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Joined: Aug 2022
Nicou Offline OP
Larian alumnus
OP Offline
Larian alumnus
Joined: Aug 2022
Hey everyone,

Patch 9 for Baldur’s Gate 3 is here! Bursting with noble spirit and ardent reverence, this patch adds the paladin class, Level 5, and much, much more.
If you’re looking to peer deeper into the contents of this festive update, you can find the Community Update here.

Mac users, Patch 9 will be with you soon. We’ve got a little bit more work to do on it, so keep an eye on our social channels for updates. Now, if you’re suitably imbued with moral strength (and you’ll need it to make it through the amount of notes we have for this update), let’s look at the full notes for Patch 9.

Patch notes related to community-reported issues and feedback are indicated with an asterisk. Like this.*

HIGHLIGHTS
  • Added the paladin class with the Oath of the Ancients and Oath of Devotion subclasses. Added the hidden Oathbreaker subclass, which triggers if you break your oath.
  • Increased the level cap to Level 5.
  • Added the Fly spell.
  • Revamped the Reactions system.
  • Rebalanced combat encounters in late Act 1.
  • Added new spells and spell scrolls.
  • Added a ping system, usable outside of combat and during your turn in combat.
  • Overhauled the tooltips.
  • Extended Combat Cams to player and enemy melee Critical Hits, summons, Wild Shapes, and several spells and abilities.
  • Added Command spell variants.
  • Made Minthara a paladin.
  • You can now delete save files by playthrough.
  • You can now dismiss summons with a dedicated action.*
  • Added a new Level Up button and improved visual cues for levelling.
  • Added female human and elf heads to Character Creation.
  • Characters who attempt to play an instrument they're not Proficient with now fail spectacularly.
  • Removed non-wizard spell scrolls from NPCs except Revivify, Summon Quasit, True Resurrection, and Speak with Dead.
  • Added shop triggers. If you try to pick up items owned by certain traders, they will offer to trade.
  • Mage Hand no longer prevents you from summoning Ranger's Companions and familiars.
  • Made quarterstaffs Versatile.*
  • You now accrue dirt and blood more slowly, Prone makes you a bit dirtier, and Wet cleans you.

CRASHES AND BLOCKERS
  • Fixed crash when loading savegames.
  • Fixed crash when adjusting UI settings.
  • Fixed crash when selling items that don't belong in Trade view.
  • Fixed crash when repeatedly preparing to Throw.
  • Fixed blocker when playing Gale's flute after killing a magma mephit.
  • Fixed blocker when running past Mirkon towards the harpies.

BALANCE

Combat
  • Added a Smart AI to increase behavioural differences between animals and humanoids. Notable humanoid fighters now know when actions won't succeed and when to prioritise easy wins.
  • Made NPCs better at deciding when to Shove characters to their death.
  • Made NPCs more patient and smarter with healing spells, preferring to heal those with lower HP.
  • Adjusted Halsin's HP, removed upcasted spells from his spell list, gave him Call Lightning, and made his spell usage more varied.
  • Improved Astarion's combat strategies.
  • Made Gekh Coal Level 6, increased his HP, and rebalanced his attributes.
  • Made Mask of Regret Level 4.
  • Made Filro and BOOOAL Level 5 and increased the latter's HP.
  • Reworked Morghal.
  • Updated Baretha's attributes.
  • Gave Barth the appearance and stats befitting a high half-elf.
  • Improved Blighted Village ambush, making one of the Trackers smarter.
  • Improved the Great Weapon Fighting reroll boost.
  • Gave Murmath Basic Poisons.
  • Gave Sharp-Eye Eef Arrow of Roaring Thunder.
  • Confiscated Sharp-Eye Zami's scimitar.
  • In the magma mephit combat, an extra mephit spawns per wave and the second wave starts after 2 kills.
  • Added a magma mephit to the adamantine golem combat.
  • Tweaked stats and levels of the dead duergar and gnomes near Gekh Coal.
  • Improved minotaur's use of Reckless Roar.
  • Intellect devourers' unarmed ranged attack is now Dexterity, improving their chances of hitting Synaptic Discharge.
  • You now have Advantage when attacking dying hyenas.
  • Gave the bulette higher HP and faster regeneration, Proficiency in Dexterity and Strength Saves, and the ability to apply Acid when Biting. It can now act as soon as it joins combat.
  • Gave Proficiency in Dexterity and Intelligence Saves to all kuo-toa and fixed their obsession with Net. They can no longer Net already-trapped targets.
  • Made Flaming Fist Ephren more likely to use her poison vial.
  • Sword spiders are now Level 5 and have Extra Attack instead of a second action.
  • Some duergar around Grymforge now have Extra Attack.
  • Increased the hag's AC and weight, gave her Saving Throw Proficiencies, and changed Ray of Sickness to an action.
  • Gave Grym's Slam a small AoE; fixed its Stomp ability; increased its HP, AC, and damage; gave it Dexterity and Wisdom Save Proficiencies; and made sure that mephits can act as soon as they join the combat.
  • Increased hellsboars' HP and Strength, made them Resistant to Poison, and gave them a passive that applies Burning.
  • Mud mephits can now Fly.
  • Made the gate to the grove more fragile.
  • Removed Toughness from Spider Eggs.
  • Improved ogres' ability to throw barrels with goblins in them.
  • Gave the Grymforge clerics Silence and Glyph of Warding: Lightning, and removed Bane.
  • Ogres no longer have javelins but they learnt how to throw stones.
  • Made several tweaks to minotaurs, hook horrors, lava elementals, animated armours, and Bernard.
  • Flaming Spheres are no longer indestructible and they can no longer use potions or scrolls.
  • You can now remove spectators' Paralysed condition with a successful Saving Throw.
  • Gave some melee characters javelins.
  • Made the raven and dire raven Small and the red dragon Huge.

Spells, Actions, and Conditions
  • Added:
    • Animate Dead
    • Beacon of Hope
    • Bestow Curse: Attack Disadvantage/Debuff Ability/Extra Damage/Skip Turn
    • Branding Smite (Melee/Ranged)
    • Call Lightning
    • Command: Approach/Drop/Flee/Grovel/Compelled Duel
    • Control Undead
    • Counterspell
    • Daylight: Enchant Item/Sphere
    • Dismiss Summon
    • Divine Favour
    • Divine Sense
    • Divine Smite
    • Dreadful Aspect
    • Fear
    • Feign Death
    • Fireball
    • Fly
    • Gaseous Form
    • Glyph of Warding: Detonation/Explosive Runes/Sleep
    • Haste
    • Healing Radiance
    • Holy Rebuke
    • Hunger of Hadar
    • Hypnotic Pattern
    • Imperil
    • Lay on Hands
    • Magic Weapon
    • Mass Healing Word
    • Nature's Wrath
    • One with Shadows
    • Plant Growth
    • Protection from Energy: Acid/Cold/Fire/Lightning/Thunder
    • Remove Curse
    • Revivify
    • Sacred Weapon
    • Sanctuary
    • Sleet Storm
    • Spirit Guardians
    • Spiteful Suffering
    • Stinking Cloud
    • Thunderous Smite
    • Turn the Faithless
    • Turn the Unholy
    • Vampiric Touch
    • Vow of Enmity
    • Wrathful Smite
    • Bear Honeyed Paws
    • Boar Rage
    • Boar Frenzied Strike
    • Duergar Animate Dead
    • Raven Bad Omen
    • Giant Spider Entomb
    • Zombie Slam
  • Invisibility now lasts 10 turns.
  • When Hiding, Shove now grants an Advantage roll instead of succeeding automatically.
  • Speedy Sparks can now be synergised with Chain of Liberation's Sprint.
  • Psychic Spark (previously Sapphire Spark) now grants an additional Magic Missile dart instead of a Damage Bonus.
  • Cutting Words damage reduction is no longer doubled on Critical Hit.

TWEAKS

Gameplay
  • Made waypoints easier to click.
  • Updated overhead icon that indicates when someone wants to talk to you.
  • Added overhead feedback for when a Saving Throw outcome applies to a condition.
  • Improved animations for sheathing and stowing weapons gamewide.
  • Enabled Riposte reaction by default.
  • Updated suggested cantrips for high elves and half-elves, sorcerers, warlocks, and wizards.
  • Party members no longer copy each other's lines in multiplayer.
  • You no longer have to jump to get to the nautiloid's upper deck.
  • Improved navigation near grove entrance for larger Ranger's Companions.
  • Timmask spore clouds now spread further.

Combat
  • Animated armours are now one swarm, as are Murmath's spiders.
  • Asharak no longer leaps from ramparts while defending his home.
  • Rats in the grove now flee if you attack them... lest they reveal their secrets.

Items
  • Rebalanced the weights of common items.
  • Made it harder to destroy items like doors and chests.
  • Bards' starting armour is now a Simple Jerkin.
  • You can no longer use the Bitter Divorce wand to resurrect party members without limits.
  • You can no longer use the Second Marriage wand more than once in and out of combat.
  • You no longer roll a Perception check on already-triggered tripwires.
  • Wyll's eye no longer contains hidden gold or weighs a kilogram.
  • Replaced Goblin's Drawing placeholder with a scroll.
  • Left ALT highlights Sickle of BOOOAL.*

Spells, Actions, and Conditions
  • Activate Witch Bolt no longer needs you to pick a target and deals damage to all linked targets.
  • Great Old One warlocks now have Phantasmal Force.
  • Agonising Blast is now part of Eldritch Blast's initial damage.
  • Cloud of Daggers and Moonbeam now remove Curse of Regret from targets.
  • Minor Illusion is now only dispelled if an NPC passes a Perception check.

Story and Continuity
  • Made the game better at tracking stolen items.
  • Removed enthralled fishermen at crash site.
  • Gribbo and her allies turn hostile if Dror Ragzlin is killed.
  • Added a follow-up for bards who successfully deceive Rugan.
  • You can return the boots to Thrinn even if you didn't get the quest from Gekh Coal.
  • Gekh Coal's fellow duergar turn hostile around Glut.
  • You need to click on Gale to get the scene where he talks to his mirror image.
  • Liam approaches you when freed and healed.
  • Tieflings become hostile if you kill one of their guards. If you help defend the grove, they'll forgive you.
  • Improved myconids' behaviour after Glut's revenge quest.
  • Avenge Glut's Circle now flows even if you killed Spaw before Gekh Coal.

UI
  • Quality of Life
    • Rolls during dialogues display the line you selected.
    • When lockpicking or disarming, the roll now clearly indicates which tool you're using.
    • Added a warning to the Reward pop-up and disabled the Claim button if you have a summon selected so you don't lose your reward.
    • You can hide tooltips that appear when hovering over a portrait in combat by right-clicking.
    • Selecting an equipped item in the hotbar unequips it.
  • Character Creation
    • Added option to choose your character's identity, allowing non-gendered appearance options. English only for now; other languages will follow.
    • Added missing race-based spells.
    • Added resistances given by the Wasteland Wanderer passives for Natural Explorer rangers.
  • Tooltips
    • Rewrote all spell and action tooltips for clarity and brevity.
    • Tooltips now expand (pin them or hold ALT) to show extra information.
    • Tooltips now clearly indicate what happens if a spell or action misses or if the enemy Saves.
    • Tooltips now clearly indicate the effect of upcasting.
    • Tooltips for spells and actions that create a surface or summon now indicate what is created and its duration.
    • Summon tooltips now indicate duration.
    • Tooltips now indicate when spells and actions need an Attack Roll and show roll details.
    • Tooltips now clearly indicate if a spell requires a Saving Throw from the target.
    • Added AoE to embedded tooltips.
    • Barbarian actions that require Rage now warn you when the barbarian doesn't have Rage.
    • Wrote the Skittish (previously Easily Frightened) passive.
    • Made it easier to see the 'Available only when Raging' warning for Diving Strike.
    • Added descriptions for Darkness clouds and Ash surfaces.
    • Rewrote barbarians' Rage bonus action and condition tooltips and the Expertise tooltip, which now appears in dialogue skill checks when applied.
    • Added Dexterity Saving Throw indicator to the Grease spell tooltip.
    • Added 'Companion' in 'Wolf Companion'.
    • Adjusted how cambions' AC is displayed to account for modifiers.
  • Inventory
    • Inventories now scroll if you drag items near their edges.
    • Made search filter smarter. For example, 'food' shows camp supplies.
    • Items now leave the inventory when equipped.
    • Improved readability for large item stacks.
  • Combat Log
    • Added spells cast by items that do damage.
    • Added Healing tooltips with descriptions and breakdowns.
    • Added Attack roll modifiers that total 0.
    • Added description for Potion of Vitality condition.
    • Clarified Fall damage breakdown.
    • Clarified messages about Critical Failures.
  • Set minimum screen resolution to 1024x768 or 1280x720.
  • You can now open the menu with ESC during a roll.
  • Removed Party Management keybind.
  • Temporarily removed the 'Show on Map' button.
  • Added previews for Cloud Quality settings.
  • Equipment slots no longer light up for non-controlled characters in multiplayer.
  • Improved error messages for connection errors in the multiplayer lobby and for being unable to join a session when the party is full.
  • Adjusted some creatures' names, types, and descriptions in the Examine window.
  • Upcastable spell slots now show the lowest possible casting level.
  • If a trader rejects your barter offer because you didn't offer anything, you now have to change your offer to barter again.
  • Character Sheet now displays your max speed.
  • Destroying a container while looking at what's inside now closes the window.
  • Gave Counsellor Florrick the title she deserves.
  • Renamed standing torches to distinguish them from equippable ones.

Audio
  • Shields now have SFX when blocking attacks.
  • Improved sound occlusion. Sound now reaches you from more logical directions and is higher quality.
  • Improved sound focus when hovering over characters.
  • Made explosions more kaboomy.
  • Lowered the volume of the verbal component of spells.
  • The Perform audio and animation for bards now start simultaneously.
  • The nautiloid's floor no longer sounds wooden.
  • A certain bugbear and ogre now stop making noises when you walk in.

Visuals
  • Radius of light from equipable and stationary light sources now matches gameplay more closely.
  • Light cantrip now has the same light radius as a torch.
  • Updated Flaming Fist uniforms.
  • Metals now shine in the moonlight.
  • Improved lighting in Underdark campsites.
  • Improved visuals around the druids' sacred pool after their defeat.
  • Decorated the area near the gith patrol to foreshadow what's to come.

Gameplay Animations
  • Made halflings' Hide animation less villainous.
  • Improved female elves' idle animation.
  • Improved animation for cancelling the precast of a spell in combat.
  • Changed swing to stab when using Crippling Strike or Piercing Thrust with a shield.
  • Shadowheart now holds the artefact on the beach before you talk to her.
  • Liam now lies on the bedroll in the same position as when you talk to him.
  • Liam's torture rack now falls apart and remains broken if destroyed.

Cinematics
  • Added a scene for when you kill the bear in the worg pens.
  • Added emotions tooxen at the grove.
  • Added acting for party members in background at camp with Raphael.
  • Improved lighting with Lae'zel at nautiloid helm.
  • Improved lighting with Gale at camp.
  • Improved locket animation in Barth and Meli's scene.

Engine
  • Removed FXAA support in favour of SMAA, TAA, DLSS, DLAA, and FSR.
  • Told druids not to hog CPU resources after finishing their ritual.
  • Optimised performance to fix issues causing FPS drops.

FIXES

Gameplay
  • Great Old One warlocks now have the Mortal Reminder feature.
  • Withers' shop inventory now resets after a Long Rest.
  • You can no longer add any ol' Spell Bonus to specific Ability Checks.
  • Animals no longer swear if you attack them.
  • Pact of the Chain imp now benefits from Short Rests.
  • Soul Echoes can no longer be Shoved.
  • Fixed line-of-sight previews.
  • You can now sit while Hiding.
  • Fixed characters of smaller races getting stuck after being put to Sleep and Shoved.
  • Grease is no longer Dippable.
  • You can no longer spam the spell and ability icons.
  • Falling off the nautiloid in multiplayer no longer triggers Game Over if a player character is still alive.
  • You can no longer Shove the mind flayer at the crash site.
  • Bards' Expertise bonus to Deception now applies correctly with the bandits outside the Chapel.
  • The patrolling duergar at Grymforge can now spot you trying to Hide.

Combat
  • Nat 1s and Nat 20s no longer get bonuses and Proficiencies added to the final tally if you skip the roll animation.*
  • Combat no longer ends prematurely if you're far from enemies and go to Sleep.
  • Combat now triggers if you choose to attack an NPC that caught you crimin'.
  • NPCs can target Mayrina again.
  • If the hag is Silenced, she can no longer teleport Mayrina away.
  • Haseid can no longer land Critical Hits.
  • Male gith no longer fire two projectiles on their first two-handed crossbow shot.
  • Eldritch Knights and Arcane Tricksters can now replace a spell at Level 4.
  • Off-screen characters can no longer be hit by spells.
  • Weapons Dipped in fire now explode explosive barrels.
  • Concentration effects and conditions granted by certain items no longer remain active if you switch to a different item.
  • Turrets at the Selûnite Outpost now respect the rules of combat.
  • Halsin now looks for you even if you Hide and move far away.
  • Removed Gale's Necrosis aura when he's thrown into a chasm.
  • Sword spiders now jump onto ramparts and actually do something on their turn.
  • The spectator can now reach and Unpetrify that one drow.
  • NPCs can now join combat even if they're far away.
  • Auntie Ethel now poofs away if you enter combat with Mayrina's brothers.
  • NPCs at grove entrance no longer turn hostile if you knock out and kill the last enemy.*
  • Oozes' projectiles no longer fire through floors in Grymforge.
  • Choosing to attack Gekh Coal through dialogue now triggers combat.
  • Fixed Attack of Opportunity not triggering for wildshaped characters with a ranged weapon equipped.
  • Fixed Nere's Shield of Screams.
  • Fixed extra damage using wrong damage type if you throw your weapon while Raging.
  • Fixed issue preventing redcaps from taking their turn.
  • Fixed enemies with grouped initiative skipping their actions.
  • Fixed camera getting stuck when fighting the bulette.
  • Fixed camera panning to target in Combat Cam view.
  • Fixed join-leave loop when the Foundation Block at the Chapel falls on a familiar.*
  • Fixed Saving Throw Proficiencies of NPC wizards.

Items
  • You can block gas pits with crates again.
  • Made many unreachable items reachable.*
  • Ensured that Headband of Intellect sits comfortably on male gith heads.
  • Chain Mail, Splint Armour, and Plate Armour now correctly grant Disadvantage on Stealth checks.
  • Poisoner's Robe poison Damage Bonus now only affects spells that deal poison damage.*
  • You can no longer interact with items if you fail an associated Ability Check.
  • You can no longer disarm unreachable traps.
  • Using a nautiloid restoration pod no longer kills familiars.*
  • Fixed floating brain jar and some buggy viscous chairs on the nautiloid.
  • Made a nautiloid pillar indestructible.
  • You can now interact with the plaques in the grove.*
  • Fixed a forest tree causing 'Can't see!' error when trying to move a boulder.
  • You can now loot a chest at the Goblin Camp without turning all of Grymforge hostile.
  • Fixed random bottles with missing text appearing in the Traveller's Chest after leaving a minicamp.
  • You can now use the Adamantine Forge more than once.
  • Moved a buggy chest in the Festering Cove.
  • You can now move a loose stone in Grymforge.
  • Fixed issue preventing you from stacking items from above.

Spells, Actions, and Conditions
  • You no longer remain Prone after a Long Rest.
  • Sleep no longer affects those immune to Charmed.
  • Lesser Restoration can no longer remove Charmed.
  • Armour of Agathys can no longer damage attackers that use a Throw attack.
  • Targeting AoE spells at yourself now shows an AoE preview. They also cast correctly.
  • NPCs no longer fail spellcasting if they open a door to move.
  • Fixed error preventing you from casting Tasha's Hideous Laughter on certain creatures.
  • Added missing visual components to Teleportation spells.
  • Added ending animations and appropriate SFX to Rage spells.
  • Silence now silences harpies' Luring Song.

Story and Continuity
  • NPCs no longer know you've interacted with doors to forbidden places if they weren't there to see you.
  • Original owners of pickpocketed items now recognise those items as their own.
  • Gale now actually leaves after he bids you adieu.
  • Clerics of Tyr can now talk to Anders after refusing his quest.
  • Lae'zel no longer mentions needing to speak to Zorru if she already has.
  • Made DC to lockpick Liam's torture rack consistent.
  • Brakkal can now leave his cage after being saved.
  • Glut's dialogue no longer repeats if you already killed the duergar before starting Avenge Glut's Circle.
  • When he's in your party, Wyll can now intervene in Speak with Dead dialogues with Spike.*
  • Choosing bard option in Johl and Demir's confrontation of Auntie Ethel doesn't kill them anymore.
  • Insight check in Doni's dialogue now gives correct outcomes.
  • Mentioning the Scrying Eye to Thrinn as a gnome no longer cuts dialogue short.
  • Fixed Gale repeating a line about Mayrina's husband.
  • Recovered missing subtitles when talking to Trinzas.

UI
  • Tooltips
    • Fixed width of tooltip titles to avoid overlapping text.
    • Fixed wrong description showing up for rock gnomes' Artificer's Lore passive.
    • Comparisons now work correctly for Shield tooltip.
    • Menacing Attack now indicates the condition it applies.
    • Supplies tooltip now indicates number of supplies needed for Long Rest.
    • Removed extra plus symbol from Combat Inspiration description.
    • Removed placeholder text from crab and spider familiars' class action tooltips.
    • Corrected several descriptions for NPC spells and conditions.
    • Made descriptions for standard and enhanced versions of bards' Heroism spell consistent.
    • Made Silence spell description consistent with its effect.
    • Removed range from Runepowder Barrel and Runepowder Vial.
  • Icons and Portraits
    • Fixed flickering icons for Shield Master and Warding Flare conditions.
    • Added missing icons for cupboards.
    • Fixed placeholder icons for various conditions.
    • Fixed icon for Restrained condition on Liam.
    • Fixed Glut's portrait not disappearing if you travel to camp via waypoint.
    • Fixed a redcap with a goblin portrait.
    • Fixed NPC portraits not enlarging during their turn.
  • Fixed multiplayer issue preventing clients from loading the game if both host and client are on GOG and connected via the Online tab.
  • Removed Dart and Sling Proficiencies from Weapon Master feat.
  • Locked inventories in multiplayer now remain locked.
  • Fixed Level Up button not appearing after loading a savegame.
  • Fixed hit chance percentage on creatures with Bane.
  • Renamed a torch in the Arcane Tower pretending to be a candle.*
  • Party Line now updates correctly for summons summoning summons.
  • Fixed gaps in background of Spells window during Character Creation and Level Up.*
  • Fixed 'Hide Completed' option in Quest Journal.*
  • Fixed selected quest not being highlighted when reopened in Journal.
  • Inspecting a summon, follower, or party member via Party Line no longer opens their Character Sheet.
  • Fixed visual issues relating to targets' health bars.
  • Items no longer change slot when added again through Character Sheet.
  • Fixed Throw UI closing when selecting an item.
  • Fixed some Portuguese lines running over their text boxes.
  • Fixed stopwatch animation for Turn-Based Mode when switching from a character in combat to one in real-time.
  • Clicking upper half of character portraits now selects them correctly.
  • Cursor icon now updates when attacking interactable objects.
  • Fixed Examine window not showing burnt or dead Halsin.
  • Fixed issues with lock-mouse-to-window setting and edge-panning.*
  • Fixed potions not showing up correctly in Examine window.

Audio
  • Added verbal components of Disguise Self and Hex.
  • Added SFX for Lunar Mend, destroying potions, and male elves' unarmed attacks.
  • Added SFX when dropping fruits from inventory. The silence was no longer fruitful.
  • Fixed SFX when dropping Soul Coins.
  • Added SFX for closing windows with ESC.

Visuals
  • Fixed VFX glitches, particularly on fur and hair.
  • Fixed Gale looking bald when viewed from a distance.*
  • Female gnomes no longer get Shadowheart-inspired hairstyle when equipping Studded Leather Armour.
  • Fixed ochre jelly bleeding red.
  • Fixed invisible floors on nautiloid.
  • Added VFX for breaking log bridge between forest and Goblin Camp.
  • Fixed blood and dirt not appearing correctly on clothing and armour.
  • Fixed glow behind druid runes in Underground Passage.
  • Fixed Guidance VFX highlighting breasts of characters in armour.
  • Made Mattis blonde again.
  • Fixed flickering on cloud surfaces.
  • Fixed bug when preparing bard spells in or near water.
  • Added Detect Thoughts VFX for Crusher and one Goblin Brawler.
  • Fixed lighting in and around Owlbear Nest and Hidden Vault.
  • Fixed fading issues in Shattered Sanctum.
  • Fixed Gekh Coal's hair floating when Prone.
  • Fixed bugs like floating objects and transparent roofs.

Travel
  • Withers' tomb no longer remains dark after you gain access.
  • Fixed being able to Misty Step straight to Arcane Tower's lowest hallway.
  • Fixed being able to jump to Nere from across the poison chambers.*
  • Made the ground under Arcane Tower's stairs unwalkable.
  • Halflings can now jump onto a cliff near where you first see Astarion.
  • Made specific rock in Shattered Sanctum walkable.
  • Fixed disappearing terrain when rotating camera into rocks in Secluded Chamber.
  • Fixed terrain visibility and fading issues at crash site.
  • You can no longer land in awkward places when jumping into chasm in Shattered Sanctum.
  • Fixed trees blocking access to Risen Road waypoint.
  • Fixed camera getting stuck in Putrid Bog and near Goblin Camp waypoint.
  • You can no longer glitch to Adamantine Forge's upper level.
  • Fixed followers getting stuck when jumping to another party member.

Gameplay Animations
  • Taught halflings how to sit on benches.
  • Mind flayers now flail their tentacles when attacking.
  • You now show emotions during Astarion's bitey scene.
  • You no longer get stuck in the falling or climbing animation.
  • Fixed Alfira's invisible lute.
  • Fixed animation for summoning familiars in combat.
  • Fixed Bardic Inspiration animation stopping prematurely.
  • Fixed animation for weapons held by female characters when rotating camera.
  • Fixed animation for Produce Flame: Hurl.
  • Fixed several issues with bards of small races playing instruments.
  • Fixed animation for male elves preparing unarmed attacks.
  • Fixed wrong VFX for dwarves using Slash with two-handed swords.
  • Added VFX and SFX for male elves attacking with dual-wielding weapons.
  • Fixed characters repeating movements when panning camera away and then back.

Cinematics
  • Torches no longer make cinematic scenes blindingly bright.*
  • Beldron no longer loses his head after being freed.
  • Connor no longer appears twice during his resurrection.*
  • Laridda and Lunkbug now hold their pickaxes properly.
  • Fixed Commander Zhalk's sword blipping out of existence.
  • Repositioned floating props on nautiloid's upper deck in dragon scene.
  • Removed creepy extra harpy when talking to Mirkon.
  • Restored windmill cinematic.
  • Fixed Gale and Astarion's lines when talking to Flaming Fist at Waukeen's Rest.
  • Fixed Scratch's mouth at camp.
  • Fixed Detect Thoughts VFX and SFX in several scenes.
  • Fixed lighting for bards on nautiloid's lower deck.
  • Fixed lighting and issues when talking to Us.
  • Fixed camera for small races at camp.
  • Fixed Lae'zel taking on the appearance of gith players.
  • Fixed jump cut and camera when recruiting Shadowheart.
  • Fixed Wyll's blurry face when he bids the party adieu.
  • Fixed issues with dwarves during Volo's operation.
  • Fixed Taman's movements at Chapel.
  • Fixed gnome characters looking unnatural in bugbear scene.
  • Fixed animations for Minthara's minions and lighting during grove attack.
  • Fixed screen going black in hag's talking door scene.
  • Fixed Halsin speaking through his eyelids while wildshaped.
  • Fixed Wyll sitting like a frog while chained up.
  • Fixed grass obscuring small races' view of Auntie Ethel.
  • Fixed dark patch beside mushroom circle in Underdark.
  • Fixed lighting when reaching Grymforge and talking to Spaw and to Shadowheart there.
  • Fixed line cutting off if you have runepowder while talking to Thrinn.
  • Fixed lighting after using Detect Thoughts on Philomeen.
  • Fixed visual issues with dreams and morning after Astarion gets bitey.
  • Fixed lighting at night with Gale.
  • Fixed lighting at camp with Lae'zel.
  • Fixed visual issues at hideout with Oskar.

Clipping, Popping, and Other Oddities
  • Fixed humans twitching on bedrolls.
  • Fixed Trinzas' twitches, slides, and stiff hands.
  • Fixed Fezzerk's clipping axe and armour.
  • Fixed female bards twitching when Performing.
  • Fixed wildshaped wolf's neck.
  • Fixed enthralled NPCs on the nautiloid standing up.
  • Fixed Olodan stretching when you're confronting Kagha.
  • Fixed clips and pops in scenes with Lae'zel and the patrol; Shadowheart on the nautiloid; Priestess Gut; Gekh Coal; Anders and his companions; Gribbo; Brithvar and Kur; Stonemason Kith; the mirror in the hag's lair; Halsin at camp; Larissa; and John, Demir, and Auntie Ethel.
  • Fixed issues with mind flayer at crash site; Rolan, Cal, and Lia; Doni; Jeorna; Thulla; a Restless Myconid; and Spaw.
  • Fixed issues after freeing Nere, when recruiting Astarion, when Astarion has the Necromancy of Thay, when denouncing Kagha, at camp with Raphael, with bards at camp with Minthara, and with Lae'zel and the Elaborate Slate.
  • Fixed mind flayer issues before falling out of nautiloid.
  • Fixed clipping issues with cambion at nautiloid helm.
  • Fixed dragon's head clipping through nautiloid.
  • Fixed lighting pops, freezes, and misplaced altar at camp with Minthara.
  • Fixed Booyahg Piddle's pop.
  • Fixed Petrified Drow's pop.
  • Fixed Lurgan clipping in Underdark.
  • Fixed small races clipping into boat at Grymforge.
  • Fixed party members clipping when hearing Absolute at Grymforge.
  • Fixed jitters with deep rothé.
  • Fixed Dark Justiciar Helm clipping on gnomes.
  • Fixed characters popping when dying.

Last edited by Salo; 15/12/22 03:20 PM.

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Question:

Is Patch 9 also available for Stadia players or are we just stuck with Patch 8 until the service shuts down in Jan of 2023?

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Originally Posted by redditcrazy
Question:

Is Patch 9 also available for Stadia players or are we just stuck with Patch 8 until the service shuts down in Jan of 2023?

Interested to know this as well....

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If you guys updated the reaction system, why isn't Shield one of the new spells?

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Could you please add the the patch version #, like so:
"Patch #8 - Of Valour and Lore - v.4.1.1.1695932"

Thanks a bunch!

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It looks like stadia is out of luck. No update there. It was fun while it lasted I guess.


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Added a Smart AI to increase behavioural differences between animals and humanoids. Notable humanoid fighters now know when actions won't succeed and when to prioritise easy wins.
The dependence of AI combat tactics on __Something__ has been mentioned previously on these forums, mostly focusing on enemy Intelligence vs Wisdom, or talking about specific creatures (e.g., wolves).

Larian's solution of making it governed by whether the enemy is a humanoid or an animal is...an okay rough solution, depending on what categories other creatures like fiends, dragons, monstrosities, etc fall into. (Adult) Dragons, powerful devils, and beholders should probably have very smart AI & tactical ability.

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Originally Posted by ShaolinStoner
It looks like stadia is out of luck. No update there. It was fun while it lasted I guess.

Doesn't surprise me, but it is disappointing. I'll keep checking though until they confirm it's a NO.

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Originally Posted by Nicou
  • Removed non-wizard spell scrolls from NPCs

So ...
This is the way Larian make sure that Wizards will no longer use other classes spells?


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Lets us play Githyanki as racist as they trully are! frown
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I haven't gotten to play yet so I can't say for sure, but the way I read it, I think they've taken the non wizard scrolls from NPCs so that they can't use them. Nothing's been explicitly said about our own wizard characters being able to use them.

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I think the same.
You probably can still buy non-wizard scrolls from traders, after all.

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The game is just being updated, but I would like to know if Larian fixed the bug using hotkeys. It seems this was recognized as a bug and promised to be fixed in the next patch, but I don't see a description that it was fixed.

It is not very convenient to click on spells with the mouse from the panel.

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They didn't unfortunately. Kinda sucks, but maybe it might be fixed through a patch eventually. Otherwise we'll be stuck with it till release.

They did however fix the ALT+Q not working properly to rotate the camera ^^

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Non-wizard spell scrolls can be found while exploring but can't be learned by wizard smile

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Hotkey? Dual-wielding? FFS...


STILL WAITING FOR NEW COMPANION AND CUSTOM PARTY WITHOUT MULTIPLAYER.
BECAUSE WHY FUCKING NOT???
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Originally Posted by MelivySilverRoot
Non-wizard spell scrolls can be found while exploring but can't be learned by wizard smile
Good, good! :3


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Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by MelivySilverRoot
Non-wizard spell scrolls can be found while exploring but can't be learned by wizard smile

Paladins get their subclass at 1st level, Sorcerers get 2 Meta-Magics at 2nd level instead of 3rd lvl, and a third Meta at 3rd lvl instead of 10th! And now they can cast 2 leveled Action spells, with Quicken Meta-Magic. But thank the gods Abjurers can no longer use Armor of Agathys nor Shield of Faith to restore their Arcane Ward. No, we can just spam Mage Armor. Even though lasts until a long rest, now that's cheese. And yes we have Counter Spell, but it's a 3rd level spell, very limited resource.

If we had gotten the Shield spell or Multi-classing, I'd be okay with this change. But as it stands now, it just made the Abjurer shite again.

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Warning:
After installing patch, it seems like Weighted Dice (wich is now named Karmic Dice for some reason) is turned ON again in default!


I still dont understand why cant we change Race for our hirelings. frown
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Shadowheart now has an firebolt cantrip at her disposal. Making her so much more useful… Asterion also.

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I would prefer being able to choose their racial cantrip smirk Minor Illusion made more sense to me for those two characters.

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That’s understandable; however minor illusion has never been used in my play through. Am I overlooking something about that one?

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If you're the type to sneak around, it's a great way to divert NPCs attention elsewhere (They will walk toward the illusion and stay there for a little while). Manually activating the turn based mode also helps.

I use it, for instance, when stealing from the Zhents at the Goblin Camp.

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Useless honestly.

Her Sacred Flame was already useless enough due to its terrible 50%-60% accuracy, so giving her a Fire Bolt that is even lower (30%-40%) and uses a completely different main stat is even worse so I removed it from the ability bar in an instant. I just give her a Crossbow and go Dexterity with her. Much more useful that way.

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Originally Posted by MelivySilverRoot
I would prefer being able to choose their racial cantrip smirk

Agreed ... and to choose Gale's starting cantrip too. Or at least be able to swap them at first level up. Fire Bolt may be more useful (for setting stuff alight even if hit percentage is rubbish for direct attacks), but not necessarily when everyone has it. And I'd always prioritise spells that make RP sense to me in any case. I think many of the cantrips could fit with Astarion and Shadowheart's backgrounds but Fire Bolt isn't one of them to my mind. I just don't feel right using it with them.

It suits Gale, though!


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Originally Posted by The_Red_Queen
Fire Bolt may be more useful (for setting stuff alight even if hit percentage is rubbish for direct attacks), but not necessarily when everyone has it. And I'd always prioritise spells that make RP sense to me in any case. I think many of the cantrips could fit with Astarion and Shadowheart's backgrounds but Fire Bolt isn't one of them to my mind. I just don't feel right using it with them.

It suits Gale, though!

Pretty much exactly how I see it!

Originally Posted by Crimsomrider
Useless honestly.

Her Sacred Flame was already useless enough due to its terrible 50%-60% accuracy, so giving her a Fire Bolt that is even lower (30%-40%) and uses a completely different main stat is even worse so I removed it from the ability bar in an instant. I just give her a Crossbow and go Dexterity with her. Much more useful that way.

Yeah, I don't think I will ever use SH and Astarion racial cantrip ever anymore. It does not fit from a RP stand-point, but also not a useful option in their build. Like you said, SH has better alternative and so does Astarion.

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Originally Posted by Bomor
Could you please add the the patch version #, like so:
"Patch #8 - Of Valour and Lore - v.4.1.1.1695932"

Thanks a bunch!

Added! Thank you for bringing it up!

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Originally Posted by Crimsomrider
Useless honestly.

Her Sacred Flame was already useless enough due to its terrible 50%-60% accuracy, so giving her a Fire Bolt that is even lower (30%-40%) and uses a completely different main stat is even worse so I removed it from the ability bar in an instant. I just give her a Crossbow and go Dexterity with her. Much more useful that way.

I typically don’t use it for direct attacks, I use it for environment attacks. And with my builds, I tend to have to resort to yeeting candles lol. But yeah I agree it’s best to let us change them out at first level up.

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LariLauncher.exe

To run this application, you must install missing frameworks for .NET.
...


Dotnet v7 already installed on C:/program Files/...

have to try to start BG3.exe directly...

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Level 5, yay.

Any word on Pact of the Blade in this or previous patches? Wyll feels very incomplete without the Pact of the Blade.


Don't you just hate it when people with dumb opinions have nice avatars?
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Hey everyone, just a general thank you / bow for your Suggestions & Bug Reports in the forums!
The team is documenting/investigating/testing/fixing as much reported issues as we can.
Don't forget to comment the Bug Reports threads you also experience instead of creating a new one, as it helps us prioritise the issues to the development team.
We hope you're enjoying the EA Patch #9 so far! laugh

💡 Note that if you need technical support instead, our Tech team is here for you.

Last edited by Nicou; 16/12/22 03:47 PM.

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ETA on Mac version?

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I have some issue with saving. I can save, but then I'm locked in the screen with the saves and can only close the game completely.

Edit:

This fix
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Next, try browsing to the 'C:\Users\<UserName>\AppData\Local\Larian Studios' folder and rename the 'Baldur's Gate 3' subfolder. The easiest way to get there would be to copy the line below into the location bar in Explorer and hit Enter.
%LocalAppData%\Larian Studios

This folder contains the saved games, configuration files and a level cache folder. Deleting or renaming it will get the game to recreate it on startup; playing the game from a different Windows user account would effectively do the same thing. With Steam/Galaxy running and cloud support enabled, the client would just download the cloud copy of your existing profile.
Next, extract the replacement folder from this download into your '..\Local\Larian Studios' folder, start the game and see if you can make a manual save successfully. If so, exit and copy a couple saves from the renamed folder into the newly created profile's ..\Savegames\Story folder. If that continues to let you start the game, load the saves and re-save, move the rest of the saves over.

worked for me.

there are some fixes in this t6hread for the savegame issue

Last edited by fylimar; 17/12/22 05:15 PM.

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Hi there!

I'm new to the forums, and I'd like to report an odd bug I've stumbled into on my paladin playthrough. Where is the best place to report it?

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Originally Posted by TrashEmpress
Hi there!

I'm new to the forums, and I'd like to report an odd bug I've stumbled into on my paladin playthrough. Where is the best place to report it?
https://forums.larian.com/ubbthreads.php?ubb=postlist&Board=89&page=1


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  • Added a ping system, usable outside of combat and during your turn in combat.


Can someone explain what it does ? It just sheds some light around the object for a short while and then disappears. No clue what changed.
Someone proposed elsewhere that it was a multi-player thing, could you then add that to the label in the popup so single players shouldn't continually wonder what we must do with this ?

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Originally Posted by SPL-316
ETA on Mac version?
Also looking for an ETA or general idea of Patch 9 for the MacOS version.

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Originally Posted by WakandaNative
Originally Posted by SPL-316
ETA on Mac version?
Also looking for an ETA or general idea of Patch 9 for the MacOS version.
Also looking for that ETA update. It's no longer early January...

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This makes me wonder if Mac will also be available for full release in August 2023, or is that the PC release date?

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It's the 19th of January..... and still waiting on the MacOS Patch 9.... I'm not getting impatient ..... I'm not getting impatient ..... here's hoping for a weekend release?!?!!?

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magnificent work as usual, I really like the flight animation and the way it behaves

however...
(regular people problems)
- the invisibility state is still hardcoded to disappear on looting, which makes it rather useless, especially if it only lasts a minute, this one is meant to be the exploration one
- the dedicated action to dismiss the summon (or any enchantment you gave it when summoning it) disappears upon reloading since it is not saved
- my cat weights 200kg. as a druid, I can tell this is a bit too much.(data says 5kg, I'll check and come back)(nevermind, it was me, cats used to weight 5tons...)
- reducing a cat doesn't decrease its size / weight, I guess tiny is the smallest size ?
- bards can't learn enlarge / reduce when they should
- gnomes can't fit in the dragon's lair back entrance when they can if they *disguise* as a dwarf. cats can't either and neither can reduced humans, this is a really weird hole.
(this one is a bit more complex... humans disguised as gnome or halfling cannot fit but they do if they disguise as a dwarf. I broke the cats and my reduce spell, it was on me. the test seems to be "size small or tiny or dwarf", the tag to test should be "really_dwarf" maybe ? fixing disguise self so that it doesn't alter the body was the correct interpretation if you go by the rules)
- jack of all trades doesn't apply to initiative rolls, where it should.
- feather falling into the grove from the elevator and then talking to the druids at the arch will break the cutscene and makes absolutely no sense

(*irregular* people problems)
- the game hangs when trying to trigger riposte (battlemaster reaction) against an already dead enemy
- I also noticed the game panicking for several minutes when there is no good option to take in a fight but I guess it's my fault at this point

I encountered those while testing that my mods worked so maybe definitely the cat thing is on my side but the rest is mostly legacy from older patches...
and, since I had to start again on every fix, I obviously only tested the beginning... your game is getting big, you know...
also, note that I go by the rules as written in the book but I perfectly understand that you do whatever you want... I'll mod it to my liking anyway ^.^'... except for the invisibility thing since it is hardcoded T.T

Last edited by auriejir; 06/02/23 12:13 PM.
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