Made by Larian, the guys behind the Divinity series:
https://www.rockpapershotgun.com/2019/06/06/baldurs-gate-3-announced-from-the-creators-of-divinity-original-sin/
I guess I have to finish BG1 and play 2 at some point, then.
BG2 was amazing. Probably still is pretty good, though eclipsed.
I look forward to more of this.
pants = diary factory
It doesn't sound like you will need to play the previous games as it will not really be a direct sequel.
Color me intrigued.
Well I'm excited.
Will it be called "The Gates of Baldur's Gate"?
Both predecessors were amazingly good games. Hope this lives up to its name.
Well, Larian at least has a good track record. They're also working with Google to get this optimized for Stadia, as well, but it will be on other shops too.
Quote from: Syt on June 06, 2019, 02:07:51 PM
Well, Larian at least has a good track record.
There is something about their games that were just a little off for me. I cannot really put my finger on it. The writing and the plots never really grabbed me. But I certainly cannot deny they are good games.
Quote from: Syt on June 06, 2019, 02:07:51 PM
Well, Larian at least has a good track record. They're also working with Google to get this optimized for Stadia, as well, but it will be on other shops too.
It's already announced on GoG.
Quote from: ValmyThere is something about their games that were just a little off for me. I cannot really put my finger on it. The writing and the plots never really grabbed me. But I certainly cannot deny they are good games.
Same for me. I think it's tone. Sometimes it's super hammy. Sometimes it has ambitions of grandeur. It wants to tell an epic tale, but sometimes, not really. It looked like the stories were written by a team of very different people, with no clear overall vision.
Apparently their latest game was much better on that regard (?) but I haven't played it. My laptop is no longer game-friendly.
The gameplay was superb, the story not so much. For DOS1 and 2 I mean, not BG.
I've still never finished BG2.
Same problem I always have with elder scrolls games. I end up being a completionist for quests and hoarder of stuff.
(https://thumbs.gfycat.com/AnnualDistinctCormorant-max-1mb.gif)
Interesting. And I agree with Valmy and Oex about the tone of Larian RPG's.
I was/am kickstarter backer for DOS2, I am obviously in for this BG3.
For those who need to play BG1 & BG2, Modern consoles versions are coming.
Quote from: Grey Fox on June 07, 2019, 07:16:42 AM
I was/am kickstarter backer for DOS2, I am obviously in for this BG3.
For those who need to play BG1 & BG2, Modern consoles versions are coming.
Man, I got so much gameplay out of the BG2 discs you gave me.
IMO, the best parts of BG1 and 2 was the middle sandbox. I usually lost interest in finishing the story arc and at a certain point would restart and try a different character and a different party. Got a lot of replay that way. Thousands of hours.
Trailer with the mind flayer looks cool. It's unlikely I will play because I don't want to make the time to do it right.
Quote from: Grey Fox on June 07, 2019, 07:16:42 AM
I was/am kickstarter backer for DOS2, I am obviously in for this BG3.
For those who need to play BG1 & BG2, Modern consoles versions are coming.
Both are already available on ipad.
There's also modernized versions on Steam, GOG, etc.
...with really mediocre "updated" content.
BG3 will be out as "Early Access" tomorrow. I will wait for the full game before making a decision.
I recently played through Baldur's gate on on anticipation of this game coming out. The tone and voice acting is all over the place, but this was some of the early days for PC game voice acting. I don't think they hired anyone specially for writing and the plot was written out by some of the programmers.
I loved Baldurs Gate. Life changing. Icewind Dale was fun, Baldurs gate 2 was okay. Neverwinter Nights left me cold. Ive watched a bit of Baldurs 3, it looks impressive. I'll wait and see.
Unusually, the release date for this has been pulled forward to August 3rd. :hmm: Following Larian's previous successes with Divinity: Original Sin 1&2 and an I guess positive Early Access period, this is getting a lot of positive pre-release buzz. :unsure:
Meanwhile, after nearly 25 years I've finally beaten Baldur's Gate. Yes, the first one. :P
I bought the original (German release) at launch. The game came on 5 disks, and while you could define the size of the cache for the game's files, I had to swap disks because my HD at the time was only 1GB in size. :D
(https://i.redd.it/sffguznry9251.jpg)
The screen for swapping disks.
(https://i.imgur.com/eCuGMUa.png)
(Looking up the original box contents I remember that there was a paper map of the city of BG itself which would have been useful in my playthrough.)
Anyways, at the time I got really into the game. I cleared out the entire map except Baldur's Gate itself. At the time I read that there'd be an expansion coming soon that would raise the level cap (that I was brushing up against). So I waited. For some reason the shops in my town took forever to get the expansion in, and by the time I bought it, I loaded up my old save and ... was entirely lost. The journal wasn't nearly as useful then as it is now in the enhanced edition. I made a few abortive attempts to start over but never even got near as far as my original playthrough.
I started a full play through of the game "recently." (I thought it was recently, but looking at my achievements in Steam, I did that in 2020 ... what even is time anymore? :ph34r: ) I had paused again at the entrance of Baldur's Gate, but these last couple of days I made the push to finally get through this. I enjoyed this final stretch more than I expected, though I ran into a few foibles of the game:
- House entrances on the "back" of the building (i.e. doors not on the visible parts of buildings in towns, so you have to mouse over the art to see if the cursor switches to an "enter building" symbol ... )
- Enhanced Edition is much better at tracking quests and its journal is improved a lot, but you can get so used to the automatic quest updates that if in one quest they don't show up you run around wondering what you missed before returning to the quest giver and realizing you were already done.
- Similarly, some quest steps can be done out of order, and generally the game is good about it and not getting confused. Still, in a few instances I had technically finished a quest, but still had to go through some previous steps to trigger the resolution.
On the plus side, pausing while in the inventory screen is a godsend (hated that about original release), and so are the gem pouch and the box for storing scrolls. The Tales of the Sword Coast expansion was fine. Durlag's Tower was fun, and I'm kinda happy to get through it without wakthrough, even though some mechanics/interactions are a bit opaque. ("Oh, there's a random item I can interact with to advance. Gotcha.") At first the Tower confused me. I went all the way up, and there was not much special. Then I realized there was a downstairs area. :ph34r:
I didn't play the Dragonspear expansion, because I read it has some spoilers for BG2 which I still have to play.
So yeah, BG1 finally finished, almost a quarter century after I first launched the game.
Did I play it on Easy/Story Mode difficulty. Hell yeah. :P
Do I feel guilty about it?
(https://media.tenor.com/L506kLtGqQwAAAAC/ted-lasso-roy-kent.gif)
Looking back, it seems I did one late game encounter quite differently from the "default." In Candlekeep library I'm meeting "Koveras" ( :rolleyes: ) who normally would talk you into killing the Iron Throne leaders in the library (and you have all kinds of reason to) and then have you arrested for the deed.
But because I wanted to explore still, I brushed him off right away before talking anything substantial. I thought I could talk to him later, but he walks off.
I run into the Iron Throne leaders, and I have Yeslick with me.
https://baldursgate.fandom.com/wiki/Yeslick_Orothiar
QuoteThere is an additional dialog between Yeslick and Rieltar Anchev if Yeslick is taken to Candlekeep in Chapter Six. Rieltar does not recognize Yeslick and the latter's justified desire for vengeance, the player can prevent Yeslick from taking violent vengeance or go along with his rage and slay Rieltar and his fellow Iron Throne leaders.
So I talked him down, letting them live (for now), and kept going upstairs. Where I run into a guard who tells me that Rieltar and the others were killed and I'm under arrest.
To be honest, I felt really blindsided by this (I didn't know the endgame content at all), but also felt rightfully indignant, considering I knew I hadn't killed them. (If I had, it would have been a different feeling of having been duped, I assume.) Rather nicely done by the game.
I just started Baldur's Gate Enhanced Edition for my first playthrough of any of the games. It was that or Neverwinter Nights Enhanced Edition. So far BG1EE is... ok? Is it worth playing other than for nostalgia which I lack? Should I skip to 2? NWN? I made a half-orc full cleric of Tyr because... it seemed like a good idea at the time? :lol:
BG2 is a direct continuation of the story as far as I know. I think if you engage the game's narrative and (aging) mechanics, make it to, say, Friendly Arm Inn or Beregost and decide you're not enjoying it, I would bail. The game's main fun is IMHO not so much following the main story but exploring the world and its side content. Its huge, massive piles of side content. I think there's few games with as many little stories (often with multiple ways to resolve them) as BG1. (Haven't played BG2 yet)
Oh also, the combat can be quite hard. :P
I've been meaning to play through BG 1 and 2 Enhanced Editions some time.
I did finish the first one though have never seen the expansions.
The second...my typical game of getting lost trying to do EVERYTHING. Several times over the years.
Quote from: Sophie Scholl on July 12, 2023, 05:10:23 AMI just started Baldur's Gate Enhanced Edition for my first playthrough of any of the games. It was that or Neverwinter Nights Enhanced Edition. So far BG1EE is... ok? Is it worth playing other than for nostalgia which I lack? Should I skip to 2? NWN? I made a half-orc full cleric of Tyr because... it seemed like a good idea at the time? :lol:
Sophie! :hug:
For some reason I thought you left us.
BG1EE is a little unbalanced from using the the BG2 engine but otherwise still really great IMO. If you want the experience of exploring a world with a team of adventurers and don't mind not finding anything of interest a large amount of the time. And low level adventures have a certain charm BG2 doesn't have IMO.
But I also LOVED BG1 when it came out. I won it six times the first year I had it :blush:
BG2 is a quite different than BG1 as there is less focus on exploration and just on lots of action all the time. Plus if there is a monster you like in Dungeons and Dragons 2nd edition it shows up in BG2 or BG2:ToB someplace. Even obscure Dark Sun and Planescape stuff.
My main annoyance with BG1 to BG2 is that BG2 just assumes you had a certain party of adventurers with you in BG1 and does weird things with the other BG1 companions.
BG1 is definitely "check each map for any weird stuff you run into." And there's plenty weird stuff and small encounters/quests all over - but also plenty "empty" bits of map - but the maps still look very pretty IMHO.
Quote from: Syt on July 12, 2023, 12:21:33 PMBG1 is definitely "check each map for any weird stuff you run into." And there's plenty weird stuff and small encounters/quests all over - but also plenty "empty" bits of map - but the maps still look very pretty IMHO.
I remember the sinking feeling I had when I realized I had missed out on a large part of the game by failing to poke about.
Quote from: Valmy on July 12, 2023, 11:18:35 AMSophie! :hug:
For some reason I thought you left us.
I took some time off and will be limiting where and how often I engage, but the Gaming HQ is a (relatively) friendly and safe spot. So... we'll see how things go!
I appreciate all of the answers to my question, too! I'll probably play a bit more and see how it feels. I don't mind the graphics, but ooof the slooooow movement is a bit rough. Especially with a lot of back and forth. And this was just in Candledeep! :lol:
I've also got a ton of new content in WoW to work through, LotRO, and Diablo IV, so we'll see which game I end up playing and latching onto for the next while.
BG2 is much better than BG1. Definitely worth playing if you never played it.
Its not really a direct continuation as the segue between the two story lines is a bit far fetched and assumes a certain party setup in BG1.
Quote from: Zanza on July 12, 2023, 04:56:49 PMBG2 is much better than BG1. Definitely worth playing if you never played it.
They are very different despite being in a very similar engine. I strongly disagree BG2 is better.
QuoteIts not really a direct continuation as the segue between the two story lines is a bit far fetched and assumes a certain party setup in BG1.
Yes. Definitely an annoyance.
Quote from: Zanza on July 12, 2023, 04:56:49 PMBG2 is much better than BG1. Definitely worth playing if you never played it.
Its not really a direct continuation as the segue between the two story lines is a bit far fetched and assumes a certain party setup in BG1.
I was surprised that the canon party was my party in BG 1. Siege of Dragonspear is suppose to play out the segue between the two games.
Quote from: Valmy on July 12, 2023, 06:58:44 PMQuote from: Zanza on July 12, 2023, 04:56:49 PMBG2 is much better than BG1. Definitely worth playing if you never played it.
They are very different despite being in a very similar engine. I strongly disagree BG2 is better.
Fair enough, it is a matter of taste. Anyway, if you like BG1, you should at least play BG2 once to see if you also like it.
These isometric RPGs are something I have really wanted to like but always seem to burn out on them far before I can finish them. I wonder why that is.
Quote from: Tamas on July 13, 2023, 04:53:17 AMThese isometric RPGs are something I have really wanted to like but always seem to burn out on them far before I can finish them. I wonder why that is.
A lot of them are really long since they are relatively simple to make content for. I would like to recommend the Heart of Winter expansion for IWD since it is such a short and exciting adventure...but it is also hard as shit so not really a good intro adventure.
Quote from: Zanza on July 12, 2023, 11:01:13 PMQuote from: Valmy on July 12, 2023, 06:58:44 PMQuote from: Zanza on July 12, 2023, 04:56:49 PMBG2 is much better than BG1. Definitely worth playing if you never played it.
They are very different despite being in a very similar engine. I strongly disagree BG2 is better.
Fair enough, it is a matter of taste. Anyway, if you like BG1, you should at least play BG2 once to see if you also like it.
I agree. They are both really good but despite being in mostly the same engine with the same characters and the same rules they are very different.
I slightly prefer BG1 because holy shit BG2 is hard and has a very long (if exciting and cool) linear part in the middle of the game. And there is something almost evil about Throne of Bhaal (granted it literally takes place in the lower planes and all...) about how ruthlessly it stretches the AD&D 2nd Ed rules for a super highly level game.
Yeah, if you want to do all optional quests in BG2, it will take a while. And yes, the middle chapter, as well as Throne of Bhaal, is fairly linear, but before and after that you can explore a very nice world.
Quote from: Valmy on July 12, 2023, 11:18:35 AMQuote from: Sophie Scholl on July 12, 2023, 05:10:23 AMI just started Baldur's Gate Enhanced Edition for my first playthrough of any of the games. It was that or Neverwinter Nights Enhanced Edition. So far BG1EE is... ok? Is it worth playing other than for nostalgia which I lack? Should I skip to 2? NWN? I made a half-orc full cleric of Tyr because... it seemed like a good idea at the time? :lol:
Sophie! :hug:
For some reason I thought you left us.
BG1EE is a little unbalanced from using the the BG2 engine but otherwise still really great IMO. If you want the experience of exploring a world with a team of adventurers and don't mind not finding anything of interest a large amount of the time. And low level adventures have a certain charm BG2 doesn't have IMO.
But I also LOVED BG1 when it came out. I won it six times the first year I had it :blush:
BG2 is a quite different than BG1 as there is less focus on exploration and just on lots of action all the time. Plus if there is a monster you like in Dungeons and Dragons 2nd edition it shows up in BG2 or BG2:ToB someplace. Even obscure Dark Sun and Planescape stuff.
My main annoyance with BG1 to BG2 is that BG2 just assumes you had a certain party of adventurers with you in BG1 and does weird things with the other BG1 companions.
Agreed.
BG1 is much better.
BG2 begins to lean a bit much into power gaming and combat. Which is not the strongest part of the game.
Though minsc, imoen, and jaheira were from my bg1 party. I guess they are the most typical straight forward good aligned party.
Kind of a shitty transition between the games though yes.
Surprised modders haven't done something with that (or maybe they have. I haven't checked)
There's a whole game that deals with the transition.
I've started BG2, about 12 hours in (yes, in Story Mode ... feeling lazy :P ). (No spoilers, pls!)
It indeed starts off a lot more in medias res than the 1st one. And it seems you can't walk five feet without running into a new quest. I feel every time I finish one quest, two new ones are added to the journal. The quests are fun, but I kinda miss the chill exploration of the first game. "Ok, let's finally deal with ... " - "Oh adventurer, I need your help!" :D
Still in Chapter 2. I haven't even been to all city districts yet, and only a few non-city locations.
Also, Minsc is getting a bit annoying with his enthusiasm. And that's me, playing lawful good. :lol:
Oh, and: David Warner. :wub:
No one talking about the bear here? :unsure:
I mentioned it in the misc. thread, but not even Brain replied. <_<
I've been playing Solasta a bit, while this has been gestating, as the former was recently discounted. Also uses the 5E ruleset although with its own custom subclasses. Nice tactical feel and one of the first such games I've played where the "light" spell is essential.
Quote from: jimmy olsen on July 16, 2023, 06:44:13 PMNo one talking about the bear here? :unsure:
Bear? :unsure:
Quote from: Syt on July 17, 2023, 06:43:40 AMI mentioned it in the misc. thread, but not even Brain replied. <_<
I feel like when a brand so wants to be edgy and the topic of conversation, I don't want to reward them. :sleep:
Quote from: garbon on July 17, 2023, 09:18:14 AMI feel like when a brand so wants to be edgy and the topic of conversation, I don't want to reward them. :sleep:
It's more round and furry then edgy.
Quote from: Valmy on July 17, 2023, 08:43:35 AMQuote from: jimmy olsen on July 16, 2023, 06:44:13 PMNo one talking about the bear here? :unsure:
Bear? :unsure:
It was a weird trending news story last week that theres a sex scene with a druid who turns into a bear
Quote from: garbon on July 17, 2023, 09:18:14 AMI feel like when a brand so wants to be edgy and the topic of conversation, I don't want to reward them. :sleep:
Yeah... I don't have an issue with folks who are into furry stuff, but it's not my thing at all so I don't have anything to say about it.
Well, they seem to offer you choice:
https://gizmodo.com/baldurs-gate-3-druid-bear-sex-scene-d-d-larian-1850615741
QuoteThe other meanwhile, saw one of the playable party members gamers can pick instead of a custom character, Astarion (a High Elf Vampire), escape the city for a nighttime forest encounter with the party member Halsin, a Wood Elf druid. Much to the delight of the watching live audience, the scene quickly saw both men undress for a moment of intimacy... before, while being overcome with lust, Halsin lost control of his druidic abilties and briefly wildshaped into a bear.
Being a Dungeons & Dragons game, and therefore being about letting you make any choice you want, the scene could've played out multiple ways—the player can back out, scared off by Halsin's lack of control; they can comfort him and continue their romantic encounter; or they can... ask him to turn back into a bear. What do you think the audience picked? "Have you ever considered the joys and pleasures of sexual congress with a wildshaped Druid?" Adam Smith, a lead writer on Baldur's Gate 3, said in a statement sent via press release. "Because at Larian, we have, and ultimately landed on the side of giving the people what they want: tender, consensual romance with a man temporarily transformed into a grizzly bear."
Quote from: jimmy olsen on July 16, 2023, 06:44:13 PMNo one talking about the bear here? :unsure:
Surely the TV/Movies thread has some discussion?
Those of you who've played BG3 in early access - how much of your party can be custom made vs how many premade PCs (or GMPCs) do you need to have in your group?
Haven't played the beta (or Divinity Original Sin 2), but one of the complaints about D:OS2 was apparently that if you picked a pre-made character they had pretty well written character stories and quests for each one, but if you created your own ones that was largely missing. It seems that in BG3 they made it that you create your character but can then select a "backstory" that will have ongoing influence on your gameplay (kinda like Dragon Age: Origins, I guess?).
RPS has more here: https://www.rockpapershotgun.com/baldurs-gate-3-is-about-choices-but-when-the-dark-urge-takes-over-you-can-only-react
Quote from: Josquius on July 17, 2023, 11:29:00 AMQuote from: Valmy on July 17, 2023, 08:43:35 AMQuote from: jimmy olsen on July 16, 2023, 06:44:13 PMNo one talking about the bear here? :unsure:
Bear? :unsure:
It was a weird trending news story last week that theres a sex scene with a druid who turns into a bear
You know maybe it was better in BG2 when this kind of thing could only be done in text.
Quote from: Valmy on July 17, 2023, 02:43:32 PMQuote from: Josquius on July 17, 2023, 11:29:00 AMQuote from: Valmy on July 17, 2023, 08:43:35 AMQuote from: jimmy olsen on July 16, 2023, 06:44:13 PMNo one talking about the bear here? :unsure:
Bear? :unsure:
It was a weird trending news story last week that theres a sex scene with a druid who turns into a bear
You know maybe it was better in BG2 when this kind of thing could only be done in text.
The internet disagrees. Sales on steam rose 70 spots to number 3 after that demo.
Quote from: Jacob on July 17, 2023, 12:54:51 PMThose of you who've played BG3 in early access - how much of your party can be custom made vs how many premade PCs (or GMPCs) do you need to have in your group?
You can play as one of the act 1 companions in place of the PC and change their appearance and crunch during character creation.
I'm so excited for this game! I've been tempted to get the early access version, but I think I'm going to hold off so I can go in fresh at launch. I'm debating between a cleric and a paladin. Probably Half-Orc. I'm thinking I'll try to romance Karlach the Tiefling Barbarian. I really hope there is a story mode level of difficulty as I'm significantly more invested in the story, roleplaying, immersion, and adventure aspects of it over strategy, grind, and puzzling.
Quote from: Sophie Scholl on July 27, 2023, 04:59:20 AMI really hope there is a story mode level of difficulty as I'm significantly more invested in the story, roleplaying, immersion, and adventure aspects of it over strategy, grind, and puzzling.
Well that's just not in the spirit of Baldur's Gate at all :lol:
More power to you Sophie.
I am always core rules all the way. Let
Bioware Larian kill me in the way
TSR WOTC intended.
Quote from: Valmy on July 27, 2023, 12:10:27 PMI am always core rules all the way. Let Bioware Larian kill me in the way TSR WOTC intended.
Bah "core" rules are for wussies. You can get hit by fireballs all day long and never have to check for damage to your travelling spell books. And not a single 10 ft pole or 50 ft of rope in sight.
Kids these days ...
Quote from: The Minsky Moment on July 27, 2023, 07:00:52 PMBah "core" rules are for wussies. You can get hit by fireballs all day long and never have to check for damage to your travelling spell books. And not a single 10 ft pole or 50 ft of rope in sight.
Kids these days ...
:wub:
Quote from: The Minsky Moment on July 27, 2023, 07:00:52 PMQuote from: Valmy on July 27, 2023, 12:10:27 PMI am always core rules all the way. Let Bioware Larian kill me in the way TSR WOTC intended.
Bah "core" rules are for wussies. You can get hit by fireballs all day long and never have to check for damage to your travelling spell books. And not a single 10 ft pole or 50 ft of rope in sight.
Kids these days ...
Ah 1970s D&D.
"You see the entrance to the dungeon"
"We bravely enter yelling our battle cry"
"You all fall down a 100 foot pit and die"
Sounds like you played with a crap DM :nerd:
Quote from: Jacob on July 27, 2023, 08:41:19 PMSounds like you played with a crap DM :nerd:
Just making a reference to a very specific adventure :P
(https://static.tvtropes.org/pmwiki/pub/images/tombofhorrors.jpg)
And it wasn't the DMs fault, he was just playing it as written!
Quote from: Valmy on July 27, 2023, 07:54:00 PMAh 1970s D&D.
"You see the entrance to the dungeon"
"We bravely enter yelling our battle cry"
"You all fall down a 100 foot pit and die"
:lol: That's great. I guess I never read up on the madness of the original too much. My introduction was via the old computer/NES games, the Dragonlance books, and the boxed starter set with the red dragon on the cover.
I cannot overstate the effect the original Dragonlance trilogy had on me and my couple of friends who read my copies (well I had the Hungarian translations of it of course).
We were RPGing already using a Hungarian system which was our first exposure to the whole idea and I had one or two of the Fighting Fantasy books already, but this was the first fantasy epic I read and right away something meant to fit into AD&D. We ended up naming our first AD&D characters after characters from the book. :D (we were 13, in our defense).
I think I read the trilogy 6 times during my teenage years.
A favorite old school rule was the requirement to spend weeks of training and studying time (plus gobs of money) before advancing in level. Definitely up there in the hierarchy of most ignored AD&D rule. Love to see the player reaction if that rule was properly implemented in a cRPG ("wait where's the level up button for my cleric? 2000 gp on vestments? WTF?")
Quote from: Valmy on July 27, 2023, 07:54:00 PMAh 1970s D&D.
"You see the entrance to the dungeon"
"We bravely enter yelling our battle cry"
"You all fall down a 100 foot pit and die"
See now that would never happen to proper 70s era players. It would some poor hirelings and henchmen that would be the first to go.
Better boost that CHA on your fighter - going to need some more henchmen.
Quote from: Valmy on July 27, 2023, 09:46:01 PMJust making a reference to a very specific adventure :P
And it wasn't the DMs fault, he was just playing it as written!
Yeah okay if your DM selects a tournament module and runs it as written, then yeah that's what you're going to get. Still is the DM's responsibility.
Quote from: Jacob on July 28, 2023, 12:04:33 PMQuote from: Valmy on July 27, 2023, 09:46:01 PMJust making a reference to a very specific adventure :P
And it wasn't the DMs fault, he was just playing it as written!
Yeah okay if your DM selects a tournament module and runs it as written, then yeah that's what you're going to get. Still is the DM's responsibility.
Ok I never actually played D&D in the 1970s, I was born in 1977, and I never actually ran this module. I was just making a joke and a nerdy reference.
Two by Fours was an awful module.
Quote from: Valmy on July 28, 2023, 02:31:25 PMOk I never actually played D&D in the 1970s, I was born in 1977, and I never actually ran this module. I was just making a joke and a nerdy reference.
[/quote
I was just engaging in nerdy banter :hug: :nerd:
... and I didn't start until the 80s either.
Quote from: Tamas on July 28, 2023, 09:10:11 AMI cannot overstate the effect the original Dragonlance trilogy had on me and my couple of friends who read my copies (well I had the Hungarian translations of it of course).
We were RPGing already using a Hungarian system which was our first exposure to the whole idea and I had one or two of the Fighting Fantasy books already, but this was the first fantasy epic I read and right away something meant to fit into AD&D. We ended up naming our first AD&D characters after characters from the book. :D (we were 13, in our defense).
I think I read the trilogy 6 times during my teenage years.
I actually started with The Legend of Huma followed by its sequel, Kaz the Minotaur. For whatever reason, those were the ones that jumped out to me over the Dragons trilogy. It was wild reading them eventually and seeing Sturm, the "modern" Knights of Solamnia, and seeing so many, to me, reoccurring little bits of lore from Huma pop up. Huma and Kaz were absolute game changers though in terms of my love of fantasy in general and knights and knighthood in particular. I think I'm on my... like 5th copy of Huma and 3rd of Kaz? I've read Huma well over a dozen times. Probably more than twenty over the years if I really tried to do a full reckoning. I honestly couldn't even tell you if it is remotely a good book, because I have zero objectivity on the subject. It is possibly even more of a comfort book for me than the LotR trilogy. I have a feeling I might need to do a re-read as soon as I finish my current primary read. For many reasons.
BG3 final info: https://store.steampowered.com/news/app/1086940/view/3655285307835439472
Download will be 122GB (no pre-load, apparently not possible if the game was in early access), unlocking 3rd August at the below times. Some more info about the game in general (voice actors, mind flayer skill progression, etc.). There's also some info on 4K requirements.
QuoteWith a good CPU and a GeForce 3060, you can play at 1440p at 60fps. Native 4K will require double fill rate, so we recommend using a top-end GeForce 4080/4090 or AMD equivalent. And of course, with DLSS, you can reach 4K with lower requirements, thanks to the wizards at Nvidia.
(https://clan.cloudflare.steamstatic.com/images//35190511/aaa5c1f644decb86342d4674a41d7d3a8a55833d.jpg)
I'm nearing completion of BG2 - Throne of Bhaal. I may be able to finish by Thursday late afternoon, and I will probably have thoughts about it afterwards that I will post around here somewhere. :P
Throne of Bhaal is not as good as the main game. The story is way too linear and the power gaming is absurd. By the end, your characters could probably single-handedly take the top enemies from the base game.
Quote from: Zanza on August 01, 2023, 01:47:00 AMThrone of Bhaal is not as good as the main game. The story is way too linear and the power gaming is absurd. By the end, your characters could probably single-handedly take the top enemies from the base game.
That's what it feels like so far. Even in Story Mode, some of the fights and what's getting thrown at you is a bit brutal. I do appreciate, though, that by this point any ranged characters will have weapons/accessories that don't require restocking of ammo anymore. And I was incredibly happy when I finally found a bag of holding in the main campaign. :P
The only problem is that the Bag of Holding can become full. :P
Quote from: Solmyr on August 01, 2023, 03:29:54 AMThe only problem is that the Bag of Holding can become full. :P
So I noticed. -_-
Quote from: Solmyr on August 01, 2023, 03:29:54 AMThe only problem is that the Bag of Holding can become full. :P
Literally unplayable.
In the base game, you can keep all the clutter in your class holdout, no? Can't remember if you have something similar in ToB. The Pocket Plane or so?
Quote from: Zanza on August 01, 2023, 04:28:12 AMIn the base game, you can keep all the clutter in your class holdout, no? Can't remember if you have something similar in ToB. The Pocket Plane or so?
Technically yes, but I didn't acquire the class holdout till quite late.
Quote from: Valmy on July 28, 2023, 02:31:25 PMQuote from: Jacob on July 28, 2023, 12:04:33 PMQuote from: Valmy on July 27, 2023, 09:46:01 PMJust making a reference to a very specific adventure :P
And it wasn't the DMs fault, he was just playing it as written!
Yeah okay if your DM selects a tournament module and runs it as written, then yeah that's what you're going to get. Still is the DM's responsibility.
Ok I never actually played D&D in the 1970s, I was born in 1977, and I never actually ran this module. I was just making a joke and a nerdy reference.
'We' played D&D in the late 70s, the Giants, the D series incl. Kuo-Toa and some of the S1 series episodes stand out; I don't recall much about Tomb of Horrors, probably wasn't that good.
Quote from: Syt on August 01, 2023, 01:23:55 AMBG3 final info: https://store.steampowered.com/news/app/1086940/view/3655285307835439472
Download will be 122GB (no pre-load, apparently not possible if the game was in early access), unlocking 3rd August at the below times. Some more info about the game in general (voice actors, mind flayer skill progression, etc.). There's also some info on 4K requirements.
QuoteWith a good CPU and a GeForce 3060, you can play at 1440p at 60fps. Native 4K will require double fill rate, so we recommend using a top-end GeForce 4080/4090 or AMD equivalent. And of course, with DLSS, you can reach 4K with lower requirements, thanks to the wizards at Nvidia.
OK but what we really want to know is well it runs on Steam Deck.
We played Tomb of Horrors with my high school DND group. It was a pure dungeon crawler, and a pretty memorable one I'd say, but really thin on the story part of the experience. But we didn't care much for that at that age :p
Steam says BG3 has LAN and Online Co-op. Do any of you know how that feels? Is it really good? Kind of shitty?
... and presumably it requires two copies of the game?
I'm seeing online references to split screen being available on Xbox and PS5, but haven't seen it mentioned on PC. Do any of you know if it's possible?
Quote from: The Minsky Moment on August 01, 2023, 09:45:59 AMQuote from: Syt on August 01, 2023, 01:23:55 AMBG3 final info: https://store.steampowered.com/news/app/1086940/view/3655285307835439472
Download will be 122GB (no pre-load, apparently not possible if the game was in early access), unlocking 3rd August at the below times. Some more info about the game in general (voice actors, mind flayer skill progression, etc.). There's also some info on 4K requirements.
QuoteWith a good CPU and a GeForce 3060, you can play at 1440p at 60fps. Native 4K will require double fill rate, so we recommend using a top-end GeForce 4080/4090 or AMD equivalent. And of course, with DLSS, you can reach 4K with lower requirements, thanks to the wizards at Nvidia.
OK but what we really want to know is well it runs on Steam Deck.
Yeah. Once I read that I bought it :lol:
I will get it next weekend. Not sure if it runs on my machine though.
It would have been cool if they allowed at least partial pre-downloading of assets. :glare:
Started the game on Steam Deck and can confirm it works. Default settings are medium, running at 30fps. Even has controller support. :bowler:
Storymode is... not very easy. Ooof. I honestly think it might be broken. I don't see any of the differences between it and normal.
Quote from: Zanza on August 03, 2023, 12:19:55 PMI will get it next weekend. Not sure if it runs on my machine though.
A friend is running it on his PC built in 2014, so it's apparently quite lenient. You may have to adjust some settings down.
On my Intel Core i5 10600K and 32GB (or is it 24, can't remember right now) RAM with a GeForce 1660 it runs very smoothly in Ultra, although in 1080p only.
What's everybody first impression?
So far very positive (been a while that intro cinematics blew me away, for example), but I have just entered the "here's this town-like area go around talking to random people if you don't want to miss side quests" phase which wears me down in these kind of games eventually. I am feeling motivated to continue, though.
That part sounds like the most fun. :P
Roughly 2 and a half hours in. Mostly just messing with character creation and getting through the tutorial.
Very positive vibe so far. I haven't played a CRPG in a long time but this feels like getting back on a bike after a long time away. I like it.
I'm playing this on a Steam Deck on the Ultra preset with a few settings turned down to Low and FSR on. It's running a solid 30fps and it looks spectacular on the small screen. It's honestly incredibly I'm playing a game that looks and feels this good on a handheld. And the controller scheme is very intuitive.
Can someone with the PC version confirm whether or not split-screen coop is possible? My internet searching has turned up conflicting information.
... the question is now academic for me, as I just bought it and am waiting for the ~120 GB download to finish. So I guess I'll see for myself :lol:
On vacation. I will try it next week sometime and let you guys know what I think.
This is probably the best review out for the game right now. The guy is a CRPG fanatic.
I should really search for an authentic Ad&D 1st Edition experience, any suggestion which games do conform to those rules or at least something in the spirit of the game from way back then?
Quote from: Zanza on August 04, 2023, 10:40:36 AMWhat's everybody first impression?
It's a really well-executed D&D CRPG. It seems faithful to the 5E rules, faithful to the Forgotten Realms setting, and well executed in terms of mechanics, graphics, and story (so far as I've gotten, which isn't very).
Turns out that's not what I want to play right now, but it did motivate me to go back and troubleshoot my otherwise abandoned Skyrim modlist.
The opening cinematic does a great job setting the stakes and providing a call to action. That said, my personal philosophy is that video-game cutscenes should focus on interpersonal interactions that add emotional heft to gameplay rather than high action sequences not achievable in gameplay. So the bits with the little larvae thingies was great. I found all the flying and smashing and high action stuff a bit tedious. It does look really good, though, and it's nicely executed.
Quote from: mongers on August 04, 2023, 06:44:53 PMI should really search for an authentic Ad&D 1st Edition experience, any suggestion which games do conform to those rules or at least something in the spirit of the game from way back then?
The Goldbox games are available on Steam if you are willing to accept late 80s graphics.
The original Baldur's Gate used 2e rules but 2nd edition isn't really THAT different.
Quote from: The Minsky Moment on August 04, 2023, 08:58:57 PMQuote from: mongers on August 04, 2023, 06:44:53 PMI should really search for an authentic Ad&D 1st Edition experience, any suggestion which games do conform to those rules or at least something in the spirit of the game from way back then?
The Goldbox games are available on Steam if you are willing to accept late 80s graphics.
The original Baldur's Gate used 2e rules but 2nd edition isn't really THAT different.
Also on GOG. Keep in mind that you probably want to have the pdf manuals open for those as the games often refer to "tavern rumor no. X" or "journal entry no. Y" that you need to read up in it. They also contain all the tables for weapons, spells etc. IIRC the games are more dungeon crawling and combat focused, less story driven. Oh, and there's some quality of life tools frkm the community these days, e.g. automatically drawing a map as you explore.
Character creation and ruleset are quite smooth. Made me want to play D&D 5e. :lol:
I'm amazed they're onto 5th edition. 2nd edition lasted forever, seemed to be one of those things that just always was and would be there. I remember when 3rd came along but totally overlooked 4 and 5.
A quick read about BG3 and all the changes confuse me. So many new classes.
I shall play this some day. I guess no need to play 1 and 2 again first? Sounds only vaguely related.
3rd edition was the last tabletop version I played. I felt like I had fun despite the system. 5th edition feels much smoother but maybe its just that it is on a computer.
I'm 4 hours in this game and I'm still exploring the initial zone that is immediately after the tutorial :lol:
That zone is act 1
Quote from: FunkMonk on August 05, 2023, 10:02:21 AMI'm 4 hours in this game and I'm still exploring the initial zone that is immediately after the tutorial :lol:
30 hours into the game and same.
Quote from: Tamas on August 05, 2023, 05:40:02 AM3rd edition was the last tabletop version I played. I felt like I had fun despite the system. 5th edition feels much smoother but maybe its just that it is on a computer.
I DMed 3/3.5 to my then-RPG group quite heavily, though we started with AD&D 2e in the 90s. Forgotten Realms was actually the world we had the most campaigns in. So it holds a special place in my heart. I've played 5e in an online campaign last year, and the ruleset seems to be fairly robust. Definitely a lot easier to keep track of modifiers than it was in 3e!
Quote from: The Minsky Moment on August 04, 2023, 08:58:57 PMQuote from: mongers on August 04, 2023, 06:44:53 PMI should really search for an authentic Ad&D 1st Edition experience, any suggestion which games do conform to those rules or at least something in the spirit of the game from way back then?
The Goldbox games are available on Steam if you are willing to accept late 80s graphics.
The original Baldur's Gate used 2e rules but 2nd edition isn't really THAT different.
Thanks MM Ill check them out.
Sadly I've shelved it for now. I play mouse and keyboard from the couch, and the TV is my monitor. It's impossible to make tooltips and the UI in general bigger. Apparently that has been a constant complaint for 3 years on the Larian forums.
Going to wait for a mod to address that hopefully.
I find this situation pretty ridiculous for a AAA game in 2023. You can bet the console version will have a bigger UI. Not sure why PC is always a fucking afterthought.
Important note: Be sure to turn off karmic dice. It not only affects the player, it affects npc's, too. I was wondering why I they never missed and always did solid damage. I turned it off and the results were faaaaaar more reasonable. :)
Quote from: mongers on August 05, 2023, 12:23:08 PMQuote from: The Minsky Moment on August 04, 2023, 08:58:57 PMQuote from: mongers on August 04, 2023, 06:44:53 PMI should really search for an authentic Ad&D 1st Edition experience, any suggestion which games do conform to those rules or at least something in the spirit of the game from way back then?
The Goldbox games are available on Steam if you are willing to accept late 80s graphics.
The original Baldur's Gate used 2e rules but 2nd edition isn't really THAT different.
Thanks MM Ill check them out.
I haven't played on the table in over 30 years so understand that preference. However, the 5e ruleset is pretty good. Definitely more tactical options then 1e/2e and more immersive and useful ones than 3e. It's the first rules edition that makes playing a fighter an interesting option with 2 excellent subclasses. Casters are stronger than 1e/2e at lower levels but not quite as overpowered at high levels (fewer high level spell slots and many spells require constant concentration to maintain). It still has the wacky no holds barred multiclassing rules from 3e that funnel players to focusing efforts on "builds" rather than playing the damn character. But you can just ignore it - most of the classes do very well as a single class.
Quote from: Zoupa on August 05, 2023, 07:15:01 PMSadly I've shelved it for now. I play mouse and keyboard from the couch, and the TV is my monitor. It's impossible to make tooltips and the UI in general bigger. Apparently that has been a constant complaint for 3 years on the Larian forums.
Going to wait for a mod to address that hopefully.
I find this situation pretty ridiculous for a AAA game in 2023. You can bet the console version will have a bigger UI. Not sure why PC is always a fucking afterthought.
Hmm. I will also play it on my TV screen connected to a PC. Let's see if it is readable. Had that issue with other games too. Currently downloading, will play tonight.
I'm so tempted... but I wanted to devote this summer holidays to going to the beach and writing a "one for me" script that I've always wanted to finish, and BG3 would send my productivity to hell in a handbasket :lol:
Quote from: Zoupa on August 05, 2023, 07:15:01 PMSadly I've shelved it for now. I play mouse and keyboard from the couch, and the TV is my monitor. It's impossible to make tooltips and the UI in general bigger. Apparently that has been a constant complaint for 3 years on the Larian forums.
Going to wait for a mod to address that hopefully.
I find this situation pretty ridiculous for a AAA game in 2023. You can bet the console version will have a bigger UI. Not sure why PC is always a fucking afterthought.
When will they learn. I've been finding this problem is common in games for the past decade.
Even when they too put in a UI scaler it's usually broken, blowing up the entire UI to silly levels rather than just putting the text up a few points.
Did you start with a custom character or with one of the predefined origins?
Quote from: Zanza on August 06, 2023, 01:30:56 PMDid you start with a custom character or with one of the predefined origins?
I think the devs' recommendation was to play a custom character on your first playthrough to make it your own and not having to worry if any decision "makes" sense in the context of the predefined char's backstory. Also, you can pick them up as party members in game and follow their story lines, so you're not losing out on narrative.
I like how that advice assumes multiple playthroughs as a given :lol:
https://www.nexusmods.com/baldursgate3/mods/603
Bigger fonts mod. Just tested it now, works fine :) I suggest you create your character first, head into the game, save then exit the game. Install the mod in:
\AppData\Local\Larian Studios\Baldur's Gate 3\Mods
then relaunch.
I did not expect myself getting so hooked on this. Played over 20 hours during the weekend. :Embarrass:
After a very early restart, I am just now entering the Underdark. I think this is the last of the "Act I" territory.
I learned from playing Act I that there's always more territory than you think in Act I. :P
Quote from: Tamas on August 07, 2023, 06:43:01 AMI did not expect myself getting so hooked on this. Played over 20 hours during the weekend. :Embarrass:
After a very early restart, I am just now entering the Underdark. I think this is the last of the "Act I" territory.
What level is this game?
Sounds like you're starting pretty high.
Quote from: Josquius on August 07, 2023, 08:17:30 AMQuote from: Tamas on August 07, 2023, 06:43:01 AMI did not expect myself getting so hooked on this. Played over 20 hours during the weekend. :Embarrass:
After a very early restart, I am just now entering the Underdark. I think this is the last of the "Act I" territory.
What level is this game?
Sounds like you're starting pretty high.
No. You start level 1. I am now at level 5.
Suggestions for a starting character. You guys made me buy it :D
I went with the custom character and picked a human Paladin, hardly the most creative choice. Played like one and half hours so far. Not yet a fan of the UX, but the game itself seems solid enough. All the cutscenes interrupt the flow a lot though.
I went with Wyll on the theory of having a high CHA principal with good communication skills. And warlocks can do range, some melee, some spell stuff without being bogged down with huge spell lists. So can try out various aspects of the game without having to stress over whether I learned the right spells. And went with a premade because the whole idea of the warlock is a pact with a dangerous being and only the origin character will have that interaction scripted out.
Quote from: crazy canuck on August 07, 2023, 10:56:17 AMSuggestions for a starting character. You guys made me buy it :D
Fairly soon into the game you get the ability to completely respec into a different class (and the same for any companions you get), so you can experiment later if you want to try something different without a full restart.
Quote from: Jacob on August 06, 2023, 06:16:04 PMI like how that advice assumes multiple playthroughs as a given :lol:
The game definitely seems made for replaying with a different character build (and even moreso roleplaying a different personality). At the very least you'll want to play the Dark Urge at some point, because it apparently makes the game very different.
I was playing a paladin and decided to give bard a shot. Bard, so far, is absolutely amazing. They have everything you need as a primary character, plus they fill the role of Astarion if you're not keen on him being in the party. I plan on having Shadowheart for heals, Karlach for melee fighting, and.... Wyll or Gale for spells maybe?
I just went with a mod that let you have 16 companions in your party. :P I hate missing content because you didn't bring a specific character.
I restarted with a sorcerer to play with Lae'zal, Shadowheart and Astarion. That should be a reasonably balanced party. Let's see. But the game looks interesting enough to replay.
This game is fucking amazing. I have only had time to play a few hours but it definitely has my attention. I love the shit out of it.
Though I was kind of amused that you start the game on a wrecked Mind Flayer Ship in freaking Avernus yet somehow it is easier than just walking around Candlekeep in BG1 since you aren't potentially being ambushed by level 1 thief assassins when you don't have any gear. But it was certainly very cool.
I think the feature that most intrigues me is how you can play as one of the Companions. That is really cool and creative and really separates this game from the Bioware titles. I didn't realize that was what was going on at first and created a character and was like "hey wait these companions I keep finding are the premades I could play at the beginning..." that blew me away. I couldn't wait to restart and play as one of them and have a whole personal story (presumably anyway...) to play out in the game. It is kind of like BG and Planescape Torment combined.
Also since my character was a Paladin and the the first three companions I was meeting were obviously evil I needed another way to go. I do kind of wish alignments were a thing in this game because it would give me some guidance on how to play the mage guy Gale, since all it gives you is the roughest of outlines of his backstory. If I am going to play a character somebody else made I need as much information as possible, unless I am an amnesiac like in PS:T of course.
Anyway I enjoyed the combat system (I prefer RT with pause but this is fun) though holy shit PCs are much more powerful in 5th edition than they were in 2nd. Everybody has a basket of powers even at level 1. I enjoy the writing and the exploration. I never felt like Divinity Orignal Sin took itself very seriously (even compared to Bioware) and I am glad to see that isn't a problem so far. My main whine is that you only get four characters in your party at once. Like holy shit, that's only enough to cover the four basic archetypes. I wish it was six like in the original BG.
If I wasn't super busy and had a full life full of purpose I would be playing the shit out of this thing. 18 years ago I would be doing nothing but. Ah well, thus is the price of getting what you wanted in your life.
I look forward to getting to know all the companions and playing them in future run throughs. But it will be very slow going as I only get a few hours to play if I am lucky.
I think if you play as one of the premade companions, you are free to take them into whatever direction you want, alignment-wise. Don't think there's anything set in stone regarding that. My personal speculation of their alignments based on their personalities would be as follows:
Lae'zel - Lawful Evil like all githyanki, she's very much into authority and doesn't tolerate weakness
Shadowheart - True Neutral; she worships Shar (a NE goddess), but actually appreciates not being a dick to people, so she's not evil
Karlach - obviously Chaotic Good
Astarion - probably Neutral Evil, he's pretty selfish and vain and doesn't like heroics
Wyll - some variety of Good, probably Lawful Good based on his pact with a devil
Gale - also some variety of Good since he generally likes being nice to people; probably Neutral Good
Halsin - a druid of Silvanus so most likely True Neutral
This is a real pleasure to play. And I love that they have incorporated a DM of sorts.
Went with a half orc Paladin. Already thinking about a Bard or Sorcerer next. Although the pre-made warlock would also be interesting.
Now that I know I am going to be seeing my character in a lot of cut scenes I would have taken a bit more time designing their appearance. :D
https://www.pcgamer.com/i-broke-baldurs-gate-3-by-playing-as-a-party-of-bears/?
:lol:
Quote from: Solmyr on August 07, 2023, 06:35:25 PMI think if you play as one of the premade companions, you are free to take them into whatever direction you want, alignment-wise. Don't think there's anything set in stone regarding that. My personal speculation of their alignments based on their personalities would be as follows:
Oh you think that about Gale? That's cool, that is typically my favorite alignment.
Though I am skeptical a Priestess of Shar, who is the purest form of evil, would not be evil I am willing to give her a shot...especially since she is the only cleric I have found so far.
Planescape:Torment definitely made me a Githzerai fan, so tolerating having a Gith of the other sky is tough.
Regarding Shadowheart, she definitely does not like Selunites, but otherwise is not into hurting people and actually approves when you resolve things peacefully and help others. She can't be Good based on official cleric alignment rules, but TN is one step from NE, so she can be that.
Quote from: Solmyr on August 07, 2023, 03:56:17 PMI just went with a mod that let you have 16 companions in your party. :P I hate missing content because you didn't bring a specific character.
:lol:
Great game. I am trying to stick with "good guy" choices -although not exclusively- to keep content for a future "bad guy" playthrough. Although I am not sure how blurred those lines are/will remain in the game.
Also I am trying not to save scum for dialog rolls, except when failure in one would result in an absolutely unwinnable fight. :P
Between having a Friends cantrip from my main enchanter wizard, a Guidance cantrip from someone else, and occasional use of Inspiration points, I don't think I've ever failed a dialog roll. Granted, if you have a lower Charisma and no access to the above, you might fail more often.
Quote from: Solmyr on August 08, 2023, 11:57:51 AMBetween having a Friends cantrip from my main enchanter wizard, a Guidance cantrip from someone else, and occasional use of Inspiration points, I don't think I've ever failed a dialog roll. Granted, if you have a lower Charisma and no access to the above, you might fail more often.
Have you: turned off karmic dice? :P
So I started a game playing the Gith companion and wow the tutorial area was a lot different, they even added a whole new Gith character. I fucking love the reactivity.
I wanted to buy this. Then I remembered that I've had Divinity: Original Sin for years sitting in the library.
So I'm playing those first.
I'm enjoying it as well. Main is a warlock. :thumbsup:
I am wondering if I was playing the NPC warlock wrong in my first try. My PC was a wizard (also is in my current play) and I actually missed recruiting the lizard lady, meaning warlock guy was my melee guy and he... did not work great for that. Then again in my current game I of course have lizard lady but having a wizard as well in the team I fail to see what good the warlock would do. In fact I have a very classic line up of wizard-fighter-rogue-cleric and it is working quite well, giving me very AD&D feels. The fighter is great DPS now on level 5 hitting twice in a turn but also has the armor and HP to soak up damage when the enemies don't ignore her to come around hitting the other guys. The rogue is also good DPS but that mostly comes out at range, to be honest without that if it wasn't for lockpicking I'd probably have the barbarian instead. The cleric is well, the cleric, she can do decent damage as a secondar role especially if this nuke-at-touch spell (forgot the name) actually hits.
Quote from: Tamas on August 08, 2023, 03:37:26 PMQuote from: Solmyr on August 08, 2023, 11:57:51 AMBetween having a Friends cantrip from my main enchanter wizard, a Guidance cantrip from someone else, and occasional use of Inspiration points, I don't think I've ever failed a dialog roll. Granted, if you have a lower Charisma and no access to the above, you might fail more often.
Have you: turned off karmic dice? :P
Yes? When you have a +10 modifier and advantage, you don't need karmic dice.
Quote from: Solmyr on August 09, 2023, 04:54:51 AMQuote from: Tamas on August 08, 2023, 03:37:26 PMQuote from: Solmyr on August 08, 2023, 11:57:51 AMBetween having a Friends cantrip from my main enchanter wizard, a Guidance cantrip from someone else, and occasional use of Inspiration points, I don't think I've ever failed a dialog roll. Granted, if you have a lower Charisma and no access to the above, you might fail more often.
Have you: turned off karmic dice? :P
Yes? When you have a +10 modifier and advantage, you don't need karmic dice.
Fair. I don't have that much on Charisma-related stuff, it's the arcane/wizardry related checks when I can sport those numbers. :) Plus the [retracted] rogue guy is an absolute beast for picking locks.
Quote from: Tamas on August 09, 2023, 04:02:00 AMI am wondering if I was playing the NPC warlock wrong in my first try. My PC was a wizard (also is in my current play) and I actually missed recruiting the lizard lady, meaning warlock guy was my melee guy and he... did not work great for that.
Warlock can select Pact of the Blade which gives them a second melee attack at Level 5. Combined with combat oriented spells and invocations they can be effective. But they are still probably stronger using eldritch blast at range.
As a human Wyll can also use polearms and feat into polearm and great weapon master which will do lots of damage. With Pact of Blade he will use CHA as combat modifier.
I have been playing too and it's fantastic, but I loved the Divinity games so I expected Larian would not disappoint.
I created a custom character, a female drow warlock Lolth-worshipper, and was kind of a little disappointed when I encountered Minthara, because I expected a lot of dialogue about our shared drowness and Lolthiness, but I guess that's a reflection of how high Larian set the bar with this game.
Switch Astarion to the Thief subclass. The extra bonus action is just vicious. On the same turn he can hide (bonus) and unleash two sneak attacks if dual wielding. Or hide, sneak attack and then disengage to safety.
Quote from: The Minsky Moment on August 11, 2023, 08:23:35 AMSwitch Astarion to the Thief subclass. The extra bonus action is just vicious. On the same turn he can hide (bonus) and unleash two sneak attacks if dual wielding. Or hide, sneak attack and then disengage to safety.
Yes, he is one of my favourite things about the game.
I am trying a tankless party, with a Soceror main, Asterion, Blackheart and Gale. It's loads of fun, partly because I need to think about tactics more than I did when I had a Paladin. But most battles now end a lot quicker.
There really is no such thing as a tank in this game. Armor steps are limited, and it is very easy for casters to access armor and shield options, plus the shield spell gives them a unique defensive boost. The closest thing to a tank is the bear heart barbarian that gets resistance on all physical damage forms while raging. But even there opponents can just ignore or go around it.
yeah there's no real way to aggro opponents that I have found, so no real tank-tank.
Battlemaster fighters get goading strikes which give enemies a disadvantage when attacking anyone else than them. Also bear druids apparently have some sort of hard taunt, but I haven't looked at it yet.
The Bard (https://www.instagram.com/reel/CueuwXlgi2s/?igshid=MzRlODBiNWFlZA==)
Quote from: Tamas on August 12, 2023, 03:36:22 PMyeah there's no real way to aggro opponents that I have found, so no real tank-tank.
There are a few ways actually. Paladins get a bonus action spell which forces an opponent to attack them. Simply being located near an opponent forces them to attack so that they don't incur an attack of opportunity.
Fighters have similar mechanics.
Quote from: The Minsky Moment on August 12, 2023, 02:44:02 PMThere really is no such thing as a tank in this game. Armor steps are limited, and it is very easy for casters to access armor and shield options, plus the shield spell gives them a unique defensive boost. The closest thing to a tank is the bear heart barbarian that gets resistance on all physical damage forms while raging. But even there opponents can just ignore or go around it.
Not of you are using the skills of the tank classes properly. For example, Paladins have passive and active abilities that improves their armour class. Also, see above, can force opponents to target them.
The game difficulty is reduced having a Paladin as the player character, which I suppose is why it was the number one pick.
On my second play through I surprised how much content I missed on my first trip through. I thought I had been careful not to miss things :Embarrass:
Love how aggressively horny the companions are toward the MC. :lol:
Quote from: Tamas on August 12, 2023, 03:36:22 PMyeah there's no real way to aggro opponents that I have found, so no real tank-tank.
Quote from: crazy canuck on August 13, 2023, 12:17:01 PMPaladins get a bonus action spell which forces an opponent to attack them. Simply being located near an opponent forces them to attack so that they don't incur an attack of opportunity.
The battle master goading strike affects one opponent for one turn only. It doesn't really work for a true "tank" build. Also the stronger defensive build is eldritch knight which gets the shield spell; the BM fighter is likely not to be the strongest defensive character on the team. Overall, IMO there are better maneuver options.
The Paladin spell also affects only one opponent. It does last longer, but it also uses a crucial spell slot that could otherwise be used to power divine smite, so the opportunity cost is high in terms of foregone offense for a short-term single target taunt.
I haven't tried the druid bear taunt - at least as described it should affect multiple opponents. The bear has crappy AC though so that will only work at lower levels where opposition damage output won't swamp the bear HP. It's a tank like the Pz II - good enough against weak opposition, but a danger to itself against stronger opponents.
You certainly could try to create a tank like build by using one of the above options, possibly with barbarian for the resistances, and pick the sentinel feat and big pole arms to lock down opponents. (Although that means foregoing a shield--> lowering AC and thus in part defeating the point). Just seems suboptimal to me.
Every character class in BG3 can deploy good defensive abilities in some way, whether based on high AC, resistances, movement, stealth etc. Better to take advantage of particular strengths of each team member rather than force a tank role on one them that doesn't fit comfortably into this rule set.
This isn't an MMO. Just because there is not the sort of aggro mechanic that is found in games like WoW, doesn't mean there isn't a tank class in this game.
There is, it's just that you need to be a bit smarter about it than in an MMO where holding aggro is the only job of a tank class character.
I agree that there are better ways to craft a party but that does not detract from the point that if a player choose to, it is possible to create a tank type character. I just think that is not the best use of one of the four slots.
I originally started playing when the game came out, but stopped after the initial combat tutorial (fighting the imps) and decided to finish BG2 first since I was close to the end (see Syt plays thread for some hot takes :P ).
I restarted fresh yesterday and consequently spent an hour in character creation only to settle on my default character from BG1 and 2 (redhead female human paladin). :blush:
Anyways, played as far as I made it before last night (i.e. end of first combat with imps) and I notice the cutscenes are smoother, but I encountered glitches I hadn't before, despite the patches:
- in the encounter with the "open brain guy" his character model was now missing, so I was interacting with "air"
- in the combat tutorial, after switching characters the actions menu disappeared (it reappeared when I went back to the other character), forcing me to reload a quicksave (fortunately I quicksave often, anways ... hooray for 50 quicksave slots :D ) which sorted it out
The intro cinematic is a good reminder that living the life of an average Joe in the D&D setting must be an existential horror where powerful beings can step into your life at any point and kill you, maim you, or consign you to a myriad fates worse than death. Kinda makes you wonder if there's a The Boyz kind of take on this. :hmm:
And coming from BG2 I'm of course "overjoyed" to see Ilithids again so soon. <_< (Though obviosly a lot more gross than could be presented with BG2's capabilities.)
Quote from: Syt on August 16, 2023, 12:59:24 AM- in the encounter with the "open brain guy" his character model was now missing, so I was interacting with "air"
- in the combat tutorial, after switching characters the actions menu disappeared (it reappeared when I went back to the other character), forcing me to reload a quicksave (fortunately I quicksave often, anways ... hooray for 50 quicksave slots :D ) which sorted it out
The disappearing UI bug is apparently unique to Lae'zel, happened to me a couple of times too. Quicksave/quickload fixes it. It also usually fixes the disappearing model bug.
I'm still in chapter 1, just discovered the Underdark. I swear half my time is spent clicking on containers. :weep:
Well, PC Gamer, who in general tends to be not overly inflationary with their scores compared to others gives the game 97%:
https://www.pcgamer.com/baldurs-gate-3-review/
QuoteAfter spending 160 hours unravelling conspiracies, setting fire to monsters and finding increasingly fancy hats for my Bard, I can now confidently say that Baldur's Gate 3 is the greatest RPG I've ever played. If I wasn't writing this review, I'd be rolling a brand new character and jumping in for another hundred hours. I've got it bad.
It's my dream game: the best parts of Ultima, Baldur's Gate, Planescape: Torment, Arcanum: Of Steamworks and Magick Obscura and Divinity: Original Sin. But it also does so much more than tap into the RPG Greatest Hits, finding a way to unite disparate philosophies like cinematic storytelling, unhinged sandbox mayhem and tabletop-style roleplaying. Yes, it says, you can have your cake and eat it too.
And boy is it absolutely massive, as deep as it is wide. Each of the three acts could be their own epic RPG, jam-packed with elaborate dungeons, strikingly memorable quests and unique stakes, supported by systems that offer a truly intimidating amount of player freedom. It is a game overflowing with crossroads, with every step conjuring up yet more paths trying to seduce you off the beaten track.
Meanwhile, the game had 850,000 concurrent players on Steam on its second weekend (it actually went up compared to launch day weekend). :wacko:
I am over 70 hours in, now in early/mid stages of Act 3, but talking to a friend of mine, I realised I didn't even clear Act 1, even though I thought I did! I am 100% certain I did not clear Act 2.
Actually, without spoilering too much, the start of Act 3 was my first disappointment, the so far excellent pacing seem to be going off the rocks with entering the usual problem of "I must save the city/region/world but first let me do this menial quest most people wouldn't bother with even if they were not in an emergency". However, that was a fairly brief thing and now things are back to a state where it feels justified to take your time from a main story point of view.
I can't really stress enough how rare it is that I persevere with this kind of a game for this long, and actually having fun throughout the way not just grudging on due to a sense of pride. I am already planning out my next run once I complete the main story in this one.
There are manny areas in earlish Chapter 1 that I did not find on the first character.
I didn't understand what to look for until I had a few hours under my belt. Paying attention to the environment turns out to be important, I had spent too much time with Diablo where it's really just pretty art work.
I'm having a blast. Just started chapter 2.
BG3 DM voice outtakes:
https://www.youtube.com/watch?v=0YG0Fd63_70
https://www.youtube.com/watch?v=JAjwwubCygo
https://www.youtube.com/watch?v=7g5VvEPFucE
https://www.youtube.com/watch?v=VGcHyn6PycI
Don't normally enjoy games in this genre, but everyone keeps saying how good it is so I gave it a go. Enjoyable so far. My lack of DnD knowledge means my build is going to be less than ideal. Let's see how that goes.
What are you playing?
And don't worry, the game seems designed to be more enjoyable if you don't min/max just like the table top version actually :)
Quote from: HVC on August 20, 2023, 06:06:59 PMDon't normally enjoy games in this genre, but everyone keeps saying how good it is so I gave it a go. Enjoyable so far. My lack of DnD knowledge means my build is going to be less than ideal. Let's see how that goes.
You can play DnD for years and still not know what the good builds are. You have to sit down and get crunchy to determine that and only a certain sort of player does that.
Quote from: crazy canuck on August 20, 2023, 08:23:39 PMWhat are you playing?
And don't worry, the game seems designed to be more enjoyable if you don't min/max just like the table top version actually :)
Playing a human wizard with evocation because I want to blow stuff up from a distance :D
Quote from: HVC on August 20, 2023, 08:38:59 PMQuote from: crazy canuck on August 20, 2023, 08:23:39 PMWhat are you playing?
And don't worry, the game seems designed to be more enjoyable if you don't min/max just like the table top version actually :)
Playing a human wizard with evocation because I want to blow stuff up from a distance :D
Evocation is certainly quite powerful, especially once you get into the higher-level damage spells.
Quote from: HVC on August 20, 2023, 08:38:59 PMQuote from: crazy canuck on August 20, 2023, 08:23:39 PMWhat are you playing?
And don't worry, the game seems designed to be more enjoyable if you don't min/max just like the table top version actually :)
Playing a human wizard with evocation because I want to blow stuff up from a distance :D
You will have fun for sure.
You can have Gale in your party from the beginning after you leave the ship. As you probably already discovered.
So you might want to select him as your PC from the start so you can see his story.
Yup I found him. Went to the ruins with two wizards, a cleric, and a rouge. Probably would have been easier if I found laezal first :lol:
Quote from: HVC on August 21, 2023, 08:13:54 AMYup I found him. Went to the ruins with two wizards, a cleric, and a rouge. Probably would have been easier if I found laezal first :lol:
My PC is a sorcerer, and I have Gale, the rogue and cleric. I like that mix. Two spell casters add a lot of firepower.
The thing for you to think about is who will best do your dialogue for the persuasion checks.
If you want to stay with two casters in the party, think of going with the Sorcerer or Wyll the Warlock (or roll your own Warlock).
No need to have a dedicated front line melee character if you don't want one.
All the BG3 classes seem pretty solid and the recommended stat blocs should work fine for most purposes. The min/maxing seems to involve exploiting the ridiculous multiclassing system but you can just ignore it. Some of the feats are unbalanced compared to others but you have to play to level 4 before getting access to them.
Bit miffed, painted myself into a corner with an optional but pretty important quest, which I only realised after fighting through all its mobs and bosses. I think getting stuck here makes sense from a plot perspective, it also makes sense that I am not told explicitly that I have left myself no way to complete it, but still frustrating that I had to Google it. Gonna' go back about an hour worth of play to remedy it.
What I can say is that normal difficulty does NOT need min-maxing. If you don't min-max you can have very nice combats right at the difficulty I like - you must use basic tactics, for harder fights utilise terrain even, definitely scrolls and potions and such, but if you put the effort you'll win, if you half-ass it you will still survive, except big fights / bosses. Which is exactly how I like my RPGs.
As I mentioned I am running the basic party I learned from my AD&D days - a fighter, a rogue, a wizard, and a cleric. At level 12 I am finding my fighter (a Champion) (the lizard-y lady) an absolute beast, kitted out in heavy armour and shield but otherwise specced for damage, she is the bulwark of the party. The wizard (my PC) is a DPS machine as it should be and shares minimal crowd-control spells with the cleric, who is the healing machine. The rogue I have turned into a pretty good archer, but his main role is to deal with traps and doors, if that wasn't needed I'd have a second fighter or mage. I am fairly sure I could do much better with the rogue if I micro-managed its sneaking around and stuff.
EDIT: it does NOT need minmaxing :P
Quote from: crazy canuck on August 21, 2023, 08:31:04 AMQuote from: HVC on August 21, 2023, 08:13:54 AMYup I found him. Went to the ruins with two wizards, a cleric, and a rouge. Probably would have been easier if I found laezal first :lol:
My PC is a sorcerer, and I have Gale, the rogue and cleric. I like that mix. Two spell casters add a lot of firepower.
The thing for you to think about is who will best do your dialogue for the persuasion checks.
If you want to stay with two casters in the party, think of going with the Sorcerer or Wyll the Warlock (or roll your own Warlock).
No need to have a dedicated front line melee character if you don't want one.
Right now going with asterian, laezal, and shadow heart. I let Asturias lie for me a lot . Mainly because I like his dialogue :D At higher levels I might sub gale in once I can differentiate the two wizards more.
I'd like to read/see a Barb play-through.
I somehow lack creativity to utilize all the cool ways you can succeed in fights and other challenges in this game. It's amazing how alive the environment is and how diverse the items and skills are.
Currently playing as a fairly vanilla Paladin with Shadowheart, Astarion and Gale. But that standard party is fun nevertheless. But I guess I will replay the game eventually, maybe as an evil character or playing with Dark Urge.
I just read through list of cut content and it breaks my heart how much didn't make it in-game. It also blows my mind with how much *did* still make it in. I restarted (for like the 7th time XD )and I'm currently playing as a High Elf Cleric with a re-specced Shadowheart (now a rogue), Karlach, and Wyll in my party with me. I really, really wish you could have just one more companion as I'd love to add Gale for additional firepower and to unite all of the, more or less, "good" characters in a party.
I wish you could have 6 in your group. It just kills you can't.
Definitely. I'd love to be able to have more in the party. It just feels like you *have* to have certain classes. Which is... annoying. Like, I'd love to play a paladin, but I also don't see what class I could move Karlach to that would make sense from an rp standpoint (I know, personal problem :lol: ). I switched Shadowheart to rogue as I could mentally justify it in terms of her character, Shar being all about darkness and shadows and her having that weird artifact.
I've made it throught he initial old ruins and have entered the Grove.
Not been playing much, because with the heat atm it feels a bit intricate to focus on. Instead I've been playing Dorfromantik while watching a terrible (and terribly entertaining) skeptic podcast about weird phenomena most of the weekend. :blush:
I will say I'm quite impressed by the character animations. Coming from BG2 where you have pre-rendered cutscenes with characters seem to move way too much (which was probably just the artists at the time showing off and impressing players) I notice small changes in facial expressions, gestures and movements. It's a bit like what first struck me about Mass Effect 1 & 2's animations during cutscenes (and which made it hard for me to get into the more dated looking Dragon Age Origins which came out around the same time as ME2 and seemed technically quite dated by comparison - something that I softened on when I played it properly years later).
Going by CC suggestion I made a warlock. He's fun. Urchin so can pick locks and sneak. He's a mix of rouge, warrior, and wizard (of sorts). Just hit level three at the end of my day. Trying to decide between having a pet or magical weapon.
If you want a bigger party, then this mod works pretty well: https://www.nexusmods.com/baldursgate3/mods/327
You don't need to use the exe tweak if you don't play multiplayer, just put the mod into the installation Mods folder.
I've been doing what I often do with these games, which is start a bunch of different characters and run through the first few hours trying to figure what to go with. Monk and storm sorcerer have been faves so far, but I think I've settled on running with my College of Lore Bard. Takes care of pretty much all the skill checks singlehandedly plus full casting plus a ton of useful support abilities. Currently with Laezel, Wyll, Shadowheart. Not sure if optimal but Shadowheart seems essential (cleric kit too good to go without) and the repartee between Wyll and Laezel is hilarious.
Quote from: Solmyr on August 22, 2023, 03:19:48 AMIf you want a bigger party, then this mod works pretty well: https://www.nexusmods.com/baldursgate3/mods/327
You don't need to use the exe tweak if you don't play multiplayer, just put the mod into the installation Mods folder.
I'll think about it. The problem with such a brute force solution is I am pretty sure the game is balanced and designed for four characters.
When they reduced the character count from 8 in the old AD&D video games to 6 in Baldur's Gate it was annoying, I gotten used to 8 being the number (granted it was 6 PCs plus two NPCs you would recruit). But it was workable, you could still cover your base needs and had a few spots to experiment a bit with different combinations. But 4?
Maybe this is just a matter of different editions of D&D. In the early days I think it was assumed you would have a large number of players at the table.
The original Ravenloft module called for 6-8 players + DM:
(https://i.ebayimg.com/images/g/oJ4AAOSwMdddOnax/s-l1600.jpg)
While Curse of Strahd, in 5th Edition, is for 4-6 Players.
So maybe back in first edition the ideal party was 8, but now it is 4 and that is why the PCs are all super heroes now.
The focus of old school 1e was treasure hunting and resource management. Battling monsters, while unavoidable, was not the point; wandering monsters in particular were an evil to be avoided if possible. Dungeons had to be explored in multiple trips to refit, replenish rations and supplies, replace dead hirelings. Tenser's floating disk, a spell rarely if ever implemented in a Crpg, was an essential utility, because you needed some way to haul out the masses of cheap copper and silver coins that made up the bulk of found treasure, coins you needed to hire and replace the hirelings and henchmen you needed to keep your fragile low-to-mid level crew alive.
That model doesn't translate that cleanly to a cprg nor does it attract a mass gaming audience as easily as heroic epic fantasy. For the latter, the squishiness and weakness of 1-3 level AD&D characters is a bug not feature. Knowing that a stray orc arrow could take out any 1st level PC at any time encourages a certain style of play not conducive to what CRPG designers are trying to do. That's what the roguelike category is for.
I like what I've seen of the 5e rules, I think it captures much of the essential "soul" of AD&D. But if we are being honest, there is a lot of 4e in substance that has been nicely dressed up. Each class core has a series of things it can do constantly, such as cantrips or extra attacks; things it can do X time per short rest, and abilities that require long rest, mirroring the at will, encounter, and daily division of 4e powers; there is also a discernible distinction of utility and combat abilities. 5e does a much better job of packaging the schema in a more immersive way, but the substance at its core is easy to see.
Sure and that works better for a CRPG I guess. I just don't like that for my TTRPG games. I want my characters squishy and players terrified. I like 2nd Edition much better.
One thing more CRPG centric I have noticed is that in many ways BG3 is a step back to 2000s. We have a silent protagonist, we have more generic conversation animations. It isn't really cinematic outside of a few cutscenes. And you know what? Nobody really gives a shit. I hope other RPG studios take notice that the sacrifices to gameplay that were made to have a fully voiced protagonist and cinematic everything were wasted resources.
Players want more options, more gameplay, you can save that money for the fully voiced protagonist and the cinematic conversations.
Quote from: Valmy on August 22, 2023, 10:40:12 AMSure and that works better for a CRPG I guess. I just don't like that for my TTRPG games. I want my characters squishy and players terrified.
You'll probably want Warhammer or Call of Cthulhu then. :P Even in AD&D 2e, once the characters got over those first few levels, they'd become virtually unstoppable (in 2e, spellcasters more than anyone else).
Quote from: Valmy on August 22, 2023, 10:40:12 AMSure and that works better for a CRPG I guess. I just don't like that for my TTRPG games. I want my characters squishy and players terrified. I like 2nd Edition much better.
One thing more CRPG centric I have noticed is that in many ways BG3 is a step back to 2000s. We have a silent protagonist, we have more generic conversation animations. It isn't really cinematic outside of a few cutscenes. And you know what? Nobody really gives a shit. I hope other RPG studios take notice that the sacrifices to gameplay that were made to have a fully voiced protagonist and cinematic everything were wasted resources.
Players want more options, more gameplay, you can save that money for the fully voiced protagonist and the cinematic conversations.
I agree, and why I liked the Rolemaster combat system.
Everything was potentially dangerous and so role playing was essential
Just hit chapter 3. I've got Jaheira in the party, has anyone found a certain ranger and his beloved rodent in Baldur's Gate?. ^_^
Quote from: Legbiter on August 23, 2023, 12:51:47 PMJust hit chapter 3. I've got Jaheira in the party, has anyone found a certain ranger and his beloved rodent in Baldur's Gate?. ^_^
He's there, you have to do some questing first though.
On Steam the game sits at 250,000+ user reviews after 1 month, 95% of which positive. :o
Still making (very) slow progress. Still haven't left the Grove. :lol:
Quote from: crazy canuck on August 22, 2023, 09:23:55 PMQuote from: Valmy on August 22, 2023, 10:40:12 AMSure and that works better for a CRPG I guess. I just don't like that for my TTRPG games. I want my characters squishy and players terrified. I like 2nd Edition much better.
One thing more CRPG centric I have noticed is that in many ways BG3 is a step back to 2000s. We have a silent protagonist, we have more generic conversation animations. It isn't really cinematic outside of a few cutscenes. And you know what? Nobody really gives a shit. I hope other RPG studios take notice that the sacrifices to gameplay that were made to have a fully voiced protagonist and cinematic everything were wasted resources.
Players want more options, more gameplay, you can save that money for the fully voiced protagonist and the cinematic conversations.
I agree, and why I liked the Rolemaster combat system.
Everything was potentially dangerous and so role playing was essential
Chartmaster?
Yes, people who did not like a more detailed combat system did not like it.
Let's be real though: the true draw of the system was reading the crit results.
Quote from: The Minsky Moment on September 05, 2023, 12:15:31 PMLet's be real though: the true draw of the system was reading the crit results.
:yes:
Describing what happened was the best part of being a DM
But I also liked the phases within a round - the players could be a lot more tactical in their play.
Finally finished it. Pretty comfy experience overall. Hope they tone down the horniness a notch or 3 toward the MC (Jesus, Gale is a thirsty mofo). Gonna try a Dark Urge background next. Soundtrack, voice acting and general feel all excellent. Karlach dying at the end even hit me in the feels a little.
EDIT: whited out spoiler text - Jacob
Spoiler ass
That was her fate according to my dialogue choices. I did everything possible to help out with her condition as far as can be done on the Material Plane. Apparently she'll live if you play a little more attentively/romance her. Also game's been out for almost 6 weeks...
Her story conclusion in my playthrough really resonated with me because it neatly fulfilled her fate/storyarc while hitting me square in the feels wrt to a friend of mine being diagnosed with a rapidly terminal condition in his early 20's.
EDIT: whited out spoilers - Jacob
Quote from: Legbiter on September 08, 2023, 01:35:12 PMThat was her fate according to my dialogue choices. I did everything possible to help out with her condition as far as can be done on the Material Plane. Apparently she'll live if you play a little more attentively/romance her. Also game's been out for almost 6 weeks...
Her story conclusion in my playthrough really resonated with me because it neatly fulfilled her fate/storyarc while hitting me square in the feels wrt to a friend of mine being diagnosed with a rapidly terminal condition in his early 20's.
[/quote]
Some of us don't play video games very often. It will be months before I get out of Chapter 1 never mind the end of the game.
EDIT: whited out spoiler text - Jacob
Quote from: crazy canuck on September 08, 2023, 01:37:00 PMSome of us don't play video games very often. It will be months before I get out of Chapter 1 never mind the end of the game.
:lol:
Play faster.
;)
Apparently if you bring up relocating, at least temporarily, to Avernus while you scrounge up a cure, Karlach will live.
EDIT: whited out spoiler text - Jacob
Quote from: Legbiter on September 08, 2023, 01:35:12 PMAlso game's been out for almost 6 weeks...
Some of us don't play games until 2 years after release.
Some of us don't spend all day long in front of the computer playing games either. ;)
Quote from: viper37 on September 08, 2023, 03:04:55 PMSome of us don't play games until 2 years after release.
Some of us don't spend all day long in front of the computer playing games either. ;)
Well...if cc isn't going to finish the game except at the very end of our natural lifespans (how do you play the game anyway, do you log in, advance 10 yards, loot a carrot on the way, decide that's enough excitement for the day, log off) then maybe not ever visit this thread except once you're sure via obituaries/implied silence that all the rest of us are dead and cannot spoil one tiny piece of the whole tapestry? :huh:
So rather than just apologizing for the spoiler and removing it you triple down.
Quote from: Legbiter on September 08, 2023, 03:25:56 PMWell...if cc isn't going to finish the game except at the very end of our natural lifespans (how do you play the game anyway, do you log in, advance 10 yards, loot a carrot on the way, decide that's enough excitement for the day, log off) then maybe not ever visit this thread except once you're sure via obituaries/implied silence that all the rest of us are dead and cannot spoil one tiny piece of the whole tapestry? :huh:
I assume he plays like most normal people play BG games.
Start a character, get halfway through Act 1, think to yourself how it would be interesting to play class X, get that character halfway through, rinse and repeat a dozen times.
Quote from: The Minsky Moment on September 08, 2023, 04:05:12 PMStart a character, get halfway through Act 1, think to yourself how it would be interesting to play class X, get that character halfway through, rinse and repeat a dozen times.
That's what Withers is literally for. Shadowheart respeccing into a Light Cleric makes perfect sense given the story progression and I turned Astarion into a lockpicking Ranger because the stealth mechanics for a rogue was turning my hair gray.
You can't change race or appearance, and you can't undo certain in game choices. And you can't know what it's like to play an origin without playing that origin.
I haven't even gotten the game yet. I need a new PC. I have started Solasta which is kinda the same thing. I also have started playing Table Top at my local game store.
I just cannot seem to get out of Act 1. Every time I am like "ok I am about ready to go, I just want to check that one corner of the map" and then 8 hours later after some amazing adventure "that was cool...wait what was I doing again?"
Quote from: Legbiter on September 08, 2023, 01:51:36 PMApparently if you bring up relocating, at least temporarily, to Avernus while you scrounge up a cure, Karlach will live.
In my game I didn't want to force Avernus on her, so I didn't really bring it up much if at all, but she lived because Wyll suggested going there with her.
Quote from: Razgovory on September 08, 2023, 05:52:11 PMI haven't even gotten the game yet. I need a new PC. I have started Solasta which is kinda the same thing. I also have started playing Table Top at my local game store.
:cool:
I should really do something like that, but the store in my local city is in the only scuzzy part of town.
Please don't spoiler new games. Not everyone plays a game immediately on release. Not everyone plays at the same pace.
Quote from: The Minsky Moment on September 08, 2023, 04:05:12 PMStart a character, get halfway through Act 1, think to yourself how it would be interesting to play class X, get that character halfway through, rinse and repeat a dozen times.
Guilty as charged. :XD:
Quote from: Solmyr on August 22, 2023, 03:19:48 AMIf you want a bigger party, then this mod works pretty well: https://www.nexusmods.com/baldursgate3/mods/327
You don't need to use the exe tweak if you don't play multiplayer, just put the mod into the installation Mods folder.
Ok I finally got tired of being limited to four people and used this and now roll with six like Gary Gygax intended and wow it makes me so happy. I don't even care that I now have to ungroup people and move them around to stop them from getting stranded on cliffs or blown up by traps and now I have too many people for the fights.
It is just wrong to have four people adventuring parties. It should be six. And I am so glad the game UI supports this.
Quote from: Jacob on September 09, 2023, 01:50:49 PMPlease don't spoiler new games. Not everyone plays a game immediately on release. Not everyone plays at the same pace.
This. Not all of us are losers who just play video games all day, people. I like, have a very demanding job and travel for it. :sleep:
Not really making much progress in this. I love the game and its interactivity, but I also feel weirdly stressed by the game's constant choices and (more importantly) the lack of a proper pause button? (I know I can activate turn based mode as a workaround.) Not a fan of wanting to check my equipment or read stats and ability texts in an area with roving NPCs/enemies that might trigger an encounter. I feel I always have to be "switched on", something I normally associate with Soulslikes. :D
(I know that I'm kinda weird :P )
That's not "kind of weird", that's a legit gameplay preference (that I share).
Finally reached Act 2. I guess I found most stuff in Act 1, but probably not everything. But I fund myself wondering how it would play with a different class and different companions...
I have my main character (female Lolth-sworn Drow warlock) but I recently started a secondary campaign wherein I created Conan the Barbarian... I did a pretty good job making him look like Ahnold but I wish I could have a voice set that sounds like him. I made him the Dark Urge which has resulted in him making some... interesting choices so far.
Finally making progress. :)
Without going into spoilers, I've visited Auntie Ethel (lovely old dear), took care of the temple and (finally) met Karlach (I forgot that she can be a companion, so put her off for a long time ... the Grove situation is resolved, so not sure if I might have broken something now :D ).
I just started the third Act. I love how you are back to exploring an area, meeting random people etc.
Yuuge patch dropped today. Lots of fixes.
(https://pbs.twimg.com/media/F98ARrlbQAElw8l?format=jpg&name=900x900)
:lol:
Slowly making my progress. Currently in the Underdark (which was incidentally my least favorite part of BG2) and it's a bit of a slog :D
Quote from: Syt on December 12, 2023, 01:38:22 AMSlowly making my progress. Currently in the Underdark (which was incidentally my least favorite part of BG2) and it's a bit of a slog :D
The Baldur's Gate 3 experience: Ok let me just check out this little corner of the map
*4 hours later*
Wait...what was I doing again?
My Gale playthrough is currently in Baldur's Gate. On a break for the Holidays though. I will get back into it in January.
One of he best games I have played in years. I love the shit out of this game.
Quote from: Legbiter on November 03, 2023, 10:43:50 AMYuuge patch dropped today. Lots of fixes.
(https://pbs.twimg.com/media/F98ARrlbQAElw8l?format=jpg&name=900x900)
:lol:
Does resurrecting somebody have them grow their head back? :hmm:
You know what the scariest thing is about this game? When you're just moving around and your whole party gives a "Perception Failed" message. :ph34r: :ph34r: :ph34r:
Most of the traps are not that bad though.
Took me a while, but I finally finished the game. Played a bard Dark Urge with my main crew being Karlach, Wyll and Shadowheart. Party composition might already tell you that I played a good aligned game. But for most or all the companions there seem to be options for good or evil character development, which is interesting for a second playthrough.
I guess you miss a bit of content with an evil party, but not too much as most quests seem to have a good and an evil way to solve them. My impression was that the story arcs of Wyll and Shadowheart were very good and complete, Karlach was less content - maybe something they cut?
You can only recruit some of the companions late in Acts 2 and 3, which I did not like. Somehow that makes it harder for me to see them as my party. That said, there could be more variety. Some classes are not available at all and while you can respec the companions, the dialogue then will not fit anymore in many cases. Also there are no dwarfs, halflings, half orcs etc.
Some of the early Druid Grove NPCs would work as companions I feel, e.g. Aradin, Zevlor, Kagha, Alfira, Rolan. Maybe a few other options in Act 1 too.
Also lots of possibilities to sneak or talk instead of fight - but then you miss all that dropped loot and collecting all the items is part of the fun.
I played on the balanced level and once I had understood all the mechanics that was almost too easy, especially the last fights in Act 3. I had so many unused potions and spells after the last battle. :blush:
I guess I will wait if they bring a definitive edition or so like with their other games and then play it again. Probably with an evil party then.
The game says I have 90 hours on it, but my playthrough is on 75 hours (I did spend some time in character creator and played two or so other characters through the Nautiloid opening), and I just got the achievement for finishing Act 1. (according to achievement stats about 48% made it this far which seems a lot for a game like this; I'd expect much earlier drop offs) :blush: I spent a lot of time in the Underdark (with some encounters left for later), and this weekend I did the "other route" with the party (which was admittedly a lot quicker and interesting than mucking about in the Underdark tbh :P ) I also did a fair bit of backtracking to tie up some loose ends; I am a compulsive explorer - and the multiple routes through dungeons and areas give me strong vibes of some of Dark Souls' better level designs (in a good way). "Oh, that connects to here? Neat!"
I also had my first real gutpunch WTF??? reaction to something (very minor spoiler?):
An enemy dropped camp supplies (food) loot: giant miniature space hamster on a stick. :o :cry: :ultra: That fuck deserved to die a lot more miserably than they did. :mad:
...but were they drinking Giant Miniature Space Hamster, too?
BB_MiniatureGiantSpaceHamster-1_1800x1800.jpg
(It's a beer that my great local Brewery, Bullfinch Brewpub, makes. Almost all of their beers are D&D related for their names.)
The Underdark is one of my favourite areas in the game. It looks fantastic and has interesting story content.
PS: Boo is fine.
In Pool of Radiance I'd get hirlings and then let them get killed and use the animate dead spell to raise them so I'd not have to pay them.
Quote from: Sophie Scholl on January 09, 2024, 11:24:03 AM...but were they drinking Giant Miniature Space Hamster, too?
:lol:
@Zanza: didn't think the grilled hamster was Boo, just the implication was bad enough.
Also, I realized I never picked up Gale as a companion. Oh well, next playthrough. :P (I also picked up Karlach quite late, after the situation with "her people" in the Druid enclave was already resolved :D )
If you play with Karlach, one of the most fun things for me was to use Enlarge (spell, elixir, weapon capability) and one of the soul coins on her. She hits really hard then.
I use her rarely. My main team is me (Paladin), Lae'zel, Shadowheart and Wyll. I do sometimes switch her in for Wyll if I need some extra oomph.
Wyll with the right items/skills can do massive damage with the Eldritch Blast.
I would like to have 5 in a group so I can have Wyll Karlach (love thier dialogue), Shadowheart and Lae'zel (love how their dialogue progresses. Also Shadowheart and Lae'zel have the most interesting character development archs.
I was thinking of dropping my bard and choosing probably Wyll as my main so I can have this group.
I use that mod that eliminates the party limit so I always have six :ph34r:
A four person D&D party is ridiculous. I ranted about this earlier in the thread.
I love this game so much. My favorite game since...um...the last BG games.
I feel having 6 party members would be a bit overpowered. :P
Quote from: Valmy on January 10, 2024, 06:51:12 PMI use that mod that eliminates the party limit so I always have six :ph34r:
A four person D&D party is ridiculous. I ranted about this earlier in the thread.
I love this game so much. My favorite game since...um...the last BG games.
Thanks, I am definitely going to use that.
Quote from: Syt on January 11, 2024, 02:00:31 AMI feel having 6 party members would be a bit overpowered. :P
I like playing the game for the story and the dialogue between the characters. I love the fact that I can add more characters so I can experience more of the dialogue without having to do a replay with different characters.
Quote from: Syt on January 11, 2024, 02:00:31 AMI feel having 6 party members would be a bit overpowered. :P
That was my concern.
Having played extensively with both 4 and 6 I didn't find this to be the case. What was easy for four was also easy for six and what was hard before continued to be hard. But now I have honor mode to make it more balanced as well. And frankly having more characters makes it more challenging since there are rather few fights in this game compared to most D&D games but plenty of places for your characters to blow up the party with traps or fall to their deaths and now you have more to babysit.
But the whole idea of a four person limit to a D&D party, especially in a version of the game with 10 classes, was just too offensive and outrageous to my sensibilities and seemed to go against the whole spirit of D&D. I just decided removing that annoying element to the game was worth maybe having slightly bit less of a challenge.
Finally switching party members had to be done through dialog which was really clunky and annoying.
Quote from: crazy canuck on January 11, 2024, 10:12:05 AMQuote from: Valmy on January 10, 2024, 06:51:12 PMI use that mod that eliminates the party limit so I always have six :ph34r:
A four person D&D party is ridiculous. I ranted about this earlier in the thread.
I love this game so much. My favorite game since...um...the last BG games.
Thanks, I am definitely going to use that.
Quote from: Syt on January 11, 2024, 02:00:31 AMI feel having 6 party members would be a bit overpowered. :P
I like playing the game for the story and the dialogue between the characters. I love the fact that I can add more characters so I can experience more of the dialogue without having to do a replay with different characters.
Totally fair. I played BG1 and 2 earlier this year in story mode for that reason. :D BG3 is one of the few story driven games where I'm not defaulting to the lowest difficulty, actually.
@Valmy: makes sense. Maybe I'll do that at a later point. :)
I guess I eventually understood the game mechanics and then most fights became fairly easy playing in the balanced mode. I think I did most or all of the boss fights in Act 3 in the first attempt.
One of the big differences is summoned creatures. Having a few more actions per round is very relevant. So having six party members would change all the fights to be trivial I guess, which takes some if the enjoyment away for me.
I'm kind of glad Act 2 so far seems to be a lot more "focused" than Act 1. I loved the openness of Act 1, but in trying to explore every nook and cranny my story progression ground to a halt in some areas (including interactions with companions, unfortunately). Things have considerably picked up since (trying to keep it spoiler free) entering the Mountain Pass and "Underdark Pt. II". There's still plenty of diversions, but overall those two areas plus Act 2 feel a lot more focused on the main plot.
Still, I love the amount of content they manage to sprinkle across the world. (And Act 2 is all kinds of creepy - the sound design and music help a lot with that.) There was one story event that I massively botched in Act 2, though the game catered for that (with a fairly depressive turn tbh). I did end up reloading, but I do want to go down that route some time just to see how bad it turns out. :lol:
It's kind of a counter example to Dragon Age: Origins which I liked, but which was weighed down by every map being filled start to finish with hordes of enemies. BG3 is much more judicious by having fewer but overall more interesting encounters (though there's one or two slugfests, but that might have been on me not being very subtle -_- ).
Oh, I have one complaint: the camera can get really wonky at times and really hard to control in cramped environments (esp. if multiple floors).
Also funny: I was looking at negative Steam reviews, and I see quite a few people complaining about autosave not saving often enough, because they end up losing a lot of progress when they die.
Meanwhile, I think I'm about to crack Quicksave 900-something in my game. :lol:
Quote from: Syt on January 15, 2024, 09:20:30 AMStill, I love the amount of content they manage to sprinkle across the world. (And Act 2 is all kinds of creepy - the sound design and music help a lot with that.) There was one story event that I massively botched in Act 2, though the game catered for that (with a fairly depressive turn tbh). I did end up reloading, but I do want to go down that route some time just to see how bad it turns out. :lol:
LOL yeah that is quite the "story event"
I especially like that there was no warning and I kind of stumbled into that area kind of worn out and decided to go do that before I rested. Woops.
Quote from: Syt on January 15, 2024, 09:36:23 AMOh, I have one complaint: the camera can get really wonky at times and really hard to control in cramped environments (esp. if multiple floors).
Multiple floor buildings are just a nightmare. Definitely the weakest point for the interface.
Raphael's voice sounded very familiar to me. I looked it up - he was "the voice" in Victor Vran, i.e. a disembodied snarky devilish voice in your mind. One of the few memorable things in a very unmemorable game (the other was that the main character was voiced by Doug Cockle, i.e. Geralt from the Witcher games).
That, and it being part of the trifecta of grimdark action RPGs that feature guys with hats and obscured eyes on the cover. :P
(https://cdn.cloudflare.steamstatic.com/steam/apps/345180/capsule_616x353.jpg)
(https://cdn.cloudflare.steamstatic.com/steam/apps/215530/capsule_616x353.jpg)
(https://cdn.cloudflare.steamstatic.com/steam/apps/219990/capsule_616x353.jpg)
Finished Act 2. The climax was a bit distressing (not mentioning spoilers, but the most emotionally affecting for me were the children's letters in the "chop shop" :cry: ). And then there's the "epilogue" afterwards that ... let's just say it throws a ton of stuff at you to digest before entering Act 3 proper. 120 hours on this save so far. :lol:
Still eager to replay already, because I see a whole bunch of things that could have gone different (and I failed/didn't complete several side quests in Act 2 which had ... consequences for persons involved -_- ).
Ah yes, the "stealthy" bright red armor. :lol:
(https://i.imgur.com/IYm8dh4.png)
So glad they added two big changes for Quality of Life recently. If you have a full party and want someone else from your camp to join, you don't have to dismiss another person first - you can ask someone to join and then pick via dialogue who to dismiss. And in trade menus you now see everyone's inventory, so no need to switch between characters anymore to sell bits and pieces from everyone's backpack. Oh, and a minor change - in camp, when you open the inventory screen of the people not currently in your party, it also includes your camp's storage chest. No more having to shuffle to the chest to see if there was anything useful you forgot about in there. :P
The voice actor for Karlach is coming to the local Game Con in October. I'm so excited! :wub:
Quote from: Sophie Scholl on February 27, 2024, 04:20:08 PMThe voice actor for Karlach is coming to the local Game Con in October. I'm so excited! :wub:
Ask her to explain how her character can be a Barbarian with shamanistic animal powers despite having grown up entirely in a civilized urban environment :mad:
Ok that may not be the voice actors' decision :lol:
Some of the voice actors seem to be into the game, though. The voice actress for Shadowheart, Jennifer English was doing couch co-op streams with her girlfriend (who's also the game's voice director IIRC), and there was a bit of a WTF from English when her gf was pondering whether to romance Lae'zel instead of Shadowheart. :D
Edit: story link - https://www.gamesradar.com/baldurs-gate-3-shadowheart-actor-suffers-the-ultimate-act-of-betrayal-after-her-partner-declares-love-for-archnemesis-laezel/
QuoteShadowheart's actor has suffered the ultimate betrayal recently during a stream of Baldur's Gate 3.
Over the last weekend, Shadowheart actor Jennifer English was streaming Baldur's Gate 3 on her Twitch channel, accompanied by her partner and Baldur's Gate 3 performance director Aliona Baranova. What could possibly ruin that lovely setup? Baranova declaring her love for Shadowheart's archnemesis, that's what.
As the clip below chronicles, Baranova was just chilling, watching the playthrough of Baldur's Gate 3, when suddenly, she declared her love for Lae'zel. The Githyanki warrior and Shadowheart famously don't get along too well, especially through the game's early hours, but this comment didn't shake English.
It's what came next that did. "Do I love her more than I love Shadowheart?" Baranova pondered aloud, to which English pulled a pained face of utter betrayal. "Did you just say that?!" the actor queried, with the atmosphere permeated by the sounds of heartbreak.
the infamous moment in question https://t.co/Qq964KmWJ7 pic.twitter.com/jRFmYQ2cAW
"My heart just broke," English continues, while Baranova tries to rapidly do some damage control. I'm sure it's fine - the whole thing could've been a lot worse had Baranova declared that her love for Shadowheart's nemesis outweighs her love of Shadowheart herself.
The entire scene went viral among fans just after the livestream, thanks partly to the fantastic bit of art below. The digital illustrator must have worked incredibly quickly to get this piece up shortly after the live stream, and hats off to them - they've done a brilliant job of catching English's betrayal.
@alionabaranova1 you two are a national treasure pic.twitter.com/Sr1Jh0JiVp
I might have to start watching English and Baranova's livestreams of Baldur's Gate 3 after this. Let's hope that the Shadowheart actor doesn't take her revenge on Lae'zel in her playthrough. Things could get ugly very quickly.
And:
https://www.gamesradar.com/respectfully-looking-respectfully-looking-baldurs-gate-3-shadowheart-actor-loses-it-as-her-real-life-partner-sleeps-with-her-rpg-nemesis/
QuoteThe voice actor behind Baldur's Gate 3's Shadowheart is currently playing through the D&D RPG with her real-life partner. It's mostly been a wholesome affair, apart from when the shadow of Shadowheart's in-game nemesis Lae'zel looms – in those moments, it's dang hilarious.
To catch you up, an earlier highlight of one stream saw Shadowheart actor Jennifer English recoil in horror after her partner and Baldur's Gate 3 performance director Aliona Baranova floated the idea that she, just maybe, prefers Lae'zel to god's problematic fave. In fairness to Baranova, she has since called Lae'zel a "schoolgirl crush" she does not love more than Shadowheart.
Now, though, things have turned up a few notches. The duo's latest stream sees Baranova trigger Lae'zel's romance scene, leading to a night of Baldur's Gate 3 shenanigans and the narrator setting the mood for the day by saying, "You awake in pain," if you want to know how that went.
Much like before, the highlight is the pair's reaction to the unfolding tomfoolery.
"This is so weird, we've seen [Lae'zel voice actor] Dev[ora Wilde] today. I feel uncomfortable," a giddy Baranova says, before adding "respectfully looking, respectfully looking" as things kick off.
"She's not a cuddler, is she?" an equally giddy English concludes after her partner's character, seemingly battered and bruised, picks themselves up for another day of adventuring.
If you'd like to see the moment yourself, it all kicks off around 35 minutes into the stream above. Just, uh, take note of who's around before you do, you know?
Thanks to a cocktail of D&D buffs, "5-ton Mega-Karlach" towers over Baldur's Gate 3 in a new peak for tall RPG women.
Coming up on 200 hours on this now. This is a seriously big game. I thought that things would go fast once you're in the titular city, but every time I step anywhere it seems to go down a rabbit hole for an hour or five.
I had heard a lot about Act 3 being uneven, and I think there's something to it. However, I also feel it might have been good to get to it 5-6 months after game release so they had some time to polish it up. :P
I'm mostly amazed that I've managed to stay spoiler free on this game for all this time. :lol: *knocks on wood*
Hey Valmy, how do I install mods for this game - like the more than 4 party member mod.
It looks like I have to go to some third party site and install stuff outside of Steam?
Slowly making my way through Act 3 (couple hours on the weekend). If nothing else, it's remarkable that even though I'm still on my first playthrough I keep coming back to move onwards (as opposed to dropping the game for a year and starting over, as I usually do with "big story games"). :P
Had a big ROFL moment last weekend, when a boss battle goes all in on the soundtrack, giving it the full Disney villain song treatment. Unexpected but oh so appropriate. :lol: :lol: :lol:
So, after 9 months and 265 hours (my save file is 235) I finally finished my first playthrough. What can I say - I tried to make sure I didn't miss any hidden areas/treasures. Though I probably still missed a ton. :P
Anyways, really enjoyed the ride. It's a bit unusual for me to play these games not on story mode, and quite pleased to have made it through on "balanced." I feel that gave me enough challenge, though, having to restarts a few tougher battles.
Quite glad I managed to avoid spoilers all this time, and eager to start a new playthrough - there's still many "roads not taken." Like not picking up Gale as a companion at all. :lol: Plus, while I managed to save the city, many NPCs didn't have a happy ending because I failed them (esp. in Act 2 :ph34r: ) and neither did one of my companions. :cry:
Interestingly, the game kept sitting at the back of my head all the time, making me reluctant to go "all in" on other games in the meantime. :lol:
Oh well, played a noble selfless human Paladin ... time for a horny gnome or halfling bard, who will do the right things, maybe, sometimes. :P
Also: do I quicksave too often?
(https://i.imgur.com/rkNUtWj.png)
:unsure:
If you don't save every 10 seconds, are you really playing the game?
Quote from: Solmyr on May 10, 2024, 02:51:43 AMIf you don't save every 10 seconds, are you really playing the game?
The funny thing is, I almost never reload. :lol:
Congrats on finishing it.
I guess if I ever play it again, I will play an evil group also trying to corrupt all the companions.
They said they want to expand on the "evil epilogue" in the next (final?) patch.
I started a new playthrough - progress is, of course, "a bit" faster now :D
Plan was to play a horny old gnome bard who's out for himself - but I'm struggling to be a dick to the folks I got along with so well in my first run. :lol:
Plus, playing Dark Urge now, which is ... something. :ph34r:
I'm still not a huge fan of Astarion and I want to punch him a lot. I mean, he's extremely well written and acted, but 90+% of the time it feels to me (YMMV) like doing co-op multiplayer with Martinus' forum persona. :P
Quote from: Syt on August 03, 2024, 01:29:36 AMI'm still not a huge fan of Astarion and I want to punch him a lot. I mean, he's extremely well written and acted, but 90+% of the time it feels to me (YMMV) like doing co-op multiplayer with Martinus' forum persona. :P
So basically a successfully presented character? :P
Quote from: Syt on August 03, 2024, 01:29:36 AMI'm still not a huge fan of Astarion and I want to punch him a lot. I mean, he's extremely well written and acted, but 90+% of the time it feels to me (YMMV) like doing co-op multiplayer with Martinus' forum persona. :P
Hah, THAT'S why Astarion was annoying me so much. He is the guy Martinus wanted to be around here. Damn. :lol:
Began playing earlier this summer. Astarion is indeed incredibly well written and well acted - though having had people like this close to me (people "broken" by controlling parents, who sometimes cling pathetically to the spotlight) it's alternatively quite touching and bloody annoying.
In fact, most characters are well acted - though I find not all are equally well-written. Wyll does well, but hie has to contend with a bland script. Karlach's actress also does well, but her character has to keep together her "sunshine and unicorns" persona with her "let's kill the bastards" aspect, which I found doesn't always work. Laezel has to deal with a character that is a bit one-note. Shadowheart's change of mind came out of nowhere, I thought.
I am enjoying my time, but contrary to what I had read or heard, not a big fan of the story. It follows what was arguably the beats of BG1's story, never that game's strong suit.
I feel that the story was written for playing the Dark Urge character. It makes much more sense then.
Does the story change depending on actions you take. I am stil in act II.
Quote from: Syt on August 03, 2024, 01:29:36 AMI'm still not a huge fan of Astarion and I want to punch him a lot. I mean, he's extremely well written and acted, but 90+% of the time it feels to me (YMMV) like doing co-op multiplayer with Martinus' forum persona. :P
:lmfao:
Thanks, I needed that.
Quote from: crazy canuck on August 04, 2024, 02:38:42 AMDoes the story change depending on actions you take. I am stil in act II.
As I understand it, many story quests themselves are very reactive to what you do/don't do our who you kill/don't kill/get killed. I'd assume the main story beats would be the same in their basics, but the execution/content can be different (beyond just siding with faction A vs. faction B). In my initial playthrough I probably missed a bunch of Act III content, because my death toll in Act II was fairly high. :ph34r: (And it could have been higher, because I initially failed a "big story event" that at least on the surface changed the whole setup A LOT - and no, I don't mean how I first got Jaheira killed before she joined the party ... yeah, reloaded that one, too :blush: ).
My overall impression was that many decisions I made throughout the game caught up with me by the end in some form.
Larian (and their QA) apparently spent a lot of time trying to anticipate ways the player might act in situations or break the game, and then adding contingencies for that.
See e.g. these articles (some spoilers, of course):
https://www.pcgamer.com/games/baldurs-gate/a-baldurs-gate-3-player-has-discovered-hidden-mini-quests-you-can-only-get-by-leaving-the-most-important-items-in-the-game-in-an-exploding-building-or-at-the-bottom-of-the-ocean/
https://www.pcgamer.com/games/rpg/baldurs-gate-3-programmer-says-its-larians-philosophy-to-fuel-and-reward-player-creativity-they-found-a-way-to-exploit-the-game-let-them-have-it-its-awesome/
As for the main story - I was in my initial playthrough quite invested (playing human Paladin). I tried making the "good" choices whenever I could and trying to help people (including my companions) as much as I could or to set them right. (Which ended in a big noble sacrifice, because I refused to do certain things.) And I thought the ending was satisfying.
I'm holding off on doing a proper evil run; the next patch (the last big one) will add more epilogue scenes for evil playthroughs (and dedicated modding support). Though looking at just Act 1&2 I can see quite the potential for playing it evil and it not being too cartoony (well, within the confines of D&D's Forgotten Realms, the setting is quite cartoony :P ).
Quote from: crazy canuck on August 04, 2024, 02:38:42 AMDoes the story change depending on actions you take. I am stil in act II.
The core story with the finales of Act II and III is always the same, and there is basically only a good and an evil way to resolve it. But your interactions with companions, NPCs, available quests, dialogue options, etc. change based on your actions. Quite a bit actually.
How the game plays changes quite a bit based on what you do. But the story overall doesn't change.
The final update is supposed to come next month so I guess I will start my final play throughs once that happens. Been a hell of a ride BG3, this turned out better than I could have ever predicted.
Thanks, I think I will restart then.
Patch should be out this Friday!
Looking forward to it. Awesome game, I cannot wait to play the final version (well final-ish there will still be fixes but it should be feature complete now).
Quote from: Valmy on September 04, 2024, 03:06:20 PMPatch should be out this Friday!
Looking forward to it. Awesome game, I cannot wait to play the final version (well final-ish there will still be fixes but it should be feature complete now).
:thumbsup:
Good timing. I think I am just about finished with my first run. Only probably 20 hours to go. :lol:
Patch is now live on Steam
That patch was huge in size, at least.
Maybe I should give it another go.
My playthrough took me 8 or 9 months, but I was happy with all the quality of life changes they introduced over that time, and it seems they're adding more. Maybe time to revive my current replay. :)
One more try at Shadowheart. :perv:
She was my female paladin's lover in my playthrough and I think got the best possible outcome for her (well, except I sacrificed myself in the end; you know, as paladin's should).
So I picked up my bard game again ... and I will have to start over it seems. I resolved the goblin situation and return to the grove. But apparently I messed up an interaction with Mol 20+ hours earlier, and now every time I breathe near a Tiefling guard in the grove they challenge me: "I heard you're threatening children." My options are:
- deception
- bard deception
- attack
I can beat the deception checks easy enough, but if I pass ... the dialogue triggers again immediately, endlessly. No way to actually get past. I tried to maybe get past it by triggering the celebration with the Long Rest ... but I get challenged by the guards there, too. :rolleyes:
Checked online and seems there's no workaround except ... rolling back 20 hours of game (village, Karlach, the burning outpost, druid conspiracy, goblin camp ... ). Or ... killing those guards (and/or everyone in the grove). <_<
Those freaking Tiefling kids are one of my least favorite part of the game. Not only do they not act like kids at all but they do seem to have all these annoying bugs and nonsense you have to deal with.
It is kind of funny because all the Tiefling adults all act like normal people in a bad situation. Their kids are all complete psychopaths. Like nobody would actually act like those Tiefling kids in those situations.
Quote from: Syt on September 08, 2024, 01:41:41 PMChecked online and seems there's no workaround except ... rolling back 20 hours of game (village, Karlach, the burning outpost, druid conspiracy, goblin camp ... ). Or ... killing those guards (and/or everyone in the grove). <_<
Sounds like an opportunity for an evil playthrough. :P
Quote from: Valmy on September 08, 2024, 02:12:42 PMThose freaking Tiefling kids are one of my least favorite part of the game. Not only do they not act like kids at all but they do seem to have all these annoying bugs and nonsense you have to deal with.
It is kind of funny because all the Tiefling adults all act like normal people in a bad situation. Their kids are all complete psychopaths. Like nobody would actually act like those Tiefling kids in those situations.
I don't know. If my town had been literally dragged to hell, I had lost my parents, and had to stick around adults who, for the most part, don't really seem to give a shit, it may have modified somehow how I behave in the world.
I suspect the model for the tiefling kids was the Dickensian/Victorian orphan (see: Artful Dodger, or Baker Street Irregulars, - which does not act like a 21st century North America kid either.
Quote from: Oexmelin on September 09, 2024, 11:09:21 AMQuote from: Valmy on September 08, 2024, 02:12:42 PMThose freaking Tiefling kids are one of my least favorite part of the game. Not only do they not act like kids at all but they do seem to have all these annoying bugs and nonsense you have to deal with.
It is kind of funny because all the Tiefling adults all act like normal people in a bad situation. Their kids are all complete psychopaths. Like nobody would actually act like those Tiefling kids in those situations.
I don't know. If my town had been literally dragged to hell, I had lost my parents, and had to stick around adults who, for the most part, don't really seem to give a shit, it may have modified somehow how I behave in the world.
I suspect the model for the tiefling kids was the Dickensian/Victorian orphan (see: Artful Dodger, or Baker Street Irregulars, - which does not act like a 21st century North America kid either.
Yeah, I quite liked that part of the story, I interacted with the leader of the urchins and got a nice subquest for the big city. It was right out of Dickens with a DnD twist, as you said.
Quote from: Solmyr on September 09, 2024, 03:36:06 AMQuote from: Syt on September 08, 2024, 01:41:41 PMChecked online and seems there's no workaround except ... rolling back 20 hours of game (village, Karlach, the burning outpost, druid conspiracy, goblin camp ... ). Or ... killing those guards (and/or everyone in the grove). <_<
Sounds like an opportunity for an evil playthrough. :P
I started a Drow Lolth-Sworn Necromancer run with Dark Urge and leaning into her drow sensibilities and indulging the urge and ... yeah, not sure I want to continue after racking up a notable bodycount before even making it to the destroyed village in Act 1. It's a bit much (like the brief meeting with Gale) :lol:
I simply cannot bring myself to do a Durge playthrough. It just seems so bleak.
There was a line of banter from Shadowheart during my playthrough that encapsulated my thoughts: "Why must the Dead Three be so obvious and ugly with their decor? Blood and bones. Bones and blood. Pointy nonsense. At least Shar had some panache."
You are allowed to resist the urges . . .
I think it might be more interesting in playing against type a bit. Started a Halfling Wild Sorceror Durge run but so far haven't got far off the beach. Can't decide whether I want to go with that or Arcane Trickster.
Try running a Drow Paladin and watch the reactions. Lots of "wait, why are you helping me?"
:lol: My next game will definitely be Seldarine Drow for that reason exactly.
Yes, the Dead Three are a bit of stupid plot devices.
The hodgepodge lore from the Forgotten Realms isn't always conducive to the sort of nuanced storytelling authors seem to want to tell. The pantheon is obviously the 20th century monotheist's interpretation of polytheism; D&D can't seem to decide whether it wants to embrace real world references and analogues, whether it wants to stick to the roots of the fantasy genre, or whether it wants to turn to pulp fiction and superhero comics...
I still think the best version of it was Planescape Torment.
In other news, I found some poutine in the game.
Quote from: Habbaku on September 17, 2024, 12:13:39 PM:lol: My next game will definitely be Seldarine Drow for that reason exactly.
My last character I started was a Seldarine Drow Paladin and I just waltzed into the Orc camp and got to explore it to my heart's content. Everyone bows and scrapes before my character just for being a Drow and only look at me slightly strange when I do nice things. It's amusing. I presume they figure it is all some 5d chess shenanigans and it is for an ultimately evil goal. :lol:
Quote from: Sophie Scholl on September 17, 2024, 04:07:13 PMQuote from: Habbaku on September 17, 2024, 12:13:39 PM:lol: My next game will definitely be Seldarine Drow for that reason exactly.
My last character I started was a Seldarine Drow Paladin and I just waltzed into the Orc camp and got to explore it to my heart's content. Everyone bows and scrapes before my character just for being a Drow and only look at me slightly strange when I do nice things. It's amusing. I presume they figure it is all some 5d chess shenanigans and it is for an ultimately evil goal. :lol:
There are no Orcs in BG3 :nerd:
Those are Goblins.
Quote from: Valmy on September 17, 2024, 07:49:11 PMThere are no Orcs in BG3 :nerd:
Those are Goblins.
Ha! Right. I've been playing a lot of WoW lately, reading Pathfinder lore, and reading a book with orcs as main characters. Zug zug. :blush:
Quote from: Habbaku on September 17, 2024, 11:53:34 AMI simply cannot bring myself to do a Durge playthrough. It just seems so bleak.
There was a line of banter from Shadowheart during my playthrough that encapsulated my thoughts: "Why must the Dead Three be so obvious and ugly with their decor? Blood and bones. Bones and blood. Pointy nonsense. At least Shar had some panache."
Yeah. :D I will restart my horny cowardly bard character at some point (what with the problems mentioned above), or maybe a really dumb impulsive barbarian (though I assume there's no easter eggs for stupid characters?), but for now taking a pause. :) (It also frees up a lot of disk space - my games SSD only has 1 TB :D )
Quote from: Sophie Scholl on September 18, 2024, 12:41:38 AMQuote from: Valmy on September 17, 2024, 07:49:11 PMThere are no Orcs in BG3 :nerd:
Those are Goblins.
Ha! Right. I've been playing a lot of WoW lately, reading Pathfinder lore, and reading a book with orcs as main characters. Zug zug. :blush:
The original BG game intentionally left out orcs and goblins originally as an attempt to use the more obscure FR creatures as opposed to more generic D&D ones. So out were Orcs and Goblins and in were Xvarts and Gibberlings. Goblins were eventually introduced in BG2 though.
But you can play the whole zillion hours of BG1, BG2, and BG3 and not encounter one singular orc. It is kind of a tradition at this point. Though there are half-orcs.
Another update on the way :D
https://www.pcgamer.com/games/baldurs-gate/baldurs-gate-3-is-going-out-with-a-big-bang-with-12-new-subclasses-so-you-can-finally-become-a-drunken-master-or-maybe-just-befriend-some-bees-along-with-cross-play-and-a-photo-mode/
QuoteBaldur's Gate 3 is going out with a big bang by adding 12 new subclasses, so you can finally become a drunken master or maybe just befriend some bees, along with crossplay and a photo mode
The end of the RPG's feature-heavy updates is in sight, but some good stuff is still coming next year.
When Larian said it was ready to "move on" from Baldur's Gate 3 back in March, rather than continue to work on an expansion that had started to morph into Baldur's Gate 4, I assumed that meant it would be winding down the updates, too. But since then we've seen a bunch of substantial patches, and we've just learned that another one is on its way. Yep, Larian just decided to chuck another 12 subclasses into the game, as well as some more treats.
"Before we bid Faerûn adieu in search of stranger shores," the new community update reads, "we have one more major patch waiting around the corner. Arriving next year, this update will introduce some of the most eagerly awaited features to BG3: crossplay, and photo mode, along with 12 new subclasses."
New subclasses
The subclasses are absolutely the highlight here, introducing a different way to play each class. That's a pretty hefty addition. Here's what you can expect:
Bard - College of Glamour: A support subclass that heals allies and commands enemies.
Barbarian - Path of Giants: Become a burly beefcake that uses their rage to grow in both size and strength.
Cleric - Death Domain: One for the goths, this subclass focuses on spells that cause necrotic damage, and you can make corpses explode. Fun!
Druid - Circle of Stars: This celestial-themed Druid subclass gives you three 'Starry' forms with different flavours.
Paladin - Oath of the Crown: A righteous Paladin subclass, you'll be able to heal your pals by soaking up damage and disrupt your enemies with divine taunts.
Fighter - Arcane Archer: This magical ranged subclass can banish enemies to the Feywild and batter foes with psychic damage.
Monk - Drunken Master: Get all boozed up before a fight for the ultimate bar brawl, or intoxicate your foes before aggressively sobering them up.
Ranger - Swarmkeeper: A Ranger subclass for fans of bees! Not just bees, though: you'll be able to summon swarms of moths and jellyfish too. Why not?
Rogue - Swashbuckler: BG3 doesn't have enough pirates, but that's about to change thanks to this dirty, skullduggerous subclass that lets you blind and disarm enemies.
Sorcerer - Shadow Magic: With this subclass you can Shadow Walk between dim places, see better in the dark, or summon a spooky dog.
Warlock - Hexblade: This Warlock has made a pact with an entity that takes the shape of various magical weapons, and you'll be able to summon the spirits of fallen foes.
Wizard - Blade Singing: A martial Wizard subclass, Blade Singing splices spells with swordplay and lets you get properly stuck into the melee scrum.
Boy, that's a lot of new stuff. I'm going to be playing this game forever, I reckon. Oh well! I could think of a worse fate. While a lot of these new additions come directly from D&D, Larian's thrown some fun homebrew stuff in there too, and the subclasses also come with new animations, VFX and voice lines for Oathbreaker Paladins.
Photo mode and crossplay
The subclasses alone would make the update the biggest Larian's put together, but the photo mode and crossplay features give us even more to look forward to.
Crossplay means you'll be able to hang out with pals playing on other platforms. So if you've got some buddies adventuring away on their PS5, for instance, you'll be able to join them in the crossplay lobby. The photo mode, meanwhile, will let you set up your shot with a bunch of options, and then you can edit it to make everything look just right. Camera settings, lens settings, scene settings, post processing effects, frames and stickers mean that there should be a lot to tinker with.
The patch doesn't have a release date yet, but Larian's going to start stress testing it in January. If you can't wait until release, you'll be able to find out how you can participate in the test in the next community update.
I mean, you can get extra sublasses as mods now, but still, Larian making other "AAA" devs and games look bad. "You pay us once, here's the game. No DLC, or live services. Just go have fun." :P
(FromSoftware are similar, except they do release (usually good and/or big) DLC)
Patch will be released next week :)
https://languish.org/forums/index.php/topic,15845.300.html
It's out. Link has summary. :P
QuotePatch Notes
Along with the new additions, Patch 8 also tackles a range of bugs, like fixing Shadowheart's penchant for hair dye while skinny dipping, Cerys will stop getting involved in combats with Minthara from across the region, and we've resolved an issue with the moving platform in the Gauntlet of Shar that has accidentally proven harder to survive than, well, the actual Gauntlet of Shar.
SPOILERS - Please bear in mind some of the entries below might contain spoilers, proceed at your own risk
HIGHLIGHTS
- Photo Mode
- 12 brand new subclasses – one for each class, including: Path of the Giant Barbarian, College of Glamour Bard, Death Domain Cleric, Circle of Stars Druid, Arcane Archer Fighter, Way of the Drunken Master Monk, Oath of the Crown Paladin, Swarmkeeper Ranger, Swashbuckler Rogue, Shadow Magic Sorcerer, Hexblade Warlock, and Bladesinging Wizard
- Cross-play
- Xbox Series S split screen
Gameplay
- Fixed containers inside inventories not scattering their contents when they get destroyed, which could potentially lead to key quest items getting lost for good.
- Fixed an issue where picking up items from the ground in multiplayer could then block movement via the controller stick.
- Fixed the Wild Shape: Panther's Prowl action and Prowling condition not working correctly.
- When you succeed a Perception check, the spotted item will now ping on the minimap and be listed in the combat log.
- Fixed an issue where the special abilities of some of your allies weren't properly provided at the end of the dialogue with them at High Hall.
- Scrolls and potions inside unlocked containers in your party inventory can now be used when rolling in dialogues.
- Neutral and friendly NPCs will no longer become hostile when, outside of combat, they walk into surfaces created during combat that trigger passives (like electrified surfaces triggering Thunderbolt Strike). Take it easy, lads.
- Fixed Freecast being reset when any condition is applied.
- Fixed characters getting stuck when pathfinding via a ladder that's already in use by another companion.
- Fixed a bug with the moving platform in the Gauntlet of Shar that would sometimes leave you behind, causing you to plummet to your death.
- The Self-Same Trial in the Gauntlet of Shar will now offer a proper challenge to those using modded classes.
- Fixed an error when joining a game via a friend invite on Xbox.
- Fixed War Magic being active before Extra Attack, forcing the player to use a bonus action before getting access to other Extra Attacks.
- Eldritch Knights now properly use free Extra Attacks before their War Magic attack.
- Fixed Valiant Damage not triggering properly.
- Fixed an issue with Shadow Blade spells and the Knife of the Undermountain King dagger not granting Advantage against an obscured target.
- Fixed a bug where moving the controller sticks in specific directions wouldn't register any input.
- Fixed Jhannyl's Gloves not correctly triggering the Defy Villainy passive that casts Lesser Restoration.
- Updated Elemental Weapon to allow all damage types at all spell levels and include upcast benefits at Levels 5 and 6.
- Examining in-world surfaces with the 'Pin Tooltip' keybind now correctly displays the tooltip.
- Fixed a bug causing keyboard input to block if you spam the Level Up button and the Esc key.
- Fixed a potential blocker causing mouse input to get disabled when clicking an enemy's portrait as they die.
- Fixed a blocker when a follower or summon used the Scrying Eyes in the Iron Throne.
- Fixed a blocker when you tried to use any item while your character was Knocked Down.
- Fixed the game freezing when dragging items while trading or bartering.
- Fixed a multiplayer issue where the host would get a black screen for 15 seconds when transitioning to a crime dialogue.
- Fixed an Honour Mode issue at High Hall where all party members would die when reaching the top of the stem if anyone in the party was being dominated by an enemy, causing a Game Over.
- Fixed the skiff at the Morphic Pool sometimes appearing in the wrong spot or floating in the air.
- Fixed body type 1 duergar incorrectly receiving halfling stats instead of dwarf stats.
- Fixed Gimblebock getting stuck if his attack triggered a Reaction.
- Fixed characters not being able to pick up any items if an invalid pickup request was, somehow, stored in the savegame.
- Fixed a bug causing non-Dark-Urge avatars to say Dark Urge lines. You're not all obliged to be wretched things with headaches.
- Fixed a bug where difficulty and game settings wouldn't save properly when adjusted after experiencing a Game Over in Honour Mode.
Combat
- Fixed an issue causing neutral NPCs to trigger combat for seemingly no reason.
- Cerys will stop getting involved in combats with Minthara from across the region. An eager beaver no longer.
- Fixed a bug causing damage riders to be added multiple times in Honour Mode.
- Fixed Sneak Attack not activating for actions that spawn additional projectiles, like Curving Shot.
Modding
- Fixed an issue causing you to get stuck at a 0% loading screen when attempting to join a multiplayer session that uses mods.
- The Mod Verification window will now trigger regardless of where the request to connect to a multiplayer game is coming from.
- Replaced the third-party mod warning with clearer messaging.
- Fixed a mod issue preventing some modded classes and subclasses from levelling up.
- Fixed a bug causing the Mod Verification window to appear empty and preventing you from closing it if you get a warning about insufficient storage before it opens.
- You can now navigate between the left and right columns of the Installed tab in the Mod Manager with a controller.
- Improved Character Creation functionality for modded games.
- The Mod Verification window will now also appear on PC for console-related mod issues to account for cross-play.
Performance and Options
The Steam Deck's default FSR setting is now FSR 2.2 on 'Quality'.
Fixed the ruleset selector not appearing on the 'Alter Custom Mode' screen when accessing the ruleset settings via the multiplayer lobby.
Improved server performance in the Adamantine Forge.
Scripting and Flow
- With 12 new subclasses arriving in Patch 8, we've rechecked some achievements, including ensuring the armed version of Stunning Strike no longer counts as an unarmed attack for the Fists of Fury achievement, and its unarmed variant now does.
- Monks' Unarmed Strike bonus action now also correctly counts toward the Action Surge achievement.
- Fixed an issue where you could tell Astarion that Gandrel has been looking for him even if Gandrel refused to tell you the name of his prey.
- Fixed a savegame issue where you wouldn't get the appropriate amount of Umbral Gems for the Gauntlet of Shar.
- Halsin will now show up to your camp in Act II as long as you saved him, even if you happened to skip the celebration with the tieflings at camp.
- Minthara now comments on the Emperor's reveal.
- Reminded Minthara that 'knocked out' does not mean 'dead', so she'll more reliably appear in Moonrise Towers.
- You can no longer teleport out of Moonrise while controlling Minthara unless you tell her to stay put.
- Minthara is now willing to talk to you after you tell her to wait in the torture chamber.
- Minthara no longer gets stuck babysitting Thaniel in Act II.
- Fixed an issue where you could talk about Art Cullagh as though he's alive even if he isn't.
- Your character will no longer think Shadowheart is dead if she isn't when talking to Viconia.
- Characters who were in a relationship with Gale when he sacrifices himself in the endgame to defeat the Netherbrain will now receive a tonally appropriate (read: lovey-dovey) letter that was missing.
- Fixed a dialogue issue preventing Avatar Gale from talking about the orb to Lae'zel after consuming a magic item.
- You should no longer be able to ask Shadowheart about her Shar worship after recruiting her at the Goblin Camp if you don't know about her faith.
- Shadowheart's wound flare during the Arabella scene in the Emerald Grove will not be considered to have triggered when Shadowheart wasn't present in the dialogue.
- Fixed various Background Goals that weren't triggering.
Animation
- Added dance animations for some creatures that didn't have it, like ettercaps, kobolds, and harpies.
Art
- Fixed an issue causing the Flaming Fist armour to clip and generally freak out a bit.
- Fixed some clipping and textural issues with the Barbarian starting armour when worn by body type 1 gnomes.
- Fixed the Cleric starting armour bouncing around a little too much when worn by body type 1 characters.
UI
- Discovered and available (non-hostile, alive, etc.) traders are now shown on the world map regardless of how far away you are from them.
- Fixed button or keyboard shortcut inputs in the UI sometimes not working.
- Fixed some Reaction tooltips like Divine Allegiance not showing some values correctly in the description.
- Fixed a bug causing the UI to lock up when rapidly switching between keyboard and mouse input and controller input.
- Fixed a bug where opening the Main Menu on controller wouldn't automatically select the 'Resume' option at the top of the menu.
- Fixed a bug where you'd have to deselect your current passive when respeccing a character before selecting a new one. Now, you can just click the new one.
- Mentioned the damage that Corrosive Spit deals in its condition tooltip.
- Updated the names of the condition tooltips for the Dilophosaurus wild shape's Corrosive Spray spell, adding 'Dissolving' and 'Dissolved' for clarity.
- The Tides of Chaos passive tooltip now correctly states that it only works for ability checks.
- Updated the Lifedrinker tooltip to match functionality; it does not require Pact of the Blade.
- Rephrased the Hexblade's Curse tooltip to prevent the technical text '+ProficiencyBonus' from appearing in Character Creation and Level Up.
- The Acolyte of Nature passive tooltip now shows up in the Character Sheet as
- Fixed the controller UI not accurately showing when you're logged into your Larian Account, which could cause cross-play connection issues.
- Fixed the multiplayer session manager panel not populating properly for players that connected while the panel was open.
- Fixed a bug where if a user tried to join your session while you were filling out a user report, cancelling the request would close the report window in the background instead of cancelling the request.
- Fixed the body type slider sometimes skipping through a choice on controller.
- Fixed the 'No savegames available.' message showing up in the background while the game is loading the list of saved games on controller.
- Updated the credits to include developers who have worked on the game since release, playtesters, moderators, and Baldur's Gate 3 Toolkit testers. Also updated the order of the voice actor credits to prioritise larger roles at the top.
- Fixed a bug causing an empty text-input panel to pop up and block gameplay.
- Fixed an '%%% Empty' passive feature appearing for rogues during Character Creation.
- Fixed a 1-frame glitch where swapping between two party members' Inventories would briefly show the first character's equipment in the inventory of the second character.
- Fixed the tooltips for the combat log not consistently appearing on controller even if you have the tooltips toggled on.
- Fixed a bug preventing you from pasting special characters into the password form when logging into your Larian Account.
- The filters in the multiplayer lobby now filter properly.
- Fixed the generic icon for some passive features missing from their tooltips in the Character Sheet.
- Fixed visual issues with the white translucent VFX that appears over portraits in the Party Line, caused when dragging one character's portrait over another's.
- Fixed the character tooltips that appear beside character portraits on the Party Line not showing up correctly on hover.
- Fixed a tooltip bug while trading where hovering over any equipped item would display a faulty tooltip, but trying a second time would magically fix it. The tooltips now populate correctly the first time around.
- Fixed a bug causing the sliders in the Gameplay options to autoscroll continuously when the left stick is flicked to the left or right.
- Fixed an issue causing the game to freeze for a second when switching between two characters with the Character Sheet open.
- Fixed a bug on controller preventing you from scrolling through the spells in the Replace Spell UI when levelling up.
- Fixed the footwear slot in the Character Sheet deciding to just not show up.
- Fixed the 'Venture Forth' text shaking during Character Creation while the button is held down on controller.
- Sound
- Added a new spot where the easter egg song plays. Happy hunting!
- Restored some of the original music from the scene with Ansur before its rework.
Cinematics
- Shadowheart has agreed to stop repeatedly changing her hair colour during certain intimate moments.
- Tidied up and improved some cinematic animations for characters of different heights if you kiss during the evil ending.
- Fixed the VO getting cut off prematurely for githyanki and drow characters entering the Shadow-Cursed Lands for the first time.
- Writing
- Fixed a duplicated dialogue option and the wrong version of another dialogue option appearing in Minthara's main party dialogue.
Multiplayer
- Fixed a crash on the client's end when a local host attempts to start split screen.
- Fixed a bug preventing you from logging back into your Larian Account after losing internet connection.
- Fixed a bug preventing a host from inviting a client whose game is suspended to the multiplayer lobby. The client would instead get a persistent 'Please wait...' message.
- Fixed an issue causing random session time-outs and disconnects for multiplayer clients.
- Fixed a loop on PS5 that would keep taking you back to the PlayStation Plus upgrade screen if you try to join a lobby without permissions.
CRASHES AND BLOCKERS
- Fixed a crash when trying to start a game from a lobby multiple times.
- Fixed several crashes and freezes related to the UI.
- Fixed a crash that could occur when balancing a trade offer.
- Fixed a potential crash when starting a Custom or Honour Mode game.
- Prevented a crash that could occur when loading an invalid savegame.
- Fixed a potential crash when levelling up.
- Fixed a potential crash when trying to load a savegame.
- Fixed a potential crash on split screen when trying to cast a projectile spell on a very distant target.
- Fixed a potential crash when trying to drop items on the ground.
- Fixed a bug where you could get stuck in the map when creating a map marker and then teleporting in quick succession.
- Fixed a potential crash on startup on Xbox when there's a corrupted save in the system.
- Fixed a crash that could occur when loading into another region.
- Fixed a potential crash when dragging items of clothing from a trade straight into your equipment slots.
- Fixed a potential crash when dropping a drag-and-drop item.
- Fixed a potential crash when right-clicking an empty equipment slot.
- Fixed a potential crash when loading a modded savegame with those mods disabled.
- Fixed a crash when switching between keyboard and mouse and controller in Character Creation.
- Fixed a crash that could occur when the game was reloading the UI.
- Disabled the 'Smooth' split screen animation option when DLSS is enabled, which was, in fact, not smooth.
- Fixed a rare and random crash related to materials.
- Fixed a UI-related crash.
- Fixed a potential softlock related to the HUD remaining on screen when loading into a savegame made right at the start of a cinematic.
- Fixed a potential crash related to the Rewards UI after finishing a dialogue.
- Fixed a potential crash for the multiplayer client when the host accepts the client's request to join a game and then immediately enters Photo Mode before the client starts to load in.
- Fixed a crash when taking custom avatars out of Withers' Wardrobe in multiplayer.
- Fixed a potential crash on PS5 when the game is left idle.
- Fixed a crash when switching to keyboard and mouse while in the Map UI on controller.
- Fixed a crash while browsing the quest journal on controller.
- Fixed a potential crash when trying to spawn an item while a region is loading.
- Fixed a potential crash related to summons.
- Fixed a potential crash related to tooltips.
COMBAT AND BALANCE
Across Acts
- The Potent Spellcasting passive now affects Bursting Sinew and Toll the Dead.
- Fixed the Owlbear's Rage condition clearing when it's hit instead of lasting the intended duration.
- Fixed the Owlbear's Rage condition clearing after the owlbear loses its Temporary Hit Points.
- Updated Storm's Fury to deal Lighting damage as intended, not Thunder.
- The Absolute Consumption condition no longer stacks.
- Fixed the Icy Cloud formed via Wall of Ice dealing 5d6 instead of 10d6.
- Fixed the Slayer's default attack being Relentless Lunge instead of Slay.
- Ghouls and ghasts should no longer be able to paralyse drow characters.
- Updated Wild Strike so that it can work with the War Priest extra attack.
- The 'Fierce Perilous Stakes' Illithid Power can now only be targeted at allies, as specified in the tooltip.
- Fixed the Displace condition appearing on characters who didn't take Falling damage.
- Warden of Vitality can now be cast with Level 4, 5, and 6 spell slots (with no additional benefit).
- Flying Ghouls' Devour action can now correctly target characters affected by Eyebite: Asleep.
- The teleport portion of Mobile Flourish can now be used on creatures killed with the initial attack.
- Healing Vapours no longer immediately makes creatures Wet in addition to creating a Water surface.
- Freedom of Movement will now correctly preserve against Haunted Approach.
- Tavern Brawler works with Wild Shapes in Honour Mode again.
- Tiger's Bloodlust will no longer target items (like the bloody remains of already-dead creatures).
- Specified more accurately whether Wild-Shaped owlbear, dilophosaurus, and panther attacks are magical or non-magical, depending on the type of druid you are.
- Fixed a bug causing the upcasted version of Grasping Vine to cost an Action instead of a Bonus Action.
- The Forbidden Knowledge passive now works with Wisdom Skill Checks as well as Wisdom Saving Throws, as intended.
- Updated Mind Sanctuary and Grease to not target items through walls.
- Fixed Harper Skywin having Strength-based stats, which wasn't appropriate for her Dexterity-based build.
- Fixed an Undead Harper in the Shadow-Cursed Lands looking like Harper Skywin's identical twin. Nothing to see here, move along.
- Fixed some of the creatures summoned at higher levels missing the Hide action.
- Fixed Evasive Footwork only working against melee weapon attacks. It now works with any melee attacks.
- Fixed an infinite NPC spawn-despawn loop in combat if all the party members are Invisible at the end of a combat round.
- Fixed area-based spells like Lightning Bolt and Sunbeam not working on the redcaps in the Blushing Mermaid.
- Updated the Wild Shape rules for myrmidons to merge the myrmidon's proficiencies with the character's.
- Fixed an animation bug causing Way of Shadow monks to be able to apply the damage roll of Shadow Strike twice.
- Glyph of Warding now works correctly with item effects, like those granted by the Spellsparkler, Mourning Frost, and Winter's Clutches.
- Fixed some issues with Uncanny Dodge: it will now trigger correctly, it will no longer trigger multiple times per round, and rogues can no longer somehow still use it even if they're Incapacitated.
- All Wildheart rages now give bonus damage to off-hand melee weapon attacks as intended. Wildheart rages should now also deal the improved damage past Level 9.
- Updated War Magic to make sure it works with Extra Attack if you trigger War Magic during an Extra Attack.
- Shadow Blade, granted by the Shadow Blade Ring, no longer requires Concentration.
Act I
- In Honour Mode, the papa owlbear will now correctly gain Owlbear's Rage when the mama owlbear or their cub dies.
- Gave the Shadow-Cursed Shambling Mound some bifidobacteria-rich yoghurt to regulate its Digestive Juices. The condition now makes the target Vulnerable to Bludgeoning damage as advertised.
- The Sussur Antimagic Field will now also prevent you from casting spells like Shield via reactions.
Act II
- Balthazar can now cast Shield in Tactician Mode.
- In Tactician and Honour Mode, Malus Thorm will now use his Multiattack at 70% HP instead of 40%.
- In Tactician Mode, increased the spell level of Kar'niss' Sanctuary spell from 4 to 5.
- Fixed a bug related to fleeing from the combat with Ketheric. You now have to leave the Moonrise Towers region in order to successfully flee.
- Bumped the debuff of Spindleweb Skepticism from -4 AC to -6 AC.
- Fixed Susdera's summons not entering combat when she's in combat.
Act III
- In the Knights of the Shield combat, the Gate Masters will no longer bring reinforcements after the portals are closed. The infinite supply of githyanki spawning from nowhere was a little disconcerting.
- While in Slayer Form, Orin's Immutable Form passive will no longer apply twice.
- Surprising Orin in the Temple of Bhaal will no longer cause the Boon of Bhaal to take its turn at the same time as her.
- Gortash's Manifestations of Tyranny now have an appropriate Unarmed Attack.
- Fixed Black Gauntlets being able to target characters under Sanctuary with Phantasmal Killer.
- Gortash was overenthusiastically using Tyrant's Bindings, so we made him less eager about it when other actions would make more sense.
- Fixed a bug causing Gortash to react with Invoke the Black Hand every time he gets damaged.
GAMEPLAY
Across Acts
- Reminded enemy NPCs that it's okay to kill the unconscious party after they commit a crime.
- Fixed a bug where pressing the left bumper on controller during a dialogue or trade would open the Action Radial Menu in the background and make it seem like you were stuck in the dialogue or trade afterwards.
- Fixed a bug causing alchemy recipes to not unlock when you pick up the ingredients from within a container.
- The 'Summon Us' item is no longer tradeable.
- Fixed Jhannyl's Gloves not doing what they say on the tin. They'll now make the wearer cast Lesser Restoration to clear negative conditions.
- Fixed some instances of the party not being able to load into another region with no clear reason.
- Greater Invisibility stealth checks now get progressively harder in Honour Mode.
- Prevented Fast Travel - like going to camp via the hotbar - while on moving platforms like the cable car up by Rosymorn, which could cause your characters to plummet to their death in the interim.
- Fixed a potential soft-lock where using a melee attack on something in the environment that's too high to reach (like a wall turret or a dangling cocoon) could block your movement until the action was interrupted.
- Fixed an issue causing the Attack of Opportunity arrow to not be visible on Mac.
- Fixed reflected damage knocking out player characters when non-lethal damage is toggled on.
- Fixed an issue where you couldn't use Sneak Attack again on your next turn if the enemy before you in the Initiative Order was killed.
- Clients should now be able to join a multiplayer session while the host is snoring away during a Long Rest as long as there is a free avatar.
- Looting many items at once is now about 15 times faster, so the game will no longer lock up for some time when you do so.
- Fixed the screen turning black for several long seconds on multiplayer when a dialogue is interrupted by another player's action.
- You can no longer Long Rest while in the Astral Plane after meeting the Emperor. This led to the portal back to the Material Plane sometimes disappearing when you ended your Long Rest.
- A couple of chests will no longer unlock things as though they're keys.
- The Everburn Blade will no longer consume weapon coatings that don't apply to it anyway.
- You now have to actually have a shovel in your inventory in order to start digging with it.
- You can now Dash with Actions and Bonus Actions with Ranger's Companions.
- Fixed another (all together now!) trade exploit. This one let you take items from traders by moving them from a bag in their inventory to a corpse in your inventory. No more packing dead squirrels with goods.
- The Purple Worm Gullet now has an in-world item label.
- Fixed Shield, granted by the Amulet of the Harpers, not reacting to Magic Missile or reducing its damage to 0.
- Fixed certain Illithid Powers becoming unusable after you've been Polymorphed.
- Fixed some of the Sentient Amulet's lines not appearing overhead (even though the audio was playing just fine) when it was sitting in your inventory.
- Fixed the ESC key closing the container that was opened first instead of the one that you're currently focused on.
- Fixed the Traveller's Chest remaining open when you leave the camp while it's open.
- Fixed a data mismatch error appearing on the launcher in a case where it shouldn't.
- Fixed some lighting bugs on split screen related to how in-game light was showing up in cinematics and in different locations.
- Fixed an issue where when a local player would drop into the game, the lighting would fade in very slowly for them. This was apparent in the Shadow-Cursed Lands, which resulted in washed-out colours for a few seconds after joining.
- Prevented Movement from being consumed when you enter Turn-Based Mode on controller.
- Fixed a split screen bug where clouds wouldn't show up for Player 2.
- Fixed Lathander's Light resurrecting characters it shouldn't have resurrected.
- Added a check for when you suspend the game to buy the Deluxe Edition from the Xbox store during gameplay so that it detects it without you having to restart the game.
- Fixed the environmental fading system (that makes walls fade out so you can see through them, for instance) not working properly when loading a split screen savegame created while in Turn-Based Mode with the players on different floors.
- When playing on split screen, if the screen is merged and one player moves to a different terrain level, it would cause the ground to fade and appear invisible for the other player, making it hard to navigate. The game will now dynamically split the screen if both players are on different floors or there's enough of a terrain height difference between them.
- Fixed a bug where hurling a healing potion as a rogue in what is presumably an attempt to heal a target would trigger Sneak Attack and sometimes damage or even kill the target.
- Fixed a potential bug causing the class names in dialogue options being replaced with 'Rare' when loading a savegame.
- Fixed a bug causing targets of the Seeming spell to briefly appear naked or have invisible equipment.
- The Gloves of Battlemage's Power now correctly grant Arcane Acuity.
Act I
- Fixed an issue in a particular corridor in the Crèche that could cause the camera to turn black when enabling Tactical View.
- Fixed an issue with NPC neutrality on the nautiloid at the start of the game, causing characters to sometimes turn hostile when they shouldn't.
- Alfira will now join in on your performance of the Deluxe Edition songs.
- Fixed a bug where interacting with the Ceremonial Battleaxe would cause the Guardian of Faith at Rosymorn Monastery to initiate combat with you even if you were way out of his range.
- Fixed a chasm in the cave beyond the Apothecary's Cellar that you couldn't shove NPCs down.
- Fixed a bug causing Fighters to appear unarmed when starting a new game.
- Tweaked the drop table for Derryth Bonecloak so she doesn't conveniently sell the Timmask Spores and Tongue of Madness you need for the 'Help Omeluum Investigate the Parasite' quest.
Act II
- You'll now need to deal with a healed Ketheric & Co. if you Long Rest during the assault on Moonrise. The passage of time heals all!
- You can no longer use Silence to keep the protective dome over Last Light from collapsing if Shadowheart kills Nightsong.
- You should no longer get stuck in combat on the roof of Moonrise Towers if there aren't any enemies left.
- Wild-Shaped druids are no longer instantly arrested by the army of the Absolute when following the road to Baldur's Gate from the Shadow-Cursed Lands.
Act III
- Those who own the Digital Deluxe game version will now find that we have fixed Kiam Goda's Kilat Drum not playing the Digital Deluxe songs like other Hand Drums.
- Fixed an issue with Shadowheart's parents that would cause them to sometimes turn hostile when they shouldn't.
- Added some fallback Countermeasures for the combat Atop the Netherbrain in case of modded subclasses.
- Fixed a bug where killing hostile NPCs in Wyrm's Rock with non-lethal attacks on would be too confusing for them and they'd become unresponsive.
- Steel Watchers can no longer get Drunk.
- Fixed newly-spawned Flaming Fists sometimes spawning with just the name 'Fist'.
- Fixed a missing screen fade when transitioning to the Upper City region on split screen.
- Fixed a flow issue in the epilogue letting you say 'My home is with Gale' to Jaheira even if you were never in a relationship with him.
FLOW AND SCRIPTING
Across Acts
- Fixed a bug where ignoring Gale and his mirror image at camp would lead to his double hanging around in the morning.
- Saved some players who were stuck sleeping at camp.
- Fixed some repeating overhead dialogues across the game to reduce combat log and audio spam.
- Fixed Gale's body not moving at all while he delivers a line about Voss.
- Jaheira no longer trades items at camp as though she's a merchant while she's still in the party - this led to strange interactions at camp. If you engaged in trade with her and left items on her, you can get them back by just taking them out of her inventory the normal way.
- Fixed an issue with the Shadowheart vs Lae'zel fight night where the defeated character could still survive the night and would hang around without being able to join the party.
- Fixed some cases where the night would literally never end (careful what you wish for) because a party member not in the active party was in a dialogue while everyone else was snoozin'.
- Fixed some characters who were stuck in Wild Shape form.
- Fixed a dialogue flow issue where asking Shadowheart about the fight with Lae'zel would make her talk about Astarion. Focus, Shadowheart.
- Fixed a case where the non-summoned version of Scratch had no dialogue at camp. Balance is restored.
- Fixed an issue where some of Shadowheart's incurable wound flare-ups would block later flare-ups, blocking off some later content.
- Fixed a bug where Origins that were resurrected for camp nights during region transitions and died outside of camp were not sent back to camp.
- Fixed Sceleritas sometimes referring to the Dark Urge using the wrong pronouns when talking to other party members. Also fixed him sometimes repeating his lines.
- Fixed companions talking about being in the swamp from Act I even if they're not. It's rude to call people's homes 'stinking swamps', Astarion.
- Gale should no longer tell you to join Elminster at camp if you're already at camp.
- You no longer need to interact with Nightsong and Isobel at the end of Act II to receive their Gather Your Allies ability.
- Fixed a voice line not being audible when the cursed monk possesses the corpse of Shirra Clarwen.
- Fixed some cases where the cursed monk inhabiting the amulet would fail to comment on certain areas while the amulet is equipped.
- Fixed the game displaying an empty Strength check in the dialogue that happens after you use Heal on the Dark Urge.
- Fixed a multiplayer issue where if one avatar had enough approval with a companion for a romantic scene to trigger but wasn't available for it, and none of the others had enough approval, the romantic scene would still trigger.
- Gale will no longer demand to eat your magical trinkets if you don't even have him recruited to the party.
- Minthara no longer insists on repeating herself about the Emperor's illithidity.
- Fixed a bug where being spotted by a guard while committing two crimes at the same time, with one crime being trespassing, could lead to a soft-lock. For example, a Wyrm's Rock prison guard could spot you in a forbidden area immediately after you destroyed the door leading to the main part of the prison.
Act I
- Shadowheart should no longer bang on the chapel door while talking. That's manners.
- Fixed an issue where you wouldn't receive the locket from Arabella's parents after dealing with the Shadow Druids.
- Fixed a bug where approaching the goblins at the windmill with a non-avatar character would cause both avatar and companion to be addressed. This could unnecessarily cause combat to ensue.
- Fixed a bug causing Shadowheart to appear dead when loading older saves should she have been killed in the showdown with Lae'zel. This fix prevents the bug from happening in new playthroughs.
- Fixed a bug where if you killed Gekh, then used Glut's Animating Spores to resurrect him, then dismissed Glut, both Spore Servant Gekh and Glut could become hostile towards you. It would also cause Gekh to try to stop you from using the raft to cross the lake.
- Fixed multiple Oath of Vengeance dialogue options not appearing in Act I dialogues.
- Fixed a bug allowing Glut to travel outside the Underdark if you used a waypoint from within the camp. Back in your cave, Glut.
- Fixed an issue where Halsin would join the fight but not take his turn if you decided to fight Elminster at the camp in the Rosymorn region.
- Sceleritas will no longer refer to your artful handling of the poor bard's carotid artery if you didn't 'take care' of her yourself.
- In rare cases where the illusion concealing the true nature of the hag's servants is broken but the illusion concealing the general area is not, the dialogues will now reflect that.
- Interrupting Nere's dialogue after rescuing him from the cave-in should now correctly cause him to become - and remain - hostile when necessary.
- Fixed a bug where talking to Baelen for the first time while he's in the middle of picking up his backpack could cause him to not teleport beyond the bibberbang field. If this already happened to you, you'll need to talk to him again to make him go to the Myconid Village. He's forgetful, you see.
- Fixed the goblins from the Goblin Camp sometimes joining combat in the Emerald Grove when they shouldn't.
- Meli now actually pickpockets Barth.
- Removed a particular overhead line in the Adamantine Forge that suggested the hammer was just starting to move when it, in fact, had just stopped moving.
- The healing potion Auntie Ethel gives you in the Emerald Grove now correctly applies the healing effect.
- Fixed an issue where Sovereign Glut could join the party as follower after being killed and refuse to leave.
- Fixed a bug that was preventing Wyll from commenting on the fact Astarion held a blade to your throat during Astarion's recruitment dialogue by the beach.
- Halsin is a little more reliable when it comes to joining you at camp when he says he will.
- The sleeping bugbears in the Goblin Camp will now more consistently react to you choosing to attack them via the dialogue UI.
- Fixed Auntie Ethel's double sometimes appearing again after her death. Surprise!
- Lae'zel will no longer name-drop Ketheric before he's ever mentioned when you speak to her after meeting Voss at camp.
- Raised the attitudes of some characters from the Emerald Grove when Minthara is defeated.
- Sazza will now walk off near Priestess Gut when you save her by killing Minthara and her would-be executioner.
- Added a missing dialogue option to leave the dialogue with Bex and Danis a little earlier if their repulsively adorable chatter about getting a pet is too much for you.
- Fixed a multiplayer issue where instead of Lae'zel confronting the avatar that goes inside the cave in the Astral Prism, the game would incorrectly choose Lae'zel's avatar instead of her for the dialogue, resulting in a buggy dialogue between two avatars.
- Sazza will now follow another character if the character she was already following is dismissed to camp.
- The hag will no longer start her menacing speech if she spots someone in her lair while someone else is close enough that she won't be able to finish the speech due to combat triggering.
- Fixed a soft-lock where you could get stuck in the Enclave Library if you sent the Key of the Ancients to camp.
- Fixed a bug where unlocking the Emerald Grove Environs waypoint before triggering the cinematic at the front gate of the Emerald Grove would cause Memnon and Arka to forgo mourning Kanon.
- Fixed a duplicate dialogue option about the grove being nature's beating heart when talking to Halsin.
- Fixed a bug causing three of the goblins at the Goblin Camp to get stuck in front of the Collapsed Corridor instead of following all the other goblins to the Emerald Grove.
- Fixed a bug causing Sazza to get stuck cowering after battle is over.
Act II
- Hostile Last Light Inn residents will now become neutral again when the hostility is caused by an erroneous reaction to Minthara.
- Added some fallbacks so you can still confront Oliver after destroying his Nightdome even if you and/or Oliver are Silenced.
- Shadowheart will no longer immediately turn hostile and act like you committed a crime in the Shadowfell if you tell her 'You want to fight? Fine.' While she's not afraid of a good brawl, she'll finish saying what she has to say first.
- Fixed a dialogue option specific to sorcerers in the conversation with Dolly Thrice causing the Moonlantern to not work.
- The Moonlantern crafted at Moonrise Towers will now protect you from the shadow curse as intended.
- Fixed an issue where attempting a skill check against Kar'niss could occasionally cause the dialogue to end abruptly.
- Fixed an issue causing avatar Origin characters in a party with a Dark Urge character to potentially turn hostile along with other companions during a Dark Urge event at night in Act II if the Dark Urge character fails to persuade them that they are not responsible for the murder. Also fixed avatars that were broken in this way, including dead avatars that can't be resurrected.
- Fixed an issue where a dead Shadowheart could still trigger a dialogue at camp with Nightsong.
- Fixed a rare bug where being arrested by the marching army when trying to get to Baldur's Gate for the second time could lead to player characters who were present during the first arrest, but not during the second arrest, to still be teleported into the prison cell in Moonrise Towers.
- Minthara will now continue to want to speak to you after you tell her to wait.
- Fixed an issue where sending Gortash's Netherstone-Studded Gauntlet directly to camp instead of picking it up wouldn't give you his Netherstone until you went back to the Traveller's Chest and retrieved the gauntlet from it. Now sending the gauntlet to camp results in you getting his Netherstone immediately to prevent you from losing track of it.
- Minthara and Halsin will now more consistently choose to remain in the Shadow-Cursed Lands when you load into another region.
- Z'rell will no longer fail to do her duties - namely fighting back when she's attacked - when she's in her office.
- Characters at the bazaar at Moonrise Towers will no longer continuously catch unwelcome visitors and leave it up to the guards to determine who's welcome and who isn't.
- Fixed His Majesty and Thaniel sometimes becoming hostile under the wrong circumstances.
- The Harpers returning to Last Light after the ambush will now be appropriately hostile or friendly, depending on the state of the area.
- Fixed a bug where Halsin could trigger a trespassing crime from within Moonrise Towers even if he was outside.
- Fixed a bug where the surviving Harper scouts could sometimes turn hostile at Last Light if their leader died fighting the drider.
- Fixed your character addressing Shadowheart after deciding Nightsong's fate when Shadowheart isn't there.
- Minthara's Speak With Dead dialogue options now make more sense if she dies in Act II before joining the party.
- A certain plaque in the Thorm Mausoleum now correctly mentions who the coffin belongs to.
- Party members will now comment on the area below Moonrise Towers if they fall through either entrance in the prison.
- Fixed one of Karlach's lines not playing when you talk to her when entering the Colony in Act II.
- Fixed the cutscene for deciphering one of the Engraved Githyanki Discs not triggering.
- Prevented Minthara from being replaced in her escape-from-Moonrise dialogue by an avatar or another character.
- Fixed a couple of flow issues in the dialogue between Lann Tarv and Karlach.
Act III
- Fixed a dialogue flow that repeated multiple times in the Szarr Palace.
- Fixed companion Shadowheart not interjecting with Shar-related lines in an endgame dialogue.
- If you're playing as Karlach, you'll no longer miraculously come back to the Elfsong after burning out or going to Avernus after defeating the Netherbrain when you have multiple romantic partners.
- Fixed a bug causing you to get stuck in the Elfsong camp.
- Fixed a flow issue where if Halsin was your romance partner and you chose to go with him at the end of the game, during the epilogue he would act as though you didn't.
- Fixed a wrong check issue that would prevent Shadowheart from saving her parents if given the opportunity.
- Fixed a bug where Scratch could escape the kennels by the Sword Coast Couriers through the power of fetch. Look, a bug is a bug, okay?
- Fixed an issue where, on some older savegames, Kith'rak Voss would not be present in the Sewers in Act III.
- Fixed a rare case in which unconscious characters would get stuck in permanent combat with the turrets in Ramazith's Tower that would never kill the character, preventing the portal connected to the shop from opening again, which in turn cut off characters outside of the tower.
- Fixed a bug where Orin's version of the Netherstone dagger failed to swap to the player version of the dagger when you equipped it directly from her corpse in a specific circumstance.
- Fixed an issue where Flaming First Madigan could get stuck in an infinite dialogue loop, desperately trying to send you back to prison.
- Fixed a flow issue in the Investigate the Murders quest where some players had their quest log update to say they'd learnt the passphrase to enter Candlehallow's Tombstones even if they hadn't. We've reverted this quest step update so you can continue the quest as normal.
- You no longer need to manually progress with spacebar or mouse or by pressing 1 to continue through Karlach's scene in Avernus with Wyll.
- Fixed the cinematic where Minsc bursts out of a mimic not starting when you enter the vault shapeshifted.
- Fixed Minsc getting stuck in the Counting House vaults.
- Fixed a flow issue where if you were playing as Gale and you didn't become the God of Ambition, you could still find yourself looking and acting pretty godlike in the epilogue.
- Fixed an un-interactable Oskar recovering from unconsciousness after a Long Rest before Kerri's portrait is destroyed if his possessed condition was removed using the Protection from Evil and Good spell.
- Fixed an issue that would sometimes cause Zanner Toobin to just stand in the doorway to the Steel Watch Foundry if you walked out of the building while he was your follower. He will now always return to the office and wait for you to come back. Guess he likes it in there.
- Fixed a very rare bug where you could break up with your partner but still be unable to date Halsin.
- If Allandra concluded the funeral and returned to her office, the waveservants will no longer stop you if you want to finish the 'Avenge the Drowned' quest.
- Fixed a bug causing Ravengard to die when exiting Wyrm's Rock Fortress after loading a save in which he was broken in a very specific way. Note that if he had died as a result of this bug he will not be resurrected when loading this patch.
- If one of your companions is abducted by Orin with the Mysterious Artefact on them and then sacrificed at the altar, the artefact will now be returned to a party member.
- Lae'zel will now respond more appropriately after you kill Voss in the Sewers if she is loyal to Orpheus.
- Fixed the Emperor thinking you don't have all the Netherstones if one of them is in a camp chest.
- Fixed a few issues with Minsc greetings when talking to him after dealing with Gale and the Crown of Karsus, and after making a choice regarding Orpheus.
- Warning Cora Highberry about the wine if you have the Sage background will no longer incorrectly grant the 'Crossing's Namesake' Inspiration Point.
- Hope should now correctly acknowledge that Korrilla is alive, if she is, when you ask her what she'll do next.
- Fixed an issue preventing you from reporting to Lucretious that you've found a piece of Dribbles before you'd found every single one.
- Zevlor's follow-up scene at High Hall now plays correctly.
- Withers will no longer let you ask if you can dismiss your hirelings at High Hall, given that he doesn't actually offer that service in dangerous areas like that.
- The Emperor now joins the Gather Your Allies moment when your rousing speech doesn't ignite the fighting spirit you were expecting.
- Fixed an issue preventing Aelis Siryasius from speaking after you talk him out of fighting you.
- Fixed some rare cases where you could trigger the alarm at the House of Hope after you'd already left.
- If you meet Devella before solving Father's Lorgan murder in Rivington, when you come back after solving it, the dialogue option about being sent by Valeria will now be more appropriate.
- Fixed Halsin repeatedly bringing up Astarion's relationship with him in overhead dialogues under certain circumstances.
- Roger Highberry will no longer follow Cora's corpse to mourn in front of it if you move it outside the boundaries of the wine festival. This will prevent Roger from, for example, appearing at your camp if you move Cora's corpse to your Traveller's Chest.
- Fixed an overhead dialogue about Gale triggering even if he's not in the party.
- The courier informed us that he found a lost letter from the Grove that was meant to arrive at an important party. It's now been sent on its rightful way.
- The Steel Watchers at Baldur's Mouth no longer sometimes slack off on their security duties if you've killed Gortash.
- Minsc will no longer mention the Zhent taking over the Guildhall in the epilogue when Nine-Fingers is still in power. Silly Minsc seeing into alternate timelines.
- You'll no longer say you recognise the Armbrust family if you never met them.
- Added a quest reward for bringing the Zhent shipment to the Zhent at Guildhall.
- Carrion's heart will now properly teleport from Thrumbo's corpse to the basement of Philgrave's Mansion if the dialogue was triggered by dropping Thrumbo's body in front of Mystic Carrion.
- Fixed a rare issue that caused Dame Aylin to not join the fight with Lorroakan in Ramazith's Tower and then become uninteractable afterwards.
- Fixed some of the vampire spawn not reacting to you attacking them after Cazador dies.
- Fixed the Counting House's restricted area not responding to trespassing in some rare cases.
- Lae'zel will no longer have trouble deciding whether she recognises Avatar Astarion in some greetings if he's disguised.
- When talking to Jaheira about her Rite of the Timeless Body, you could tell her your race lived longer than hers, regardless of facts or logic. Now this only applies if your race does, canonically, live longer.
- You can now ask Barkeep Severn about Cheeky Nora after the Guildhall coup is resolved.
- There were two copies of Taming Hope: Part Two in the House of Hope. The second copy of that book has now rightfully been replaced with Taming Hope: Part Three.
- Fixed a rare case where Yurgir wouldn't appear in the House of Hope, which could lead to you not being able to leave the House of Hope after combat.
- In the cinematic with Beorn Wunterbrood at High Hall, Jaheira or Halsin will now speak up before Withers does when appropriate.
- Wyll's greeting after entering the city will now be more appropriate to your Attitude rating. If it's below 20, no more Mr Nice Guy.
- Gale should now have a slightly different response when faced with the endgame choice after Orpheus has been freed.
- Fixed the duel between Sir Penghyst and Lord Jeth triggering twice if you choose to attack them both via the dialogue.
- Other characters should no longer show up during Gale's contemplations about surviving the end of Act II after departing.
- If you accepted the runepowder bomb from Wulbren in Act III, Wyll would disapprove. Now, you can now gain Wyll's approval if you refuse it.
- Ringmistress Lucretious may now join your fight against 'Dribbles' & Co. at the circus.
- Animal tamers at the circus should no longer open the beast cages before the clown joins the fight. The beasts used to just run away without their leader in combat.
- Fixed the abrupt transition between two sitting animations for Lord Shattershield's Bodyguard.
- Fixed a Perception check that could let you spot a key inside Crimson Draughts through the roof.
- In the Devil's Fee, you can now close the hatch by using the bust again. The bust itself will always be available for use.
- Fixed a bug blocking off a dialogue option in Halsin's epilogue dialogue about him being modest about his achievements.
- Fixed a bug preventing overhead dialogues from playing when throwing Boo. Behold! The last little cheeks you will ever see!
- Fixed a bug in the 'Find the Nightsong' quest causing Rolan to die after a Long Rest if Nightsong and Lorroakan are killed.
- Fixed a bug preventing your kuo-toa allies from showing up in the endgame.
- Journal
- The journal will now close the 'Free the Artist' quest after you defeat Kerri and will no longer will tell you to go get a portrait from Oskar if he and Jannath split up, since he won't make one in that case.
- Fixed the 'Avenge the Drowned' quest not closing correctly if Redhammer didn't initiate conversation with you after all the waveservants were defeated.
- Ensured that the 'Steal a Githyanki Egg' quest isn't left open in the journal if you pass a point of no return and can't return to the Crèche to complete it.
- 'Rescue the Druid Halsin' and its parent quest 'Find a Cure' now resolve properly once you load into the Shadow-Cursed Lands.
- Fixed the journal not updating when you ask Mystic Carrion for a cure for Oskar's possession.
- Fixed the journal not detecting whether you already have the Torch of Revocation when you learn its purpose.
- Fixed a bug causing Minthara to continue asking you to kill the tieflings even if they're all dead, blocking quest progression on the 'Raid the Emerald Grove' quest.
- Tweaked a journal update in the 'Raid the Emerald Grove' quest to avoid suggesting player involvement in cases where it wasn't possible.
MODDING
- Fixed the Mod Manager not being accessible after disconnecting a local player on Xbox.
- Made overall improvements to the Mod Verification window to improve user experience.
- Fixed the Next/Previous Mod button allowing you to cycle through the empty Mod Details pages of third-party mods.
- Updated the search filter options in the Mod Manager to ensure accuracy.
- Fixed mod thumbnails sometimes not showing up in the Mod Loading Order section of the Mod Manager.
- Fixed a bug in the Mod Manager where downloading a mod via the browser and then going to the Mod Details page wouldn't let you uninstall it via the 'Uninstall' button.
- Fixed a FileSystem error showing up and requiring you to close and reopen the game to update or uninstall mods used in the current game session.
- Fixed various issues with mod thumbnails, like pixellated images or inconsistencies between the thumbnails and the title photos.
- The Memory Used widget should now be more accurate on PS5 when uninstalling a mod.
- Fixed a bug causing some mods to get stuck loading at 25%.
- Enabling a mod in the Mod Details window will now give you visual feedback that its dependencies have also been enabled.
- Whenever you log into mod.io, you'll now automatically get subscribed to all your currently installed mods. Also fixed a bug where the UI wouldn't update from 'Installed' to 'Subscribed' when appropriate.
- Fixed a bug letting you access the Mod Manager on split-screen even if one of the players doesn't have the correct permissions on PlayStation 5.
BALDUR'S GATE 3 TOOLKIT
- Enabled editing of existing levels for the following template types: Items, Characters and Triggers (add/override).
- Added an option to reuse the base game shaders when creating materials.
- Added limited support for importing existing mods.
- Added a TranslatedStringKey editor. You can now create/edit strings in your own mods, and view translated strings in dev mods for reference.
- Added 'reloadUI' and 'reloadLoca' debug commands.
- Added a label to show when the Material Editor is in read-only mode.
- Added localisation for certain fields in the Tag Editor.
- Items Editor no longer displays items that can't be picked up in the 'available items' list.
- Validation Errors should no longer disappear when switching between tabs inside the Project Settings window.
- Fixed TextureResources not importing correctly.
- Fixed inability to change a project back to its original name.
- Fixed an Exception Error due to the Dependency list not updating after renaming a project in that list.
- Fixed the horizontal scroll bar not adjusting to text width in the Story Editor.
- Fix a validation error when trying to restore previous mod name if the mod hasn't been saved after renaming.
- Fixed the 'Render Equipment Icons' process in the Toolkit sometimes causing a deadlock.
- If you override an item's parent value in the Stats Editor via the Sidebar, you'll now see the orange diamond icon, as expected, indicating that the value has been overridden.
- The Project Browser will no longer generate a crash dump if there was no crash and you closed the Project Browser window normally.
- Disabled the 'Save' button in the Project Settings window for modders while in developer mods.
- Fixed a bug that could get you stuck in a save-overwrite loop in Toolkit by moving the publishing of .paks to AppData/../Local Mods instead of the /Data folder.
- To prevent a crash, you can no longer input unsupported characters when renaming using the Rename/Move tool.
- Forced Effect Resources to be inside /Data/Public/Assets/Effects when using the Rename/Move tool so that they don't disappear from AllSpark when you rename them.
- Fixed a potential crash caused by the UUID Editor letting you save while in Game Mode.
- Fixed potential data corruption caused by saving tech names with whitespaces in them.
- Added the Patch 8 content that was missing from the Toolkit in the Stats Editor and UUID Editor.
- Added an option to automatically update mod dependencies to include GustavX.
- Moved the Photo Mode section in the Toolkit to where the other base components of the game are so that it can't be edited via the Stats Editor.
PERFORMANCE AND OPTIONS
- The game will now remember the changes made to the audio settings after you click the 'Reset' button.
- Improved the performance of Voice Chat during loading screens on console.
- When you agree to reset tutorial pop-ups during Character Creation, the tutorial pop-up setting in the options will now also get re-enabled.
- Fixed instances of 'Savegame Error 544' on PS5 when you have long, multibyte avatar and savegame names. The savegame name length is now limited according to the length of the avatar's character name.
- Fixed the 'Restore Defaults' button in the Difficulty settings not working when you access it while you're already in gameplay.
- Added a Terrain Texture Quality option to the Video options. Previously controlled by the Texture Quality option, this now controls the texture quality of all terrain. Changing the terrain texture quality doesn't require a game restart for the changes to apply. The terrain texture quality can also be modified on DirectX 11, where previously, terrain textures would always be loaded at the highest resolution.
- Fixed an issue where adjusting your Texture Quality would secretly reset the value to Ultra the next time you opened the game. The setting no longer has a mind of its own.
- Removed the outdated God Rays setting from the Video options, which is now effectively covered by the Fog Quality setting.
- Fixed a potential memory corruption issue when loading out of a level while a player character is being confronted for a crime.
- Fixed screen tearing on Vulkan when VSync is disabled or set to Triple Buffering.
- Optimised the performance of inventories, particularly with lots of items in them.
- Optimised fog rendering when Fog Quality is set to Low.
- Optimised the combat AI.
- Improved performance related to in-game lights.
- Improved the Discord rich presence by adding things like in-game location and the ability to request to join the game.
- Optimised terrain shaders.
- Improved some sluggish performance when navigating through the radial menus on controller.
- Improved potential performance dips related to switching between keyboard and mouse input and controller input.
UI
- Added an error message that'll take you back to the Main Menu when the game can't load Honour Mode files properly.
- Fixed character abilities sometimes being duplicated on the Character Sheet after loading into a new region.
- Fixed the equipment slot filter showing all items instead of items specific to that slot the first time you open it up in Party View.
- Fixed the Inspiration UI sometimes displaying the incorrect XP value.
- Fixed Ability Point bonuses not influencing the number of prepared spells in Character Creation.
- Updated the Movement Speed tooltip to show remaining movement more precisely.
- The Spellbook will now correctly display the spells you've unlocked through feats when playing on keyboard and mouse.
- Items and characters in your inventory that you can't throw will now show up in the Throw menu but will appear disabled.
- Fixed the in-dialogue UI buttons overlapping the text on some screen ratios.
- Fixed the model of the Arcane Turret not being centred in its Examine panel.
- Fixed the Character Sheet tabs sometimes missing their background image and being slightly misaligned.
- Fixed particularly long NPC names in Japanese sometimes overlapping with gold values in the Trade UI.
- Fixed particularly long custom map marker names in Japanese exceeding the bounds of the textbox.
- Fixed some grid-like artefacts showing up on the character models in Character Creation when switching between them.
- Fixed the context menu sometimes displaying the context menu of the last container you interacted with.
- Fixed the wrong error message showing up in the main menu when activating split-screen after trying to create a multiplayer lobby without permissions.
- Fixed a bug on split-screen preventing you from selecting modifiers during an active roll in dialogue.
- Fixed the dice animation missing when quickloading a save made during an active roll in a dialogue.
- The Bhaalist Armour's Aura of Murder tooltip now displays the correct aura radius (3m).
- Fixed the UI missing for a couple of frames when the screen is fading in or out.
- Tooltips
- Fixed the tooltip for the Hunted condition not linking out to the Blinding Ambush tooltip when you hovered over it.
- Improved the Attack Bonus and Damage tooltips that link out from the Character Sheet, which weren't always updating to the correct values.
- The tooltip for the Obliging Assistant spell that the sisters at the House of Healing have will now show the correct healing values.
- Fixed some tooltips, like Paladin's Healing Radiance, not showing the proper calculations in Character Creation.
- Fixed Fireball missing its upcast description when upcast to a Level 4 spell slot.
- Fixed the description of the Nightdome's Cursed Vengeance passive in Tactician Mode.
- Fixed the Strength increase not showing up correctly in the Bolstering Brew tooltip.
- Fixed the Bane's Wrath tooltip showing the wrong damage values.
- Fixed the incorrect damage amount in the tooltip for Curriculum of Strategy: Artistry of War.
- Fixed the tools wielded by the sisters at the House of Healing having '1d6' in their tooltips where they shouldn't.
- Fixed comparison tooltips sometimes missing the player name.
- Clarified that Pact Weapon and Hexed Weapon use Charisma as the modifier in their respective tooltips.
- Icons and Portraits
- Updated the icon for the Shadow Blade to better match its visuals.
- Fixed the Reward UI sometimes not displaying the icon of the rewarded item.
- Fixed the wrong variant of the Barbarian class icon appearing in Character Creation.
- Fixed the Lesser Hellboar's portrait, which had a golden outline.
- Controller, Multiplayer, and Split Screen
- Fixed the wrong controller rumbling when updating the rumble settings with two controllers plugged in.
- Added a 'Move To' option to the context menu on controller while in combat or Turn-Based Mode.
- Added a Forced Split Screen option on the Gameplay tab of the options menu for controller.
- Fixed the HDR Calibration preview not showing up correctly on controller or when switching to or from controller mode.
- Fixed a visual bug when active roll bonuses first fade in on controller.
- Fixed a couple of missing button prompts in the controller tutorials for Pickpocketing and Sneaking.
- Fixed an issue where if you reduced the number of slots in the multiplayer lobby and this caused a player using a secondary controller to be kicked (because they were assigned to one of the removed slots), that slot would become permanently unavailable and the UI wouldn't update properly either.
- Fixed a split screen bug where one player's open tooltip would close when the other player updated their selected item via the equipped items pop-up.
- Removed the voice chat UI for non-console games.
- Added player names to the main Multiplayer Settings UI on keyboard and mouse.
- Fixed a bug on split screen causing the text that indicates whether a container is open or closed to be inaccurate when a container is opened by one player and another player is also highlighting it.
- Fixed the Traveller's Chest UI not closing when you select 'Close' from the context menu on split screen.
- Fixed a bug causing split screen to merge into one screen if one player is in a dialogue and the other player enters Turn-Based Mode.
- Fixed a split screen bug where adding a second controller and character during Character Creation would create a character that can't be edited.
- Fixed a split screen bug on Xbox where Player 2's in-game environment would reload when Player 1 entered the Level Up screen.
- Fixed the 'Sell' and 'Select' buttons in the Trade UI being mapped to the same button on controller when you open a container within a trade and try to multiselect items. The 'Sell' option is no longer available while you still have that container open.
- When you highlight a tooltip on controller, the outer border will now appear beneath the item's icon.
- Fixed a bug on split screen causing the inventory context menu on another player's item to get stuck temporarily.
- Fixed a bug where the in-game custom dice UI would require you to press controller buttons twice instead of once to navigate through them.
- Fixed a split screen bug where Player 1 would become invisible from Player 2's perspective if Player 2 disconnected from the session while in a cinematic.
- Fixed some overlapping button prompts on the Report UI in the Mod Manager.
LEVEL DESIGN
- Added a Memorial Portrait to the streets of Rivington.
- Tweaked some rocks and bookcases to improve the appearance of the cutscene at camp where Lae'zel attacks you, depending on where it happens.
- Fixed some lopsided and upside-down chairs letting you sit on them anyway.
- Fixed a gap in the wall near the Verge of the Shadows.
- Fixed some terrain that was protruding from the ground in the Shadow-Cursed Lands.
- Moved an unreachable Blue Dye in Carm's Garms.
- Fixed some black planes in the background of the first cinematic with Yurgir in the Gauntlet of Shar.
- Tweaked some curtains in the Szarr Palace that could interfere with cinematic shots when talking to Vilhelm.
- Moved an old bottle in the Blighted Village to make it reachable. Keep those lootin' fingers limber.
- Grounded some floating rocks in the Ruined Battlefield.
- Moved the hirelings' spawnpoints to prevent them from spawning in Shadowheart's tent.
- Removed a teeny tiny itty bitty untextured cube that was hiding beneath the bridge to Wyrm's Fortress.
ART
- Fixed some low-resolution textures on Flaming Fist outfits.
- Tightened He Who Was' belt so it fits him better around the chest. We're pretty sure he could have tightened it himself, but he insisted someone else do it.
- Fixed female dragonborn rogues missing the belt from their starter outfits.
- Adjusted the Selûnite Robe on all races so that gloves now correctly hide the sleeves when worn.
- Fixed a rogue occluder in the Hollow, letting you see the waters beneath the earth at certain angles.
- Fixed Morgan's sleeves clipping through her gloves.
- Adjusted the Dark Justiciar Half-Plate for female characters, which, when worn without underwear underneath it, was letting the nips peek through.
- Gave Bunny and Blossom - two very much human children in the Lower City - clothes fit for humans. Without tail holes.
- Updated several boots that were making githyanki knees disappear when equipped.
- Updated the Teal Slimfit Outfit to correctly show a tiefling body instead of a human body when equipped by tieflings.
- The colors of the Strapped Choker Leather Ensemble should now display correctly after you switch from a visual with the same mesh but different colours.
- Fixed the colour of the Oath of Devotion's default tunic. It was appearing ruddy red instead of the intended blue.
- Fixed the glass around one of the lamps in the Arcane Tower not aligning properly with the light itself.
- Fixed the back of some posters in the sewers' Abandoned Cistern missing their texture.
- Adjusted Eye Make Up Style 7 so the colour no longer also appears on the character's neck.
- Adjusted the icon and loot item of the Shade-Slayer Cloak to reflect the model used when it's worn.
- Adjusted the Adamantine Scale Mail armour on female dwarves so it better hides the chesticles.
- Fixed some clipping on Boris and Jacob, the skeletons at the circus.
- Fixed lip colours not showing up on Head 8 for male humans.
- There was a discrepancy between the facial spots on the female githyanki Head 1 character model and UI icon. They now have the same spots.
- Fixed some stretching on the Emblazoned Plate of the Marshal.
- Fixed some clipping on the starting armour for paladins when worn by male githyanki.
ANIMATION
- Fixed clipping on some of the starting armour across classes and races.
- Fixed some stretching on the Armour of Persistence when worn by male githyanki characters.
- Fixed the Scale Mail stretching on female gnomes' legs.
- Fixed the Flaming Fist Half Plate Armour clipping into characters' thighs.
- Fixed Lae'zel's hair looking like it was badly crimped in a romantic scene with Gale.
- Fixed some clipping and stretching issues with the Emblazoned Plate of the Marshal.
- Fixed one of the tendrils of the jester hat vibrating ominously when worn by female dragonborn characters. Also fixed all the tendrils standing up stiffly when worn by dwarves.
- Fixed Popper's loincloth clipping into his thigh.
- Fixed Auntie Ethel's trousers clipping through her tunic when she bends forward.
- Fixed the Fireforge Tassels beard clipping and stretching in some cinematics with the Dream Visitor.
- Fixed Oliver's limbs sometimes getting all stretchy during Hide and Seek and looking a little too Slender Man for our liking.
- Fixed the cloth on the Half Plate Armour +2 clipping on female thighs.
- Fixed some clipping and stretching issues with the Cerebral Citadel Armour.
- The instrument on your back will no longer hover mid-air behind you when you change into your camp clothes if you had previously been wearing a cape.
- Fixed the missing animation when using Sneak Attack with pole-type weapons like The Dancing Breeze.
- Minthara will now correctly plot her plans on her map in her idle animation.
- Aligned Remira's bow with her hand.
- Fixed Tugelnhorn's shirt clipping through her waistcoat.
- Fixed an untextured gap in the Solemnity Outfit when worn by female humanoids.
- Fixed Bhaal Horriss' belt clipping into his trousers.
- Fixed some minor clipping on the halfplate Wulbren wears.
- Fixed clipping on the clothes of the Bhaalist cultists in Bloomridge Park.
- Fixed clipping on the clothes of cambions.
- Fixed one of the medallions on Duke Ravengard's belt clipping into the belt.
- Fixed Charl Baragezian's shirt clipping into him.
- Fixed Ramona Flintsplitter's shirt and hat clipping into her.
- Fixed Droona Shveitz's red shirt clipping into her.
- Fixed Otterdance Fenton's shirt clipping into him.
- Gelled down a few strands of Shadowheart's hair that were sticking out and stretched funny.
- Fixed Chain Mail +1 stretching into a dangerous-looking shard of fabric when combined with gloves.
- Fixed Nightsong's Armour clipping through thighs.
- Fixed the Linebreaker Boots and the barbarian Leather Boots looking all stretchy when worn by a character with Invisibility.
- Fixed the tentacles on the Netherbrain not playing their squirmy dance animation for Otto's Irresistible Dance.
- Fixed a bug where, upon attempting to attack a target with a Quarterstaff while Raging from a few paces away, the attack animation would swap to a different one mid-lunge.
- Reminded the Spectator that its rays should come out of its eyestalks, not its mouth.
- Fixed the Armour of Agility clipping into several gloves when worn by halflings.
- The belt buckle on the Mighty Cloth will no longer float mid-air when worn by male githyanki.
- Fixed some clipping on the Protecty Sparkswall on female body types.
- Fixed clipping on several Half Plate armours when worn by female gnomes.
- Fixed the shoulder of one of the skeletons in the Chapel crypt poking through his clothes.
- Fixed some clipping on the Society of Brilliance robe when worn by dwarves.
- Fixed some clipping on Pritt Yellowbreath's clothes.
- Fixed some clipping on Chef Roveer's clothes.
- Fixed some clipping on the Chain of Liberation and Slippery Chain Shirt.
- Fixed the starting armour for female half-orc rogues clipping while they move.
- Fixed some clipping on Blurg's robe.
- Fixed some clipping and stretching on the Dark Justiciar Half-Plate and Gloves of the Balanced Hands.
- Fixed some stretching on the Elven Chain armour when worn by male githyanki.
- Fixed a bug causing Ketheric to sport Mizora's hair.
- Fixed Marcus' thigh clipping through his tabard in the scene where he drops menacingly from the sky.
- You'll no longer be able to literally see through the hips of large female characters when they're wearing Shadowheart's camp clothes.
SOUND
- Fixed some missing SFX on Mama Owlbear when she's enraged after you kill her cub.
- Fixed some spells' preparation SFX not ending when you deselect the spell.
- Fixed an inappropriately dramatic music change in the endgame cinematic after Gale sacrifices himself and the githyanki depart.
- Fixed Raphael's combat music not triggering if you load a savegame made during a particular dialogue in the House of Hope.
- Fixed the combat music failing to trigger if you initiate the combat with the Entombed Scribes in the Dank Crypt by trying to pick them up, presumably to cradle them in your arms.
- Fixed the SFX missing when Sorn Orlith snaps his fingers.
- Fixed Valeria sometimes missing her flapping sounds.
- Fixed the music changing when it shouldn't on the ship docked on the Western Beach at Wyrm's Crossing.
- Added missing UI sounds on the Inventory filter lists.
- Fixed some missing music and SFX in the evil ending cinematics when playing on split screen.
- Fixed the SFX missing when Grasping Vines prepare to cast Grasping Pull.
- Added some music that was missing during Orin's transformation reveals.
- Fixed a split screen sound playing when loading a region or savegame and switching from keyboard and mouse to controller.
- Fixed some missing SFX when casting Speak with Dead on the mind flayer in the Shattered Sancrum.
- Fixed the music during the portal combat by Last Light being too quiet.
- Fixed the environmental music stopping abruptly when you leave the little chapel in the Lower City camp.
- Fixed the environmental music stopping abruptly when you leave the myconid colony.
- Fixed a rock in the Shadow-Cursed Lands camp that would make the environmental music stop playing if you walked on it and then off it again.
- Fixed the main menu music dropping in volume slightly when you open the Options menu on controller.
VFX
- Fixed some missing Detect Thoughts VFX in the dialogue with the Archivist.
- Fixed a big black rectangle appearing in the dialogue with Glut if you skip through the dialogue.
- Fixed Shadowheart's wound missing its SFX and VFX in the dialogue with Thulla.
- Fixed avatar genitals sometimes showing up during Astral lovemaking with Gale when they shouldn't.
- Added some missing Detect Thoughts VFX when probing Cordula Eltan's mind.
- Fixed Karlach's VFX momentarily disappearing in her scene on the pier at the end of the game.
- Fixed the explosions from traps in the Apothecary's Cellar appearing visually much smaller than their actual impact.
- Fixed the position of the VFX for Spiritual Weapons' Concussive Smash spell.
- Cleaned up some blue VFX that could lead to odd lighting in the dialogue after you confront Oliver.
- Fixed missing VFX on Shadowheart's wound when you ask her about her faith.
- Fixed the Countercharm VFX showing a spectral human playing a dying animation when casting a secondary instance of Countercharm in the area.
- Fixed a potential broken frame showing the bridge explosion in Act I before the cinematic begins.
- Fixed some VFX misalignment when the Restless Myconid is communicating telepathically.
- Fixed the flowing VFX from the ritual symbols on the ground in the House of Hope sometimes clipping through your character in a cinematic.
- Fixed some flickering on the Memory Shard in the scene that triggers when you interact with it.
- Fixed a bug causing Lae'zel's astral VFX in the epilogue to disappear mid-dialogue.
- Optimised the VFX in the scene where you sit on the throne atop the Netherbrain.
- Fixed the in-game Moonlight Glaive VFX appearing in cinematics even when the glaive itself isn't visible.
- Fixed some inconsistent lighting on a Justiciar Avenger when it rises up from the ground in a cinematic.
- Fixed the Warden of Vitality VFX flickering on Oathbreakers' hands.
- Fixed some white graphical artefacts on the outline of the Mountain Pass transition if you hover your cursor over it and then move the in-game camera.
- Fixed the Level Up VFX playing on both sides of a split screen game even if it's just one player levelling up.
- Fixed a bug causing Orin's dagger to turn solid red.
- Fixed a bug where body type 1 and 3 characters' chests would clip through their armour in the spectral preview that appears when preparing to cast certain spells.
WRITING
- Updated the spell and condition tooltips for Owlbear's Rage to account for the Constitution and Temporary Hit Points gained when using the ability.
- Made the description of Mage Hand Legerdemain more accurate, by removing the mention of carrying out 'additional tasks'.
- Updated the description for Bend Luck to make it clear that the spell only affects Ability Checks.
- Fixed an incorrect additional description showing up in the Oil Flask tooltip.
- Fixed a discrepancy in the damage type of Storm's Fury.
- Removed repeated text in the Warding Bond tooltip description.
- Fixed the Knock Unconscious tooltip displaying a developer's comment instead of the correct description.
- Fixed some technical text appearing in the Shield Steward Interrogation Log tooltip.
- Clarified the description of Phantasmal Force.
- Clarified that Unarmoured Defence doesn't stack with Mage Armour.
- Removed some superfluous information about the recharge time of the Quickspell Flinger feature to align with other tooltips.
- Updated the Mapped Terror tooltip descriptions to clarify that they affect followers.
- Clarified in the Animate Dead: Flying Ghoul tooltips that, although Flying Ghouls can fly, they specialise in melee combat.
- Updated the Owlbear Cub's Skittish tooltip to clarify that it becomes Frightened.
- Fixed the Dread Ambusher tooltip incorrectly indicating that the associated weapon attack is a Bonus Action.
- Removed repeated text in the Caution Before the Seelie item description.
- Corrected several misspellings of Oskar Fevras' name.
- Fixed an unfinished sentence in the description of the Delicately Constructed Outfit.
- The Temporary Hit Points mentioned in the Armour of Agathys condition tooltip will now scale appropriately when upcast.
- Fixed several minor mismatches between subtitles in cinematics and the voice over.
- Fixed several typos across the game.
- Updated the text on the Crash Reporter screen in Brazilian Portuguese.
- Removed the outdated 'and do nothing else' part of the description for Command: Drop when cast at higher levels.
- Removed the erroneous mention of Versatile weapons in the 'Duelling' Fighting Style tooltip.
- Updated the name of the catch-and-redirect portion of Deflect Missiles to 'Deflect Missiles: Redirect' to reduce ambiguity.
- Fixed the tooltips for Arsenist's Oil incorrectly saying that it replaces Fire Resistance with Fire Vulnerability, instead of just stripping Resistance.
- Fixed an error in the tooltip descriptions of toxins, and clarified that the damage is applied at the end of the target's turn.
- Fixed a mismatch in the name of the passive and the reaction granted by the Unflinching Protector Amulet to avoid ambiguity as they're referring to the same thing. They're now both called Unflinching Protection.
- Updated the tooltip description for Aura of Protection to clarify that it disappears if you fall Unconscious, like the other paladin auras.
- Clarified that Crusader's Mantle affects the caster as well as any nearby allies.
CINEMATICS
Across Acts
- Improved camera shots, mocap animations, character staging, and facial expressions in many dialogues across the game.
- Fixed pops, jitters, and clipping in many dialogues across the game.
- Improved camera angles for characters of different heights in cinematics across the game.
- Fixed some alignment issues when smooching Lae'zel as a male githyanki.
- Fixed several visual bugs, like odd camera shots and clipping, in the camp scene with Dark Urge characters if they spare Isobel.
- Fixed some small pops in Shadowheart's main dialogue.
- The camera now cuts to Gale in a timely manner when he responds after you dismiss him from your party.
- Fixed an issue where you wouldn't be looking at Wyll at the beginning of his main dialogue, as well as some animation pops.
- Fixed some pops on Shadowheart in her main dialogue.
- Adjusted some cameras to prevent dragonborn horns from obscuring Karlach's face when talking to her.
- Added some more camera angles to avoid pops between lines when talking to Halsin.
- Added an additional head animation for Scratch so he continues to hold his ball correctly in his mouth. Whosagoodboy!
- Fixed Karlach's hands clipping into her hips when she tells you she sees a bit of colour in your cheeks.
- Fixed the Sentient Amulet's chain looking stiff in cinematics.
- Asked Jaheira to kindly look at Lae'zel when she's talking to her.
Act I
- Fixed larger player characters briefly sliding slightly upwards in the dialogue with Wroot after freeing him from the windmill.
- Fixed some mocap pops on Voss at the Mountain Pass chokepoint.
- The owlbear no longer blips out of existence during the dialogue with Krolla about the chicken chase.
- Pooldripp no longer suddenly shifts position mid-cinematic.
- Improved camera angles for shorter races and facial expressions in Wyll's recruitment dialogue.
- Fezzerk's head no longer pops mid-sentence when he turns around.
- Fixed Karlach's body popping when Origin Wyll confronts her for the first time.
- Fixed your character popping out of place when the dragon spits fire onto the nautiloid at the start of the game. Also fixed your character's hand clipping into the transponder.
- Fixed a camera shot aimed at no one at all when you lean in to give the mind flayer on the beach a little kiss.
- Fixed one of Shadowheart's lines getting cut off before she'd finished speaking in her confrontation with Lae'zel.
- Fixed one of Rath's lines getting cut off prematurely.
- Barcus no longer clips into the ground and slides around from side to side in the dialogue by the windmill.
- Female gnomes who choose to slap Gale's hand away at the start of the game will now actually slap his hand instead of swiping confidently at the air.
- Fixed Gale looking in funny directions and popping when you're with him in the secluded grove at night.
- Fixed Crusher getting partially blocked off from view by taller player characters when he's grovelling on the floor.
- Fixed camera and mocap pops after healing the bird Nettie is tending to.
- Fixed Fezzerk popping out of place between two of his lines at the windmill.
- Fixed an animation pop when Chock recoils from being hit by Fank at the schoolhouse in the Blighted Village.
- The camera now correctly shows Karlach when she chimes in during the dialogue with Auntie Ethel at the teahouse.
- Fixed some character placements in the cinematic with one of the Sacrificed Cultists on the nautiloid to fix dragonborn characters clipping into the chair.
- Improved the camera shots and fade-ins and -outs in the dialogue with Sazza and Olak.
- Fixed Lae'zel popping between two lines when talking about the tadpoles at camp.
- Fixed the sails of the raft in the Underdark popping while unfurling.
- Fixed a shot in Gale's recruitment dialogue where, if you decided to draw your weapon, you'd act it out very threateningly but not actually be holding anything in your hands. Gale always took your game of make-believe very seriously, though.
- If you successfully pull Phalar Aluve out of its rock, your hands will now grip it more convincingly.
- Fixed a fallen statue obscuring a shot when talking to Yerle in the Shattered Sanctum while playing as a short race.
- Fixed Auntie Ethel's body animations sometimes stopping mid-line while talking to her in the Emerald Grove.
- Fixed Shadowheart twizzling her head from left to right when you try to recruit her in the Emerald Grove.
- Companions' heads will no longer violently snap towards you when you choose to sacrifice one of them to BOOOAL.
- Fixed a bug causing you to abruptly crouch down before approaching Minthara for the romantic night in Act I.
- Fixed Voss' sword clipping through your head as though slicing through soft butter in a scene at camp.
- Fixed Priestess Gut's hand clipping through her potion bottle.
Act II
- Fixed the Spear of the Night sometimes magically teleporting to Shadowheart's back after she throws it into the Shadowfell.
- Fixed a small animation pop and a line of dialogue getting cut short in the scene with Minthara at Moonrise Towers.
- Your hand will no longer clip into the wall when you're elbow-deep in the Cracked Wall at Moonrise.
- Fixed Gale's interjection getting cut off prematurely by your Dream Guardian when you go digging for gods-know-what in the Cracked Wall at Moonrise.
- Improved several animations and movements when you grab Karlach's hip in her Act II romance dialogue.
- Fixed your character dramatically whipping their head to the side at a dangerous speed in the dialogue with Astarion, Petras, and Dalyria in Wyrm's Crossing.
- Fixed the weapon covering Gale's face when he offers to sacrifice himself during the Chosen Three cinematic.
- Fixed a minor pop on your character when you first pick up the tankard Thisobald offers you.
- Barcus is no longer Mike Wazowski'd by various items like cauldrons and bottles, blocking him from view when you talk to him at Last Light.
- Fixed a bug where githyanki players who lose the duel against Lae'zel would later overlap with Lae'zel's body during a tender moment.
- Fixed the wrong animation sometimes playing when you're convincing Jaheira to let you through to Last Light.
- Fixed a couple of shots where Yurgir's crossbow was clipping into his hands.
- Fixed one of Minthara's lines at camp getting cut off prematurely.
Act III
- Fixed some mind flayer tentacles looking a little stiff and clipping into armour in an endgame cinematic after you choose to betray the Emperor.
- Adjusted some camera shots to better suit shorter races in Karlach's final scene on the pier.
- Fixed Astarion sometimes casually reappearing beside the party again after he flees from the sun on the docks.
- In the cinematic with Ansur, the smoke is no longer obscured by silhouettes of terrain in the background, and Ansur's eye no longer floats around his head.
- Fixed some camera shots (facing the wrong direction or blocked off by things in the environment) in the dialogue where you evolve with the Astral-Touched Tadpole.
- Fixed companions or multiplayer party members sometimes blocking the camera during the cutscene before arriving at the Morphic Pool.
- Fixed companions' lines getting cut off prematurely after Gale sacrifices himself alone at the end of the game.
- Fixed a pop on the Archivist at the House of Hope after selecting a particular dialogue option.
- Raphael will now fully complete his transformation during the cinematic before it transitions to gameplay at the House of Hope.
- Fixed one of Skittle's paws clipping into the ground.
- Fixed some clipping, awkward camera angles, and character placements in the dialogue with your allies at High Hall.
- An animation issue causing Halsin's eyes to shift to the left during dialogue after choosing to embrace an illithid form has now been fixed.
- Wild-Shaped companions will no longer turn invisible during some endgame cinematics.
- Fixed a pop on mind flayer Karlach after the events at the end of the game.
- Fixed some visual bugs, like illithid tentacles flapping all over the place, in one of the evil ending cinematics.
- Scratch is now visible in the cage as intended if you choose to give him back to Mar'hyah.
- Minsc's armguards no longer magically disappear mid-dialogue.
- Improved some shots of betentacled Wyll if he takes the evil path at the end of the game.
- Fixed your character playing their crouching animation twice in a row in the dialogue with the Dying Stone Lord Thug if you choose to make him suffer.
- Popped Mirkon's shoulders back into their sockets when you talk to him in Rivington.
- Fixed Akabi's body popping out of place when he yells at you to drown him in coin.
- Fixed a moment in Wyrm's Crossing where Lae'zel would look at you when she should have been looking at Voss.
- Fixed one of Cheeky Nora's lines not having subtitles.
- Fixed some severe tentacle clipping in the dialogue immediately after the first confrontation with the Netherbrain.
- Fixed an issue so that Lae'zel's eyes no longer appear totally emotionless before stabbing Orpheus. She didn't even look her usual level of angwy.
- Fixed some awkward head angles and pops and hid the sword in the endgame cinematic with Lae'zel and the dragon.
- Fixed female halfling and dragonborn characters' eyes clipping through their eyelids in delight while getting jiggy with Mizora.
- Fixed shorter races sometimes being blocked by props in some of the cinematic shots when making your way to the Iron Throne.
- Fixed some camera angles on short characters in Karlach's scene after Gortash dies.
- Fixed some missing SFX when Astarion taps the bottom of Cazador's staff on the ground after the Black Mass.
- Cleaned up some mocap to fix Shadowheart jittering and popping when addressing Viconia in the Cloister.
- Fixed Shadowheart's mum's hand clipping into her neck when they hug.
- Fixed Wyll popping out of place when addressing the Dark Urge in the evil ending.
- Fixed Karlach's head popping and lip sync being slightly off when she addresses the Dark Urge in the evil ending.
- Fixed Astarion's forearms looking like they've detached from his body in the dialogue at High Hall.
- Fixed some characters not being lit up correctly in the dialogue with Beorn Wunterbrod at High Hall.
- Fixed the placement of characters when you skip through an endgame dialogue with Astarion if he was your romantic partner.
- Fixed some clipping in the dialogue with the Highberrys.
- Fixed some long pauses at the end of the lines in the Monk's Manifestation's overhead dialogue when you interact with Shirra's sarcophagus.
- Fixed your avatar party members possibly floating mid-air when you enter the Astral Portal after surviving the githyanki ambush at camp at the start of Act III.
- Fixed several pops and clips in the dialogue at High Hall where your allies commit to supporting you.
- Fixed several visual bugs, like your character floating above their bedroll, during the first night at the camp overlooking Wyrm's Crossing.
- Fixed one of Gortash's Speak with Dead lines getting cut off prematurely.
- Fixed Mizora snapping her head around like a bobblehead if you reject her when she's enticing you with the pleasures of the Hells.
- Fixed Shadowheart popping out of place in the dialogue with Nocturne.
- Fixed jittery mocap for the Inquirer of Grief (before her reveal).
- Fixed Shadowheart's father's hand clipping into her camp clothes during a family hug.
- Wulbren no longer suddenly pops onto the screen out of nowhere in the scene after you blow up the foundry, nor does he suddenly appear further away from his two Ironhand lackeys.
- Fixed one of Toobin's lines getting cut off prematurely.
- Fixed a bug where choosing to hug Minsc in the epilogue as a large-bodied character, like Karlach, would cause you to repeatedly attempt to hug him, even if you miss the mark.
- Fixed one of Karlach's lines getting cut off prematurely when discussing the Supreme Tadpole.
- Made sure Shadowheart won't be wearing a helmet when she asks you what you think of her new hair. Kinda makes it difficult to give an opinion.
- Fixed a bug causing Wyll to lose his horns when talking to Hope in the House of Hope.
Incredible - that's 2-3 paid DLC worth for most other developers, released as a free patch.
Whatever Larian does next, they have a sale from me.
Yeah, the last two patches were quite nice - expanding the evil ending cutscenes a lot and now the extra subclasses and photo mode (not to mention tons of fixes), plus crossplay if you care about that.
Before that they added a number of QOL fixes about managing your party and trading with merchants and the like.
It all feels not just like taking a victory lap (and let's be honest, it took them years to get here f honing their craft, from Divine Divinity to Divinity Original Sin 2), but by now thumbing their noses at live service games and AAA publishers.
Quote from: The Minsky Moment on April 15, 2025, 10:40:59 AMIncredible - that's 2-3 paid DLC worth for most other developers, released as a free patch.
Whatever Larian does next, they have a sale from me.
:yes:
It's still weird to me that the lead writer on this was Adam Smith who before that wrote on RockPaperShotgun. :D He's not the only one branching off, at least two others did likewise. Kieron Gillen left to write comics for Marvel (mostly X-Men and Star Wars - where he created fan favorite Doctor Aphra). Nate Crowley has gone to write for Warhammer 40K. :D
Smith previously covered strategy games (like Nate Crowley, incidentally) like Stellaris:
Quote from: Syt on August 06, 2015, 03:00:20 PMAlso watching the Q&A stream. Damn, Adam Smith from RockPaperShotgun looks like a hobo off the street craving his next shot. :D
(https://i.imgur.com/J8N2tTY.png)
Thanks Syt, I am tempted to start a new game.
I have been planning to start a new game for a month now, just waiting for this patch. I will start as soon as mods are updated. :D
Definitely going back to this game.
It was the most fun I had with clothes on in 2024.
Impressed you can still have so much fun with your clothes off at our age :P
Quote from: Valmy on April 16, 2025, 10:16:21 AMImpressed you can still have so much fun with your clothes off at our age :P
Just assumed he meant a nice warm soothing bath :P
I really wanted to like the game. I can tell it's well made by people who care, but it's just not my ham.
Quote from: Valmy on April 16, 2025, 10:16:21 AMImpressed you can still have so much fun with your clothes off at our age :P
Some of us did not get married. :ph34r: :blush:
I'm late to this game and have only started playing it in the past couple of months. I'm in Act 3 with 100 hours played on my first playthrough. Love the game, it's great... playing as basic fighter and having a blast. One of my favourite things to do is to have an enlarge spell cast upon me along with taking an Elixir of the Colossus. The growth is... impressive!
What are the best mods for this game?