Baldur’s Gate 3 Update
Baldur’s Gate 3 recently got an update to make the game better. The original Baldur’s Gate game was from a long time ago, and now the third installment is being improved. The update fixes problems and adds cool features, making the game more enjoyable for players.
- When is Guzzlord Coming Back to Pokemon Go? Can Guzzlord Be Shiny in Pokemon Go?
- Atlas Fallen Vantage Point Location: Where to Find Vantage Point in Atlas Fallen?
- What is The Max Level in Helldivers 2? How to Level Up Fast in Helldivers 2?
- How Many People Can Play The Finals? How to Play with Friends in The Finals
- How to Find the Rare Shark Ship in Lego Fortnite? Lego Fortnite Updates
It’s like giving the game a tune-up to make it run smoother and be more fun to play. So, if you’re a fan of Baldur’s Gate 3, this update is like a little gift to make your gaming experience even better!
You are watching: Baldurs Gate 3 Update 1.004.001 Patch Notes and Latest Updates
Experience the thrilling game world here as we consistently bring you the latest trends, offer valuable tips, and immerse you in the excitement of the gaming universe. Get ready to elevate your gaming knowledge and skills at NEWSTARS Education!
Baldur’s Gate 3 Patch 4 Patch Notes
HIGHLIGHTS
- You can now dismiss dead avatars to Withers’ Wardrobe. Withers will now also explain how the wardrobe works.
- You can now customise hirelings’ appearance when recruiting them.
- Colour-blind mode: We’ve added a setting to the Accessibility tab that will allow you to choose protanopia, deuteranopia, or tritanopia. This affects the colours used to distinguish factions and relations: map and minimap icons, portrait frames, and character outlines and circles.
- Added an option to use AMD’s FSR Version 2.2 as your upscaler of choice, enabling improved visual quality.
Gameplay
- Refined Scratch’s fetch behaviour. He will now fetch… pretty much everything.
- Archfey warlocks now get a choice of cantrip at Level 4 as intended.
- Updated the mechanics of Speak with Dead so that you can cast it again if you didn’t ask any questions the first time. (For example, if you’re told the corpse doesn’t want to speak to its killer, and then you cast the spell again in Wild Shape.)
- At Level 6, Knowledge Domain clerics will now correctly gain ‘Channel Divinity: Read Thoughts’, Nature Domain clerics will now correctly gain ‘Dampen Elements’, and Trickery Domain clerics will now correctly gain ‘Channel Divinity: Cloak of Shadows’.
- When you purchase a statue from Boney in the circus, you can now choose to make it look like you in full equipment, in camp clothes, or naked.
- Scratch’s ball will now be harder to lose. If you lost his ball, go see him at camp and he might give it back. (Ball warranty voided for chasm-related accidents.)
- Added a controller option so that, if you want, you can have the End Turn button require a hold instead of a tap.
- Fixed the Enemy of Justice condition sometimes applying when it shouldn’t.
- Fixed an issue where assaulting someone while Invisible would still cause a guard to spot you and start a dialogue with you if there was a civilian nearby.
- Halsin will no longer spontaneously decide it’d be fun to turn into a bear before he talks to you in Act I.
- Added more autosaves in the Shadow-Cursed Lands and to several Wyrm’s Crossing and Lower City locations, including the Steel Watch Foundry, Iron Throne, and Rivington.
- Licking the hunk of spider meat in the Gauntlet of Shar might make you sick. You should have listened to Gale.
- You can now read the recipe for the Emperor’s favourite soup.
- You can now use sponges and soaps to clean up your party members, removing grime, blood, and bad odours!
Combat
- Cazador suddenly remembered he can turn into mist and fly, so he’ll no longer give up the ghost if he falls into a chasm.
- Fixed an inconsistent issue where enemies wouldn’t do anything during combat except Dash and move.
- Fixed some NPCs being able to shoot through floors and ceilings. They’ve said they’ll play fair.
Flow
- We’ve told Mol to be more polite and thank you if you saved Mirkon from the harpies. This will close up the quest correctly.
- Added better multiplayer support for the post-celebration night in Act I. Now all avatars can choose which companion they want to get jiggy with.
- Lae’zel was having trouble getting over Act I and Act II. She’ll no longer make certain comments in Act III as though you’re still in the earlier stages of your adventure.
- Blocked some quest updates for Jaheira’s quest when you skip certain parts of it to avoid spoiling big reveals.
- The Gur will now support you in the endgame if their questline was peacefully resolved in Cazador’s lair.
- If Avatar Gale or a Tav with Gale as a recruited companion is nearby to witness the elder brain in the Colony, they will be preferred as the active speaker in the dialogue for Gale’s origin moment.
- Added new dialogue options for Minsc when he learns about the connection between the Dark Urge and Gortash.
- Now Connor will disappear if Mayrina decides to destroy the hag wand in Act III. You can also talk to him if you resurrect him with the wand.
- Yenna now correctly returns to camp after a companion is abducted.
- Gale should no longer complain about you making a deal with Raphael if you haven’t.
Art
- Tweaked the colour of the Potion of Mind Reading to distinguish it from Potions of Healing.
Animation
- Added some new idle animations and behaviours for Minthara, Halsin, Shadowheart, and Lae’zel at camp.
- Karlach will now feel more alive while idle in camp rather than just standing there doing nothing.
UI
- You can now customise which solution is selected in the second slot of the Alchemy panel.
- Added map markers for when characters want to talk to you.
- Added unique map icons for the Magic Mirror and Withers’ Wardrobe.
- Improved the Skills section of the Character Sheet: Added icons for the individual skills, added stars to indicate Proficiency and Expertise in certain skills, and improved the skill tooltips.
- Combat rounds are now displayed under separate headings in the Combat Log so it’s easier to distinguish when things happened.
CRASHES AND BLOCKERS
- Fixed a crash when the game checked for falling items while you’re not fully loaded into a level or region (e.g. when loading a savegame).
- Fixed an infinite loop of leaving and entering combat when you’re the only player character in a combat and you have a condition that affects whether the NPCs consider you targetable (e.g. Feigning Death).
- Fixed a bug blocking the second split-screen player from moving until they open a UI after having disconnected and reconnected.
- Fixed the skill proficiency value not updating in Character Creation.
- Fixed a crash when switching between controller and keyboard and mouse immediately after completing Character Creation.
- Fixed a crash when an item gets destroyed while an NPC is trying to pick it up.
- Fixed multiple cases where you couldn’t select dialogue options.
- Fixed a bug preventing you from initiating dialogues.
- Fixed a GPU crash.
- Fixed a potential crash on multiplayer when the host triggers the scene with Nightsong after defeating Balthazar and the client is controlling Shadowheart.
- Fixed an occasional crash when loading a savegame made after freeing Nightsong and exiting the Shadowfell.
- Fixed a blocker preventing progress past Act II due to Shadowheart not leaving the party correctly.
- Looting True Soul Nere’s corpse after picking it up will no longer freeze the game.
COMBAT AND BALANCE
Across Acts
- When a character uses an off-hand ranged attack, Dexterity is no longer added to the damage. This now aligns with off-hand melee attacks.
- Rage can no longer be used while under the effects of Calm Emotions.
- The Spellmight Gloves now only work with spells that have Attack Rolls.
- Wearing the Yuan-Ti Scale Mail while having the Medium Armour Master feat no longer caps the AC Dexterity bonus to 3.
- Cloudkill upcasted to Level 6 no longer costs a Level 5 spell slot.
- Updated the Mud Elemental’s Multiattack to only deal Bludgeoning damage. Its Multiattack can also now only target Muddy creatures or creatures standing in a Mud surface.
- The Earth Elemental’s Multiattack now deals unarmed damage on its second attack.
- Improved the Flame Blade’s AI.
- Fixed meazels’ Shadow Teleport spell also teleporting the target character’s summons.
- Raphael’s Igniting Spark now requires its target to roll a Dexterity Saving Throw. It also now does more damage, and still does half damage on a successful save.
- Fixed the Bone Chill and Mummy Rot conditions not blocking HP regeneration for Undead characters.
- Fixed Sneak Attack applying to spells in certain situations.
- Hail of Thorns now maintains its cost at higher levels.
- The ‘Topple the Big Folk’ action unlocked with Balduran’s Giantslayer can be used against creatures of any size now. The additional damage and the Prone condition will, however, only be applied to Large, Huge, or Gargantuan creatures.
- Adjusted the price of the Hood of the Weave and the Circlet of Inner Turmoil.
- Increased the price of the Scroll of True Resurrection.
- Characters who have an Ability Score reduced to 0 via a condition (e.g. Devoured Intellect) will now consistently die.
- Fixed the incorrect damage bonus being conferred by the Horns of the Berserker helmet. It now grants a +2 Necrotic damage bonus.
- The Blind condition for ‘Aspect of the Beast: Chimpanzee’ will no longer drop at the start of the target’s turn.
- Fixed a bug causing swarmed enemies to skip their turn if the Dash condition wasn’t removed.
- Fixed the mind flayer Dominate Person spell being considered a cantrip.
- Myrmidon Wild Shapes for Circle of the Moon druids now have damage resistances befitting their elemental type.
- Way of the Open Hand monks’ ‘Flurry of Blows: Push’ action now deals Falling damage to targets pushed off ledges.
- Adjusted the damage radius of the Death Burst action taken by mephits summoned through Conjure Minor Elemental.
- Barbarians’ ‘Rage: Tiger Heart’ damage now scales to 3 at higher levels, as intended.
- Attacking non-hostile (but not allied) creatures will now maintain Rage.
- Fixed nearby civilians joining combat if you steal items while in combat.
- Picking up the disarmed weapons of characters in combat will no longer be considered a crime. You can also now use owned items in combat even around characters who are not participating in combat.
- Fixed NPCs sometimes taking too long during their turn in combat due to trying to reach an unreachable position.
- If you drop your weapon in combat, your allies should now know better than to pick it up for themselves before you get the chance to.
- Protection from Evil and Good should now protect you against meenlocks’ Fear Aura, and the aura will go away if the meenlock gets knocked out.
- Rerolling a Critical Fail on a spell that has a Saving Throw will no longer cause the spell to land a Critical Hit.
- Fixed your Dexterity modifier being added to ranged off-hand damage before you have the Dual Wielder feat.
- Fixed enemies overvaluing Blinding conditions so much that they would sometimes just give up and skip their turn.
- Earth Myrmidons and Fire Myrmidons will no longer lose Muck to Metal and Myrmidon’s Immolation, respectively, when taking other actions such as Disengage.
- Fixed the hag having incorrect AC and attribute values while in one of her Polymorphed forms.
Act I
- Fixed goblins sometimes going idle during combat and not using portals (like the burrow holes in the Goblin Camp) correctly.
- Fixed Lump’s Intelligence being higher than intended. He does, however, remain a gourmand.
- Polma will now use her Throw Stone spell properly against characters on high ground.
- Fixed some corpses animated by Gekh Coal not joining combat if they are too far away.
- Fixed a bug where choosing to attack Gekh Goal via dialogue wasn’t making him permanently hostile.
- Fixed the corpses that Gekh Coal animates having the Temporarily Hostile condition.
- Spore servants raised by Glut now have spellcasting blocked.
- Added 2 Animated Armours to the combat with Bernard in Tactician Mode.
Act II
- Fixed the barbarian in the Self-Same Trial not being able to use its Rage ability. Also added some passives it was meant to have.
- Fixed the Visages not joining combat if you use the Attack button in the dialogue with Gerringothe Thorm.
- Fixed a bug causing the Visages to become Surprised if you attack Gerringothe Thorm and they get teleported to her.
- Fixed Flesh’s Corpulent Rage not making him go Berserk if there were no characters or items nearby.
- Fixed Flesh not going Berserk when receiving half damage from a successful spell save.
- Fixed the Apostle of Myrkul missing several Bleeding-related condition immunities that are typical of other Undead creatures.
- Fixed Gerringothe Thorm getting some negative conditions removed when she loses one of her pieces of armour.
- Necromites will no longer attempt to offer themselves to the Apostle of Myrkul if he is unable to use his Consume the Faithful spell.
- During the attacks of the justiciars in the Gauntlet of Shar, if you become Invisible and the justiciars can’t find you, they will stop constantly joining and leaving combat.
- Fixed the combat with the Arcane Turrets at the Arcane Tower not ending if you used Lump’s War Horn to summon the ogres and then the turrets got reduced to 0 HP.
Act III
- Cazador now has Legendary Resistance in Tactician Mode and not in Explorer or Balanced mode.
- Fixed the Attuned Crystals not all providing cover from Ansur’s Stormheart Nova.
- Added a condition to clarify when you’d be in range of Ansur’s Stormheart Nova.
- Fixed Ansur sometimes inexplicably dying to chasms.
- The Necromites spawned from the Skeletal Involucres in the fight with Ketheric will now enter combat as expected.
- The Slayer’s Saving Throws are now dynamic. The Slayer now also gains Extra Attack(s) as part of the form.
- Fixed the Spectator possibly moving into the floor during the High Hall Courtyard combat.
- Dribbles now has the Clown Face-Paint condition. He no longer has the Dauntless passive.
- Swapped Viola’s Hold Person spell for Hideous Laughter.
- Removed the Drunken Inhale spell from the djinni in the circus.
- The djinni in the circus can now conjure an Air Elemental.
- Bitey Buddy will be more likely to Howl and Blink in combat.
- Gave Rion scimitars instead of a club and shield.
- Created a custom Flame Blade for Rion so she doesn’t have to conjure a new one every turn.
- Gave Rion the proper Circle of the Moon passives for her Myrmidon Wild Shape.
- Fixed Unholy Assassins of Bhaal not using the right abilities.
- In Explorer Mode, Raphael now does 3d6 Force damage to each Pillar of Souls when he uses Consume Souls.
- The default action when clicking on Astarion when he’s captured by Cazador is now Help.
- Fixed Astarion’s summons fighting on Cazador’s side when you start combat with Cazador and Astarion gets captured.
- Fixed harmful conditions on the vampire spawn ticking down in real time during Cazador’s ritual. They now tick down once per combat turn.
- Fixed an issue where the vampire spawn, upon leaving the Ritual Room, could walk through a harmful surface left after the combat with Cazador and become hostile towards you.
- Cazador now summons the second wave of bats during the 6th combat round, not the 5th.
- Fixed Cazador sometimes using the wrong Jump spell while in Mist Form.
- Ascended Cazador now gains permanent Legendary Resistance.
- Increased the damage and spell DC of Rolan’s Firestorm and Lorroakan’s Firestorm.
- Fixed an issue that meant Hope couldn’t upcast the spells she should be able to upcast.
- Made several changes to the Orin boss fight:
- ‘Unstoppable’ now stacks to a maximum of 12 instead of 10.
- Blood Skeletons are stronger and have more HP.
- Increased the Dexterity of Orin’s Slayer form by 4 and removed the +2 AC it granted.
- The Slayer’s ‘Let the Slaughter Begin’ is now an action.
- Gave Hoots Hooligan some gold.
- Fixed the combat behaviour of the deva that appears if you mess around in the Stormshore Tabernacle. Made him stronger, too.
- The Unbreakable Will of the Netherbrain will no longer play its animation for receiving damage if an attack misses it.
- Amelyssan, Sendai, and Illasera will now use different attack styles after Sarevok dies.
- Fixed an issue where the combat on top of the Netherbrain didn’t get properly culled if you had party members left behind before the portal.
- The Slayer’s Critical Hit damage now works with higher level Slayers.
- Fixed the controllable Steel Watcher in the endgame being unable to use one of its spells.
- Ansur’s Water Myrmidons should now be able to heal him as well.
- Buffed several of the allies in the endgame:
- Fixed the Harpers only using 1 attack per round despite having Extra Attack.
- Increased the Harpers’ HP and added the Archery passive.
- The Gur Hunters now have the Elixir of Viciousness buff and the Longstrider buff.
- Florrick’s Cohort have the Elixir of Heroism buff.
- Nightbringer’s Shadow Adepts have various cleric buffs.
- Increased the Armoured Owlbear’s HP.
- Increased Mizora’s HP and gave her the Magic Resistance passive.
- The spell unlocked by Mol’s boon is now stronger.
- Reworked the stats of all the Sharrans in the House of Grief so that they have all the correct racial features.
- Fixed the Petrified Debtors and Hope being able to join combat while chained.
- Fixed Rolan not using his unique spells in Act III.
- Upgraded Klaus in the circus so that he has appropriate spells and stats for a Level 8 sorcerer.
- Updated the level, spell school, and save ability for Hope’s Revoke Guest Status spell.
- Cazador now has Legendary Resistance in Tactician Mode.
- Increased Cazador’s sight range back to the intended range.
- Cazador now has the ability to turn into a swarm of bats to move around faster.
- Cazador will no longer be able to use Attack of Opportunity while in his Mist Form.
- Reduced the Farslayer of Bhaal’s sight to 30m.
- Toobin now has more spell slots and utility spells so he’s less likely to go dying all the time.
- Fixed the Netherbrain Tentacles not being immune to Prone.
- Added visual feedback to clarify the area the Farslayer of Bhaal can target with his ritual.
- Houndmaster Pol and his dogs have the new Hunter’s Camouflage feature in Tactician Mode.
- Houndmaster Pol now has the Alert feature in Tactician Mode.
- Ghost Dogs now have the Evasion feature in Tactician Mode.
- NPCs will now give proper consideration to Steel Watchers’ self-destruct area and steer clear of it.
- Auntie Ethel’s Veil of the Weird can only be cast once in the endgame battle now.
GAMEPLAY
- When you use a spell to make the first strike to initiate combat (within the 6 seconds of real-time before the combat begins), you will now have the appropriate number of resources deducted on your turn.
- Fixed the ‘Path is interrupted!’ error showing up when trying to Jump or Fly to higher ground.
- Fixed an issue where you couldn’t use the hotbar portrait as a target to cast a spell.
- Fixed some visual issues like black walls caused by a savegame loading issue.
- Fixed NPCs not reacting correctly when you vandalise their items.
- Fixed a bug where NPCs who were supposed to change their attitude towards the whole party would only change it towards one random party member.
- Props used in idle animations (like mugs and newspapers) are now hidden when the people using them are hidden.
- Increased the value of the ‘Envoys at Table’ painting and Oskar Fevras’ custom player painting.
- Fixed characters in crowds occasionally jittering on loading a savegame.
- Fixed the nodes of the brain puzzle in the Colony sometimes stretching after saving and loading.
- You can now continue pinging if you’ve already pinged once, without needing to re-enter ping mode.
- Fixed a bug that would let you cast certain spells without consuming Sorcery Points.
- Fixed a bug causing issues with the Lava Valve in Grymforge.
- Fixed an issue causing certain surfaces like Noxious Fumes to be invisible and uninteractable.
- While dual-wielding, swapping a weapon to a different slot no longer removes all conditions applied by the weapon’s passive feature.
- Fixed the incorrect gold amount being removed from your inventory when learning multiple spells at once.
- Fixed VO sometimes not playing (e.g. for the Dark Urge’s introduction in Character Creation and for Us on the nautiloid) when using the PS5 PlayGo feature.
- Fixed Invisibility not working correctly when reapplying Invisibility to Invisible creatures.
- Fixed an issue preventing you from speaking to certain companions on your behalf when playing on multiplayer with two avatars. The game would prompt you to vote on a dialogue option instead of letting you select it for yourself.
- Triggering Gortash’s grenades (‘About to Explode’) will now invalidate the Fancy Footwork achievement.
- Getting Wet will remove the pixie’s curse.
- Combat will now trigger correctly if you fail to use your tadpole powers on the sleeping bugbear at the Goblin Camp.
- Fixed a typo in the spell properties of Wild Shape that was causing the wrong Wild Shape condition to be applied.
- The desk at the Elarrathin Residence now properly animates and opens, and you can now see where it leads.
- Particularly aggressive guards, like the goblins in Act I, won’t try to arrest you for committing murder – they’ll attack you straight away.
- If you kill the Emperor in the Astral Plane and trigger the Game Over screen, you are no longer teleported back to camp.
- Creatures revived with Animating Spores now have their spellcasting blocked.
- Characters with the Entertainer background will get an Inspiration Point for meeting Sarevok.
- Doing anything that upsets Balthazar will now make him temporarily hostile.
- Fixed the Fearful condition dropping if the target is still in the caster’s line of sight.
- Made sure Lower City NPCs return to their original positions after moving around during combat or due to a crime.
- Scrying Eyes in Moonrise Towers will now only react to theft and vandalism if they see the crime being committed.
- Vandalising things like Warryn’s favourite crate or committing other crimes around the bandits near the Act I chapel will cause the bandits to react.
- Rags Deelarma in front of the Counting House will now actually take your money if you offer her some.
- Fixed the Forced Turn-Based Mode tutorial pop-up from triggering right after Gale’s death. You have more important things to pay attention to – like his Necrotic Aura slowly killing you.
- Fixed an issue caused by the ‘default’ option for genitals in Character Creation.
- Added new moments in which a paladin will break their oath, like torturing a prisoner, killing a pixie after helping her, burying someone alive, breaking someone’s legs… Y’know, your regular Tuesday afternoon.
- The Animated Armours in Sorcerous Sundries will now start combat if they witness you attempting to lockpick doors.
- Fixed an issue that prevented Perception checks from triggering on some items.
- Fixed a tripwire that had no Disarm option beneath the Beach House in the Lower City.
- Fixed some Counting House chandeliers not falling when their hinges are destroyed.
- Removed a duplicate piece of armour sold by Araj Oblodora in Moonrise Towers.
- The corpses of the thugs that try to execute Volo in Baldur’s Gate will no longer appear as owned, so looting them won’t trigger crime reactions.
- Fixed the hag’s Whispering Mask causing double Saving Throws.
- NPCs are now much less likely to hear you when you’re looting corpses, so they won’t call guards anymore when you’re inside a building and they’re outside.
- Fixed having Detect Thoughts active preventing you from stealing the egg from Crèche Y’llek.
- Because Viconia’s Heartform Terrors are illusions, Dominate Beast will no longer work on them.
- Updated the Displacer Beast condition to work with dialogues – the tadpole power will now drop when you trigger a cinematic dialogue and will be reapplied afterwards.
- Fixed a bug where summons of your companion would sometimes attack you after you dismissed the companion.
- Fixed Raphael sometimes getting stuck if you tried to attack him outside of dialogue when he appears in Act I.
- The Phalar Aluve’s buffs (Singing Sword: Shrieking and Singing Sword: Singing) are now removed when you unequip the sword.
- Levers in the Iron Throne now work like other levers in the game and open the cell doors when attacked.
- Fixed some spell conditions not triggering crime reactions when cast for the first time.
- Dammon has relearned how to use the whetstone for when he is at Last Light and Baldur’s Gate. No more black magic.
- Fixed not being able to turn into the strong body type versions of some races via the Mask of the Shapeshifter.
- You can now lockpick and pickpocket when fully ceremorphed.
- Added some new behaviours for Yenna in the Act III camps.
- Shar will no longer confuse your cats and other familiars for your fellow party members when making copies for the Self-Same Trial.
- Otto’s Irresistible Dance will now correctly allow characters to try and make a Wisdom Saving Throw each turn to resist the condition.
- Fixed some non-guard characters trying to arrest players for committing crimes.
- The Wood Woad summons regeneration now works outside of combat.
- Fixed an object in the High Hall region sometimes blocking your path and being attacked by the AI.
- Fixed an issue where you could shoot through magically protected doors in Cazador’s Dungeon.
- You can now loot Cazador’s staff if you kill him after he ascends.
- Fixed an issue where using an area-of-effect command near the cells in Cazador’s Dungeon was resulting in a message about an ‘Invisible Helper’ being killed.
- The chests found in the Wyrm’s Rock Fortress barracks can now be lockpicked.
- Serrik’s chest in the Wyrm’s Rock Fortress barracks can now be opened with Serrik’s key.
- Prevented Scratch from giving you two items when you use intimidation to command him to drop whatever he found.
- Fixed dragons sometimes attacking their allies needlessly.
- The Weary Traveller’s name should no longer be revealed until he actually meets Gale.
- If you polymorph, charm, paralyse, or dominate NPCs who are waiting around for you to approach or interact with them, they’ll now consider this a hostile action.
- The Mask of the Shapeshifter should no longer make you act as if you are really a member of the target fantasy race – you’re only pretending, after all.
- Fixed the Red Dragon’s Draconic Fury ability triggering while polymorphed.
- Paintings can now appear as loot.
- Aura of Vitality now works with Life Domain clerics’ Disciple of Life passive.
- Circle of the Spores Fungal Zombies can now be dismissed.
- Fixed a missing DC for a trap in Rainforest’s Basement
- Steel Watchers will no longer hunt you forever once you fight one of them.
- All your allies will now become hostile towards you if you attack one of them in the Watch Citadel.
- Psychic Rend now correctly triggers an Intelligence Saving Throw.
- Improved the Leave Camp teleport algorithm to prefer positions near grouped or controllable characters.
- Elementals will no longer stand upon death.
- The ‘Hot Exit’ background goal for Soldiers will now unlock correctly after you spoiler kill Raphael and escape the House of Hope.
- Fixed the Gontr Mael longbow triggering empty Saving Throws without conferring any effects.
- Dropping a light source on the light source slot will no longer change your normal weapons.
Controller
- Combat cameras in some endgame and boss encounters are now shown to both split-screen players.
- Changed how the ping system works on controller so it won’t automatically disable after you use it, meaning you can now ping multiple things easily.
- Quick-targeting on controller (D-pad left and right) is now more intuitive when selecting items (and won’t just select the item to the left of what you’ve currently selected).
- Fixed a bug where kicking a player out of a split-screen multiplayer game caused the kicked player to be unable to use the mouse and keyboard UI.
- Fixed the haptic feedback on PS5 turning on and off randomly.
- Fixed some missing voices and black objects sometimes appearing when loading on PS5.
- Fixed looting in split-screen sometimes displaying equipment that shouldn’t be lootable if both players are looting different characters.
- You can now browse container spells on controller even when they’re not available.
- Improved visual feedback and handling of secondary local players in menus.
- You can now kick local players via the session manager and lobby.
- You can no longer use the Active Search function on controller to bypass the Arcane Barrier in Ramazith’s Tower and pick up the items inside.
- Improved the behaviour of multiselect in the Character Sheet and in containers on controller.
- Made some changes to Group Hide on controller while in combat: Using the Group Hide option will now only hide the selected character while in combat to prevent other characters using up their actions in advance. You can no longer Hide when it’s not your turn using the Group Hide option. Using Group Hide on a character that is not in combat will no longer affect grouped characters that are.
- On multiplayer, you will now load into the Multiplayer Lobby as opposed to the Main Menu if you encounter a connection error.
- Fixed Victoria’s Sapping Curse working in real-time instead of Turn-Based Mode.
- Fixed Victoria’s Sapping Curse not damaging the character carrying her.
- Dropping Victoria’s body and picking it up afterwards is now considered a crime.
- Added a ‘Ready to Parry’ condition to githyanki to distinguish when they will parry from when they already have.
- You can no longer use Telekinesis to casually move Ansur’s corpse around.
- Fixed the game sometimes telling you your target’s too far even if you have enough movement speed while Wild Shaped.
- Persuading Rugan with a bard dialogue option should now clear the ownership of the precious cargo.
- We’ve asked Tambourine and Zambomba to stop blocking combat at the Elfsong Tavern by trying to join every scrap.
- The ‘Rage Impeded’ warning no longer lingers after you respec a character out of the barbarian class.
- The Magic Mirror in the crèche camp will now appear in the Active Search.
- Fixed an issue that would cause the gremishkas to try to lure you into the Rosymorn Monastery library with their cries even after you’re already in combat with them.
- Fixed some items losing their proper textures and looking white when leaving and reentering the hag’s lair in Act I.
- Disabled the Examine option for the Magic Mirror.
- Fixed some disarmed mines exploding after loading a quicksave.
- Withers will no longer take a step forward each time he begins reading his book.
- Guards coming to the aid of a pickpocketed character will now react appropriately.
- When NPCs call the guards for pickpocketing, the guards won’t arrest you on sight if you’re still around when they arrive. Additionally, if you’re not around, they will start patrolling and looking for players to interrogate rather than immediately calling it a day.
- Fixed Magic Missile sometimes not hitting the target due to terrain.
- Fixed doors sometimes looking like they’re open but acting like they’re closed. You can now walk through them as expected by selecting the ground beyond.
- Fixed The Necromancy of Thay getting locked to a container instead of an inventory through Twisted Binding.
- Prevented performance degradation related to characters trying to heal up after a combat ends, and endlessly failing to do so.
- Fixed some cases where NPCs did not heal up after a combat finished even though they should.
- Fixed the ‘Pick Up and Add to Wares’ option not working on all items.
- Kissing Minthara can now sometimes have an additional ramification.
- Fixed an edge-case bug where enemies could carry out their Attack of Opportunity from far away when you attempt to jump into their attack range.
- You can no longer travel to a new region while another player is in Character Creation. This was breaking Character Creation on split-screen.
- Cursed undead won’t talk as though they’re alive during combat anymore.
- The Ability Drain illithid power now only lasts while in combat.
- You can now learn the Summon Quasit spell via the Scroll of Summon Quasit found in Act III.
- Sentinel will now work with Myrmidon Wild Shapes that have weapons. Additionally, Fire Myrmidons’ Hellish Rebuke works again.
- Karad will now get a bit closer to the ropes when inspecting them.
- Omeluum can now levitate, as befits a mind flayer.
- Fixed a mismatch between the preview and execution of projectile paths.
- A button on the balcony of Ramazith’s Tower will now correctly fire flame bolts towards the city below.
- Magic items that trigger an effect while worn no longer block the Perform action.
- Fixed the Potion of Angelic Slumber not resetting Sorcery Points to their maximum.
- Lae’zel will no longer continue to sharpen her sword after leaving camp, and will occasionally drink out of her mug again.
- Player characters will no longer react to seeing knocked out characters as if they’re dead.
- Dismissing a dead avatar to Withers’ Wardrobe will no longer happen after Withers is done talking. You’ll no longer hear an anticipatory poof and see a wardrobe rising.
- Soul Echoes dismissed via Withers now have an icon in the Wardrobe container so you can drag them back out again.
- Noxious Fumes from the Ichorous Gloves now only affect enemies.
- Unequipping the Ring of Twilight will now remove the Treading Twilight condition.
- Fixed a bug causing the Cloak of Displacement to remove its Displaced condition when the wearer fails a Hiding check.
- The Sword of Chaos’ healing effect won’t trigger when the wielder attacks items anymore.
- Fixed the Psychic Spark amulet not affecting Magic Missile cast at Level 4 or higher.
- Prisoners in the Iron Throne who die before they are freed will no longer join the combat as corpses when their door is opened.
- Recasting Call Lighting will now activate Tempestuous Magic as intended.
- Fixed the Nature’s Snare staff triggering empty Saving Throws without conferring any effects.
FLOW AND SCRIPTING
Across Acts
- Fixed a bug causing you to get teleported back to camp when trying to leave camp after falling in water.
- Companions will now consistently have something to say to you when you break up with them by choosing to be with someone else.
- Fixed a lingering exclamation mark over Tara at camp.
- If your Dream Visitor or Halsin inform you that it’s impossible to extract your tadpole, you can now hark back to this knowledge when Volo offers his extraction services.
- Fixed Scratch repeatedly pointing out the same discoverable item (treasure mounds, levers, etc.).
- Removed a line when talking to Wyll that refers to information revealed when using your tadpole powers on Karlach even if you never talked to her.
- Bedrolls will now only be added or removed during the transitions between cutscenes.
- For Lae’zel to decide to romance you, you no longer only need to gain high enough approval from her. You must also have proven yourself worthy through your actions.
- If you initiate romance with Lae’zel for the first time in the Shadow-Cursed Lands, the romance path will, accordingly, jump straight into Act II.
- You can no longer initiate romance with Lae’zel right after certain events in the crèche until she has cooled down a bit.
- Fixed a ‘Leave.’ option appearing twice in a row when talking to Minthara about your other party members.
- Lae’zel will no longer talk about future Astarion endgame outcomes after certain branches of her fight with Shadowheart in Act I.
- Barcus will now cower when a combat he can’t join is happening near him.
- Fixed the game not recognising that you know that Astarion is a vampire after he tells you about it.
- Gale will no longer thank you twice for giving him his first magic item.
- Minthara now acknowledges the gift of vengeance you have given her.
- Gale will no longer thank you twice for giving him his second magic item.
- Fixed the player character mentioning Astarion killing the Gur hunter even if Astarion never met him.
- Wulbren will no longer do accounting with his weapon drawn.
- Fixed Gale not starting his follow-up camp dialogue if he’s told not to tell Mystra anything.
- Sceleritas Fel should no longer react to violence in the camp.
- Shadowheart should no longer spoil the game after talking about Gale’s shadowy practices.
- Addressed Gale’s attitude problem during his discussion of his impending doom.
- Fixed a bug where Florrick might express surprise twice that Wyll looks like a devil.
- You can now use the alchemical extracts of the Tongue of Madness or Timmask Spores, or even a crafted Tadpole Elixir, to progress the ‘Help Omeluum Investigate the Parasite’ quest.
- Fixed some instances where Gale referred to trying to blow up at the end of Act II even if he didn’t.
- Fixed a wrong reference to the Dark Urge’s first murder when a companion may become their second.
- Fixed a flow issue when talking to Karlach.
- Shadowheart will overcome her fear of wolves if she learns the truth behind her fear.
- Dame Aylin will always be ready to talk if there is an exclamation mark over her head.
- Minthara no longer insists on talking as though you’re still in Moonrise Towers even after you’ve left.
- Fixed Sazza not showing up at Moonrise Towers even if you completed the ‘Save the Goblin Sazza’ quest. This was also affecting the ‘She Cannot be Caged’ achievement.
- Fixed Elminster not coming to meet Gale at camp.
- Loading a savegame made after triggering a Game Over where you succumb to the Absolute and become a mind flayer will now enforce the Game Over state instead of letting you quickload and continue. (So you can no longer waltz around the early game as a squiddy boy or use this trick to form a whole squid squad with all party members.)
- Lae’zel will now correctly communicate her knowledge of Orpheus’ current state if you interact with the githyanki slate about Orpheus after learning of Orpheus’s fate.
Act 1
- Made small behaviour improvements to the gith children shoving around a chest with their Mage Hands.
- The githyanki in the Crèche Y’llek dormitories will do more interesting things now.
- Lae’zel will more consistently join the dialogue about the zaith’isk.
- Fixed not being able to ask Mol about your stolen belongings.
- Guex now puts his weapon away before drinking. Safety first.
- Karlach will now talk about her infernal engine during her recruitment dialogue if the Paladins of Tyr were already killed.
- Auntie Ethel will now leave the Emerald Grove if you fail to pickpocket her while she’s having a conversation.
- Fixed Meli recognising characters who were disguised when they first spoke to him.
- Sovereign Glut will no longer activate his Frenzied Spores if you agree to help him against Sovereign Spaw. He’ll now only do this if you refuse him and he attacks.
- Arka will now attack you if you loot Kanon’s body while she’s weeping right in front of him in mourning. Monsters.
- Fixed the visual transformation of the swamp not sticking around in gameplay.
- The thieflings outside the hideout in the Emerald Grove will still talk to you after Mol threatens you with her countdown.
- Fixed duergar players not being able to offer to help Gekh Coal in hunting down the runaway slave.
- Fixed Philomeen not turning hostile or blowing up her runepowder barrel if you choose to attack her via dialogue.
- Changed the way Bernard in the Arcane Tower gives you a reward – instead of him walking to a table and placing a ring on it, you now get a standard Quest Reward window with the ring.
- The sleeping goblins and bugbears in the Goblin Camp will no longer attack you immediately if you attack a wall that leads to the temple. Their dialogues will trigger instead.
- If combat starts against the Paladins of Tyr, Anders won’t give you a cheery greeting while trying to kill you.
- Killing Auntie Ethel in her teahouse will no longer block her quest.
- Fixed the secret lever to get into the Underdark not glowing when discovered.
- Lae’zel’s correct recruitment dialogue will now trigger when she appears at the encounter with Voss near the Mountain Pass if she wasn’t recruited yet and was knocked out before then.
- The encounter in front of the Emerald Grove will not occur anymore if you’ve already entered the forest or the Sunlit Wetlands.
- The goblin chieftain of the raid on the Emerald Grove will now properly speak his combat lines during combat.
- Fixed the Zhent in the back of the hideout being hostile even if you tell them the password.
- The Ceremonial Mace is no longer inaccessible if the kobold carrying it is knocked out and you take a Long Rest.
- Fixed a dialogue Baelen in the Underdark not triggering if he saw you picking up noblestalk.
- You will no longer hear what sounds like a crying baby coming from the old library in Rosymorn Monastery if the gremishkas are already dead.
- Fixed a bug that would cause Ghustil Stornugoss to not notice that the zaith’isk exploded behind her.
- When freed by someone or something that can’t speak, Barcus should now be in front of the windmill instead of behind it.
- Fixed dialogue skill checks being rolled against Lae’zel instead of the tieflings in Lae’zel’s recruitment dialogue in Act I.
- Sa’varsh Kethk will now treat you like a gith if you’re disguised as one.
- Fixed the modifier tooltips not appearing correctly when trying to convince Karlach to consume tadpoles.
- Mol can now be given the Emerald Grove’s Idol of Silvanus properly after the goblin leadership is defeated or the raiders of the grove are defeated. The journal will update accordingly.
- The Dark Urge should now be able to blame Astarion for the murder in the Act I camp.
- Fixed in issue that would cause a Vlaakith dialogue to never start if you’re knocked out when you finish the fight with Inquisitor W’wargaz.
- If a player resurrects Connor with the wand while talking to Mayrina, he should no longer be hostile after being told to leave.
- If either Wyll or Karlach is staying at camp and the other is controlled by a user other than the primary user, their confrontation will still proceed as normal.
- Fixed Zevlor sometimes asking for your name twice.
- The tieflings that have caught Lae’zel in Act I will now become immediately hostile instead of starting their dialogue if you attack them with melee or if your summon attacks them.
- Fixed you showing off your brand of the Absolute in the Ebonlake Grotto even if you weren’t branded.
- If you decapitate Karlach before having spoken to her and then resurrect her, she’ll no longer spend the rest of the game headless.
- Persuading Fezzerk and the gang to flee from the windmill area now grants XP.
- Gale will no longer repeat his spell-teaching scene after the celebration at camp, nor will he reiterate that you should go and enjoy yourself at the party even after it’s over.
- Sazza shouldn’t suddenly die anymore after all the goblin leaders are dead.
- Fixed Sazza not joining combat against you at the Goblin Camp if the alarm was sounded.
- The guards in the Emerald Grove will no longer care about you trespassing the tiefling children’s hideout if the goblin raid is underway.
- Mirkon is now less of a silly billy about how he uses Disengage around the harpies while fleeing.
- Dror Ragzlin and Priestess Gut will no longer stick around for another fight if you knock them out and then leave.
Act 2
- Fixed characters who disappeared but are otherwise fine not appearing in Moonrise Towers after you defeat Ketheric.
- Fixed some inconsistencies with those in Last Light turning hostile if you start being aggressive with them. They’re no longer fine with you murdering Jaheira. You can also no longer brag to Jaheira about saving her scouts if you bypassed them and they saved themselves.
- Improved the transition between dialogues when you persuade Ketheric to repent in the Colony.
- Fixed the rats in the Gauntlet of Shar sometimes not appearing when they have to at the feet of Shar’s statue.
- Fixed an issue getting you stuck in Forced Turn-Based Mode mode after killing Gortash.
- If Nere becomes a zombie, he will look like he does in Act I instead of looking like a ghoul.
- Fixed player characters and Thisobald Thorm sometimes shouting lines about the wrong type of damage in combat.
- The Goblin Brawler won’t stand idle at the start of the Shadow-Cursed Lands if you meet her.
- Shadowheart now has more to say if the party is repulsed by a certain trial in the Gauntlet of Shar.
- Flaming Fist Marcus now adheres to the rules of Speak with Dead instead of being extra chatty.
- The Dark Urge will no longer comment on a graveyard in the Shadow-Cursed Lands as though it’s in Baldur’s Gate.
- Laezel’s Act II romantic duel will only trigger if there are no other camp scenes queued up at the same time to avoid multiplayer issues caused when another player is in a dream sequence, preventing Laezel’s avatar from moving during the fight.
- Fixed Aylin and Isobel not joining your camp if you freed Aylin but didn’t talk to either of them at Moonrise at the end of Act II.
- If Rolan was defeated before he tries to save his siblings, the combat with the shadows in Act II won’t trigger anymore. He also won’t appear shadow-cursed even with a torch equipped.
- The guards in Last Light will no longer stop you from bringing in escaped prisoners via boat if you don’t actually have any escaped prisoners with you.
- The dialogue that plays when taking the boat in Moonrise will no longer get skipped in multiplayer.
- Fixed a bug where Kressa Bonedaughter would speak to you again after being knocked out in combat.
- Fixed the narrator mentioning a dead tiefling when talking to a nurse in the House of Healing even if there is only a dead goblin on the bed.
- Oliver will now confront you from further away when you destroy the Nightdome in the Reithwin town square.
- The Last Justiciar should no longer perish due to his little rat body spawning in a place where he’ll instantly die from fire, thorns, and other dangerous surfaces.
- Fixed some minor repetitions in Wyll’s dialogue after freeing Mizora.
- Fixed a bug blocking you from moving after the elder brain reveal in the Colony if Mizora is not in the Colony.
- Made sure Mizora is in the Colony when she is supposed to be.
- In Last Light, fixed an issue where you could accuse Wulbren of leaving you behind by taking the boat from Moonrise Towers even if you gave him permission.
- You can no longer tell the githyanki in the crèche that you’re with the inquisition if you’re not a gith yourself. (Or, y’know, pretending to be one.)
- Jaheira gets really unhappy with you killing Isobel in Act II. She also did this even if Isobel was fighting alongside Ketheric. Now she can tell the difference between friend and foe.
- Karlach’s scene about facing death will now also trigger at camp in Act II.
- Fixed a case where companions couldn’t be dismissed to camp even if there was nothing preventing them from going there.
- Meygan will now correctly receive Yonas’ sword if you give it to her and will give you gold for it if she has some.
- Shadow-Cursed Undead should no longer be able to leave the Shadow-Cursed Lands.
- Players who already moved beyond the Shadow-Cursed Lands as Shadow-Cursed Undead will no longer be considered dead.
- Shar will now properly acknowledge when you complete all of her trials.
- Characters with Acolyte backgrounds will now be able to complete the ‘In Her Footsteps’ background goal.
- Gauntlet Yeva now has more things to say after you free her from her pod in the Colony.
- Patched up older savegames where Dammon would enter combat and die at Last Light, preventing Karlach’s story from progressing.
- You will no longer be able to tell Lae’zel that githyanki are rare after having seen a bunch already. Like when you’re standing right in a githyanki crèche.
- Fixed a broken dialogue when entering the Astral Plane after the events of Act II.
- Added new journal entries for quests related to reaching Moonrise Towers.
- Fixed the drider and his convoy sometimes disappearing when they shouldn’t when the Harpers move to the bridge after the assault on Last Light.
- Fixed a dialogue line playing twice after you kill the Strange Ox at Last Light.
- Arabella will no longer talk about Zevlor leading the tieflings into the shadow curse if they already died back at the Emerald Grove.
- Shadowheart will now properly confront Nightsong for her mission, regardless of which player talked to the latter first.
- Made several improvements to when the Dream Visitor’s lines play in the Astral Plane when you meet the Emperor.
- Removed the map marker from the dead githyanki at the bridge in the Shadow-Cursed Lands whose sole purpose was to give you an alternative way to find the crèche and have Lae’zel remind players about it – even if you’d already been there.
- Adjusted the movement of guards in Moonrise Towers Prison so they won’t teleport to the dock if they’re chasing prisoners.
- Fixed an issue where Wulbren would try to save the tieflings from their cell even if he didn’t have a weapon to break their wall.
- Fixed some irrelevant dialogues playing in the Colony’s Tadpoling Centre after the pods’ occupants are no longer there.
Act 3
- If you’re in the Sharess’ Caress foyer, go to camp, and tell Halsin to join your party, he will no longer spawn on the top floor of Sharess’ Caress when you leave camp.
- You can now tell Adrielle or Mayrina that you’ve made a deal with the hag in Baldur’s Gate, provided that you hold your end of the deal.
- Fixed Rolan not giving out a reward when defeating Dame Aylin if Lorroakan was defeated.
- Rewards in Ramazith’s Tower will now be given when talking to Lorroakan or Rolan after fighting Dame Aylin.
- The scene where Vlaakith visits Lae’zel at camp in Act III can now trigger before you’ve spoken to Lae’zel about meeting Orpheus in the Astral Plane.
- Fixed Cazador’s corpse not being visible after he explodes.
- Fixed Cazador complaining about losing a spawn immediately after he ascends.
- You can now hire one of the twin drow in Sharess’ Caress even if your partner is present and doesn’t want to join.
- Romantic partners are now present for Karlach’s final moments.
- Clicking on the Sword of the Emperor will no longer equip it; instead, once you’ve heard the Emperor’s comment on it, you will be able to pick it up like any other item.
- Fixed not being able to pay Lumbar to punch him once Mystic Carrion has told you about Thrumbo.
- Nightsong and Isobel will no longer show up at the Watch Citadel unannounced.
- Fixed an issue where the guard and his ghoul at the circus gate will not start their dialogues if interrupted.
- Fixed an issue where picking up Dribbles’ severed hand would trigger a line from the player character about not knowing whose it is even if you got the quest from Lucretious.
- Fixed an issue where stealing Dribbles’ severed hand from Popper the kobold could trigger a crime reaction from other circus workers.
- Fixed an issue where the quest to find Dribbles didn’t update when you used Speak with Dead on the doppelganger who impersonated him.
- You can now find the dead rat that Popper fought to get Dribbles’ severed hand. The rat is buried behind the stage alongside a note from Popper. You can ask Popper about it, unless you already know he has the hand.
- Fixed an issue where picking up Dribbles’ hand from Popper and quickly sending it to camp would block the Dribbles quest from progressing.
- Akabi – the djinni from the circus – no longer sells the ring he uses to rig his game.
- The Boots of Very Fast Blinking from Akabi now have a unique version of Misty Step with unique name and descriptions.
- Added unique visuals for Akabi’s Bag of Molding.
- The Firebolt spell from the Staff of a Mumbling Wizard no longer scales with the caster’s level. Its fireball now triggers on the target rather than on the caster.
- The statue you can purchase from Boney now casts a unique version of Bless with a custom description and name. Also, the statue itself now has a condition describing how it blesses its owner.
- Reduced the explosion radius of some fireball traps in the Hhune Mausoleum. (No, you weren’t being damaged by a pesky ghost.)
- The Emperor will no longer seem to be guiding you to his lair if you already entered it from the Sewers.
- The camera will no longer follow Dolor to a black space when you use a reaction on him while he is casting Dimension Door to escape.
- Aradin will no longer be initially hostile towards you in Sorcerous Sundries if the fight with the scouting party in the Emerald Grove didn’t happen.
- Voss and the githyanki will no longer run off towards the Watch Citadel.
- Fixed the Dark Urge not being able to talk about being a Bhaalspawn if they went to Wyrm’s Rock Fortress without ever taking a Long Rest in Wyrm’s Crossing.
- If a paladin kills Valeria during the Murder Tribunal, they will break their oath.
- Fixed Gale’s interjection repeating every time you approach Mystra’s shrine.
- Fixed the wrong line playing for Gale if he has already spoken with Mystra.
- Added support for finishing Gale’s quest in Act III if there’s no room for him in the party.
- Fixed Karlach reacting to having spotted Gortash if you already killed him.
- Fixed some Bhaalist ambushers in the park focusing so hard on hiding that they forgot to actually ambush their marks when the time was right.
- Karlach will speak a bit more the first time you enter the House of Hope with no real reason.
- A companion sacrificed by Orin will no longer show up in the final dialogues of the game as a dead body.
- Fixed the doppelgangers in Danthelon’s Dancing Axe saying their cover got blown at the wrong moment.
- The Sharrans in Act III will now continue to be hostile towards you after you defeat their leader.
- Dairow Vin is no longer hostile, and now has the more descriptive Overdosed condition.
- Dark Urge characters who are Fearful during the duel with Orin will no longer run away and break the duel.
- Your character will no longer make a comment about Gale when getting ‘The Annals of Karsus’ if Gale is not recruited.
- In the Trial of Justice, the ‘Hanging’ and ‘Freedom’ paintings no longer swap visuals when placed on the pedestal.
- Fixed the narrator mentioning Astarion’s scars in a dialogue with one of the prisoners in Cazador’s Dungeon even if you never met him.
- Fixed a bug where Astarion’s corpse was removed from your inventory upon entering Cazador’s Dungeon.
- Viconia will no longer ignore being attacked from a distance.
- Viconia’s minions will no longer stop fighting when she is defeated.
- If you managed to resurrect Ravengard through Mizora after killing Ravengard during the ceremony without killing Gortash, he will no longer be present in the Iron Throne later on. Multiple issues related to Ravengard and Mizora not being at camp when they should be were fixed along with this.
- Fixed Ravengard being stuck in his Iron Throne clothes and being uninteractable if he was incorrectly sent to the Iron Throne after Mizora had previously resurrected him and then you saved him anyway.
- Jaheira is harder to lose on entering Baldur’s Gate proper. So long as you’ve shown at least some interest in keeping her, she’ll be more protected against leaving. If she does leave, you now also get a notification from her that explains it a little better (as was intended) and you may be able to find her again in a certain person’s hideout.
- Nightsong will now be well rested when she offers you her aid in the final battle.
- Sacrum’s dialogue will no longer show a duplicated option in certain rare permutations.
- Fixed Rolan being unable to speak in Sorcerous Sundries if he and his siblings were saved in Act II but they didn’t have their reunion moment.
- Fixed Ravengard repeating a line when you talk to him at camp.
- Fixed Bane saying that you slayed Gortash even if he was killed by the Netherbrain.
- Fixed a bug where the Mad Monk would still be hostile towards you after you defeat the resurrected zombies in the Open Hand Temple crypt. Also fixed the quest getting stuck in the journal because of this.
- Ravengard will no longer trigger low-attitude reactions in certain cases after being saved from the Iron Throne, and the ladder leading back to the docks will always be lowered when you return.
- Removed Lethargic and other harmful conditions from characters after returning from the Iron Throne.
- Wyll now reacts more appropriately if Ravengard is killed and you leave the battle before Gortash is dead.
- The masked victims of the hag won’t disappear on Long Rest when knocked out anymore.
- Fixed the hag survivors turning permanently hostile to players when the Voodoo Doll is destroyed in playthroughs where Mayrina was given to the hag in Act I.
- Party members leaving the party in the High Hall will no longer prevent the final dialogues from starting after the defeat of the Netherbrain.
- Attacking the Paladin of Vlaakith at the Knights of the Shield Hideout via the UI option in dialogue will now make them permanently hostile instead of temporarily hostile.
- Fixed the hag’s victims from Act I not appearing in Act III even if they had only been knocked out.
- Alfira will no longer say that Lakrissa let her practise on the Elfsong Tavern rooftop if Lakrissa is dead.
- Lae’zel no longer contradicts herself and will not change her opinion of you in response to whether you decide to turn Astarion in to the Gur.
- Once combat starts against Dolor and the doppelgangers at the wine festival, the civilians there will not react to crimes committed against the assassins.
- Ettvard Needle will now cower when a combat he can’t join is happening near him.
- Made it easier to find Arfur in Sharess’ Caress.
- Boss Friol will now try harder to run away after her meeting with the Stone Lord.
- If the Dark Urge’s Act III revelation doesn’t start in camp, Jaheira’s reaction will now happen at night, rather than in the evening.
- Fixed an issue preventing you from paying Earspoon to learn more about Nine-Fingers.
- Cultists in the Temple of Bhaal have learned not to stand in front of cool cinematic shots.
- Fixed a bunch of characters in the Lower City who weren’t triggering the right lines after you were revealed to be villains in the gazette.
- Vlaakith-path Lae’zel will reiterate her mission to kill Orpheus if you leave the dialogue with Raphael about his offer in Sharess’ Caress early.
- If you tell Karlach to wait for the date because you had to prepare, and talk to her again, the dinner will no longer end after you choose your favourite meal from the menu.
- Fixed a few issues of the gazette that would magically change from an old issue to the current day’s issue when picked up.
- During the duel with Orin, if the Dark Urge pretends to die with Feign Dead, this will now count as losing the duel in Bhaal’s eyes.
- Fixed Gale bringing up the Annals twice in a row when you give the tome to him.
- Shadowheart and Wyll now go to Avernus with Karlach as they promised.
- Karlach’s death now plays correctly when romanced with Halsin.
- The Dark Urge now leaves with Lae’zel, as shown in the cinematic.
- Mystra no longer cures Gale of illithidity out of her goodwill without Gale returning to Elysium.
- Fixed a painting not getting cleaned up after Zevlor’s appeal at camp.
- Carrion’s subordinates will no longer act as if Carrion is in charge of Philgrave’s Mansion if Thrumbo has taken over.
- Fixed Thrumbo and his brothers not moving or talking amongst themselves after reaching Philgrave’s Mansion once Mystic Carrion has been killed.
- Made it more likely for the game to choose your current party members for the endgame dialogues instead of those at camp after you defeat the Netherbrain and swim to shore.
- Fixed some flow issues in the endgame when Orpheus is freed.
- If you knock out Dolor at the wine festival or Figaro’s shop, he will move on to the Murder Tribunal after a Long Rest.
- Trespassing on the roof of Moonrise Towers will no longer be ignored by Ketheric if you are Silenced.
- Florrick and her allies should come after Wyll if he didn’t agree to Mizora’s pact regardless of Ravengard being dead or alive in the Iron Throne.
- Roger Highberry will say different lines and enter a new state if Dolor kills Cora because you allowed it.
- You will no longer magically know the source of Uktar’s name even if you failed the associated History check.
- The Judge in the Wyrmway will now have his bribe on him.
- Characters in the Elfsong Tavern will drink again when neutral, and will stop skipping turns when hostile. Turns out the drink makes them braver.
- Fig was told it was dangerous to run with scissors and wooden swords, so she now puts her weapon away after seeing her mother return. This, conveniently, stops her gliding across the floor rather than running like a real person.
- Fixed being able to ask Lorroakan’s corpse about his thoughts on Rolan despite the latter never having made it to the city.
- Karlach’s partner (whether you’re playing as her or as her partner) now follows her to the docks to witness her final moments.
- Bex and Danis now have the correct responses in Wyrm’s Crossing if one of them dies.
- Fixed vampire spawn at Fraygo’s Flophouse not reacting correctly to sunlight emitted by items that had Daylight cast on them. You will also no longer comment on them disappearing because of sunlight if you can’t see them.
- Fixed a bug preventing you from interrupting Sir Gorran Penghyst and Lord Delawer Jeth in Jannath’s Estate.
- The Cursed Skulls in Jannath’s Estate will now refrain from shooting when in Forced Turn-Based Mode and will charge before shooting for the first time when first awakened.
- Reading or picking up the ‘For the Stout and Sturdy’ flyer on the front desk of Sorcerous Sundries will no longer be considered theft.
- Mystic Carrion’s book in the Ancient Lair explaining the nature of canopic jars is now an indestructible tablet. No more lost information due to stray fireballs.
- Fixed a couple of floating body parts in the Ancient Lair workshop if the slab they are on is destroyed.
- You can’t ask Mamzell Amira about Raphael’s name if you already met him in her establishment.
- The magicians by the fountain in front of Sorcerous Sundries will now actually cast cantrips for their gathered audience instead of just talking as though they are.
- If you’re romancing Lae’zel, she’ll comment on your relationship with her when you talk to her after Vlaakith visits your camp in Act III.
- Ulma will no longer tell you that you did what she asked you to do after the death of Cazador even if you hadn’t met her before.
- Mizora will now resurrect Ravengard as promised if the pact was kept but the Iron Throne got destroyed without you visiting it. Her campside pact-proposal dialogue will also now trigger if the Iron Throne was destroyed without you having visited it.
- Improved the journal and fixed some bugs for the Act III quest to rescue Ravengard.
- The last party member can now board the submersible instead of the attempt to do so triggering the Iron Throne destruction scene.
- When Minsc faces the leaders in Guildhall alone when tensions are high, combat will start.
- Fixed sometimes not being able to volunteer yourself or a companion to go up on stage for Dribbles’ show at the circus.
- Ravengard will no longer hold on to all of his equipment while imprisoned in the Iron Throne. A prisoner is a prisoner.
- The player that tells Karlach they’ll go to the Hells with her will now be the one to do so.
- Selûnite Shadowheart will no longer wish you well in the name of Lady Shar.
- The rooftop tressym will no longer stick around in gameplay after flying away in the cinematic.
- Fist Ghainemeir will no longer nonchalantly walk away if you murder Irenya the nymph in front of him.
- Toadbreath is now actually sleeping while lying on his bed.
Journal
- The Gather Your Allies quest will now only be prompted by your Dream Visitor.
- Improved the journal updates for the ‘Seek Protection from the Shadow Curse’ quest when you find the drider’s Moonlantern.
- Added a new Lae’zel journal update for when you convince her to continue your travels without visiting the crèche, making it clearer that she won’t leave the party if you skip the region.
- Adjusted the phrasing for the ‘Save the Refugees’ quest to clarify that Kagha doesn’t ask you to force the tieflings out. If you report Zevlor’s death to her, it’s also clearer that this is not the way to impress her.
- Fixed the ‘Rescue the Druid Halsin’ quest objective to talk to Zevlor (or any other surviving tiefling leader) persisting after you already talked to both him and Halsin. You’ll now get the objective to celebrate at the camp.
- Gale’s backstory will now appear in the journal under the active objective when it becomes available.
- Fixed the ‘Defeat the Goblins’ quest saying you arrived at the Goblin Camp even if you hadn’t, but had rescued Sazza from the Emerald Grove.
- Added additional quest entries for Ravengard’s questlines.
- Added a new subquest for the questline related to the Wyrmway.
- Viconia will now properly show up as an ally in the journal when you convince her to side with the party.
- Fixed the ‘Rescue the Tieflings’ quest not closing once they leave Last Light.
- Shadowheart and Astarion now write in their journals about their allies in the first person.
- The ‘Hunt the Devil’ quest will only open if you agreed to help Anders.
- Improved the journal entries for ‘Finding the Nightsong’ in Act I.
- Added a new journal entry for learning about the paladins at the tollhouse being followers of Zariel and added more context when recruiting Karlach before having accepted Anders’ quest.
- Blocked some quest updates for Jaheira’s quest when you skip certain parts of it to avoid spoiling big reveals.
- The blue jay’s quest in the Rosymorn Monastery region will now be logged in the journal.
- The ‘High Harper’ quest now correctly updates if you ignore the Harper safe-house on the way to the city.
- Added a new journal entry for starting Karlach’s ‘The Hellion’s Heart’.
- You will now receive a quest reward for killing Karlach regardless of whether Wyll is in your party.
- The journal will now update correctly when you descend into the apothecary’s cellar.
- The ‘Gather your Allies’ quest should no longer state that Ravengard is dead if he was brought back to life.
- If you forge the Masterwork Weapon while Wild Shaped, your animal paws should no longer prevent you from scribbling in your journal that you completed the quest.
- You will no longer get a journal update in the ‘Investigate the Murders’ quest about saving Cora if Dolor killed her during a Long Rest.
- Added new journal entries in case you steal the Hand Bag and the Dirge of the Unholy Assassin from Dolor at the wine festival before talking to him.
- Lae’zel and Voss’ quests will no longer update with information about the Orphic Hammer if you didn’t learn it from Raphael yet.
- In the second romantic night with Lae’zel (well, romantic by her standards), companions will now teleport right to their camp spots so you won’t see them walking back from the bedrolls.
- The journal will no longer throw up an entry about you having found a ‘cure for the venom Nettie used’ even if she did no such thing. You’ll also only get this entry once you actually learn the antidote recipe rather than just opening a book.
Refer the official website of Baldur’s Gate 3 to get the complete Baldur’s Gate 3 Patch 4 Patch Notes.
TRENDING
Baldur’s Gate 3 Patch 4 Size
The Baldur’s Gate patch 4 is like a digital makeover for the game, making it better and fixing things. The size of the patch is how much space it takes up on your computer or gaming device. It’s like a little package of improvements that you download to make your game work smoother and be more fun.
See more : What is Lethal Company Available on? Check Here
So, when you hear about the patch size, it’s just talking about how much data you need to make your Baldur’s Gate game even better.
Baldur’s Gate 3 Steam
Baldur’s Gate 3 on Steam is like a magical door that takes you into a fantastic world of adventure. Steam is a place on the computer where you can buy and play all sorts of games, and Baldur’s Gate 3 is one of them. When you get it on Steam, it’s like getting a ticket to a big, virtual playground where you can explore, fight monsters, and go on epic quests.
Steam makes it easy for players to connect, share, and enjoy the game together. So, if you want to join the fun in Baldur’s Gate 3, just head to Steam, and you’re in for an exciting gaming journey!
Baldur’s Gate 3
Baldur’s Gate 3 is a popular video game made by Larian Studios. It’s the third main game in the Baldur’s Gate series and is based on the Dungeons & Dragons tabletop role-playing system. The game first came out in early access for macOS, Windows, and Stadia in October 2020 and had its full release on Windows in August 2023.
It later became available on PlayStation 5 in September and macOS in late September. The Xbox Series X/S version is set to come out later in 2023. People really liked the game because of its great story, gameplay, and the choices players can make in the game.
Baldur’s Gate 3 Gameplay
Baldur’s Gate 3 is a video game where you can play alone or with friends. You make characters and create a group to explore the game’s story. You can also team up online with others. The game has different ways to complete quests, and you can choose how to solve them.
See more : Achievements in Sea of Stars What a Technique
You can even defeat important characters and still keep playing. The game has three parts happening in different places, and you can do quests in any order. Unlike the older Baldur’s Gate games, this one has turn-based combat, like other games by Larian Studios.
It follows the rules of Dungeons & Dragons 5th Edition. There are 12 character classes, each focusing on different combat styles. You can also choose more than one class for your character. There are 10 companions with their own stories you can have in your group.
The characters talk and move like real people, with lots of words and actions. You can play the game from different views, and the controls work with both a mouse and keyboard or a controller. You can even change the game using mods made by the community.
Baldur’s Gate 3 Plot
Baldur’s Gate 3 happens in a make-believe world called the Forgotten Realms in the year 1492 DR, which is more than 120 years after the last game, Baldur’s Gate II: Shadows of Amn. The story takes place mainly in the Sword Coast, including places like the Emerald Grove, a druid area; Moonrise Towers and the Shadow-Cursed Lands, covered by strange darkness; and Baldur’s Gate, a big city.
You can also go through other places like the Underdark, the Astral Plane, and Avernus. The player can make their character or choose from six ready-made characters, like Lae’zel, a githyanki fighter, and Shadowheart, a half-elf cleric. The protagonist wakes up on a ship with a mind flayer parasite but doesn’t turn into one.
The ship crashes in Faerûn, and the player meets others with the same problem. They try different ways to get rid of the parasites but nothing works. They get help from a “Dream Visitor” and get involved in a fight at the Emerald Grove. The story goes on as the party travels to Moonrise Towers for a cure.
They find out about a group controlling an Elder Brain and trying to rule the Sword Coast. The player goes to Baldur’s Gate to stop them, and there are choices to make about the fate of the Elder Brain and the characters in the story. The game has many twists and turns, and the player can decide how the story ends, either saving everyone or ruling as the Absolute.
Baldur’s Gate 3 Trailer
Disclaimer: The above information is for general informational purposes only. All information on the Site is provided in good faith, however we make no representation or warranty of any kind, express or implied, regarding the accuracy, adequacy, validity, reliability, availability or completeness of any information on the Site.
Source: https://www.phonggdkrongpac.edu.vn
Category: Gaming