Baldur’s Gate 3 has received several small hotfixes, including one that had to be rolled back, but now Larian Studios has stepped up with the game’s first major patch. And it’s a biggie, addressing more issues than you can shake a Mind Flayer tadpole at. So if you’re wondering what the patch changes, here are all patch 1 notes for Baldur’s Gate 3.
Here’s a List of Baldur’s Gate 3’s Patch Notes
This new Baldur’s Gate 3 patch fixes a lot, from shorter races being able to kiss their love interest(s) to the amount of gold you have displaying incorrectly. Chances are you didn’t notice half these bugs existed. For example, before the pitch, non-lethal attacks would still kill Auntie Ethel. So if KOing older people is your thing, you’ll be glad of the change.
There are some other curious touches as well. Now, when the loading screen tips mention an action, hiding for example, you’ll see an appropriate icon. There are an awful lot of fixes, so many in fact that Larian Studios couldn’t fit them all into the normal News Update part of Steam.
Here’s everything Patch 1 fixes. As Larian points out, some of these fixes constitute spoilers so proceed at your own risk.
Showstoppers
- The Emperor will no longer leave you stranded in the Morphic Pool.
- Starting to use the boat to go to the Morphic Pool, sending that character to camp, and then using another character to make the journey will no longer block you from progressing.
- Fixed a bug where listening in on a conversation as Player 1 and then exiting the dialogue prematurely could result in not being able to interact with anything anymore.
- Fixed an issue causing the Reaction UI to not work correctly and potentially block progress in combat if you save the game in the middle of a reaction.
- Fixed loot in corpses sometimes not appearing in multiplayer until an item is dragged onto the corpse.
- Fixed a bug causing you to get a Game Over screen after helping Downed party members.
- Fixed the Helm of Arcane Acuity crashing the game. The condition is now capped to 7 stacks.
- Attacking an NPC during a dialogue after being Downed will now get you arrested rather than giving you a Game Over screen.
- Fixed an issue where characters could get stuck in an infinite falling loop.
- Fixed an issue with Marcus being resurrected by players hitting him with a dual-wield attack – the second hit will no longer revive him.
Story Flow and Logic
- Wyll should be able to talk about Ravengard being at Moonrise Towers, and will no longer have an exclamation point above his head without having anything new to say.
- Wyll should now be able to tell you what to do next if Ansur is killed and he has an exclamation mark above his head.
- Ravengard no longer addresses non-tadpoled characters as True Souls in Wyrm’s Rock.
- Shadowheart should more easily follow up on her proposed romance moments in Act III.
- Fixed conditions being updated before a savegame finished loading. This, for instance, caused the hag to have 0 HP if loading an autosave created when entering the Lower City, preventing you from progressing through related quests.
- Fixed Karlach not going to camp after being freed from the Wyrm’s Rock prison if your party was full.
- Jaheira and Minsc’s paths are tied after you save Minsc, so if you’ve forsaken him, Jaheira should now follow after him.
- Fixed bug that made it possible to break up with Astarion without meaning to.
- The drider will now recognise that you’re with him when reaching Moonrise Towers if you start following him in the middle of his route.
- Art Cullagh and Fist J’ehlar no longer get so scared of bears and spiders that their quest breaks.
- The Zhentarim will more consistently use the mines after their allies have fallen back to safety, and will no longer actively try to blow themselves up by checking active mines.
- Minthara no longer references irrelevant topics or passes judgement on companions more than once.
- Fixed the dialogue flow when dating Minthara.
- Fixed Minthara’s body disappearing at camp after you decide to bring a sweet moment to a terrible end.
- You can no longer recruit both Halsin and Minthara to camp in the same playthrough.
- Changed several precise map markers into more appropriate general area markers, such as for investigating Kagha, investigating the cellar in the Blighted Village, and finding Halsin at the Goblin Camp.
- Made it less ambiguous that you’re starting a romance with Gale when choosing certain dialogue options.
- During Gale’s spell-teaching scene, you now have the option to picture a future with Gale that falls somewhere in between kissing him and kicking him in the head.
- When confronting Raphael in the House of Hope, Raphael will no longer target his own pillars or allies with Flames of Avernus.
- The Rescue the Grand Duke quest should now receive a proper update about the duke’s whereabouts, regardless of the way the quest started.
- Fixed an issue where using non-lethal attacks on Auntie Ethel would still kill her.
- You can now opt to respect the privacy of the bugbear and the ogre outside the Blighted Village again. Don’t get in the way of real love.
- Fixed a level design quirk that would allow you to use a spell like Misty Step or Dimension Door to skip part of the main quest sequence in Act II.
- Fixed an issue where the Baldur’s Mouth headline about a cute cat could get accidentally overwritten.
- If Wyll isn’t recruited, he will now recognise Avatar Karlach and initiate dialogue.
- Made sure Mizora can always interrupt Wyll, no matter where he runs off to.
- Throwing a single coin at the beggars will no longer damage them.
- If Dolly Dolly Dolly curses you with the A Clown in Town condition for making her angry while inside the Moonlantern, she will now paint your face. That’ll teach you.
- The Zhentarim at the Goblin Camp should now be more tolerant if you approach them.
Balance
- Made gold bounties more generous in several containers across the game.
- Increased players’ HP bonus in Explorer Mode from +50% to +100%.
- Fixed the Freecast tadpole power to properly reset on Long Rest. It was creating infinite spell slots and Sorcery Points for sorcerers.
- Arcane Tricksters’ Mage Hand Legerdemain now does not expire until destroyed, and does not lose Invisibility on Long Rest.
- You can no longer have multiple Mage Hands active at the same time.
- The Shield reaction can no longer be used while Silenced.
- Fixed not being able to create 5th Level spell slots from Sorcery Points.
- College of Lore bards can now pick which additional skill proficiency they receive. Bards that are already of the College of Lore need to respec to get this choice.
- Made sure proper spell DC is applied during multiclassing.
- Added spells to bards’ Magical Secrets feature: Banishing Smite, Animate Dead, Crusader’s Mantle, Hunger of Hadar, Revivify, Sleet Storm, Rage of Enfeeblement, Web, Entangle, Hunter’s Mark, Sanctuary, Thunderous Smite, Bone Chill, Eldritch Morphic Blast, Fire Bolt, Ray of Frost, Sacred Flame.
- The Club of Hill Giant Strength now increases Strength to 19 and not some puny 15.
- Fixed a bug with ranged enemies reapplying Hunter’s Mark constantly, even when not needed.
- Warlocks’ Pact of the Chain summons now get to use their Extra Attack more than once.
- Fixed NPCs sometimes spotting you even if they’re not supposed to be able to.
- Fixed an issue where multiple rolls trigger if you walk along the edge of a cone of vision.
- Danse Macabre ghouls will no longer kill you when you Long Rest.
- If you make a successful Saving Throw against a poison, you will now gain immunity to that specific poison for 2 turns.
- Grym, the Protector of the Forge, now deals more damage in Tactician Mode.
- Meenlocks are now immune to the shadow curse.
- Increased the HP and AC of Orin.
- Lorroakan can no longer cast his signature reaction spell, Elemental Retort, when silenced.
- Helped Minthara remember how to use her weapons.
- Fixed enemies targeting you from above through the ceiling in the Gauntlet of Shar.
- Enabled trespass warnings for any additional characters that trespass after the first instead of immediately triggering combat.
- Fixed NPCs attacking outside of their turn when combat starts during forced Turn-Based Mode.
Usability
- Fixed dialogue notifications, like approval ratings and roll results, disappearing too early.
- The Launcher will now remember whether you chose DX11 or Vulkan.
- Fixed the incorrect amount of gold being displayed in all UI menus if the amount is too large.
- Fixed spells like Hex randomly shifting in order, causing you to misclick if you’re moving and clicking around intuitively.
- Fixed players who are merely listening in on a dialogue being able to skip lines – only the speaker can now do this.
- Fixed an issue with Camp Supply values for the second local player in multiplayer if they joined during a game. Long Rests will, alas, no longer cost nothing.
- You can no longer interact with another player’s inventory (e.g. send multiselected items or use their items) if their inventory is locked.
- Fixed the critical hit text sometimes not appearing.
- Improved the performance of the minimap when new map markers appear or old ones disappear.
- Dyed armour will now appear in the right colour in the Level Up screen.
- Halsin’s Wild Shape tooltip will now correctly call him a cave bear.
Visuals
- Fixed the modesty filter not working on dragonborns.
- Fixed earrings on tiefling female strong character models.
- Added a Controller Style option, which allows you to override which controller’s icons are displayed.
- Fixed an issue causing the clown makeup to not only not appear on Lae’zel’s face when applied, but also remove her characteristic tattoos and makeup.
- Invoke Duplicity now works as an identical copy of your character. And they’re not naked.
- Fixed a leather helmet, a metal helmet, and the Helmet of Smiting floating on some character models.
- Undergoing partial ceremorphosis will now rot your teeth!
- Lae’zel’s underwear will now more accurately reflect the colour of dyes used on it.
Cinematic Scenes
- Made fixes to kissing scenes with the Origin characters across the game, for example to make sure physical contact is made properly, to account for shorter races, and to account for uneven ground.
- Made sure Dame Aylin’s armour and wings are correct in the scene where she kicks Lorroakan’s butt.
- Fixed items like mugs and newspapers floating in the air during dialogues – the characters holding them were correctly hidden but the items themselves weren’t. Ghosties begone!
- Fixed Scratch’s position so you can try to get that ball out of his mouth. Whether he’ll let you have it is another matter.
- Improved Volo’s aim during your ice pick lobotomy.
- Lae’zel no longer floats up and down during your dialogue where you discuss dating.
- Made sure Wyll has room to dance no matter where you’re camping.
- Fixed some cameras that couldn’t contain the force that is Astarion in a dialogue with him at night at camp. Also tweaked and added facial expressions where needed.
- The red dragon you see through the telescope in the Emerald Grove will no longer remain blurry after you pass the Perception check.
- Fixed a camera position when Karlach hugs you for the first time after getting her upgrade.
- Fixed the mind flayer not appearing in the cinematic dialogue with Dror Ragzlin if you manually trigger the dialogue.
Loot and Trade
- Traders who stock dyes now also stock dye remover.
- Made Lady Esther available to trade with after you’ve completed her quests.
- Fish vendors now have more fish to sell. That new bait must be doing the trick!
- Popper the kobold at the circus now sells more oddities.
- Lady Jannath will now have artsy items to trade.
- Skeletons around the Selûnite Outpost no longer have fresh food in their inventory.
- Lohse’s portrait is now reachable, chief.
Misc
- Updated the credits and reformatted them into two neater columns.
- The Digital Deluxe DLC’s D:OS2 bard songs are now also granted to companions as well, instead of just player avatars.
- All the extra bard songs from the Deluxe Edition will now be available even if you use Lohse’s Lute of the Merryweather Bard from the Deluxe Edition.
- DLC rewards will no longer get removed if you load a save with that DLC not installed. Any rewards that were removed due to this will be restored.
- Steel Watcher idle sounds no longer take up streaming bandwidth.
- You can no longer climb the Shambling Mound.
- Optimised the walking bounds of Glut so that it navigates the world and the battlefield better.
CRASHES AND BLOCKERS
- Fixed a crash on loading savegames that had party followers with what we call ‘local items’.
- Fixed a random crash when going to Long Rest in the camp on split-screen.
- Fixed a crash in Vulkan API.
- Fixed textures trying to load in twice when they were requested again while still pending unload, which could cause a crash later on.
- Fixed a crash that could occur when destroying projectiles.
- Fixed a crash that could occur when the Sunlit Wetlands illusion dropped.
- Fixed an issue with cross-save that prevented players with unstable internet connections from creating or loading a savegame.
- Fixed clients getting stuck on the loading screen when attempting to join a host game with mods running.
- Fixed a crash related to interacting with the transponder on the nautiloid and then opening the Character Sheet or Party View.
MULTIPLAYER
- Fixed the game thinking you have two controllers and entering split-screen if you connect one controller via Bluetooth and then also plug it in physically.
- Fixed save and load warning messages appearing for non-host players and overlapping on the controller game menu in split-screen.
- Fixed multiple issues when, in a multiplayer game, a client leaves a game during a roll in a dialogue.
COMBAT AND BALANCE
- Fixed not being able to end turn in combat when a character kills an enemy while outside of combat.
- Multiclassing into ranger now correctly provides proficiency in martial weapons.
- Increased the HP of swarms in the Guildhall to bring their totals more in line with level expectations.
- Fixed the Toll Collector’s visages not attacking you if she can’t initiate combat herself.
- Adventurer Rosanna in the Flophouse is now Level 5 instead of Level 1.
- The Voiceless Penitent in the Lower City is now a Level 10 paladin. A worthy opponent.
- Githyanki will now move position when Crèche Y’llek turns hostile.
- Harper Donner now has the Ability scores and proficiencies of a proper wizard.
- Made sure certain bushes in the wilderness and the swamp in Act I don’t block projectiles during combat.
- Fixed the Slayer Form not receiving an AC bonus from killing marked targets.
- The ambushers in the Temple of Bhaal were ambushing and hiding too well. They now correctly wait in ambush or leave, depending on whether their leader is alive or dead.
- The rats in the Gauntlet of Shar should no longer scurry to lower depths after you’ve engaged them in combat.
- Fixed the hag using an incorrect spell during one of her phases and tweaked the damage values for the spell that she should have been using.
- Made the assault at Moonrise Towers a little less unforgiving if Jaheira is alone or dead and you don’t have the Harpers to help you.
- Fixed the Flaming Sphere having an Attack of Opportunity.
- Fixed an infinite damage loop between The Oak’s Father Embrace and Justiciar Avengers in Tactician Mode.
- Fixed Archfey warlocks not being able to use their warlock spell slots if they are a lower level than regular spell slots when multiclassing.
- Fixed the Sneak Attack reaction not working if a melee finesse weapon is not equipped.
- The Durable feat now has the intended maximum Constitution of 20.
- Fixed some Smokepowder Arrows having an incorrect weight and price.
- NPCs are now less likely to attack Spiritual Weapons.
- Fixed Spiritual Weapon and Spirit Guardian receiving a to-hit bonus in Tactician Mode.
- Spiritual Weapon upcast to 6th Level will now have the correct 36 HP when spawned.
- Second Wind and Lay on Hands healing amounts now correctly scale with class level rather than overall character level.
- Fixed characters trying to move into combat position if they’re casting a spell, so they no longer move back and forth from their combat position and spellcasting.
- Mimics will now react to being attacked from afar.
- Using the ‘Call Forth Allies’ summons no longer causes allies to enter combat hostile towards you.
- Allies now always join combat no matter the distance they are from enemies when summoned.
- Whirlwind no longer requires Concentration and has been reduced to 3 rounds.
- The Owlbear Wild Shape will no longer lose access to its Rage charges at Level 8.
- Spiders in the Goblin Camp should no longer stack on top of each other when they’re trying to bite their victim.
- Minthara is no longer immortal for the entirety of the attack on the Emerald Grove.
- Fixed goblins rolling Initiative while in combat and skipping their turn at the Goblin Camp checkpoint.
- Halfling cultists in Crèche Y’llek now wear leather armour.
- Fixed the combat AI timing out and ending the turn due to the game trying to create a puddle when it wasn’t possible.
- Reduced the flesh golem’s attack damage in Explorer Mode.
- Tweaked the relationship between goblins and spiders: goblins will react if you attack the spiders, but the spiders don’t care much for the goblins and won’t join their combats.
- Fixed Auntie Ethel dying instead of getting Knocked Out even when Non-Lethal Attacks are toggled on.
- In Tactician Mode, meenlocks now have increased Dexterity and Constitution stats, as was intended.
- In Tactician Mode, dinosaurs now have an Extra Attack.
- In Tactician Mode, Houndmaster Pol’s dogs now have a Terrifying Howl action.
- Gremishkas’ Panther Polymorph now has Jump.
ACTIONS AND CONDITIONS
- Dragonborns’ Breath Weapon attack now scales with your character level and uses Constitution as its Saving Throw.
- Made sure Kith’raki Inferno can only be used once, as intended.
- Sapped characters now always fail Dexterity and Strength Saving Throws.
- Fixed Pommel Strike being able to knock out characters that are immune to being knocked out.
- The Winged Horror Claw attack no longer paralyses undead.
- The Magic Weapon spell upcasted to 4th Level or higher now grants the correct bonus value.
- Corrected the DC of Death’s Head’s Stunning Gaze, and fixed the distance in the description (which said 9m instead of 18m).
- Fixed the Feared condition causing a Saving Throw even when the affected character is in the direct line of sight of the source of the Fear.
- Added a workaround for cases where casting the Silence spell caused the game to freeze for long periods.
- Fixed certain savegames where you cannot talk to any or certain NPCs after the Silence or Garotte spells were used.
- Multiattack spells such as Flurry of Blows should now only trigger the Netherbrain’s Psionic Rebuke reaction when the final attack is landed, instead of after the first attack.
- Fixed Minor Illusion and Invoke Duplicity causing an infinite loop of starting and ending combat.
- Symbiotic Entity now works with unarmed attacks.
- Wild Magic Surge: Retribution now also works for ranged attacks.
- The Crusader’s Mantle action now shows the aura radius during its preview.
- The Telekinesis spell now works correctly when you attempt to use it from the hotbar.
- Fixed the Sword of Life Stealing’s effect not triggering when dealing a critical hit.
- Insect Plague now correctly rolls a Constitution Saving Throw each turn to deal full or half damage. Characters will also make a Saving Throw if they walk into the Insect Plague for the first time each turn.
- Fixed Shield of Thralls being able to stun allies.
- Ki Resonation Blast targeting now shows the correct 5m AoE around the target.
- Fixed Stinking Cloud not reapplying its condition to characters that had the condition on the previous turn.
- Fixed Silence blocking casting Ice Knife.
- Mystic Carrion’s canopic jar condition is no longer removed on his death.
- Fixed the Exposing Bite condition being removed on any attack instead of only melee attacks.
- Fixed the Cloud of Daggers spell sometimes not being considered a hostile action and not starting combat.
- Fixed the Stoneskin spell granting resistance to magical damage – it should now only provide resistance to non-magical damage.
- Fixed the Prepare and Brace weapon actions requiring 75% movement to be available. Also fixed the associated misleading ‘Can’t be Immobilised’ warning when that happens.
GAMEPLAY
- You now gain XP for enemies destroyed at the end of the lakeside ritual by Last Light.
- Entering the city sewers from a certain location now gives the same exploration XP as other routes.
- Added XP rewards for the area around the Mason’s house in the Shadow-Cursed Lands. Because you deserve it.
- When defending Halsin’s portal, individual enemies now give less XP.
- Fixed a bug allowing you to use the Knock spell to unlock magically protected doors in Cazador’s dungeon.
- Fixed the Oil of Combustion exploding after its condition expires.
- Fixed the Wall of Fire area of effect not matching the target indicator.
- A Scroll of Summon Quasit should now drop even if the container that held it was destroyed.
- The Planar Ally: Cambion fire surface no longer creates a fire surface on death.
- Made adjustments to balance Danse Macabre and fixed the School of Necromancy version to summon creatures correctly again.
- Crystals in the Astral Prism can now only be broken with the Orphic Hammer.
- Certain skeletons in Crèche Y’llek will no longer be highlighted when pressing the Alt key.
- Fixed a vase that was creating a water surface that could not spawn.
- Fixed a potential performance issue caused by one of the turrets beneath the Emerald Grove.
- Gave the prison guards at Moonrise Towers more fitting staves.
- Updated the situation involving Nettie’s poison so that you can use Alchemy rather than her cauldron.
- Doozy the Dunce will now actively look for his ring in the mud.
- You can now cure the zaith’isk debuffs with tadpoles.
- Partial and full ceremorphosis now remove the zaith’isk debuffs.
- Shar will no longer clone the tadpoles themselves in the Mirror Trial.
- Made it easier to select Cloakers and made them sneakier at Sneaking.
- Added some generic headlines back into the Baldur’s Mouth gazette if you generate a lot of papers.
- You should no longer need to disarm the Crushed Spike Trap near the nautiloid crash site.
- Fixed Undead Thralls not using increased proficiency bonuses at higher levels.
- The cambion from the Infernal Rapier can now be dismissed.
- You can no longer use Dimension Door on creatures that are Grounded.
- The Transmuter’s Stone’s cooldown can now be reset by the Potion of Angelic Slumber.
- Fixed the Trial of Courage being half as long as necessary, dead enemies staying in the combat, and some characters not joining the combat.
- Fixed a Perception check not triggering correctly in the sewers near Basilisk Gate due to a line-of-sight issue.
- Fixed the Encumbered condition not always reacting correctly to changes to your weight.
- Characters that leave the location you’re in will now have their summons dismissed.
- Using the ladder in Zevlor’s secluded chambers is no longer forbidden.
- The sloop at Moonrise Towers Prison will no longer leave with you even if you choose to stay.
- Increased the range at which restoration pods work in the High Hall so that you can reuse them on party members who were standing far away when they were first used.
- Fixed characters floating or squatting when they become visible, for example after cinematic dialogues.
- Fixed Contagion Poisoned disappearing after one successful Saving Throw during Stage 2 or Stage 3.
- Fixed Mind Sanctuary allowing a free action if you didn’t have any before entering the aura.
- Fixed the Sharpshooter feat not applying its penalty to off-hand ranged attacks.
- Characters will now sheathe the Everburn Blade when idle.
- Fixed the Twisting Vines surface expiring early instead of ticking with combat turns.
- Fixed the Wavemother’s Robe not providing Cold resistance.
- Wild Shaped players can no longer run around the final confrontation with Ketheric without triggering a reaction.
- Fixed Concentration not updating correctly after you load into a new region.
- Fixed Wild Magic: Vine Growth not triggering correctly for barbarians.
- You can no longer avoid Ansur by sneaking or being shapeshifted when interacting with him.
- Added a Perception check to a particular still life painting in the Lower City.
- Fixed a bug where switching characters right before a cinematic would cause the cinematic to not play.
- Talking to Topaz no longer consumes a Wild Shape charge.
- Fixed spells that should work on allies sometimes not working on certain party members.
- Fixed a bug where if a player character or NPC stops being affected by a Silencing spell, they can no longer talk to anyone.
- Fixed Minsc not following your party even if he’s grouped and recruited as a companion.
- Tweaked the Action Surge achievement to only allow specific spells to count multiple times.
- Fixed a black screen appearing at the end of the tutorial if a dead avatar is in a companion’s inventory.
- Adjusted the outer bounds of the Nyrulna trident.
- Made some especially repetitive overhead dialogues in the Emerald Grove less annoying.
- Fixed the Crawler Mucus and Malice poison flasks applying weapon coating when thrown like a grenade, instead of applying their poisonous condition like other poisons.
- Fixed Wild Magic: Protective Lights not highlighting affected allies.
- Fixed Fist of Unbroken Air not applying fall damage when pushing the target.
- Fixed some keybind options that weren’t working and removed some old ones.
- You will no longer be thrown into the Moonrise Towers jail if the emergency lever has already been activated.
- All broken Moonlanterns, not just Nere’s, can now be investigated in a dialogue.
FLOW AND SCRIPTING
- The ‘The Best Offence is Virtually Nonsense’ background goal for soldiers is no longer missing from the game.
- The ‘An Apple a Day Keeps the Scalpel Away’ background goal for soldiers is no longer unlocked at the wrong moment.
- Fixed the ‘Not Another Soul’ background goal sometimes completing after the wrong combat.
- Fixed an issue where killing the mind flayer at the nautiloid crash site triggered the ‘Fresh Kindle for the Fire’ background goal. Now it correctly triggers ‘To Sleep, Perchance to Dream Tentacled Dreams’ instead.
- During the attack of the Emerald Grove, Lump and the ogres will no longer attack Cerys.
- Fixed the elevator summon stones in the Gauntlet of Shar remaining active even after the elevator has arrived at its destination.
- The Guardian of Faith in Crèche Y’llek will no longer reappear after you’ve killed it.
- We’ve asked Shadowheart to be more careful with the mysterious artefact and not let guards take it from her when being sent to prison.
- Made various improvements to how the gith react to combat in Crèche Y’llek.
- Fixed a potential softblock that made it more difficult to find the self-destruct code for the Neurocitor.
- Fixed some issues with the hostility of the eagles on top of Rosymorn Monastery: they will now be hostile when summoned, and will no longer be hostile if you enter their nest without being spotted.
- Added a fade between the Dark Urge and Karlach’s dialogue with Gortash and his main dialogue during the inauguration at Wyrm’s Rock.
- Fixed an issue where killing Nere, Wulbren, or Karlach with Necrotic, Cold or Acid damage would result in failing quests to get their heads.
- Fixed a bug with Gortash not attacking the Dark Urge and Karlach immediately after they choose to attack him in Wyrm’s Rock during the inauguration.
- Fixed Gortash talking about ‘clearing up mysteries’ twice if he is confronted by the Dark Urge and Karlach and they agree to listen to him.
- You no longer need to pass a Survival check to find the Brewer’s alchemy stash after learning about it from his research notes.
- Priestess Gut should now be more careful with her Potion of Sleep and not put it up for sale or drop it on death.
- You no longer need to pass a Survival check to find the secret stash of the blue jay near Rosymorn Monsastery after it reveals its location.
- Florrick now understands that if you’re sneaking around her cell at Wyrm’s Rock Prison when trying to rescue her, the sneaking is for her own benefit.
- Fixed Astarion talking about things that are no longer relevant.
- Removed an incorrect line when Companion Astarion meets Ulma after killing Cazador.
- Fixed a rare edge-case where the Dark Urge could miss the battle at the Temple of Bhaal, meaning Bhaal should have been disappointed, but they would also end up being able to choose whether to accept or resist Bhaal.
- Fed Three-Piece, Bad Twin Bubbins, and Carlorina the Wolf some more lines.
- Fixed the game sometimes not recognising that the party has met Karlach.
- Tweaked an endgame dialogue flow in case Karlach is in the party and not a mind flayer.
- Karlach will now enter a rage even if she was defeated and resurrected while fighting the paladins, as long as she is near where the fight happened.
- Karlach will no longer ask Lae’zel about being betrayed by Vlaakith in Crèche Y’llek if it didn’t happen.
- Characters with the Dual Wielder feat will no longer see their weapons duplicated in one of Shar’s trials.
- The statues in the Gauntlet of Shar will no longer have an option to give Shadowheart permission to undertake the trial if she did not ask for it.
- Fixed some flow issues in dialogues with the Dark Urge and Minsc.
- Fixed the hostages getting stuck and not running to the submersible if you left the Iron Throne when warned by Gortash and then returned later.
- Fixed not being able to speak with Volo in Act III if you poisoned the goblins’ brew while Volo was performing on stage at the Goblin Camp and you didn’t save him afterwards
- Fixed Mayrina appearing in Baldur’s Gate if you gave her to the hag in Act I, and fixed some savegames with this bug in them if you hadn’t progressed through the related quest in the city.
- Fixed the hag being hostile to players from the beginning of Act III.
- Steel Watchers will now more correctly and consistently choose sides (e.g. fight alongside mind flayers in the outburst) in different states of the city of Baldur’s Gate.
- Fixed the dead family members in Ambrust’s House disappearing.
- Jaheira and Minsc’s paths are tied after you save him, meaning that if you’ve forsaken him, Jaheira will now go after him.
- Fixed the owlbear cub not becoming a camp follower when it should due to choosing certain dialogue options in its scene at night.
- Fixed an issue causing the post-credit scenes to be skipped in old savegames.
- Your Dream Visitor now asks you to gather your allies if you use a waypoint to leave the Shadow-Cursed Lands.
- All players are now presented with the option to destroy or dominate the Netherbrain regardless of the presence of the Dark Urge.
- The Spear of Night marker should be removed now upon finding the room it is stored in.
- The Dark Urge now has a specific flow when talking to Minthara after killing Orin.
- You can no longer ask Avery Sonshal about Felogyr more than once in the Lower City.
- You no longer need to unlock the printer again if you haven’t changed the headline yet after unlocking it once.
- Fixed Art Cullagh sometimes talking about someone as though he isn’t right there in the room.
- Fixed a bug where Halsin would fail to return to the Emerald Grove even though he said he would meet you there.
- Fixed repeating lines in the dialogue with Chell during the celebration at camp.
- Gale’s mirror image that invites you for a private conversation should no longer talk to companions.
- Elminster should no longer repeat his lines if you send him to camp and leave him there for an extended period of time.
- Fixed some potential instances of party members becoming neutral to each other.
- Auntie Ethel’s illusion at the entrance to her cellar should no longer appear inside the walls.
- Added fading to the transitions between Kagha’s dialogues and the druids’ assault on the tieflings.
- Bugthimble now exclaims before turning hostile if you interact with her coffin.
- Fixed some flow issues in dialogues with Jaheira.
- Made sure the coffin maker now takes the money you offer him.
- Fixed not being able to talk to Origin companions about Ketheric after he escapes.
- Added a dialogue option to allow you to refuse Raphael and enter a Game Over state if you’d already refused him once before.
- Fixed a potential blocker when trying to leave the Astral Prism after you’ve decided how to deal with Orpheus.
- Tidied up the dialogue flow if you used the Supreme Tadpole but then chose to put it away.
- Fixed the same dialogue with Orpheus in the Astral Plane triggering twice before you free him.
- Lae’zel will no longer mention Astarion coming for your neck during the camp celebration if he hasn’t revealed he’s a vampire yet.
- Fixed an issue where bribing Klaus at the circus entrance didn’t deduct gold from your inventory. No such thing as a free clown.
- Fixed an issue where goblins could start a dialogue about you making noise and waking them up, even if the goblins have already left the camp.
- Fixed a line for the drow in Sharess’ Caress not recognising a client of their sibling.
- Fixed being able to talk to Gale about his last night if you weren’t there.
- Fixed an infinitely looping dialogue with Sazza.
- Fixed the Stormshore Tabernacle shrine acting as though you had donated, despite no donation having been made.
- You can now tell Devella, after saving her from the serial killer, that you already killed Orin.
- Fixed a VO cut-off and potential dialogue blocker with the Inquisitor in the Knights of the Shield hideout.
- Fixed a missing ready check for inter-region waypoint travel.
- Made sure you go to a specific active camp for the camp night during inter-region travel.
- Fixed one of Florrick’s lines not playing after you rescue her from Waukeen’s Rest.
- You can update Ravengard on a certain request he had for you without having to go through his dialogue again.
- Moved the location of Elminster in camp, so that his dialogue with Gale is a lot more likely to happen when we want it to.
- You can now talk to the captain’s wolves, Ur’uth and D’hak, using Speak with Animals.
- Improved the flow for the Mage Hand and the gremishka in Crèche Y’llek, in particular making it harder for it to break out of its box.
- Talking and submitting to the dying mind flayer near the crash site will now only kill the player submitting to it rather than all companions listening in.
- You can no longer skip the ‘spotted’ cinematic scene of the skeletons in the Chapel crypt, and the fight will always trigger as expected.
- Voss will now wait for you in the sewers if he promises to.
- Fixed being able to talk to Wyll as though you’d already met and recruited him if you killed Karlach before the scene at the Emerald Grove gate.
- Prior to the dialogue with Orin, if her abductee was rescued by someone other than the Dark Urge, the abductee will now be teleported out so it doesn’t break the duel when they wake up.
- Failing to help Astarion with Raphael’s quest now leads to him breaking up with you.
- Isobel will stop repeatedly dragging you into conversation at the end of Act II.
- Toobin no longer tells the Gondians to leave if they are all dead in the Steel Watch Foundry.
- The telescope in the Emerald Grove won’t show the red dragon anymore if the event with githyanki near the Mountain Pass has already happened.
- Companions will no longer talk about saving the crèche from imminent destruction if its destruction was never triggered.
- Shadowheart will no longer talk about a fight with Lae’zel that did not happen.
- Fixed the heroic statue from the circus sculptor Boney getting stuck in Karlach’s tent in the farm camp. Also fixed it not appearing in the Elfsong Tavern camp.
- Changed the positions of the orthon when he appears at the Lower City camps.
- Fixed Boney, the circus sculptor, not letting you trade with him after the fight in the circus is over.
- You will no longer take your summons with you when teleported to the jungle by the djinni.
- Fixed a dialogue with Shadowheart in the Shadow-Cursed Lands showing an empty line if you triggered it twice.
- Shadowheart will no longer try to flee when attacked while she is unconscious on the beach.
- Fixed characters like Nine-Fingers and Minsc talking about Jaheira as if she’s alive and recruited if she isn’t.
- Improved how Haarlep handles crimes in the House of Hope.
- Synchronised the destruction of Orpheus’ chains more closely with the Orphic Hammer’s spell.
- Freed prisoners from Moonrise Towers will now react to crimes committed by players.
- Made sure no harmful conditions on the Emperor carry over from Act II to the endgame.
- Adjusted the conditions for Haarlep’s follow-up scene in Baldur’s Gate.
- Avery will now give you more potent free fireworks if your allegiances align.
- Fixed Mirkon’s dialogue not triggering after defeating the harpies, particularly for Wild Shaped characters.
- Jaheira is now always forced out of combat groups once she is recruited or the assault on Moonrise Towers is over.
- Fixed Fezzerk maintaining his Surrendered condition after being looted and fixed fleeing characters from being considered permadead in certain cases.
- Fixed Gale appearing in cinematic dialogues after his dramatic end.
- Pandirna, the paralysed tiefling, can no longer witness the guard being killed to prevent the tieflings suddenly becoming hostile as Pandirna’s witness report would happen off-screen.
- Mol no longer repeats ‘Kids! Scatter!’ indefinitely.
- Withers no longer re-engages you in dialogue from a distance after you’ve already entered the Watch Citadel in the Upper City.
- Cal and Lia now react properly to Rolan’s death while they’re in Last Light.
- Made sure you can talk to Sarevok during the blood baptism if someone is standing in his way.
- You can now use the key you can loot from Malus Thorm to free his patient.
- Fixed the flow for Anders’ reaction after you fulfil his request to hunt down Karlach.
- Fixed Gale making the same comment every time you speak to Bernard.
- Companions and dangerous Wild Shapes like wolves and bears won’t stop the drider from escorting you to Moonrise Towers anymore.
- Companions will now comment when talking to the entrance guards at Moonrise Towers.
- You can now go through Varsh Ko’kuu’s dialogue only once, so listen up!
- Before the final fight, when playing as Gale, you can now properly address your companions (or lack thereof).
- In the Elfsong Tavern, you cannot ask Lakrissa about Alfira if Alfira is already dead.
- The Myconid Sovereign now gives you the intended explosive.
- Fixed an issue preventing you from reporting to Manip Nestor about explosive toys in the barn before disarming or detonating them.
- Fixed an issue where talking to Manip Nestor after being caught by other guards could result in him sending the player to prison.
- Volo will now appear at camp immediately after being saved.
- Fixed Lae’zel triggering a discussion about the zaith’isk on certain camp nights before you’ve used it.
- Committing two crimes at the same time will not always result in hostility.
- When the Dark Urge wakes up with blood on their hands, this should no longer provoke attacks from camp followers and the victim’s fate should now be clearer if the Dark Urge is killed that same night. The conditions for paladins losing their oath that night have also been refined.
- Fixed companions mentioning a dead tiefling in the House of Healing in Reithwin even though there’s only a dead goblin on the bed.
- Ravengard will no longer react to crimes committed against Mizora.
- Oskar will no longer linger in Jannath’s Estate if Lady Jannath has kicked him out.
- Oskar will no longer fight Kerri in the final combat; instead, he will cower.
- Lady Jannath will no longer talk to you as if the house is haunted if you’ve already exorcised Kerri.
- Shadowheart’s approval will now be affected when you loot the cache in the owlbear cave.
- If you don’t intervene, Devella will no longer appear to die in the dialogue with Dolor and will be killed by the doppelgangers afterwards.
- After Dolor’s soliloquy, if you pick the Stealth dialogue option, you will remain in hiding after the dialogue.
- Halsin now shows up in other characters’ dialogues at camp at the end of Act II.
- Fixed a repeated line in a dialogue with Wyll about his eye.
- If Astarion has died, you can now report this to Gandrel.
- After Mol alerts the guards about you, they will no longer approach with a crime dialogue multiple times.
- Removed some references to the Sentient Amulet quest when interacting with the coffins in the Open Hand Temple Crypt.
- If you refuse to suffer the Mad Monk’s madness in the Open Hand Temple Crypt, party members will be surprised by the ensuing combat.
- Minthara will now speak to you if you kill Sazza near her.
- You can no longer tell Zevlor to do as Kagha says if she’s dead.
- The endgame dialogue that begins when dominating the Crown of Karsus will now play even if you have Downed characters.
- Your Dream Visitor should continue to refuse to speak to characters without tadpoles in their brains.
- Fixed an issue where deep gnomes would disappear after being saved in Grymforge and resting if you didn’t talk to them, which resulted in the quest to save them being blocked.
- Killing the Emperor at the end of Act II will now trigger a Game Over.
- Fixed the hag in Act III being hostile by default if you attacked her in the Teahouse before she escaped to her lair in Act I.
- Fixed an issue where Sazza gets stuck waiting at the entrance to the Goblin Camp if she was rescued from the Emerald Grove.
- Fixed an issue relating to Lump and the ogres killing Cerys if they were summoned during the attack on the Emerald Grove, and both Asharak and Zevlor are dead.
- Quests to save Ravengard won’t wrongly state that he is in the Iron Throne if you skipped Gortash’s ceremony.
- You can no longer send items to camp during the endgame state.
- Made sure Ravengard is at camp after you rescue him from the Iron Throne.
- Fixed Mizora’s camp dialogue where she offers a pact concerning Ravengard not triggering if Ravengard was knocked out during Gortash’s ceremon
Published: Aug 25, 2023 03:46 pm