring confusion about that, for some reason...;) In fact, I would very much advise against it, and instead advise use of the ordinary Galaxy updater for updating games through GOG, and I would reserve the offline installer for use at some future date when Larian has finalized the BG3 version builds (so that you aren't constantly downloading updated offline installer files, one after another after another.)

The purpose of the offline installer files from GOG, provided at no extra charge, is to provide each GOG customer with his very own executable, installable copy of his purchased games, as he is legally entitled to as a paying customer. This is a service provided only by GOG at this date (remarkable as it seems) as I am unaware of any other service that provides it. When installing your game copy from the offline installer files, no other GOG software is required to be present and/or running in the system.

OTOH, running GOG Galaxy is exactly like running Steamworks. Steam handles the downloads and the patch installations & updates automatically when prompted by the developer to do so, as does Gog Galaxy. Galaxy updates are ready for installation faster than the offline installer files are compiled, because there is more work for the game dev and even GOG when compiling the offline installer files compared to simply using Galaxy to deliver and install the game patch. Of course, there's "no delay" for Steam game files provided to the customer because Steam does not provide stand-alone, installable copies of the games its customer's buy. This is true even for those Steam games that do not require that Steamworks be running in order to run the game--Steam still does not provide the user with a stand-alone self-installable game copy.

Without belaboring the issue, I use Galaxy to install and update my GOG games, and use the GOG offline installer files to save my stand-alone, installable game copies to my game library. Since its inception, GOG has always gone this extra mile for the customer. For me, it's not a big deal--it's the principle of the thing as much as anything else...;)
Posted By: Acanis Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 07:12 PM
There is a new bug with Shadowheart... ^^ I did free her on the ship and meeting her after the crash it bugged... The dialog should start, but Shadowheart just ran away and she was gone "forever"... xD *edit* After reloading (to right after the crash) its happening again...^^ *edit2* Ok... Even loading the quicksave before the crash isnt working... frown
Getting a consistent crash whenever I trigger the goblin fight outside of the Druid grove. Completely restarts my PC each time. :S
Posted By: Antimon Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 09:52 PM
I have the same problem as Acanis. Shadowheart's dialogue skips and she runs away and suddenly disappears. It's really a plot stopper for me. Can't be fixed by reloading.
Posted By: Waltc Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 10:07 PM
Where is the volume control for the narrator bits? Please don't tell me you pulled it. Hope not. It was an inspired move. I'd like to suggest that maybe Larian drop the unnecessary support--like for M1 stuff (for goodness' sake!)--in order to concentrate on what is important--M1 support? That's just a poor decision at this stage of the game's development, imo. Rather surprising you'd remove something as fundamental as narrator-channel volume control and even mention "M1" support...;) Hard to understand (A) why you'd remove narrator volume control (should allow turning it off if nothing else), and (B) not even mention it. That sort of thing is rather odd--did you expect the removal to go unremarked?
Posted By: asheraa Re: Patch #5 - Version number: 4.1.1.1173402 - 15/07/21 10:32 PM
Best. Lockdown. Gift. Ever.

Gonna be an awesome weekend <3
So far, downloading for almost three hours and only 42% done. I have super fast internet.
I don't remember patch four or the others taking this long, but maybe my memory is shot?

How long did it take you all on average through steam?
Originally Posted by Baronvonheadless
So far, downloading for almost three hours and only 42% done. I have super fast internet.
I don't remember patch four or the others taking this long, but maybe my memory is shot?

How long did it take you all on average through steam?

About 15 minutes.
My computer is upstairs and my modem is downstairs so it's a little slow on Steam. But it's at 25% after 5 minutes or so? Had to reserve space too. That took a few minutes.
Slowed down a little. Now stuck at 62%
^^That's crazy, why is mine taking so long I wonder?

Ive downloaded 200gb sample libraries in this amount of time. But it's taking longer for this 40gb update...
Just checked. Now it's patching. it's complete though. at 27.26 GB of 27.26 GB.

Not sure how long ago it finished or how long it's been patching.
Originally Posted by Gt27mustang
Originally Posted by Jess Larian
[*] Flaming Sword can now be looted from Commander Zhalk.

Anybody tried this yet?

Jep I just did. I freed Shadowheart and killed Zhalk and got his sword during the tutorial. It is a Greatsword with permanent +1d4 burning, really really cool!!
Originally Posted by Gt27mustang
Originally Posted by Jess Larian
[*] Flaming Sword can now be looted from Commander Zhalk.

Anybody tried this yet?

I tried but his body was empty. My character also decided to cast the dancing lights cantrip on their own, so I dunno. Was really hopin' for that flaming Great Sword.
Originally Posted by Chacruna
Originally Posted by Gt27mustang
Originally Posted by Jess Larian
[*] Flaming Sword can now be looted from Commander Zhalk.

Anybody tried this yet?

Jep I just did. I freed Shadowheart and killed Zhalk and got his sword during the tutorial. It is a Greatsword with permanent +1d4 burning, really really cool!!

Yes, just did also. Really nice sword and XP boost.
On a side note, isn't the Jump keyboard shortcut the best thing ever. smile
I seem to be averaging about 2.6 MB/s downloading from GoG...
Finally got it, took like 6 hours. Anyway, just crashed the nautiloid and....they changed Minthara's hair?!
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 16/07/21 05:44 AM
Minthara got a hairscut. 😁
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 16/07/21 05:45 AM
LOVE the flaming sword. That made the entire prologue end battle SO much more fun and exciting.
Originally Posted by Gt27mustang
Originally Posted by Chacruna
Originally Posted by Gt27mustang
Originally Posted by Jess Larian
[*] Flaming Sword can now be looted from Commander Zhalk.

Anybody tried this yet?

Jep I just did. I freed Shadowheart and killed Zhalk and got his sword during the tutorial. It is a Greatsword with permanent +1d4 burning, really really cool!!

Yes, just did also. Really nice sword and XP boost.
On a side note, isn't the Jump keyboard shortcut the best thing ever. smile

How did you do that?
I Love this patch. Its the best one I have seen yet. The overall effect is to make the game much more challenging and satisfying.

I hope Larian continues in this direction. The AI is much improved - NPC's are way more aggressive and nasty. The game is more tactical and rewarding.
Overall, great improvement patch, so hats off to the boys at Larian for that. Hope they continue on this route. But please oh please finish wizard so you can get rid of the silly learning any spell from scrolls thing. It is a tad immersion breaking for that class, at least for me. But currently that is my only gripe with it. Also, is it me or have they also mostly fixed guiding bolt? it seems to hit a lot more consistently now. Although when shooting it up at someone you still usually get 42 % hit chance only xD. that might need a bit tweaking still.

Having disengage as a action makes it feel so much more tactical and such. Maybe watching Solasta inspired them a bit to try harder to get the core ruleset right? As some things kinda feel like a nod to how solasta implemented things. (might not be though). But overall I love the fact encumbrance matters, that enemies have weight now (so no tossing dragons as a halfling haha).
How to kill Zhalk?

I can not kill him. What did i do wrong?
Originally Posted by Gt27mustang
Originally Posted by Jess Larian
[*] Flaming Sword can now be looted from Commander Zhalk.

Anybody tried this yet?

[Linked Image from i.imgur.com]

also note clipping Astarion in background ^_^
Originally Posted by Naginata
How to kill Zhalk?

I can not kill him. What did i do wrong?

There are many ways to make this easier, the biggest being having your people out of range of him and the cambions by being along the higher left and right that is raised up and pelting everything with ranged attacks. Then when one runs up just push them off and rinse and repeat, or thats how I take care of them. This patch they seem to just stand around just under me after a push or messing their aggro with an Mage hand or Illusion, letting me pelt them with hex enhanced Eldritch Blasts.
Originally Posted by CJMPinger
Originally Posted by Naginata
How to kill Zhalk?

I can not kill him. What did i do wrong?

There are many ways to make this easier, the biggest being having your people out of range of him and the cambions by being along the higher left and right that is raised up and pelting everything with ranged attacks. Then when one runs up just push them off and rinse and repeat, or thats how I take care of them. This patch they seem to just stand around just under me after a push or messing their aggro with an Mage hand or Illusion, letting me pelt them with hex enhanced Eldritch Blasts.

I blasted the whole Area with Nautolid Tanks. Did the trick also
But i will use your "tricks" at the next playtrough smile
If the mindflayer gets some lucky hits in you can just kill it with ranged. 16 dex will give you a 40% chance to hit for 1d8+3 with a crossbow, plus advantage if you have high ground, and Shadowheart's Sacred Flame is at 40% against his dex. With Shadowheart, Lae'zel and the Intellect Devourer you can focus it down. Hex helps, as do buffs.
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 16/07/21 10:56 AM
I created 3 Custom characters and had Lae'Zel and Shadowheart. We attacked Zalk with everything, surrounding him. Save Guiding Bolts for him. They do a lot if hit. Bless is good to enhance attack chances.

Also, use items you pick up to keep cambions at bay. Throw bulbs and such at them. Area effect and they push enemies. I barely succeeded even doing all this.
Originally Posted by Naginata
Originally Posted by CJMPinger
Originally Posted by Naginata
How to kill Zhalk?

I can not kill him. What did i do wrong?

There are many ways to make this easier, the biggest being having your people out of range of him and the cambions by being along the higher left and right that is raised up and pelting everything with ranged attacks. Then when one runs up just push them off and rinse and repeat, or thats how I take care of them. This patch they seem to just stand around just under me after a push or messing their aggro with an Mage hand or Illusion, letting me pelt them with hex enhanced Eldritch Blasts.

I blasted the whole Area with Nautolid Tanks. Did the trick also
But i will use your "tricks" at the next playtrough smile

Nautiloid Tanks is the easier way. I just tend to avoid barrelmancy lol.
Posted By: Tuco Re: Patch #5 - Version number: 4.1.1.1173402 - 16/07/21 09:52 PM
I was trying the new Wrath of the Righteous beta, when at some point the game tutorial gave me a pop-up teaching that I could drag a rectangle to select multiple units.

I had to pause and tear up a bit thinking of BG3 and its toilet chain.
Posted By: Niara Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 03:05 AM
Can I just ask....

Didn't they, last major update, apologise to us about the sheer size of the patch, but, then, explain to us that this would absolutely be the LAST time they had to make us download MASSIVE amounts of data to patch our game, because they'd improved their system for it, sot hat even major patches in the future would all be much smaller and more streamlined in terms of their data weight? They promised this, last patch, that it would be the last time...

And now this patch is 27 gigabytes.

That's bigger than most entire games I have on my computer!

I mean, it is just one more broken promise on a veritable mountain of them, at this point, but really? 27 gigabytes for a patch is not even on the same continent for 'acceptable patch size'. I'd normally not complain directly, but this is specifically after they made a point of promising that we WOULDN'T have to do this any more.
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 03:20 AM
Sigh. Can't you be happy they finally released a patch, and it's good? I am VERY much enjoying it. It made the game SO much better.

My Drow really loves Zalks Flaming Sword. 😄
The patch size thing was not a promise I was going to hold them to. And honestly, i am fine with the patch size, cause I see it as a culmination of hard work improving the game.

I just hope there won't be another set of The Silent Months as I will jokingly call them.
Posted By: mrfuji3 Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 04:21 AM
Originally Posted by Niara
Didn't they, last major update, apologise to us about the sheer size of the patch, but, then, explain to us that this would absolutely be the LAST time they had to make us download MASSIVE amounts of data to patch our game, because they'd improved their system for it, sot hat even major patches in the future would all be much smaller and more streamlined in terms of their data weight? They promised this, last patch, that it would be the last time...

And now this patch is 27 gigabytes.
I interpreted that promise as fixing the issue where steam/gog would re-allocate the entire game's worth of space, copy the game over, and then delete one of the versions. Even for patches that only added ~500MB worth of data; turning an update that should be a few minutes into an hour+.

Which it seems like Larian has done, considering the fewer amount of forum posts complaining about this occurrence. Not really something to brag about fixing, but definitely a good fix.
Posted By: Niara Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 04:49 AM
Oh, I'm definitely pleased with a lot of the stuff I'm seeing!

I've started a fresh file to check things and doing my granular bug reporting process like usual (hence fewer active forum threads). I'm liking the fact that Throw is more reasonably managed now - though we only seem to have two grades of throw, being 'Throw at a target quite close to you' or 'Throw as far as the next continent' - but I'm still pleased that it's been made more reasonable.

I'm finding the patch to be very unstable - I use Vulcan since that's the newer thing that they want tested and stabilised, but it's crashing very frequently all the same.

I like the display update for encumbrance, - a nice detail that wasn't specifically mentioned, though I'd like it if the associated tooltips would actually tell you what the differing levels of encumbrance would do in advance.

The new dice interface for ability checks is pleasing, though it would still be nice to accelerate it when we want to just buzz by the fancy quickly. What it DOES do is illustrate more overtly that halfling's Lucky trait is NOT functioning for ability checks involving advantage or disadvantage, at all.

Had some odd hangs with attempting to throw bodies around on the nautiloid, some requiring a reload to get out of, but I did like the revamped dragon fly-by cutscene.

Nevertheless - a patch that is larger than many full-sized games is a big ask, and I'm critical of it after they said that patches would be more efficient in terms of their data weight. 27 gigs is a lot to download.

But I'm also looking forward to that sword with Meerin ,my new fighter ^.^
Posted By: Medjai Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 05:18 AM
Jesus, is it just me or is that Githyanki Patrol Severly Buffed Up? Im like what the... ???
Originally Posted by Medjai
Jesus, is it just me or is that Githyanki Patrol Severly Buffed Up? Im like what the... ???

They absolutely were. If you search the patch notes you'll find that the patrol was given more HP. The only reason I can think why is that Larian really doesn't want us to be able to win that combat encounter at this point. Which seems weird to me since I can't think why that's an issue. Unless beating them leads to a specific outcome. I've never beaten them so I don't know.
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 07:43 AM
Lol. That was one thing that made me go, "Whaaaaaa? BUFFED! HARDER?"

I even put out a post pre-patch saying that encounter is too tough. Now it's HARDER? Makes no sense. 4 level 4 characters or less against 4 Githyanki is suicide unless you start on high ground and do all your buffs before initiating, and even then...

So best not piss them off. Just do what they say and DON'T be honest. 😁
Posted By: Niara Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 07:48 AM
On the bright side, with Zhalk and the Illithid now giving XP, you can get within a hair's breadth of level 3 before you even leave the nautiloid. Not quite, but almost.

Edit: But, level three when I hit the beach.
Who knows, maybe that is a precursor to them giving us a bigger party size and level 5? Since with both of those, the buffed health would balance everything out.
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 09:33 AM
Originally Posted by CJMPinger
Who knows, maybe that is a precursor to them giving us a bigger party size and level 5? Since with both of those, the buffed health would balance everything out.

One can only hope. 😬
Cambions on Nauthiloid have no second melee attack, no ranged attack, no fiendish Charm as they should. That,bonus shove and explosives all around the ship allow the player to easily cheese them with 3 lvl 1 chars. Beating commander Zhalk while he is busy with the mindflayer is somewhat okay (again, commander lvl8 but no multiattack ?), soloing the two cambions after is not. Unless, they are clearly stated as lesser cambions.
Normally, real cambions should easily wrecked the team and thus force the player to rush and connect the transponder.
I don't think that reaching the beach already at lvl 3 is a good game design either.
Posted By: S2PHANE Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 01:30 PM
Originally Posted by GM4Him
Lol. That was one thing that made me go, "Whaaaaaa? BUFFED! HARDER?"

I even put out a post pre-patch saying that encounter is too tough. Now it's HARDER? Makes no sense. 4 level 4 characters or less against 4 Githyanki is suicide unless you start on high ground and do all your buffs before initiating, and even then...

So best not piss them off. Just do what they say and DON'T be honest. 😁

OR you could acquire the Iron Flask from the Caravan Strongbox and go crazy on them with a certain creature. laugh
edit: Also I'm pretty sure theres an option to call Lump, the ogre with the intelligence circlet to fight for you... you can make the fight easier on yourself, with plenty more solutions
Posted By: ldo58 Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 02:03 PM
New game started and got up to the druid camp.

I now have crashes at startup. INot always, but often have to restart 3 times to get going. First an unrecoverable vulcan error, then at second start another error because there's still a process hanging, and on 3rd startup everything is fine again. So I can play.

Shadowheart's XP are still lagging 30 behind.
The long blackout just before and after dialogues seems to be fixed. At least, it doesn't seem to last so terribly long anymore.
The RAIN DANCER is back !!! smile

[Linked Image from i.gifer.com]

What a glorious feeling, I'm happy again. smile
Is it only me or in the patch, it's impossible while in multiplayer to buff another player's rolls using spells and such ? Whenever I click on the icon to do it, only the spells or abilities tied to my own controlled characters show up.
We're two players with only one cleric in the party and it's very annoying to only be able to buff the player controlling it, especially considering how great the introduction of this system has been for the general feeling of the game.
Posted By: Medjai Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 06:30 PM
Originally Posted by Gray Ghost
Originally Posted by Medjai
Jesus, is it just me or is that Githyanki Patrol Severly Buffed Up? Im like what the... ???

They absolutely were. If you search the patch notes you'll find that the patrol was given more HP. The only reason I can think why is that Larian really doesn't want us to be able to win that combat encounter at this point. Which seems weird to me since I can't think why that's an issue. Unless beating them leads to a specific outcome. I've never beaten them so I don't know.

Naw,, im cool with it.. im just making sure i wasnt losing my mind. Ive always thought that kicking their asses shouldnt be possible. Because Githyanki send out advanced squads on special missions.

Like i said, i wanted to make sure thart I wasnt losing my mind.

This is a GOOD SIGN, cause this means the Githyanki is gonna play a major part in the game and i now CANT WAIT TO SEE WHAT THE UNDERDARK WILL OFFER.

The Drow should be big to, because remember not only are they everywhere, but the kidnapped the Duke of Baldurs Gate. But I took the shield, not sure if its a passive activation, but about time they added metal shields. It looks cool.
Posted By: Medjai Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 06:32 PM
Originally Posted by Niara
On the bright side, with Zhalk and the Illithid now giving XP, you can get within a hair's breadth of level 3 before you even leave the nautiloid. Not quite, but almost.

Edit: But, level three when I hit the beach.

Naw,, im cool with it.. im just making sure i wasnt losing my mind. Ive always thought that kicking their asses shouldnt be possible. Because Githyanki send out advanced squads on special missions.

Like i said, i wanted to make sure thart I wasnt losing my mind.

This is a GOOD SIGN, cause this means the Githyanki is gonna play a major part in the game and i now CANT WAIT TO SEE WHAT THE UNDERDARK WILL OFFER.

The Drow should be big to, because remember not only are they everywhere, but the kidnapped the Duke of Baldurs Gate. But I took the shield, not sure if its a passive activation, but about time they added metal shields. It looks cool
Posted By: ldo58 Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 08:59 PM
When I look at a PC's XP, I see (I forgot the exact terms) : "Current experience xxx, remaining experience"
The XP to get to the next level aren't shown anymore.
Didn't change anything to screen resolution or font size or anything.
Posted By: Niara Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 10:42 PM
I did get a response from the team to say that that bit (the XP display) is a known issue and *should* be fixed next round of updates.
Posted By: Medjai Re: Patch #5 - Version number: 4.1.1.1173402 - 17/07/21 11:03 PM
Yo,, guys game is coming along pretty cool. Thanks for fixing that flaming fist shield. Instead of it looking like a simple wooden shield in inventory it looks like it should. not to mention that it got confusing to spot it when youre flipping between weapons and it ends up back in youre inventory with other basic wooden shields.
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 18/07/21 01:21 AM
I loves the Absolute amulets on the Ghaik thralls too, on the gha'ath. Nice detail.
Posted By: Zellin Re: Patch #5 - Version number: 4.1.1.1173402 - 18/07/21 03:03 AM
I love the new Minthara's hairdo. I was pretty sure that previous one was a placeholder and yet you surprised me with how the new one really suits her.
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 18/07/21 05:07 AM
Yes. Much better. And the Guardian of Tombs' new voice...nice.
I liked her more before to be honest. frown
Originally Posted by Medjai
Naw,, im cool with it.. im just making sure i wasnt losing my mind. Ive always thought that kicking their asses shouldnt be possible. Because Githyanki send out advanced squads on special missions.

I can understand that sentiment, but I'd be more friendly with it if it weren't for the fact that it is way easier to get into a fight with the Gith than it is to avoid that fight. So if their intent is to make the final conflict as difficult as possible then I think tht's a bad move unless they also change things so it's harder to start a fight than settle things peacefully.
Originally Posted by Temperance
Is it only me or in the patch, it's impossible while in multiplayer to buff another player's rolls using spells and such ? Whenever I click on the icon to do it, only the spells or abilities tied to my own controlled characters show up.
We're two players with only one cleric in the party and it's very annoying to only be able to buff the player controlling it, especially considering how great the introduction of this system has been for the general feeling of the game.

In order to buff your fellow players in multi they have to be part of the conversation. So they have to click on the conversation as it happens (cursor turns into an ear) I was also confused about this at first as it doesn't say anywhere.
Posted By: Waltc Re: Patch #5 - Version number: 4.1.1.1173402 - 18/07/21 09:24 PM
Kind of surprising that no one has an opinion on the removal of the narrator volume control, and ironic that just before the 5th patch I was writing about how much I appreciated that little bit of thoughtfulness from Larian--they've kept the narrator channel separate and controllable because it allows those who don't like hearing the narration to just turn it off. Until now, when it is removed without explanation of any kind. When Larian first did this they received a lot of kudos as I recall--so I'm certain this isn't something for which I am a reed crying in the wilderness...;)

The girl doing the voice for the narrator was the same one who voiced a part in the last D:OS game. It's nothing against her, but trying to shoe-horn the spoken narration bits into scenes which are so well done cinematically that they *need no narration* because there is nothing to convey to the player that isn't put far better by the scene itself, really degrades rather than enhances the scene. Much of what she says just doesn't fit the context of the scene--it often seems outside the context, or it is redundant to the scene being powerfully played out visually....she often drawls out the words she feels deserve emphasis...just being honest here...she sounds totally bored and as if she really has no idea what is going on in the game behind the narration bits she is reciting into her mic. I would not be surprised if that was the case...;) It sounds like it.

So I'd like to say I like very much where I see the game heading--with that one exception--I would simply prefer the narration bits on screen at the volume of 0. That way I can read them at my own speed (much faster) and put my own emphasis where I perceive it should lie. The way it is, it's disconcerting and interferes with my suspension of disbelief, etc. I hope I've explained it a bit better!

*Animations: much better than they were--they're tight, and seem to flow a lot better than before. Continuity between scenes is coming along nicely. Had no trouble releasing Shadowheart onboard the ship before it crashed, and thought that was much better than the original solution. Also, I was amused to hear Swen say he had had so much trouble picking the lock to that ruin where we met Shadowheart--in earlier patches I had no trouble picking it with either my ranger or my Vampire...;) High dex was the key.

*Dice throws* Ah, great! much better, faster than before--huge improvement, even though it had never bothered me before. It's actually kind of fun to throw the dice now (weighted, of course)...;)

*Image Quality at 4k HDR is absolutely splendid--superb! BG3 is my go-to game for showing what well-engineered HDR can do for a game's visuals. I know that you guys are preparing to support AMD's FSR in the coming months and just want to say to you that my favorite image-quality feature is HDR. FSR I don't much need because I am happy with the 4k frame rate of my 5700XT (50th Ann Ed.) and the 43" Philips Momentum monitor with certified DisplayHDR 1000 capability wins the prize--BG3 is just drop-dead gorgeous!

*Player Character facial animation: coming along wonderfully! Instead of looking like a clay-faced dope, my ranger actually looks like he's got sense and is very much in tune with his surroundings. Really shaping up!

*Also I very much like the way that camp/camping is integrated into the gameplay so that it's not so disjointed as it was. Great way to solve that, imo.

If you could simply provide and on/off audio switch for the narration, no real need for the volume control, it would improve the presentation for me--and I'm sure for others as well.

Keep up the good work, Larian!
Yes, I love the new voice of the Tomb Guardian who joins your camp!
I much preferred how Minthara looked before tho...oh well.

Besides that I like most of the new changes, and the camp supplies per long rest feature isn't too annoying or anything & I do like it. Especially, because eventually we will be able to choose the difficulty level of the game, so it will def balance things out more IMO, especially then.

I guess I don't mind food no longer healing, but I kind of liked that...but I'm used to it in other RPG video games so that's why, but now this game is much more similar to table top playing D&D 5e, where food doesn't heal and you better have a cleric in your party haha!
Posted By: TheHero Re: Patch #5 - Version number: 4.1.1.1173402 - 19/07/21 02:16 PM
Hotfix for Patch 5 named "patch5_hf1" sighted on SteamDB.
Will it be released tonight?
Posted By: Jess Re: Patch #5 - Version number: 4.1.1.1173402 - 19/07/21 02:17 PM
Originally Posted by TheHero
Hotfix for Patch 5 named "patch5_hf1" sighted on SteamDB.
Will it be released tonight?

No, not today.
After finally getting around to start a patch 5 playthrough for myself, I only want to say that I love how Jump has a keybind now. Probably the single best quality of life feature thus far.
Just want to say that the improved visuals are such an improvement - Spells look really good when you cast them, and you no longer do you look like a Christmas tree when you have Mage Armor up. Still undecided about the floaty indicator-things above the heads though.
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 20/07/21 09:52 PM
Originally Posted by alice_ashpool
Just want to say that the improved visuals are such an improvement - Spells look really good when you cast them, and you no longer do you look like a Christmas tree when you have Mage Armor up. Still undecided about the floaty indicator-things above the heads though.

Same.
Posted By: ldo58 Re: Patch #5 - Version number: 4.1.1.1173402 - 21/07/21 07:30 PM
After patch 4, Shadowheart was lagging some 30 xp behind the other 3 party members.
Now, I see that in p&tch 5 Gale is also lagging. I noticed it by accident when my character and LAe'zel were ready to advance to level 3 and Shadow and Gale not.
So me and Lae'zel have 7XP in LV3
Gale has 587 XP in LV2
Shadow has 577 XP in LV2
When that happens send them to camp and take them back in. Exp sync autmatically with your highest when they join.
Posted By: Mat22 Re: Patch #5 - Version number: 4.1.1.1173402 - 22/07/21 08:19 AM
Love all the changes patch 5 added! In future patch please add to Mage Hand more utility functionality (like it works in tabletop) smile
Posted By: ste100 Re: Patch #5 - Version number: 4.1.1.1173402 - 22/07/21 11:56 AM
Anyone know when that hotfix will be released ??
Posted By: Abits Re: Patch #5 - Version number: 4.1.1.1173402 - 22/07/21 12:26 PM
when it's ready
Posted By: S2PHANE Re: Patch #5 - Version number: 4.1.1.1173402 - 22/07/21 12:48 PM
Judging by previous hotfixes sometime next month, a late August date would be my guess.
Posted By: ste100 Re: Patch #5 - Version number: 4.1.1.1173402 - 22/07/21 01:47 PM
[Linked Image from i.ibb.co]

1 month waiting until it will be published ?????
There is one expression in my country:
Dont ask, if you arent ready for answer you will not like.
Posted By: ste100 Re: Patch #5 - Version number: 4.1.1.1173402 - 22/07/21 02:06 PM
Cool
Posted By: RutgerF Re: Patch #5 - Version number: 4.1.1.1173402 - 22/07/21 02:47 PM
Originally Posted by ldo58
After patch 4, Shadowheart was lagging some 30 xp behind the other 3 party members.
Now, I see that in p&tch 5 Gale is also lagging. I noticed it by accident when my character and LAe'zel were ready to advance to level 3 and Shadow and Gale not.
In my case, Shadowheart was also lagging 30 xp behind, as usual, however this time Astarion and Gale were 20 xp ahead of me!

This technically is more serious, as it allows them to level up before they should be able to, normally.

Hmmm... I wonder if it will give them level 5 laugh
Maybe there is something in patch 5 that applies individual XP, like performing actions that trigger the inspiration bonus. I haven't been able to play enough to find out myself, as patch 5 seems to crash rather regularly using Steam's Proton runtime.
Posted By: Bomor Re: Patch #5 - Version number: 4.1.1.1173402 - 22/07/21 09:40 PM
Originally Posted by etonbears
Maybe there is something in patch 5 that applies individual XP, like performing actions that trigger the inspiration bonus. I haven't been able to play enough to find out myself, as patch 5 seems to crash rather regularly using Steam's Proton runtime.

Oh you run the game on Linux? I wasn't even aware that this is possible during EA (stability-wise). I still hope that there will be a native Linux version eventually, given that the Stadia version is essentially Linux-based.
Originally Posted by etonbears
Maybe there is something in patch 5 that applies individual XP, like performing actions that trigger the inspiration bonus. I haven't been able to play enough to find out myself, as patch 5 seems to crash rather regularly using Steam's Proton runtime.

Yes there is. I'm comming to the end of my patch 5 playthrough and everybody on my team has different XP total because of background xp bonuses
Posted By: RutgerF Re: Patch #5 - Version number: 4.1.1.1173402 - 23/07/21 02:48 AM
Originally Posted by etonbears
Maybe there is something in patch 5 that applies individual XP, like performing actions that trigger the inspiration bonus.
Looks like, these two were the only ones who got inspired by the time I noticed this.
Posted By: ldo58 Re: Patch #5 - Version number: 4.1.1.1173402 - 23/07/21 02:48 PM
Originally Posted by Gt27mustang
Originally Posted by etonbears
Maybe there is something in patch 5 that applies individual XP, like performing actions that trigger the inspiration bonus. I haven't been able to play enough to find out myself, as patch 5 seems to crash rather regularly using Steam's Proton runtime.

Yes there is. I'm comming to the end of my patch 5 playthrough and everybody on my team has different XP total because of background xp bonuses

I find this a bit odd, given that the 2 highest XP"s in my game are equal and the 2 others lag behind with different XP each.
In the case of individual XP bonuses, I would expect one to be higher than all the others. Escept if they would apply XP penalties to players.
I absolutely love the camping supplies. I thought I was playing a role playing game but it turns out I'm playing a shopping game where the goal is to collect as much food as you can and send it back to camp. This is great! I didn't want to play the third game in the Baldur's Gate series what I really wanted to do was play Fantasy Sim game. In case you can't tell I'm being sarcastic. I know that the most vocal players seem to want more rules and more restrictions on everything but a lot of us who usually keep quiet don't want those things. I wasn't resting all the time anyway but if someone else wants to spam resting what does that matter to everybody else who is playing?
Posted By: Neblus Re: Patch #5 - Version number: 4.1.1.1173402 - 25/07/21 10:12 PM
Hi guys!
I recently bought the game on Steam. And I would like to update my game to patch 5, however it doesn't seem in the beta updates, would anyone know why?
Posted By: Daonico Re: Patch #5 - Version number: 4.1.1.1173402 - 25/07/21 10:28 PM
Originally Posted by Neblus
Hi guys!
I recently bought the game on Steam. And I would like to update my game to patch 5, however it doesn't seem in the beta updates, would anyone know why?
If you have just bought the game, you surely are in the lastest version, you can check it in the luncher or in the game itself, if should be 4.1.1.1182678 (this is a hotfix after patch 5)

Selecting the beta in steam is useful if you want to try a previous patch (because you have an old save) as far as I know, that's why the current version doesn't appear there.

Enjoy!
Posted By: BobC Re: Patch #5 - Version number: 4.1.1.1173402 - 26/07/21 05:54 PM
Hi, fellow Larianettes,
I've been applying the patches from day 1 and until #5, found them all to be significant improvements. However, I am finding the UI to be laggy with #5. For example, click on a point for my character to move to and it hesitates, then starts moving slowly then as it approaches the destination, speeds up a bit then stops. This behavior is consistent as I move around the world.

My system hardware has not changed and the only other updates have been from Microsoft. My NVidia drivers are up to date. I've made no tweaks to BG settings or launch parameters (ever) and run with DirectX.
If there's a link to things I should try, please share.
Thank you,
Bob
Seems you can't please some people. As for the size, I didn't think it was all that big of a patch for the fixes and such that we got It only took me 12 minutes to download the full patch. Now I just hope that one of the things for which was fixed was the feats. For example the +1 you get when you choose the Dual Wielder feat. Although I've read that they raised it to +2 if it actually works this time around. Also, some of the bonuses on weapons were broken. Been a while since I've played the game and now that this patch has dropped thinking about another run-through. But I'm hesitant due to the fact that they said Patch 6 wouldn't be far behind this one. Any idea of when Patch 6 will be going live? As I don't want to play a week and find out I've got to start all over again.

One other thing are we going to get the chance to reach lever 5 or even 6 in Early Access? Please make it so
Originally Posted by RagnarokCzD
There is one expression in my country:
Dont ask, if you arent ready for answer you will not like.


We have a similar one here in the US it has the same meaning
Originally Posted by DragonMaster69
Originally Posted by RagnarokCzD
There is one expression in my country:
Dont ask, if you arent ready for answer you will not like.


We have a similar one here in the US it has the same meaning

"Be careful what you ask for. You just might get it.".....
Posted By: TheHero Re: Patch #5 - Version number: 4.1.1.1173402 - 29/07/21 10:23 AM
SteamDB
Listing "patch5_hf2" since 4 hours now.

So i am happy with the fast reponse within a week of first Hotifx for Patch 5.
Well done, let the Druids never be the spooks again wink

Guess the "patch5_hf2" will be released either for this Weekend or midweek next?


PS:
Funfact.
WENDY account who is posting it on SteamDB, is an account which exist solely for the STEAMDB for 17 years allready and still has
Counter-Strike: Global Offensive
37,822 hours of playtime (roughly 4 years)
Serious question: Did anyone managed to find in game that Tiefling vs. Druid duel?
Or was that just short cinematic created specialy for Patch presentation?
Posted By: TheHero Re: Patch #5 - Version number: 4.1.1.1173402 - 29/07/21 07:15 PM
Originally Posted by RagnarokCzD
Serious question: Did anyone managed to find in game that Tiefling vs. Druid duel?
Or was that just short cinematic created specialy for Patch presentation?
Yes you can have that ingame cinematic when you do following in Spoiler.

You have to Attack the Druids who are casting the ThornRitual or Steal the Idol. Theres probably several triggers when you are evil vs Druid Grove in favor of the Teeiflings, i guess.
Cool, thank you. smile
Absolutely great update, I've had several negative reviews of Baldur's Gate 3 due to it being unsatisfactory despite being in it's early stages. I feared for this game's future and how the companions were extremely unlikable - after recently completing three playthroughs on patch 5 alone, I can see so much has changed. I can see and feel that Larian is listening, this game's shape is still amorphous but the skeleton is being completed and flesh is growing. It's become tremendously better and it is evident Larian takes seriously feedback from the fanbase - as of this moment I have changed all my reviews across the platforms from Negative to Positive. I sincerely hope this keeps up - I appreciate you, Larian, thank you.

I would like to add another thing, I don't know if this is planned or not or what exactly is the cause it hasn't been implemented yet but I do hope the Assassin archetype for Rogue is planned to be implemented soon, it is by far the most chosen archetype for rogues and is pivotal in a rogue's playstyle. As a rogue for life this thing can make a break a game for me. Thanks for everything, Larian. I highly anticipate to see what you'll be throwing at us next.
Posted By: Waltc Re: Patch #5 - Version number: 4.1.1.1173402 - 31/07/21 11:33 PM
Originally Posted by Netharias
Absolutely great update, I've had several negative reviews of Baldur's Gate 3 due to it being unsatisfactory despite being in it's early stages. I feared for this game's future and how the companions were extremely unlikable - after recently completing three playthroughs on patch 5 alone, I can see so much has changed. I can see and feel that Larian is listening, this game's shape is still amorphous but the skeleton is being completed and flesh is growing. It's become tremendously better and it is evident Larian takes seriously feedback from the fanbase - as of this moment I have changed all my reviews across the platforms from Negative to Positive. I sincerely hope this keeps up - I appreciate you, Larian, thank you.

I would like to add another thing, I don't know if this is planned or not or what exactly is the cause it hasn't been implemented yet but I do hope the Assassin archetype for Rogue is planned to be implemented soon, it is by far the most chosen archetype for rogues and is pivotal in a rogue's playstyle. As a rogue for life this thing can make a break a game for me. Thanks for everything, Larian. I highly anticipate to see what you'll be throwing at us next.


In reference to the EA, it always has baffled me why people would purport to "review" a game which is a long way from shipping, even now. At best, the EA will encompass chapter 1 and we won't even see Baldur's Gate until the full game ships (where the meat & potatoes of the game will be served)--so it's much like the EA is a plate of Hors D'oeuvres before the main course is served (when the full game ships)...;) There is no way to review the "game" for the obvious reason that the game hasn't yet shipped...;) I mean, that's how it has always seemed to me. So, it isn't terribly surprising to see that you have changed your opinion as the EA matures and continues to build the story and the characters. I've never expected anything apart from that.

I'm sure there are many game elements which will appear in the EA that Larian had planned for sometime that are only now making their way into the EA portion of the game, because of priorities in coding and other developmental aspects involved in making a AAA game like this. There are many things some of us want to see--things we've commented on--that no doubt overlap with plans already made by the Larian devs, and so on. I agree that Larian is listening to our comments as I've seen a number of small changes made to reflect some ideas that I (and others) may have commented on here and there. But as to whether any of these things constitutes a change in direction for Larian in the development of the game, or whether these changes were always planned, I cannot say! I don't know and cannot really make a declarative statement about that aspect of the game's development. I guess my summation here is only to say that reaching conclusions during the EA period about the entire game is probably not a good idea...;)

Anyway, I share your opinion and think the game is shaping up nicely! If it continues apace, they will undoubtedly lock up GOY for 2022--and who knows how long thereafter.
Posted By: acatlas Re: Patch #5 - Version number: 4.1.1.1173402 - 01/08/21 03:16 AM
The change to requiring to buy food made me personally not want to replay through at all this patch. Combined with removing 2 backgrounds just so you can add an exp bonus for other backgrounds to me those 2 things feel like a step back.

I also personally preferred the camp progressing over time and building up over one that changed enviroments based on where you were located changes added in patch 5 IMO in some cases were negative as oppose to positive so I will not play it during this patch at all. Current play time patch 5 0 hours 0 minutes will not reach one minute before patch 6 at least currently. For most part dissappointed with the direction of patch 5. I had a few dozen people ask me if it was worth going back to play in patch 5 responded to the same thing to all of them its not worth your time changes are not significant enough to warrent a new playthrough some of them actually negatively impact a multiple playthrough experience. As farming food so you can camp is not a positive thing. Its like adding mmo farming to a single player game which regardless of what anyone says is down right stupid. Way better ways to impliment a mechanic like this in a more positive way. Such as a random encounter chance at least then you would be getting something for it instead of wasting time doing something that is more annoying than fun. Or make you be in locations. The food mechanic overall makes me lower my rating of the game should it be kept for live release than what I would have given it before.

Overall I think this patch had as many negative things added as positive things added which is not a good thing.
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 01/08/21 04:01 AM
I just don't understand why so many are opposed to camp supplies. They even put in an Auto Select feature so the game selects the food for you that you need to long rest

The most annoying aspect about food is item management. That is the issue now with food supplies. If they made item management better, which they need to do regardless, food for camping would literally be a push of a button and boom, the game auto selects what food you use to long rest.

But, for those of us who enjoy using food for something besides selling them or whatever, it provides us with the option to choose what foods will he for the party's meal for the day. I now have the option to pick fish and cheese and wine...whatever, for more immersion.

And the main camp DOES progress still. That hasn't changed. All that has changed is that you can now camp in newer environments. Wanna still go back to the original? Long rest at Silvanus Grove waypoint, or Blighted Village, or anywhere in tje forest.

And its EA. They haven't permanently removed those backgrounds. They'll be back.

And one final question, why are you so quick to pass judgment without even trying it? You said 0 minutes playing Patch 5 but you're telling people it's not worth it.

There were HUGE significant changes, and almost all were great. New dialogues, combat mechanics, inspiration system, spells able to aid dice rolls, passive mode mechanics, the list goes on.

Try it. Then your feedback is credible.
Posted By: TheHero Re: Patch #5 - Version number: 4.1.1.1173402 - 01/08/21 07:29 AM
Yeah Camp is like real life an annoying thing.
Camping is doing everything alone and it is a less comfortable holiday life then just going into kitchen to your fridge filled with all sorts of tasty food.
So to make camp enjoyable, we need a fridge in the game which makes eating not a tedious timewaster.

Thereby quick solution is to have all food found automaticly send by Baldurian Amxxxx.xom to your fridge/campchest and then its conveniently usable before we go to sleep.
No more hustle sorting every food and sending around one piece after another.
Let it be an easy task like minigame where i can sort my food only for the dinner i decide to eat before sleep.
Just in real life, ...almost.

And of course more stackable items pls.
So many items not stacking makes everything cluttering my sight.
Constantly filtering and searching for items is no fun and timeconsuming.
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 01/08/21 07:42 AM
But again, it's item management, not camp supplies. It's just as much a pain to sort items to sell to the vendor. I'm wasting so much time trying to mess with items in my inventory to play the balancing act so no one is encumbered and so I can sell items.

We must get something like Multi Select. Select All Food. Send To Camp. Done. Select All Armor Send To Camp. Done. Camp Inventory. Select All Armor. Sell. Done.

None of this is really camp supplies. Camp supplies only makes this issue seem worse because now food is necessary to rest.
Posted By: TheHero Re: Patch #5 - Version number: 4.1.1.1173402 - 01/08/21 09:42 AM
And the most important thing for all games developed in future.
ALLWAYS have two UIs for the M/K users and one for the Controller Guys to chose from in the options menu.
The mix and usability of one UI which works with both is allways a bad compromise.
It reduces M/K users to use UI like Controllerguys have to use and think in that way how to manipulate and manage items.

Its a shitty way of making an interface.
It does not respect the choice we do make when wanting to play M/K and have all the usability for that.
A UI working for both and have allways the best usability included for both has yet to be invented/developed.
All that clicking and one item per time usage is coming from controller usage.
Its really no good and slow and cumbersome and everything else i hate about controller User interfaces.

Its not about what kind of Hardweare i chose from options menu, its the whole interface which needs to be prepped for that choice i do make.
A fully usable M/K UI for M/K users. and Controller with their optimized UI for their Controllers.
A mix of both as allready said is a weird slow compromise.
NO good.
Originally Posted by GM4Him
I just don't understand why so many are opposed to camp supplies. They even put in an Auto Select feature so the game selects the food for you that you need to long rest

The most annoying aspect about food is item management. That is the issue now with food supplies. If they made item management better, which they need to do regardless, food for camping would literally be a push of a button and boom, the game auto selects what food you use to long rest.
This is my beef; I'd like a "Send food to camp" inventory option, and when you long rest to have the camp chest checked for food. As it is, I have to send every bit of food to the camp, one at a time, and I have to grab it out of storage.

I wonder about booze having a food value though-perhaps instead it gives a bonus when you rest, wether that's a buff until the next long rest, or a simple multiplier to existing food or something.
Originally Posted by Some_Twerp753
I wonder about booze having a food value though-perhaps instead it gives a bonus when you rest, wether that's a buff until the next long rest, or a simple multiplier to existing food or something.

You must remember that beer has food value, but food has no beer value.....
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 02/08/21 12:31 PM
Originally Posted by Some_Twerp753
Originally Posted by GM4Him
I just don't understand why so many are opposed to camp supplies. They even put in an Auto Select feature so the game selects the food for you that you need to long rest

The most annoying aspect about food is item management. That is the issue now with food supplies. If they made item management better, which they need to do regardless, food for camping would literally be a push of a button and boom, the game auto selects what food you use to long rest.
This is my beef; I'd like a "Send food to camp" inventory option, and when you long rest to have the camp chest checked for food. As it is, I have to send every bit of food to the camp, one at a time, and I have to grab it out of storage.

I wonder about booze having a food value though-perhaps instead it gives a bonus when you rest, whether that's a buff until the next long rest, or a simple multiplier to existing food or something.

Right. Your beef isn't the food system. It's the Inventory Management system which I also have a beef with (hah! Beef! It's a pun right?) :p

But yes. I think they should have one group Camp Inventory for Food and one for items they want to send to camp to later sell. Then, when you do Long Rest, the game takes into account the food items you have In Camp AND the items you are still carrying on you if you have any on you at all. Honestly, a party of characters would not carry the food around on them if they had a base camp unless they weren't able to get back to camp at any point during the day to drop it off. So the only time you should even have food items on you is if you are stuck in a dungeon or something and unable to get to the camp. Basically, if the game allows me to Fast Travel to Camp, I should be able to simply Send All Food To Camp with a click of a button or have it just Auto-Send To Camp.

This said, I think food should be a Short Rest Mechanic also. You get SO much food in the game and it makes sense for characters to eat and drink something when taking a Short Rest. That would also give a player a reason to keep at least some food on their characters as they continue to journey. Makes sense from a real life perspective as well. You might keep some beef jerky on you while traveling, but you'd keep the wine and cheese and such at camp because it's too cumbersome to carry on you while trying to explore an area.

This could also be done with easy mechanics. It wouldn't need to be a clunky mess. A simple Multi-Select button could allow you to open a Camping Supplies Tab, hit Multi-Select, pick all the items you want to Send to Camp, then click Send to Camp. Boom. Done.

Actually, if they did inventory the way I was thinking they could, they could maximize the screen so that you don't have all the tabs.

Inventory Design:

Character 1 at top of the window. Characters 2-6 under. Each Inventory Box is designated as a certain character's inventory by their small picture in the box at the far left. Around the picture, Equip slots. Helmet, Armor, Readied Weapons, Cloaks, Rings, etc. Small Equip Slots around the pic. Nothing big and fancy. To the right of this area of the Character's Inventory box, Basic Stat info so you can see that if you equip a certain weapon or armor you know what the To Hit, Damage, AC, etc. is. Again, doesn't need to be huge font or anything. To the right of that area, the full blown inventory from left to right across the screen. You could make the inventory slots smaller so you can fit more in a single screen. Being across the screen, you wouldn't even need to have more than maybe 4 rows of slots and you'd still get a ton of slots all the way across. Even if your inventory spilled to more slots than what you can see on the screen, each box could receive a side scroll bar. In this way, you could easily fit the entire inventory and equip screens into one screen even for up to 6 characters or more if Larian provided a vertical scrollbar should the player add more characters to the party. Can't see the icons to know what you are looking at because your screen is too small? Hover over the icon and a popup window appears letting you know what the item is, just like they do now. However, maybe the popup window could not hover over the entire inventory dead center so you can't see a God-blessed thing when you're hovering over something. Maybe instead the popup could to to a corner of the screen so you aren't blind.

Where are the buttons for Send To Camp, etc.? They could put them at the top above the first character. You know, like Word or Excel.
Posted By: Ikke Re: Patch #5 - Version number: 4.1.1.1173402 - 02/08/21 06:08 PM
Originally Posted by TheHero
And the most important thing for all games developed in future.
ALLWAYS have two UIs for the M/K users and one for the Controller Guys to chose from in the options menu.
The mix and usability of one UI which works with both is allways a bad compromise.
So very true! It goes for other UIs as well: please do not mix UI for touch screens and regular screens, and do not mix UIs for smartphones and PCs.
As Item Management will now have to interact with a number of systems - merchants, camping, item creation, theft and so on, it actually makes sense for Larian to hold off on tossing any substantive changes to it (and it's U/I), until they have a more definitive, final plan for those systems - otherwise they would have to go back and modify Item Management-U/I every time they made a change to any of those systems. Once they are at the point all those systems are mostly resolved, it is much easier to implement an overarching Item Management system. For example, until the current EA build, there would have been no reason to tie food management to camping through item management. Until they add the ability to create potions - and determine what items are needed to do so - there would be no need to tie it to item management.

With all the beakers, astrolabes, crucibles, scales, mortars, pestles and the like we find, I personally wouldn't mind if we could actually USE some of them to outfit a "lab" at some point for such a purpose, use others as ingredients for potions and so on. All this would require further modification to an Item Management system. I WANT to see the rope I find become usable to aid in climbing. If I ever ran an assassin character, I would love to see if I could use one of those damnable forks to "put a fork in a goblin and see if he's done" (but just once - too much of a good thing is never fun).

I might of course be wrong, but it just makes sense to finalize sub-systems like these before trying to finalize the master system that directs/feeds the sub-systems.

I'm working under the assumption that the current "Item Management" and U/I are simply a pre-alpha placeholder, and hopefully we get a solid "alpha" of such Item Management by end of the year.
Posted By: GM4Him Re: Patch #5 - Version number: 4.1.1.1173402 - 03/08/21 02:14 AM
You know, you're probably right, and I agree.

That said, my issue is that people keep knocking the Camp Supplies system, acting like it's the issue and it ruins the game, but it isn't the camping system. It's the item management. If item management was easier, camping would be no big deal.

I like what they did with camping supplies. I want them to keep it and streamline it. I like how if you don't want to be bothered with it much, you can just hit auto select and done. If you do want to pick out the food and be all immersive, you have the ability to do so. Sometimes I care, and pick out the food, and sometimes I don't and just hit select. The first time I played Patch 5, I had them eat fish and garlic and some wine with some fruit for desert. It took barely any effort, and it was, for me, a nice little bit of roleplaying.
Posted By: ldo58 Re: Patch #5 - Version number: 4.1.1.1173402 - 18/08/21 08:39 PM
Originally Posted by ldo58
After patch 4, Shadowheart was lagging some 30 xp behind the other 3 party members.
Now, I see that in p&tch 5 Gale is also lagging. I noticed it by accident when my character and LAe'zel were ready to advance to level 3 and Shadow and Gale not.
So me and Lae'zel have 7XP in LV3
Gale has 587 XP in LV2
Shadow has 577 XP in LV2

Hmmm, it looks less like an issue to me now that I saw a popup message "Gale feels inspired" after I read the spiderman's journals under the waterwell.
And though I didn't check Gale's XP before this happened, he now does have the most XP of all the party, so I think there are personal XP points to be gained through this inspiring thingy.
Now first I'd like the thank Larian studios for Fixing the +1 to AC when taking the "Dual Wielder" feat. And also removing consuming food healing as well goes to show that your listening to us.

Now there is a poison in the game that the Icon is the exact same as the Icon for the normal potion of healing, Whose bright Idea was it to do that? Not cool at all. I had to do a reload in the battle by the windmill in the Blighted Village cause Shadowheart drank it by mistake. And the load times are way too long hoping you are able to cut them way down. 3 minutes really? Also in early access are we going to be able to obtain heavy armor like plate or splint armor? Also, can weapons be coated with poison before we come across a battle, or don't it last that long?

Now, what would be the chance of involving Dammon the Blacksmith at the Druid's grove? And in return, he rewards us with either an enchanted weapon or a set of enchanted Armor?
Originally Posted by Jess Larian
For the GOG peeps - offline installers will be updated shortly.


I'm hoping that someone can answer a few questions for me. Now I was playing through the game and was wonder what stats the Unlock locks and disarm traps are based on? The reason for this is due to the fact that it seems that Shadowheart who is a cleric and not a thief has a better chance of opening locks or disarming traps than even Astarion whose the rogue; and I always thought for things like that the rogue is the best way to go. Also, the disarm tools which I thought were used to disarm traps what good are they? As shadowheart has been disarming traps and didn't have one in her inventory.

The other thing for which I'm wondering has to do with the Armor and weapons. Are we going to get better two-handed weapons that even the Dual wielder can use one in each hand the ones we got now aren't all that exciting just a couple of +1 if we're lucky? Also are we going to be getting any heavy armor in EA as well as for being able to increase to level 5?

Thanks in advance for any and all answers.
Posted By: RutgerF Re: Patch #5 - Version number: 4.1.1.1173402 - 25/08/21 12:50 AM
Originally Posted by DragonMaster69
it seems that Shadowheart who is a cleric and not a thief has a better chance of opening locks or disarming traps than even Astarion whose the rogue; and I always thought for things like that the rogue is the best way to go.
Not in 5e, not anymore. Classes are much more malleable, and not so strictly separated. In this case, DEX modifier + Sleight Of Hand proficiency is all that matters (oh, and the Guidance cantrip helps a lot). Since Shadowheart has Urchin background, it gives her the aforementioned proficiency; plus, her Dexterity is so abnormally high for a cleric that it's possible to use her instead of a Rogue (I do). Until / unless Larian will implement proficiency in tools and / or skill expertise, she is essentially on par with Astarion as far as locks and traps are concerned.
Originally Posted by DragonMaster69
Also, the disarm tools which I thought were used to disarm traps what good are they? As shadowheart has been disarming traps and didn't have one in her inventory.
In BG3, inventory is... stretchy. She "uses" disarming tools if anyone in the party has them. Same with keys.
Originally Posted by RutgerF
Originally Posted by DragonMaster69
it seems that Shadowheart who is a cleric and not a thief has a better chance of opening locks or disarming traps than even Astarion whose the rogue; and I always thought for things like that the rogue is the best way to go.
Not in 5e, not anymore. Classes are much more malleable, and not so strictly separated. In this case, DEX modifier + Sleight Of Hand proficiency is all that matters (oh, and the Guidance cantrip helps a lot). Since Shadowheart has Urchin background, it gives her the aforementioned proficiency; plus, her Dexterity is so abnormally high for a cleric that it's possible to use her instead of a Rogue (I do). Until / unless Larian will implement proficiency in tools and / or skill expertise, she is essentially on par with Astarion as far as locks and traps are concerned.
Originally Posted by DragonMaster69
Also, the disarm tools which I thought were used to disarm traps what good are they? As shadowheart has been disarming traps and didn't have one in her inventory.
In BG3, inventory is... stretchy. She "uses" disarming tools if anyone in the party has them. Same with keys.


Thanks, I appreciate the reply. Now I didn't realize that much had changed since I had played PNP DND I won't tell you how long ago that was but trust me it was before computers and cell phones.

Well, then I guess I can leave Astarion at the camp then as I'm not really a fan of his in all honesty. As for shadowheart and Wyll right now I'm leaning on them as my two favorites in the game so far.

Now I thought we would get a Druid with the new update but so far I've Not found him/her. Also do enemies respawn? Reason for which I'm asking is I've cleared out The Blighted Village and the Risen road toll house that's why I'm asking.
Now I thought we would get a Druid with the new update but so far I've Not found him/her. Also do enemies respawn? Reason for which I'm asking is I've cleared out The Blighted Village and the Risen road toll house that's why I'm asking.


The druid is a playable class with the last big update, not a companion.

I haven't found anyplace yet where enemies respawn. Once they are dead, they dead.

Have a great day!
Originally Posted by AerezDrey
Now I thought we would get a Druid with the new update but so far I've Not found him/her. Also do enemies respawn? Reason for which I'm asking is I've cleared out The Blighted Village and the Risen road toll house that's why I'm asking.


The druid is a playable class with the last big update, not a companion.

I haven't found anyplace yet where enemies respawn. Once they are dead, they dead.

Have a great day!

So is the Cleric and the Rogue for example but we've got Shadowheart and Astarion. Well then the Blighted village is forever a ghost town I guess.<G>
Ok, I'm curious as to whether or not anyone else has noticed this but I thought that some of the potions like the one for fire resistance are supposed to be beneficial to a player. I was in Waukeens rest and My female ranger who has 50% or so fire resistance drank a potion of Fire resistance before she went into the building and she took damage from the fire like she went in without drinking the potion or having the natural fire resistance what gives with that?
Posted By: Imryll Re: Patch #5 - Version number: 4.1.1.1173402 - 23/09/21 06:13 AM
Originally Posted by GM4Him
You know, you're probably right, and I agree.

That said, my issue is that people keep knocking the Camp Supplies system, acting like it's the issue and it ruins the game, but it isn't the camping system. It's the item management. If item management was easier, camping would be no big deal.

I like what they did with camping supplies. I want them to keep it and streamline it. I like how if you don't want to be bothered with it much, you can just hit auto select and done. If you do want to pick out the food and be all immersive, you have the ability to do so. Sometimes I care, and pick out the food, and sometimes I don't and just hit select. The first time I played Patch 5, I had them eat fish and garlic and some wine with some fruit for desert. It took barely any effort, and it was, for me, a nice little bit of roleplaying.

Undoubtedly camping supplies would be less of an aggravation if Item management were easier, but I think they'd still feel like busy work that adds nothing to my enjoyment. I'm fine with not being able to eat a pork chop during combat to recover health, but would rather food could be eaten to regain health between combats without having to stop and rest.
Originally Posted by DragonMaster69
Ok, I'm curious as to whether or not anyone else has noticed this but I thought that some of the potions like the one for fire resistance are supposed to be beneficial to a player. I was in Waukeens rest and My female ranger who has 50% or so fire resistance drank a potion of Fire resistance before she went into the building and she took damage from the fire like she went in without drinking the potion or having the natural fire resistance what gives with that?
Can you provide screenshot?
Preferably with combat log open and mouseover that fire damage? (bcs any other would be completely useless)
Posted By: Niara Re: Patch #5 - Version number: 4.1.1.1173402 - 28/09/21 12:20 AM
Originally Posted by DragonMaster69
Ok, I'm curious as to whether or not anyone else has noticed this but I thought that some of the potions like the one for fire resistance are supposed to be beneficial to a player. I was in Waukeens rest and My female ranger who has 50% or so fire resistance drank a potion of Fire resistance before she went into the building and she took damage from the fire like she went in without drinking the potion or having the natural fire resistance what gives with that?

Resistance doesn't stack, and it doesn't measure percentages per se. You're either resistant, in which case you take half damage from the damage type, or you are not, in which case you take full (or potentially, you might be vulnerable, and take double but that's exceptionally rare). If your Ranger has fire resistance then she is taking half damage from all sources of fire already, and that's it. Unless you have something that will grant you immunity to fire damage, that's the best she can do - there is no such thing as double resistance.

If she isn't halving the fire damage you take, and is taking the same damage as everyone else who doesn't have fire resistance, then that does sound like a bug, and is worth reporting.
Originally Posted by Niara
Originally Posted by DragonMaster69
Ok, I'm curious as to whether or not anyone else has noticed this but I thought that some of the potions like the one for fire resistance are supposed to be beneficial to a player. I was in Waukeens rest and My female ranger who has 50% or so fire resistance drank a potion of Fire resistance before she went into the building and she took damage from the fire like she went in without drinking the potion or having the natural fire resistance what gives with that?

Resistance doesn't stack, and it doesn't measure percentages per se. You're either resistant, in which case you take half damage from the damage type, or you are not, in which case you take full (or potentially, you might be vulnerable, and take double but that's exceptionally rare). If your Ranger has fire resistance then she is taking half damage from all sources of fire already, and that's it. Unless you have something that will grant you immunity to fire damage, that's the best she can do - there is no such thing as double resistance.

If she isn't halving the fire damage you take, and is taking the same damage as everyone else who doesn't have fire resistance, then that does sound like a bug, and is worth reporting.

Ah the good (bad) old days of fire resistance being so high that fire healed you. Glad they removed that little bit of nonsense.

I mean even if you are made of fire that doesn't mean fire would heal you. That would be like being made of flesh and throwing flesh at a person healed them - or just punching people back to full health.
Posted By: EvilVik Re: Patch #5 - Version number: 4.1.1.1173402 - 30/09/21 07:30 AM
Originally Posted by Blackheifer
Ah the good (bad) old days of fire resistance being so high that fire healed you. Glad they removed that little bit of nonsense.

I mean even if you are made of fire that doesn't mean fire would heal you. That would be like being made of flesh and throwing flesh at a person healed them - or just punching people back to full health.

It did make for some interesting builds in the original BG games with sorcerer / dragon disciple laugh
Posted By: Kerro Re: Patch #5 - Version number: 4.1.1.1173402 - 03/10/21 08:12 AM
I'm not actually replying to anyone so please accept my apoligies up front. I'm just wondering if this game will ever get finished. For me I think we'll conquer covid long before we see this game come to fruition. Just thought I'd drop in afer a few months so all you fanbois can call me immature names and stuff. I mean someone has to give you some entertainment. Heaven knows endlessy playing the first chapter of this game wont.
Bye
Posted By: DiDiDi Re: Patch #5 - Version number: 4.1.1.1173402 - 03/10/21 11:01 PM
Originally Posted by Kerro
I'm just wondering if this game will ever get finished.

Yes it will. You're welcome.
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