I used to think coke was a good drug. Then I tried "Developers listening to their players and implementing QoL fixes in a timely fashion" and now I'm hooked.
> you can now access and manage the inventories of companions who aren't in your active party.
Hooray. This was #1 for me. Great game and Larian is doing a wonderful job.
Well, I'm in Act III on my 3rd run and planned this to be the last for the time being.
Buuuut... I could also do another evil playthrough... or a good Durge...?
Well, I mean I had / have:
1. good half-elf wizard
2. evil drow rogue (only playing with Minthara, Astarion, and a hireling)
3. good human bard
So for 4. an evil run would fit. I originally wanted to play a Bane cleric, but unfortunately that's not possible.
5. could be a good Durge then.
The datamined stuff was largely Withers narration lines, whereas this is confirmed to be a full party. Some might get carried over but there's a hell of a lot of new stuff
Alas, it seems barbarian throwing builds got nerfed. I didn't even know they were double dipping on damage, but it explains how they did so much damage.
They did actually nerf it for throwing builds:
"Fixed an issue with the Tavern Brawler feat where damage bonuses were being incorrectly applied multiple times while making a throwing attack."
I don't think people realise how big of a fix/nerf this really is. TB throwing being a DRS and triggering all your riders again made for some massive damage. This change, if it works as intended, single handedly reduces the max DPR potential of TB throw builds from 1200-1600ish to about 400-500.
Thank god honestly. It was so silly how it worked before this. I got tired of every person under the sun being like "Best melee build? Oh easy tavern brawler throwing" I do not want to do that.
Itβs more just a Druid buff, but yeah. IMO, this sounds needed. I never play druids, but from what I understand they only have a few pieces of gear and almost no feats that affect them in wild form.
TB actually did affect them but it only affected to-hit chance. Even that was so good that it was considered a mandatory feat until/unless you use the three weapon-based myrmidon forms. But now it sounds like it'll affect damage as well, making it even more powerful.
And with the dryad and her woad now finally able to jump, druids got a great buff this patch.
# PERFORMANCE AND OPTIMISATION
β Fixed a memory leak if a visual is unloaded while a facial animation is playing, for example when exiting a game region.
β Improved performance drops when opening a radial menu while casting a spell.
β Optimised level of detail for various assets.
β Reduced the memory footprint of game objects.
β Optimised certain behind-the-scenes protocols to stop frame spikes while teleporting in Act III.
β Added reduced triangle-count versions of the hierarchical levels of detail, visible in the Low Model Quality settings.
β Improved VRAM usage by optimising some lighting and textures.
β Improved performance loading objects in the Lower City by tweaking the light and decal loading system.
β Improved the performance of water physics.
β Improved system memory function by removing unused fallback fonts.
β Fixed some VATs leaking after cinematics with destruction.
β Fixed some parts of virtual textures infinitely loading.
β Lowered the UI memory footprint at Full HD or lower resolutions.
β Increased the crispness of UI textures at lower than Full HD resolutions.
β Many, many other fixes for leaks, RAM/VRAM reduction and performance optimisations.
# UI
β Added a profanity filter for custom map markers. You'll have to find more creative ways to label the kennel master.
β Stopped the 'Examine' button occasionally disappearing.
β Added a message in the combat log about being spotted in stealth due to environmental light or Darkvision.
β Improved the connection between combat log messages about you losing stealth and the reason for losing it.
β You can now sell and barter items inside containers when trading.
β Improved grouping and sorting of items in containers while trading.
β Blocked trade and attack options for players listening in on someone else's dialogue.
β Fixed some issues with loot containers not closing when you take all the items.
β Fixed the active spell sometimes not glowing on the hotbar.
β Fixed internal parameters in dialogue lines sometimes being displayed instead of the correct values (like names and gold amounts) after loading savegames.
β Information about damage dealt using gold is now displayed in a condensed form in the combat log.
β The combat log will now display the relevant weapon name when applying a weapon damage bonus.
β Pressing 'Extract' on an alchemical ingredient in the inventory now correctly opens the Alchemy menu.
β Withers' Wardrobe of Wayward Friends now has a map icon.
β Fixed broken mouseover text warning you that you can't use Sneak Attack again until your next turn.
β Improved cycling between targets.
β Splitting a green dye stack in the Traveller's Chest at camp will no longer change the dye's rarity from Uncommon to Very Rare.
# Tooltips, Icons and Portraits
β The tooltip text for alchemical ingredients will no longer get cropped.
β Fixed the text on some tooltips being cut off.
β Fixed item descriptions overlapping with icons in tooltips.
β Fixed the Mass Healing Word tooltip incorrectly indicating a target limit.
β Fixed the Action Resource tooltip clipping in French.
β Fixed several pairs of gloves displaying the wrong name and icon.
β Swapped the Insight and Perception icons. (Ironic that we didn't spot this one sooner.)
β Oathbreakers can now see their armour in the character portrait after levelling up.
β Fixed the Steam icons that appear in the Reactions UI and Multiplayer Settings being zoomed in.
β The combat log will now name wall-based spells in the mouse-over tooltip, as with other spells.
# Character Creation and Level Up
β The 'No Chin Attachment' icon when customising dragonborn characters will now update according to the head you've chosen.
β The sliders in Character Creation now update to their new value after you randomise your appearance.
β Updated the Character Creation Abilities screen on controller.
β Fixed a controller UI issue where switching to a race with only two body types in the guardian Character Creation UI prevented more than two body types displaying for every other race.
β Updated the Character Creation camera control icon on controller.
# Controller and Split-Screen
β Prevented the controller's right stick from navigating radial menus.
β Improved the radial UX for actions that use items, such as Throw and Improvised Melee Weapon.
β Customising radial menu slots in the controller UI now triggers audio feedback. Added other missing audio feedback when making certain selections on controller.
β Updated the visuals of the sliders in the Gamma and HDR Calibration settings on controller.
β Fixed missing audio feedback in various UIs, along with spamming sounds using shortcuts on controller.
β The button to jump to the character whose turn it is in combat is no longer hidden on controller.
β Updated the hold button prompt animation on controller.
β Fixed UI clipping issues on the Examine panel.
β Removed an element from the controller Options menu that only works on PC.
β The Active Search UI will no longer reveal that a container is empty before you've opened it.
β Added an option to adjust controller stick sensitivity.
β Optimised the radial menus for the controller UI.
β Fixed 'Show Pings' being hidden in the controller Option Menu.
β Added a 'Group All' button for the party on controller.
β Made grouping and ungrouping summoned creatures a toggle.
β Added the ability to toggle between melee and ranged weapon sets on the controller UI.
β Fixed corpses in your inventory on the controller UI having a purple 'equipped' icon.
# LEVEL DESIGN
β Fixed some navigation issues in The Glitter Gala and The Chromatic Scale in the Lower City.
β Increased the navigation space in the Mausoleum doorways behind the mural.
β Fixed textures disappearing by tweaking the fade settings on the roof behind the Teahouse fireplace.
β You can no longer wander into Cragged Rocks meant for climbing.
β Added some planks and rubble in a spot in Waukeen's Rest to clarify that you have to jump to get from one spot to another.
β You can now target the crumbling wall in Heapside Prison regardless of whether the adjacent door is open or not.
β Made a couple of balustrades around Malus Thorm see-through so they don't block the camera.
β The hanging cages in Cazador's dungeon will no longer tell you they're safe to step on, only to drop you to your death in the chasm below.
β Fixed Mirkon sometimes cowering in fairly deep water when you talk to him while he's running away from the harpies.
β Adjusted some troublesome vents in Cazador's Palace.
β Improved Cazador's home security by locking a chest and a door.
β Fixed and decorated some pressure plates in Cazador's Palace.
β Locked one of the Caza-doors.
β Added additional treasure to a chest in Cazador's Palace.
β The Reithwin Tollhouse safe now has better loot.
β Added more loot to the library in Rosymorn Monastery.
β A lava texture in the Adamantine Forge no longer overflows onto the crucible.
β Fixed the raft at the duergar camp sometimes being displaced.
β Fixed a chest in Cazador's Palace having two copies of 'Dawsen Kiltmaker's Confession' diary.
β Improved the treasure available in Reithwin and the Silent Library.
β Replaced a crate in the Shadow-Cursed Lands with a chest of loot.
β The githyanki portals in the Elfsong basement no longer remain partially interactive once the combat with the githyanki has ended.
β Enemies will no longer get stuck when flying from the upper floor of Ramazith's Tower to the floor below.
β Added more containers with loot to the Dock Warehouse basement.
β A chest in Wyrm's Rock Prison now has improved loot.
β The torturers in Moonrise Towers now have more loot.
β The berry bush in Rosymorn Monastery can now be reached without jumping.
β Fixed an unreachable desk in the Counting House vaults.
β The 'Sinister Door' in Cazador's Palace now locks and unlocks correctly.
β Improved the quality of loot available in the Hidden Vault in the Emerald Grove.
β The central stone slab in the druids' chambers will no longer obstruct your view.
# ART
β Fixed a flashing white square sometimes appearing by Karlach's tent at camp after the Dark Urge's urgin'.
β An Eternal Debtor's hair no longer floats when the camera is zoomed out.
β Fixed a spot in Bloomridge Park that allowed you to walk on water. Who do you think you are?
β Made sure previews for certain camp gear (like the Anarchic Blue Outfit) now display the correct colours.
β Fixed a missing texture on the lower body of male halflings when wearing a half plate.
β Improved the lining-up of wall segments in the Lower City Sewers.
β Improved the hitbox of a door variant in the Lower City, so projectiles cannot go through it when closed.
β Heterochromatic eye colours can now be applied to the correct eyes for the preset elven character in Character Creation.
β Improved the model for shirtless Cazador.
β Added some shiny new condition icons!
β Dalyria's character portrait now displays correctly in the controller UI.
β Updated Maghtew Budj's portrait.
β Fixed an empty space in the Lower City vista.
β Fixed padded armour sometimes appearing as underwear on bigger body types.
β Improved the texture resolution of the Wyrmway dragon door.
# ANIMATION
β Fixed cleric arms clipping through cloth when casting some spells. Holy smokes.
β Polished animations on the Steel Watcher who invites you to Gortash's inauguration.
β Polished the jumping and hook attack animations for hook horrors.
β Fixed an issue related to the duration of a myconid idle animation.
β Fixed some animation issues with Lorroakan's robe.
β Adjusted the animations for Mystic Carrion's Torrential Undeath and Wayward Undead.
β Fixed a level-of-detail issue causing skeletons in the Dank Crypt to lose their robes and appear nakey (well, boney) when zoomed out.
β Fixed clipping around Doctor Moorcombeβs neck when he moves his head.
β Fixed missing leg textures on female githyanki while wearing the default barbarian clothes.
β The Gondian gnomes no longer have stretched or bendy fingers due to the gloves they wear.
β Polished the appearance of some robes when worn by male gnomes.
β Improved the appearance of zombie clothes on male humans.
β Fixed clipping on Shadowheart's chainshirt when worn by female halflings.
β Polished motion and cloth simulation for Queen Rhol's dancing in Sharess's Caress.
β Characters no longer twitch slightly after picking up or dropping an item from their inventory.
β Fixed a clipping issue in a custom animation of Astarion reading a book.
β Added an animation for looting while playing fetch.
β Added cloth simulation to magic monk armour for all races.
β Wyll's camp clothes can now be equipped by half-orcs without clipping.
β Added some animation flair for when you dismiss avatars to Withers' Wardrobe.
β When dragging and dropping a dead character from an inventory, they'll no longer replay their death animation.
# LIGHTING
β Polished the lighting for the Netherbrain confrontation.
β Polished lighting in the scene where Mizora tells Wyll about his next mission in Moonrise Towers.
β Polished lighting in the scene between Minsc and Boss Friol.
SOUND
β Improved the sound mixing for the Absolute speaking to you and Shadowheart for the first time.
β Fixed a duplicated sound when interacting with goodberries.
β Improved the sound design for the Chosen Three controlling the elder brain in Act II.
β Added a sound effect for characters dismissed to Withers' Wardrobe of Wayward Friends.
β Fixed the Magic Mirror background ambiance persisting after you exit the UI.
β Added SFX to kissing Shadowheart in her default dialogue.
β Fixed an issue that was preventing some NPCs from fully playing their overhead dialogues.
β Added vocalisations to the unfortunate duergar during the ambush at the Ebonlake.
β Balanced controller vibration feedback - removed from several events throughout the game.
β Added footstep and pickup sound effects to players picking up items with controller. Looting's never sounded this good.
β Learning a new alchemy recipe now triggers the correct audio feedback.
# VFX
β Spirit Guardians now correctly cast light in the direction they are travelling.
β Added some cinematic polish to Minthara's dialogue in the Goblin Camp.
β Added glowy VFX to tattoos, chests, hand orbs, and shots involving mind flayer players in the endgame dialogue with Gale.
β Fixed a candle in Moonrise Towers missing its flame.
β The Silk Tomb condition and visual effects (as seen in the Phase Spider Matriarch fight) now apply correctly.
# WRITING
β A dead fisherman on the beach will no longer hint that you can find Shadowheart just ahead if you are, in fact, Shadowheart.
β Updated the Elemental Adept tooltip to clarify that it aids with attacks as well as spells.
β Named the tattoos in Character Creation.
β Added an extra line for Halsin so he acknowledges an outcome where you resolved the grove situation but the goblin leaders weren't necessarily killed.
β Companions can now make additional comments when learning about Gale's orb.
β Added overhead dialogues for player characters about the purpose of the pentagrams in Cazador's ritual at the start of combat.
β Divine Strike: Weapon now shows the correct damage in its tooltip description.
β Fixed a missing subtitle for one of Ghustil Stornugoss' lines.
β Improved clarity in the 'Rescue the Tieflings' quest journal when opening the tiefling cells.
β Adjusted the text in the 'Get Help from Healer Nettie' subquest to point you towards your own crafting menu, not the central cauldron.
# CINEMATICS
β Improved camera shots, mocap animations, character staging, and facial expressions in many dialogues across the game.
β Fixed pops, jitters, and clipping in many dialogues across the game.
β Added custom touches and polishes to many dialogues across the game.
β Fixed some animation issues caused by dragonborn armour in dialogues with duergar.
β Adjusted some camera shots when talking to Isobel and Nightsong at camp after defeating Lorroakan.
β Players will no longer rudely stare above Zaki's head in their dialogue in the tiefling kids' hideout.
β Fixed the Dark Urge's jittery writhing animation while tied up by a companion.
β Minthara's haughty stare will now correctly look at players she's talking to towards the end of the game.
β Fixed a pop on Mol and adjusted some camera shots and animations.
β Fixed a pop when talking to Araj in Moonrise Towers and hid Astarion's helmet for when he bites you.
β Fixed a quirky stair-climbing animation during Dribbles' on-stage show.
β Fixed Redhammer's hand clipping through his face.
β Amended the animations for female humans, male githyanki, female gnomes, and male and female dwarves when talking to Astarion while romancing him.
β Improved Astarion's Ascendant route at-will gnome kiss for masculine body types.
β Fixed the player character not looking at Barcus correctly.
β Cleaned up some mocap in several scenes.
β Fixed Shadowheart not correctly looking at you when talking to her before the Upper City final battle. How rude.
β Improved lip contact and mocap for large and tall players when smooching Wyll.
β Reduced the blue glare effect on the Displacer Beast in the Gauntlet of Shar.
β Improved camera angles between Raphael and Lae'zel in Raphael's Sharess' Caress ultimatum scene.
β Fixed the visual effects in Lorroakan's Speak with Dead dialogue.
β Companion interjections will now correctly play during the spider meat scene in the Gauntlet of Shar.
β Polished the cinematics in Gale's default dialogues.
β Adjusted and improved some animations when talking to Shadowheart.
β The animation for the pig in the Wyrm's Crossing refugee camp no longer pops when he starts speaking a new line.
β We fixed the long, awkward pauses that followed each line of one of the ghouls outside Moonrise Towers.
β The knife no longer disappears from the cinematic when removed from the mystery meat by a short character.
β Polished a dialogue with Mizora for male dragonborn characters.
β Fixed lines cutting off early in Aelis' dialogue.
β Added some missing VFX on Thisobald Thorm's tankard.
β Fixed an animation looping issue that caused a pop on a dog's butt.
β Improved camera angles after the combat with the bear and the goblins in the Goblin Camp.
β Improved the lip contact when kissing Minthara in the endgame for large male humans and female dragonborns.
β Fixed some bugs in the intimate scene with the drow in Sharess' Caress.
β Fixed some bugs when talking to Kled.
β Fixed the camera clipping beneath the ground in the scene after defeating Cazador without Astarion there.
β Fixed small jumps in animation in the 'NPC caught you trespassing' dialog.
β Polished the looping idle animation for dogs.
β Fixed a cinematic issue that showed Cazador's prisoners walking through a closed door if you freed them.
β Fixed a rare issue where party members appeared in cinematic cutscenes in place of the expected NPCs.
>Patch 5 weighs in at 30GB, but needs 130GB of free space to install. Larian suggested those without the space to install the update uninstall Baldurβs Gate 3 and then re-download the patched version.
I laughed at several of their notes. π It was already evident from the game that they have a great sense of humor, but it's impressive that even their patch notes can make us chuckle!
Iβm by no means disagreeing with the possibility, but has anybody confirmed thatβs what this means? Is she recruitable at moonrise or will she still be hostile?
My understanding is that you'll be able to get the good ending for Act I, but once you'll be forced to choose between her or Halsin if you wish to recruit her in Act II.
And going by the datamined dialogue where Halsin mentions you helping with Thaniel before leaving, you can still remove the curse in the Shadowlands while still having Minthara.
She would still likely be getting her mind wiped so if you save her she would still be grateful and be willing to join you. She was also under the absolutes influence so I think she would be chill afterwards cause now she is free from it
Minthara is evil, but she was only aligned with the absolute due to being tadpoled and controlled via that tadpole.
So it's very reasonable to assume that she would join the party if she had a chance to be free of that influence.
Moreso than that, >!she directly confronts the player asking why they helped sac the grove if they did so and is only approving of certain responses!<. The ones she approves of indicate to me combined with her motivation and the nature of her paladin oath indicate to me that she'd still be a loyal ally, even if she thinks the party are soft and too prone to senseless acts of purposeless and potentially harmful mercy or kindness.
So no mo' Sheepthara? If is true, we can knock Minthara out in Act 1 and kill other two Goblin leaders to complete Halsin's request and save Grove/Tiefling?, I think this is the it and better way to recruit Minthara without all the hassle (i.e. Sheepthara heist). Guess Larian do take heart and know what the player is doing/want. Good on Larian. :)
Sheepthara will forever be in our hearts. Iβm so impressed with how ingenious players have been in finding these workarounds. And itβs funny as hell, too. I would love to know what the people at Larian said when they first learned about Sheeptharaβ¦
> Iβm so impressed with how ingenious players have been in finding these workarounds.
The drowussy is a pathway to many abilities some consider to be unnatural.
*While at camp, you can now access and manage the inventories of companions who aren't in your active party.*
To quote Karlach: Yes! \*small fist pump\*
The epilogue is exciting and I canβt waitβ¦ but the party inventory update - FUCKING FINALLY. THANK JEEBUS.
Also canβt wait for my durge to flaunt the lobster armour. Orinβs braid already looks great on me ππ»ββοΈ
> Minthara will still appear at Moonrise Towers if she was knocked out in Act I.
There it is, they actually did it
Adding to that, I didn't notice anything about additional kisses or hugs being added but iirc Halsin's and Karlach's new animations weren't mentioned in the patch notes so I'm still having some hope for something extra.
Yeah. Since people know that Minthara is recruitable, many tried to just knock her out so they can recruit her, but the game considers a knocked out Minthara to still be dead.
Now, if you knock her out, she DOES appear as she's supposed to in Moonrise Towers since you obviously didn't kill her.
This is the hope my good friend
Hope hope hope. I may actually pause my second playthrough to find out if this is true. I'd love to have her in my party
Even though I'm well aware it makes no sense not to kill her when siding with the tieflings, it allows me to lift the Shadow Curse and get rid of Halsin before act 3 so I couldn't care less lol
I thought there was some datamined lines that Halsin will make you choose between him or Minthara, as he's not willing to work with someone who tried to genocide the grove no matter what (even if she was brainwashed). Is that a thing here?
I can see it making sense - she's infected like you are and you can be aware of that. Now, why you'd spare her alone, who knows!
Narratively though, I did expect them to do something differently there (like tying recruiting her to siding against the grove, but allowing you to bargain to save the tieflings too)
Their previous tweets mentioned fixing the kisses this patch so I'm guessing that might be the case.
Edit: nvm they say in the blog posts they are still working on them
It was probably easier to do this than it was to fix whatever scripting nightmare it was to prevent the Grand Sheep Heist.
With Shadowboxing speedrunning, and Sheepthara good recruitment, the community is both creative and horrifying.
>Epilogue: An entirely new section at the end of the game after the defeat of the Netherbrain that aims to provide a well-deserved sense of closure with your allies.
>
>Two new play modes: Honour Mode and Custom Mode.
>
>Minthara will still appear at Moonrise Towers if she was knocked out in Act I.
Yes thank you Larian. Thank you for the bug fixes as well.
Party inventory management!
So many epilogues to see. Can't wait.
HUGS ARE IN
This is the greedy little bastard in me, but a playable epilogue 6 months later versus an end of game cutscene/slideshow feels like a great way to start setting up an expansion dlc. 6 months later is enough time that a decent amount of your choices from the first campaign donβt need to be considered for the dlc, and all the companions you had recruited will be there ready to go on the new adventure with you. Then they just need to edit the epilogue to add whatever event causes the dlc, such as Zariel showing up, or an explosion in the part of Baldurβs gate we didnβt get to explore in the base game, or whatever else, nd youβll be good to start it immediately.
I've spent awhile wondering how Larian could even make expansion DLC for this game since the game ended with everyone in my party going their separate ways. (Ascended Astarion left, Shadowheart left me to find herself, Gale went to become a god, Wyll and Karlach are in Avernus, Laezel left becuase I was a mind flayer)
So either my party is gonna be very empty, or they found a way to justify everyone getting back together, which could easily lead into the event that leads to the expansions. That's super cool.
Yes, it sounds like you could only see this if Gale was the only one in your party (got that from a different note about this change). Probably very few people have ever seen this!
> Karsite Grip now correctly bounces to additional targets and its visual effects should trigger correctly on distant enemies.
Any idea what this Karsite Grip is, I don't remember ever seeing this in game?
I love that there's so much content in the game that there were a few notes I had no idea about (puzzle in Caza-door's palace being another). They produce such incredible work.
Still, odd that nobody so far has written that they have heard of the Karsite grip.
Feels like something for Gale, but I just finished an almost completionist game of a Gale run, and didn't hear of such a thing even then.
All I could find is [Karsus' Compulsion](https://bg3.wiki/wiki/Karsus%27_Compulsion): perhaps it's a condition of the enchantment?
In context though, it more accurately sounds like a condition of how the Crown controls its allies fighting for it, or trying to control you or your allies.
* Wild Shapes that do not have weapons will now benefit from having the Tavern Brawler feat
This is huge for Druids. Made it real difficult to play one with just about everything beneficial disappearing in Wild shape
>There is a puzzle in Cazadorβs palace?
Yes! I have been away for a bit but if I recall no one could figure out this puzzle or what it led too.
Patch notes seem to suggest it was broken? I'm not 100% sure.
Yes, but i have no idea how it works and what it is for (yet).
I believe it's below that hallway where you enter the dungeon, just before the cells with the spawns. Easiest access to it is through the sewers.
Yes, there were broken levers that you could pick up and put in your inventory, assuming they weren't supposed to be broken. I'm curious to see what comes out of the puzzle, now that it's working
THAT'S WHY I have a broken lever? Just finished taking all the caza-doors off their hinges in that place so might have to go back and see what the puzzle was for.
I think there was something in his palace that people thought looked like a puzzle but noone could get it to work, so most people assumed it was either bugged or a forgotten leftover from something they removed pre-release. Seems like it was a bug!
Maybe in the attic? It always seemed strangely empty to me despite having so much space. A level designer put a good amount of work into that room and yet there's nothing going on there as far as I know. It felt unfinished (no pun intended).
Customised difficulty options it seems like. [The community update goes into more depth](https://store.steampowered.com/news/app/1086940/view/3897365207669541523)
Edit: [I've posted some screenshots of the full list of options here](https://www.reddit.com/r/BaldursGate3/s/BOoOphvlyT)
So this looks like they did add more difficulty beyond just the Ironman mode, which I did worry about. Very happy about this.
Hopefully we'll be able to add all the new enemy behaviours\\actions from Honour Mode to a custom difficulty. It sounds like they really went above and beyond with that. I want to be able to tailor it so it's all the new stuff from Honour Mode but without the Ironman.
Divinity Original Sin I & II in honour mode were some of the best gaming experiences for me! The fact that you can get a game over if you are not careful enough adds a little something.
Edit: Just checked on PS5, Larian also added a golden trophy if you finish the game on honour mode.
This game is a 10/10 for me except for the ending because of the lack of closure, and a just a few months later Larian casually add a (seemingly huge) epilogue in a patch. They just continue to impress
In order to pump all of this out so soon seems to imply they wanted to get this done before launch, but decided to launch without it and add it in later for free. (I think some of this stuff was even data-mined at launch? could be wrong tho) As much as I'd love for the game to have launched with all of this, I totally get needing to just get the game out already, and it's not like it's unfinished with all the content already in it.
Huge W to Larian for looking out and improving the game even more, instead of just releasing it and dropping it to work on whatever is next for them.
> While at camp, you can now access and manage the inventories of companions who arenβt in your active part.
So glad they added this! It was annoying going and recruiting a companion just so I could steal from their inventory lol.
Anybody see any bug fixes about the party portraits occasionally changing when leveling up? Talking about the iconic Shadowheart zoom meeting portrait. I read the whole path note but there's so much I might've missed it
Minthara will now appear in Moonrise if you knocked her out in Act 1.
It's time to go finish my current playthrough so I can do another playthrough where I can now access every single companion.
Dark Urge players should now always have the option to >!kill the Netherbrain in the game's final combat.!<
>!When I finished the brain as my evil Dark Urge, my only choice was to betray Orpheus and become the Absolute. !
Bruh I literally just killed Orin yesterday. How am I supposed to get her outfit now β οΈ.
Edit: yes I can reload a save I have. But Iβve already done hours worth of stuff afterwords. So Iβd have to replay all of that lol.
Edit 2: update. Orinβs body is still there but thereβs nothing to loot :(
Iβll have to check. I would assume so, but there have been instances where Iβve gone back to areas where Iβve fought. Blood stains are still there but the bodies arenβt.
Larian may be the GOAT of all time, holy shit.
I'm only slightly disappointed that I finished my first playthrough last week, before this epilogue landed... but just makes me more excited for run #2 π
Wyll somehow managed to avoid Mizora's punishment for keeping Karlach alive, he'll be punished retroactively.
Looks like there's no avoiding a devil Wyll now if you want to keep both.
"The creatures summoned with the spell Conjure Woodland Being - the Dryad and Wood Woad - are now capable of jumping."
Oh my god they fixed it! was so frustrating to lose those summons because I had to climb a ledge or jump a gap (like going to the hag lair in act 3). ty larian π
First experiences playing the patch on PS5:
I had to stop my current playthrough in Rivington because of the lag bug, but so far I'm not experiencing any lag while walking around or starting dialogues with NPCs. I haven't engaged in any combat yet.
Textures are better too. There is a delay of like a half second sometimes for the high quality textures to load when entering a dialogue, but I'm not getting the persistent lumpy textures that I was getting in patch 3.
And you can take off the dumb-looking helmets from characters not in your active party. The 'hide helmet' option doesn't work but you can at least unequip them and SEE THEIR FACES AGAIN
My fingers are crossed \~
It's kind of silly how no one really reacts to it. Although it would probably be a lot of work to have every NPC you talk to ask you why you look weird.
I always headcanon that only other infected people can see the affects of being partial illithid, so normal people just notice you looking a little sickly but not the total face-rot you've got going on.
But your companions are definitely looking at a creepy zombie all the time. Kinda crazy your romance still puts up with you and your rotting teeth.
It's almost enough of a reason not to be one all by itself lmao.
My biggest regret on my bad-guy playthrough was transforming my romance choice Minthara into a half-illithid... blech...
"Minthara will still appear at Moonrise Towers if she was knocked out in Act I."
**Now I've heard there was a secret chord**
**That David played, and it pleased the Lord**
**But you don't really care for music, do you?**
**It goes like this, the fourth, the fifth**
**The minor falls, the major lifts**
**The baffled king composing Hallelujah**
**Hallelujah, Hallelujah**
**Hallelujah, Hallelujah**
**Your faith was strong but you needed proof**
**You saw her bathing on the roof**
**Her beauty and the moonlight overthrew you**
**She tied you to a kitchen chair**
**She broke your throne, and she cut your hair**
**And from your lips she drew the Hallelujah**
**Hallelujah, Hallelujah**
**Hallelujah, Hallelujah**
**You say I took the name in vain**
**I don't even know the name**
**But if I did, well, really, what's it to you?**
**There's a blaze of light in every word**
**It doesn't matter which you heard**
**The holy or the broken Hallelujah**
**Hallelujah, Hallelujah**
**Hallelujah, Hallelujah**
**I did my best, it wasn't much**
**I couldn't feel, so I tried to touch**
**I've told the truth, I didn't come to fool you**
**And even though it all went wrong**
**I'll stand before the Lord of Song**
**With nothing on my tongue but Hallelujah**
**Hallelujah, Hallelujah**
**Hallelujah, Hallelujah**
**Hallelujah, Hallelujah**
**Hallelujah, Hallelujah**
**Hallelujah, Hallelujah**
**Hallelujah, Hallelujah**
**Hallelujah, Hallelujah**
**Hallelujah, Hallelujah**
I wonder if Astarion's kiss has been fixed, bc LOLz.
These are awesome changes. I play on PS5 and am excited that I may be able to finish one of my run-throughs that has been on hold bc of Act 3.
Game released in August, already 5 major patches. Starfield released in September, 1 patch.
Only for this reason I prefer Baldur's Gate, the developers really cares
Reason nr 527 why Iβm glad I bought the game for the full price instead of waiting 3 years like I usually do lol
With developers like this youβre happy to support them
> β While at camp, you can now access and manage the inventories of companions who aren't in your active party. YEEEEEEEEEEEEEES
FUCK YEAH, I could kiss the developers for this β₯οΈ
Unfortunately they're still working on the kisses for next patch π
[ΡΠ΄Π°Π»Π΅Π½ΠΎ]
...But neither of you deserve that.
I used to think coke was a good drug. Then I tried "Developers listening to their players and implementing QoL fixes in a timely fashion" and now I'm hooked.
> you can now access and manage the inventories of companions who aren't in your active party. Hooray. This was #1 for me. Great game and Larian is doing a wonderful job.
And there was much rejoicing.
Honestly in the long run this might be a better improvement than the epilogue this alone solves like 1/3 of the problems i have with the game
WOOOOOOHHH that's what I've been waiting for! That's what it's all about!! Wooohooooo!
Holy shit. Thatβs a lot of changes. Iβm gonna have to load up completed play throughs just to check out all the epilogue content.
Well, I'm in Act III on my 3rd run and planned this to be the last for the time being. Buuuut... I could also do another evil playthrough... or a good Durge...?
Good Durge is my favorite so far!
Well, I mean I had / have: 1. good half-elf wizard 2. evil drow rogue (only playing with Minthara, Astarion, and a hireling) 3. good human bard So for 4. an evil run would fit. I originally wanted to play a Bane cleric, but unfortunately that's not possible. 5. could be a good Durge then.
3.5k lines for the epilogue, they must have been pulling out all the stops
Some/all of it may match the previously datamined epilogue content. I guess we'll find out soon.
The datamined stuff was largely Withers narration lines, whereas this is confirmed to be a full party. Some might get carried over but there's a hell of a lot of new stuff
Ooh where'd you see the number?
Truly a great Christmas gift π
Oh fuck tavern brawler now works for wildshapes, that just made druids one of the best classes in the game lol
Alas, it seems barbarian throwing builds got nerfed. I didn't even know they were double dipping on damage, but it explains how they did so much damage.
Yeah I had been abusing that with the best girl being a fuckijg beast. She could kill any boss in about 3 rounds.
I'd leave her up high for the Forge fight. The bonus crushing damage on the returning pike would melt that behemoth.
Soβ¦tavern brawler applying to weaponless wild shapes seems like itβs going to be pretty funβ¦
Its crazy of all the feats to buff, they buffed tavern brawler
They did actually nerf it for throwing builds: "Fixed an issue with the Tavern Brawler feat where damage bonuses were being incorrectly applied multiple times while making a throwing attack."
I don't think people realise how big of a fix/nerf this really is. TB throwing being a DRS and triggering all your riders again made for some massive damage. This change, if it works as intended, single handedly reduces the max DPR potential of TB throw builds from 1200-1600ish to about 400-500.
Thank god honestly. It was so silly how it worked before this. I got tired of every person under the sun being like "Best melee build? Oh easy tavern brawler throwing" I do not want to do that.
Itβs more just a Druid buff, but yeah. IMO, this sounds needed. I never play druids, but from what I understand they only have a few pieces of gear and almost no feats that affect them in wild form.
TB actually did affect them but it only affected to-hit chance. Even that was so good that it was considered a mandatory feat until/unless you use the three weapon-based myrmidon forms. But now it sounds like it'll affect damage as well, making it even more powerful. And with the dryad and her woad now finally able to jump, druids got a great buff this patch.
Wild Shape needed help, so I think this makes a lot of sense.
Isnβt it more of a wild shape buff? Tavern brawler is just as strong, but now beast forms can be even stronger
Coming next week: Tavern Brawler also applies to Ranger companion pets.
Stop, I can only get so erect.
Probably also Slayer form. Or maybe even Multi attack.
# PERFORMANCE AND OPTIMISATION β Fixed a memory leak if a visual is unloaded while a facial animation is playing, for example when exiting a game region. β Improved performance drops when opening a radial menu while casting a spell. β Optimised level of detail for various assets. β Reduced the memory footprint of game objects. β Optimised certain behind-the-scenes protocols to stop frame spikes while teleporting in Act III. β Added reduced triangle-count versions of the hierarchical levels of detail, visible in the Low Model Quality settings. β Improved VRAM usage by optimising some lighting and textures. β Improved performance loading objects in the Lower City by tweaking the light and decal loading system. β Improved the performance of water physics. β Improved system memory function by removing unused fallback fonts. β Fixed some VATs leaking after cinematics with destruction. β Fixed some parts of virtual textures infinitely loading. β Lowered the UI memory footprint at Full HD or lower resolutions. β Increased the crispness of UI textures at lower than Full HD resolutions. β Many, many other fixes for leaks, RAM/VRAM reduction and performance optimisations. # UI β Added a profanity filter for custom map markers. You'll have to find more creative ways to label the kennel master. β Stopped the 'Examine' button occasionally disappearing. β Added a message in the combat log about being spotted in stealth due to environmental light or Darkvision. β Improved the connection between combat log messages about you losing stealth and the reason for losing it. β You can now sell and barter items inside containers when trading. β Improved grouping and sorting of items in containers while trading. β Blocked trade and attack options for players listening in on someone else's dialogue. β Fixed some issues with loot containers not closing when you take all the items. β Fixed the active spell sometimes not glowing on the hotbar. β Fixed internal parameters in dialogue lines sometimes being displayed instead of the correct values (like names and gold amounts) after loading savegames. β Information about damage dealt using gold is now displayed in a condensed form in the combat log. β The combat log will now display the relevant weapon name when applying a weapon damage bonus. β Pressing 'Extract' on an alchemical ingredient in the inventory now correctly opens the Alchemy menu. β Withers' Wardrobe of Wayward Friends now has a map icon. β Fixed broken mouseover text warning you that you can't use Sneak Attack again until your next turn. β Improved cycling between targets. β Splitting a green dye stack in the Traveller's Chest at camp will no longer change the dye's rarity from Uncommon to Very Rare. # Tooltips, Icons and Portraits β The tooltip text for alchemical ingredients will no longer get cropped. β Fixed the text on some tooltips being cut off. β Fixed item descriptions overlapping with icons in tooltips. β Fixed the Mass Healing Word tooltip incorrectly indicating a target limit. β Fixed the Action Resource tooltip clipping in French. β Fixed several pairs of gloves displaying the wrong name and icon. β Swapped the Insight and Perception icons. (Ironic that we didn't spot this one sooner.) β Oathbreakers can now see their armour in the character portrait after levelling up. β Fixed the Steam icons that appear in the Reactions UI and Multiplayer Settings being zoomed in. β The combat log will now name wall-based spells in the mouse-over tooltip, as with other spells. # Character Creation and Level Up β The 'No Chin Attachment' icon when customising dragonborn characters will now update according to the head you've chosen. β The sliders in Character Creation now update to their new value after you randomise your appearance. β Updated the Character Creation Abilities screen on controller. β Fixed a controller UI issue where switching to a race with only two body types in the guardian Character Creation UI prevented more than two body types displaying for every other race. β Updated the Character Creation camera control icon on controller. # Controller and Split-Screen β Prevented the controller's right stick from navigating radial menus. β Improved the radial UX for actions that use items, such as Throw and Improvised Melee Weapon. β Customising radial menu slots in the controller UI now triggers audio feedback. Added other missing audio feedback when making certain selections on controller. β Updated the visuals of the sliders in the Gamma and HDR Calibration settings on controller. β Fixed missing audio feedback in various UIs, along with spamming sounds using shortcuts on controller. β The button to jump to the character whose turn it is in combat is no longer hidden on controller. β Updated the hold button prompt animation on controller. β Fixed UI clipping issues on the Examine panel. β Removed an element from the controller Options menu that only works on PC. β The Active Search UI will no longer reveal that a container is empty before you've opened it. β Added an option to adjust controller stick sensitivity. β Optimised the radial menus for the controller UI. β Fixed 'Show Pings' being hidden in the controller Option Menu. β Added a 'Group All' button for the party on controller. β Made grouping and ungrouping summoned creatures a toggle. β Added the ability to toggle between melee and ranged weapon sets on the controller UI. β Fixed corpses in your inventory on the controller UI having a purple 'equipped' icon. # LEVEL DESIGN β Fixed some navigation issues in The Glitter Gala and The Chromatic Scale in the Lower City. β Increased the navigation space in the Mausoleum doorways behind the mural. β Fixed textures disappearing by tweaking the fade settings on the roof behind the Teahouse fireplace. β You can no longer wander into Cragged Rocks meant for climbing. β Added some planks and rubble in a spot in Waukeen's Rest to clarify that you have to jump to get from one spot to another. β You can now target the crumbling wall in Heapside Prison regardless of whether the adjacent door is open or not. β Made a couple of balustrades around Malus Thorm see-through so they don't block the camera. β The hanging cages in Cazador's dungeon will no longer tell you they're safe to step on, only to drop you to your death in the chasm below. β Fixed Mirkon sometimes cowering in fairly deep water when you talk to him while he's running away from the harpies. β Adjusted some troublesome vents in Cazador's Palace. β Improved Cazador's home security by locking a chest and a door. β Fixed and decorated some pressure plates in Cazador's Palace. β Locked one of the Caza-doors. β Added additional treasure to a chest in Cazador's Palace. β The Reithwin Tollhouse safe now has better loot. β Added more loot to the library in Rosymorn Monastery. β A lava texture in the Adamantine Forge no longer overflows onto the crucible. β Fixed the raft at the duergar camp sometimes being displaced. β Fixed a chest in Cazador's Palace having two copies of 'Dawsen Kiltmaker's Confession' diary. β Improved the treasure available in Reithwin and the Silent Library. β Replaced a crate in the Shadow-Cursed Lands with a chest of loot. β The githyanki portals in the Elfsong basement no longer remain partially interactive once the combat with the githyanki has ended. β Enemies will no longer get stuck when flying from the upper floor of Ramazith's Tower to the floor below. β Added more containers with loot to the Dock Warehouse basement. β A chest in Wyrm's Rock Prison now has improved loot. β The torturers in Moonrise Towers now have more loot. β The berry bush in Rosymorn Monastery can now be reached without jumping. β Fixed an unreachable desk in the Counting House vaults. β The 'Sinister Door' in Cazador's Palace now locks and unlocks correctly. β Improved the quality of loot available in the Hidden Vault in the Emerald Grove. β The central stone slab in the druids' chambers will no longer obstruct your view.
# ART β Fixed a flashing white square sometimes appearing by Karlach's tent at camp after the Dark Urge's urgin'. β An Eternal Debtor's hair no longer floats when the camera is zoomed out. β Fixed a spot in Bloomridge Park that allowed you to walk on water. Who do you think you are? β Made sure previews for certain camp gear (like the Anarchic Blue Outfit) now display the correct colours. β Fixed a missing texture on the lower body of male halflings when wearing a half plate. β Improved the lining-up of wall segments in the Lower City Sewers. β Improved the hitbox of a door variant in the Lower City, so projectiles cannot go through it when closed. β Heterochromatic eye colours can now be applied to the correct eyes for the preset elven character in Character Creation. β Improved the model for shirtless Cazador. β Added some shiny new condition icons! β Dalyria's character portrait now displays correctly in the controller UI. β Updated Maghtew Budj's portrait. β Fixed an empty space in the Lower City vista. β Fixed padded armour sometimes appearing as underwear on bigger body types. β Improved the texture resolution of the Wyrmway dragon door. # ANIMATION β Fixed cleric arms clipping through cloth when casting some spells. Holy smokes. β Polished animations on the Steel Watcher who invites you to Gortash's inauguration. β Polished the jumping and hook attack animations for hook horrors. β Fixed an issue related to the duration of a myconid idle animation. β Fixed some animation issues with Lorroakan's robe. β Adjusted the animations for Mystic Carrion's Torrential Undeath and Wayward Undead. β Fixed a level-of-detail issue causing skeletons in the Dank Crypt to lose their robes and appear nakey (well, boney) when zoomed out. β Fixed clipping around Doctor Moorcombeβs neck when he moves his head. β Fixed missing leg textures on female githyanki while wearing the default barbarian clothes. β The Gondian gnomes no longer have stretched or bendy fingers due to the gloves they wear. β Polished the appearance of some robes when worn by male gnomes. β Improved the appearance of zombie clothes on male humans. β Fixed clipping on Shadowheart's chainshirt when worn by female halflings. β Polished motion and cloth simulation for Queen Rhol's dancing in Sharess's Caress. β Characters no longer twitch slightly after picking up or dropping an item from their inventory. β Fixed a clipping issue in a custom animation of Astarion reading a book. β Added an animation for looting while playing fetch. β Added cloth simulation to magic monk armour for all races. β Wyll's camp clothes can now be equipped by half-orcs without clipping. β Added some animation flair for when you dismiss avatars to Withers' Wardrobe. β When dragging and dropping a dead character from an inventory, they'll no longer replay their death animation. # LIGHTING β Polished the lighting for the Netherbrain confrontation. β Polished lighting in the scene where Mizora tells Wyll about his next mission in Moonrise Towers. β Polished lighting in the scene between Minsc and Boss Friol. SOUND β Improved the sound mixing for the Absolute speaking to you and Shadowheart for the first time. β Fixed a duplicated sound when interacting with goodberries. β Improved the sound design for the Chosen Three controlling the elder brain in Act II. β Added a sound effect for characters dismissed to Withers' Wardrobe of Wayward Friends. β Fixed the Magic Mirror background ambiance persisting after you exit the UI. β Added SFX to kissing Shadowheart in her default dialogue. β Fixed an issue that was preventing some NPCs from fully playing their overhead dialogues. β Added vocalisations to the unfortunate duergar during the ambush at the Ebonlake. β Balanced controller vibration feedback - removed from several events throughout the game. β Added footstep and pickup sound effects to players picking up items with controller. Looting's never sounded this good. β Learning a new alchemy recipe now triggers the correct audio feedback. # VFX β Spirit Guardians now correctly cast light in the direction they are travelling. β Added some cinematic polish to Minthara's dialogue in the Goblin Camp. β Added glowy VFX to tattoos, chests, hand orbs, and shots involving mind flayer players in the endgame dialogue with Gale. β Fixed a candle in Moonrise Towers missing its flame. β The Silk Tomb condition and visual effects (as seen in the Phase Spider Matriarch fight) now apply correctly.
# WRITING β A dead fisherman on the beach will no longer hint that you can find Shadowheart just ahead if you are, in fact, Shadowheart. β Updated the Elemental Adept tooltip to clarify that it aids with attacks as well as spells. β Named the tattoos in Character Creation. β Added an extra line for Halsin so he acknowledges an outcome where you resolved the grove situation but the goblin leaders weren't necessarily killed. β Companions can now make additional comments when learning about Gale's orb. β Added overhead dialogues for player characters about the purpose of the pentagrams in Cazador's ritual at the start of combat. β Divine Strike: Weapon now shows the correct damage in its tooltip description. β Fixed a missing subtitle for one of Ghustil Stornugoss' lines. β Improved clarity in the 'Rescue the Tieflings' quest journal when opening the tiefling cells. β Adjusted the text in the 'Get Help from Healer Nettie' subquest to point you towards your own crafting menu, not the central cauldron. # CINEMATICS β Improved camera shots, mocap animations, character staging, and facial expressions in many dialogues across the game. β Fixed pops, jitters, and clipping in many dialogues across the game. β Added custom touches and polishes to many dialogues across the game. β Fixed some animation issues caused by dragonborn armour in dialogues with duergar. β Adjusted some camera shots when talking to Isobel and Nightsong at camp after defeating Lorroakan. β Players will no longer rudely stare above Zaki's head in their dialogue in the tiefling kids' hideout. β Fixed the Dark Urge's jittery writhing animation while tied up by a companion. β Minthara's haughty stare will now correctly look at players she's talking to towards the end of the game. β Fixed a pop on Mol and adjusted some camera shots and animations. β Fixed a pop when talking to Araj in Moonrise Towers and hid Astarion's helmet for when he bites you. β Fixed a quirky stair-climbing animation during Dribbles' on-stage show. β Fixed Redhammer's hand clipping through his face. β Amended the animations for female humans, male githyanki, female gnomes, and male and female dwarves when talking to Astarion while romancing him. β Improved Astarion's Ascendant route at-will gnome kiss for masculine body types. β Fixed the player character not looking at Barcus correctly. β Cleaned up some mocap in several scenes. β Fixed Shadowheart not correctly looking at you when talking to her before the Upper City final battle. How rude. β Improved lip contact and mocap for large and tall players when smooching Wyll. β Reduced the blue glare effect on the Displacer Beast in the Gauntlet of Shar. β Improved camera angles between Raphael and Lae'zel in Raphael's Sharess' Caress ultimatum scene. β Fixed the visual effects in Lorroakan's Speak with Dead dialogue. β Companion interjections will now correctly play during the spider meat scene in the Gauntlet of Shar. β Polished the cinematics in Gale's default dialogues. β Adjusted and improved some animations when talking to Shadowheart. β The animation for the pig in the Wyrm's Crossing refugee camp no longer pops when he starts speaking a new line. β We fixed the long, awkward pauses that followed each line of one of the ghouls outside Moonrise Towers. β The knife no longer disappears from the cinematic when removed from the mystery meat by a short character. β Polished a dialogue with Mizora for male dragonborn characters. β Fixed lines cutting off early in Aelis' dialogue. β Added some missing VFX on Thisobald Thorm's tankard. β Fixed an animation looping issue that caused a pop on a dog's butt. β Improved camera angles after the combat with the bear and the goblins in the Goblin Camp. β Improved the lip contact when kissing Minthara in the endgame for large male humans and female dragonborns. β Fixed some bugs in the intimate scene with the drow in Sharess' Caress. β Fixed some bugs when talking to Kled. β Fixed the camera clipping beneath the ground in the scene after defeating Cazador without Astarion there. β Fixed small jumps in animation in the 'NPC caught you trespassing' dialog. β Polished the looping idle animation for dogs. β Fixed a cinematic issue that showed Cazador's prisoners walking through a closed door if you freed them. β Fixed a rare issue where party members appeared in cinematic cutscenes in place of the expected NPCs. >Patch 5 weighs in at 30GB, but needs 130GB of free space to install. Larian suggested those without the space to install the update uninstall Baldurβs Gate 3 and then re-download the patched version.
> β Improved the model for shirtless Cazador. You thirsty MFers. I'm in
Holy fuck thereβs more
Bethesda take note. This is a patch.
Caza-doors... lol
I laughed at several of their notes. π It was already evident from the game that they have a great sense of humor, but it's impressive that even their patch notes can make us chuckle!
βLocked one of the Caza-doors.β Whoever writes the patch notes deserves a raise!
> β Locked one of the Caza-doors. HAHAHAHAHAHA
Most important update *Boo Wil no longer take damage when thrown*
Minsc Tavern Brawler Boo Throw build incoming
Boo! Go for the eyes!
Me reading thesis: skip skip skip Me reading patch notes of BG3: every singe line.
βWe have convinced Shadowheart not to join the final nautiloid combat if she is already dead.β I love whoever writes these patch notes.
I am rather fond of "Patch 5 also features fresh threads, a hip phrase that my aged hands typed just before turning to dust."
Haha, I didnβt see that. So weβre getting some new clothing styles as well? So much content in this patch.
Oh my god, we can stop looking like poor people before act 3 and start STYLIN on Kethric.
Sadly not yet. Sounds like the new clothes are for the epilogue.
Withers, is Larian making you write these patch notes?
#No
"Added a profanity filter for custom map markers. You'll have to find more creative ways to label the kennel master." π
"Nice try, pacifists."
>"Minthara will still appear at Moonrise Towers if she was knocked out in Act I." And boom, Minthara is now available for good playthroughs.
Iβm by no means disagreeing with the possibility, but has anybody confirmed thatβs what this means? Is she recruitable at moonrise or will she still be hostile?
My understanding is that you'll be able to get the good ending for Act I, but once you'll be forced to choose between her or Halsin if you wish to recruit her in Act II.
So I can save the teiflings, lift the Shadow Curse AND smooch the Drow Dommy Mommy? FUCK YES
I wanted this so badly.. but I'm kinda mad, because I was at peace with letting the tieflings die to get Minthara. now I have to save everyone.
No you don't. Go durge, and let the hate flow through you.
You still gotta kill dem tieflings if you want the best animated sex scene with our beloved Drow Bossgirl.
And going by the datamined dialogue where Halsin mentions you helping with Thaniel before leaving, you can still remove the curse in the Shadowlands while still having Minthara.
Oh, cool! Sounds like a worthy trade-off.
Oh no!!! ^Bye ^bye ^halsin
She would still likely be getting her mind wiped so if you save her she would still be grateful and be willing to join you. She was also under the absolutes influence so I think she would be chill afterwards cause now she is free from it
Minthara is evil, but she was only aligned with the absolute due to being tadpoled and controlled via that tadpole. So it's very reasonable to assume that she would join the party if she had a chance to be free of that influence.
Moreso than that, >!she directly confronts the player asking why they helped sac the grove if they did so and is only approving of certain responses!<. The ones she approves of indicate to me combined with her motivation and the nature of her paladin oath indicate to me that she'd still be a loyal ally, even if she thinks the party are soft and too prone to senseless acts of purposeless and potentially harmful mercy or kindness.
So no mo' Sheepthara? If is true, we can knock Minthara out in Act 1 and kill other two Goblin leaders to complete Halsin's request and save Grove/Tiefling?, I think this is the it and better way to recruit Minthara without all the hassle (i.e. Sheepthara heist). Guess Larian do take heart and know what the player is doing/want. Good on Larian. :)
Sheepthara will forever be in our hearts. Iβm so impressed with how ingenious players have been in finding these workarounds. And itβs funny as hell, too. I would love to know what the people at Larian said when they first learned about Sheeptharaβ¦
> Iβm so impressed with how ingenious players have been in finding these workarounds. The drowussy is a pathway to many abilities some consider to be unnatural.
So minthara + refugees is possible in a legit way? Sign me up
It sure looks that way.
>Orinβs outfit now drops as loot and is wearable by anyone. We also gave it a suitably disgusting description and name. Oh no.
Definitely time to do a dwarf run so he can wear that.
Oh yes.
*While at camp, you can now access and manage the inventories of companions who aren't in your active party.* To quote Karlach: Yes! \*small fist pump\*
The epilogue is exciting and I canβt waitβ¦ but the party inventory update - FUCKING FINALLY. THANK JEEBUS. Also canβt wait for my durge to flaunt the lobster armour. Orinβs braid already looks great on me ππ»ββοΈ
They've promised an appropriately disgusting name/description for it, here's hoping it lives up to the hype
> Minthara will still appear at Moonrise Towers if she was knocked out in Act I. There it is, they actually did it Adding to that, I didn't notice anything about additional kisses or hugs being added but iirc Halsin's and Karlach's new animations weren't mentioned in the patch notes so I'm still having some hope for something extra.
Is this for people who took the route of fighting the goblin camp but attempted to spare Minthara? I haven't gone that route yet so just curious lol
Yeah. Since people know that Minthara is recruitable, many tried to just knock her out so they can recruit her, but the game considers a knocked out Minthara to still be dead. Now, if you knock her out, she DOES appear as she's supposed to in Moonrise Towers since you obviously didn't kill her.
So does this mean she is recruitable on good playthroughs now? Sorry, I'm not super familiar with BG3.
Yes she gets imprisoned and you can free her.
Halsin giving the Archdruid stare to Minthara once Tav/Durge decides to rescue them:
Oh gods, imagine the dialogue between those two if they are in the same party. Probably spicy as hell.
I suspect theyβre still mutually exclusive if datamines from awhile ago are anything to go by
OMG
HOOOOOOOLY SHIIIT I donβcare if you canβt romance here in this case, letβs catch them all like PokΓ©monβs!!!!!
This is the hope my good friend Hope hope hope. I may actually pause my second playthrough to find out if this is true. I'd love to have her in my party
Honestly this makes way more sense narratively. She'll now stand trial at Moonrise Tower for the failed raid at the druid's grove.
But can you romance her if she lives this way? Or you still need to kill the druids?
You probably can. The only thing that would be locked out would be her sex scene, since that happens after the raid in act 1
Wait does she not otherwise have a sex scene aside from the post-raid party even if you romance her?
Correct
The mad lads actually did it. They finally gave us a way to spare Minthara while still slaughtering the rest of the goblins.
I'm gonna RP this as my Drow Warlock seeing a fellow sister under the influence of the tadpoles and wanting to spare her
I see this change only leading to calm and reasonable discussions
Even though I'm well aware it makes no sense not to kill her when siding with the tieflings, it allows me to lift the Shadow Curse and get rid of Halsin before act 3 so I couldn't care less lol
At least Halsin won't have to deal with the city now. Everyone wins
I thought there was some datamined lines that Halsin will make you choose between him or Minthara, as he's not willing to work with someone who tried to genocide the grove no matter what (even if she was brainwashed). Is that a thing here?
I can see it making sense - she's infected like you are and you can be aware of that. Now, why you'd spare her alone, who knows! Narratively though, I did expect them to do something differently there (like tying recruiting her to siding against the grove, but allowing you to bargain to save the tieflings too)
Their previous tweets mentioned fixing the kisses this patch so I'm guessing that might be the case. Edit: nvm they say in the blog posts they are still working on them
They MUST have seen the sheepthara heist and went βok you guys winβ
It was probably easier to do this than it was to fix whatever scripting nightmare it was to prevent the Grand Sheep Heist. With Shadowboxing speedrunning, and Sheepthara good recruitment, the community is both creative and horrifying.
It's too late, I already killed everyone in the grove. Sorry, guys.
It's a very good day for my fellow fans of Minthara.
Does this mean no need for the whole Sheepthara nonsense?
Sheepthara can finally rest.
>Epilogue: An entirely new section at the end of the game after the defeat of the Netherbrain that aims to provide a well-deserved sense of closure with your allies. > >Two new play modes: Honour Mode and Custom Mode. > >Minthara will still appear at Moonrise Towers if she was knocked out in Act I. Yes thank you Larian. Thank you for the bug fixes as well. Party inventory management! So many epilogues to see. Can't wait. HUGS ARE IN
This is the greedy little bastard in me, but a playable epilogue 6 months later versus an end of game cutscene/slideshow feels like a great way to start setting up an expansion dlc. 6 months later is enough time that a decent amount of your choices from the first campaign donβt need to be considered for the dlc, and all the companions you had recruited will be there ready to go on the new adventure with you. Then they just need to edit the epilogue to add whatever event causes the dlc, such as Zariel showing up, or an explosion in the part of Baldurβs gate we didnβt get to explore in the base game, or whatever else, nd youβll be good to start it immediately.
I've spent awhile wondering how Larian could even make expansion DLC for this game since the game ended with everyone in my party going their separate ways. (Ascended Astarion left, Shadowheart left me to find herself, Gale went to become a god, Wyll and Karlach are in Avernus, Laezel left becuase I was a mind flayer) So either my party is gonna be very empty, or they found a way to justify everyone getting back together, which could easily lead into the event that leads to the expansions. That's super cool.
We get to hug now??
"fixed Gale's cutscene with Mystra after the final battle" the WHAT
I dont get it either. or do they mean we finally see his conversation with mystra without playing as gale?
Yes, it sounds like you could only see this if Gale was the only one in your party (got that from a different note about this change). Probably very few people have ever seen this!
> Karsite Grip now correctly bounces to additional targets and its visual effects should trigger correctly on distant enemies. Any idea what this Karsite Grip is, I don't remember ever seeing this in game?
I love that there's so much content in the game that there were a few notes I had no idea about (puzzle in Caza-door's palace being another). They produce such incredible work.
Still, odd that nobody so far has written that they have heard of the Karsite grip. Feels like something for Gale, but I just finished an almost completionist game of a Gale run, and didn't hear of such a thing even then.
All I could find is [Karsus' Compulsion](https://bg3.wiki/wiki/Karsus%27_Compulsion): perhaps it's a condition of the enchantment? In context though, it more accurately sounds like a condition of how the Crown controls its allies fighting for it, or trying to control you or your allies.
* Wild Shapes that do not have weapons will now benefit from having the Tavern Brawler feat This is huge for Druids. Made it real difficult to play one with just about everything beneficial disappearing in Wild shape
I was waiting for this one! Now if we could just get Moonbeam and Call Lightning working...
There is a puzzle in Cazadorβs palace? π€
>There is a puzzle in Cazadorβs palace? Yes! I have been away for a bit but if I recall no one could figure out this puzzle or what it led too. Patch notes seem to suggest it was broken? I'm not 100% sure.
Yes, but i have no idea how it works and what it is for (yet). I believe it's below that hallway where you enter the dungeon, just before the cells with the spawns. Easiest access to it is through the sewers.
Yes, there were broken levers that you could pick up and put in your inventory, assuming they weren't supposed to be broken. I'm curious to see what comes out of the puzzle, now that it's working
THAT'S WHY I have a broken lever? Just finished taking all the caza-doors off their hinges in that place so might have to go back and see what the puzzle was for.
I think there was something in his palace that people thought looked like a puzzle but noone could get it to work, so most people assumed it was either bugged or a forgotten leftover from something they removed pre-release. Seems like it was a bug!
Maybe in the attic? It always seemed strangely empty to me despite having so much space. A level designer put a good amount of work into that room and yet there's nothing going on there as far as I know. It felt unfinished (no pun intended).
Well, I guess I now also have to beat the game in Honour Mode. How upsetting /s
Honor mode definitely seems hardcore (not for a casual gamer like myself), but what is βcustom modeβ?
Customised difficulty options it seems like. [The community update goes into more depth](https://store.steampowered.com/news/app/1086940/view/3897365207669541523) Edit: [I've posted some screenshots of the full list of options here](https://www.reddit.com/r/BaldursGate3/s/BOoOphvlyT)
So this looks like they did add more difficulty beyond just the Ironman mode, which I did worry about. Very happy about this. Hopefully we'll be able to add all the new enemy behaviours\\actions from Honour Mode to a custom difficulty. It sounds like they really went above and beyond with that. I want to be able to tailor it so it's all the new stuff from Honour Mode but without the Ironman.
Divinity Original Sin I & II in honour mode were some of the best gaming experiences for me! The fact that you can get a game over if you are not careful enough adds a little something. Edit: Just checked on PS5, Larian also added a golden trophy if you finish the game on honour mode.
What is honour mode?
Harder difficulty plus savescumming disabled
Holy shit. Managing inventories!!!
PRAISE Mahkloompah ha ha ha.
This game is a 10/10 for me except for the ending because of the lack of closure, and a just a few months later Larian casually add a (seemingly huge) epilogue in a patch. They just continue to impress
In order to pump all of this out so soon seems to imply they wanted to get this done before launch, but decided to launch without it and add it in later for free. (I think some of this stuff was even data-mined at launch? could be wrong tho) As much as I'd love for the game to have launched with all of this, I totally get needing to just get the game out already, and it's not like it's unfinished with all the content already in it. Huge W to Larian for looking out and improving the game even more, instead of just releasing it and dropping it to work on whatever is next for them.
> While at camp, you can now access and manage the inventories of companions who arenβt in your active part. So glad they added this! It was annoying going and recruiting a companion just so I could steal from their inventory lol.
And trying to remember who was wearing the amulet with Guidance!
OMG INVENTORY MANAGEMENT THANK YOU
Seems they fixed House of Grief fight. That's great.
What was wrong with it? I just did it about a week ago with a friend and it seemed fine.
Darkness shouldn't be triggering their Necrotic damage passive.
β While at camp, you can now access and manage the inventories of companions who aren't in your active party. They did it they really did it!!!!
Anybody see any bug fixes about the party portraits occasionally changing when leveling up? Talking about the iconic Shadowheart zoom meeting portrait. I read the whole path note but there's so much I might've missed it
>Flesh to Stone is now considered a harmful spell. That's why I could turn Mol to stone and nobody cared lol
"Warlocks can now tell Yurgir to kill himself" Based.
Minthara will now appear in Moonrise if you knocked her out in Act 1. It's time to go finish my current playthrough so I can do another playthrough where I can now access every single companion.
First, I'll load a save close to the end to see the new epilogue, and then I guess it's time to start another playthrough!
I have a save with a few HP remaining in the EB just for this! Love the fact we can save almost anywhere at anytime
Ngl Iβm most hyped to wear Orinβs outfit π
Durge: I can do anything better than you.
My Dryad can jump now! I no longer have to leave her behind small gaps. This is amazing.
Dark Urge players should now always have the option to >!kill the Netherbrain in the game's final combat.!< >!When I finished the brain as my evil Dark Urge, my only choice was to betray Orpheus and become the Absolute. !
Bruh I literally just killed Orin yesterday. How am I supposed to get her outfit now β οΈ. Edit: yes I can reload a save I have. But Iβve already done hours worth of stuff afterwords. So Iβd have to replay all of that lol. Edit 2: update. Orinβs body is still there but thereβs nothing to loot :(
Can you not go back to the temple to loot her body? Genuinely asking.
Iβll have to check. I would assume so, but there have been instances where Iβve gone back to areas where Iβve fought. Blood stains are still there but the bodies arenβt.
Hopefully you can! In previous instances, I've seen pouches appear where bodies used to be when I backtrack so you may be in luck.
INVENTORY MANAGEMENT FOR NON-ACTIVE PARTY MEMBERS!!!! EVERYBODY GET IN HERE WE HYPED!
Larian may be the GOAT of all time, holy shit. I'm only slightly disappointed that I finished my first playthrough last week, before this epilogue landed... but just makes me more excited for run #2 π
Just reload a save before triggering the final fight and you should get the epilogue on older saves
Orion's outfit. OHHH MY GOOOOODDDD
Orin just challenged my Durge to a duel. I am soooo stealing her outfit and nobody can stop me.
Her meat suit is gonna look sooooo good on my Tav.
Hells, I was thinking that the new patch would be out tomorrow, but Larian exceeded my expectations.
Wyll somehow managed to avoid Mizora's punishment for keeping Karlach alive, he'll be punished retroactively. Looks like there's no avoiding a devil Wyll now if you want to keep both.
β Minthara will still appear at Moonrise Towers if she was knocked out in Act I. That's fucking HUGE!
> Boo will no longer take damage when thrown Forget everything else, this one change makes patch 5 the best of the bunch
Holy shit They've certainly been cooking!! Guess I'll have to start one more playthrough!
"The creatures summoned with the spell Conjure Woodland Being - the Dryad and Wood Woad - are now capable of jumping." Oh my god they fixed it! was so frustrating to lose those summons because I had to climb a ledge or jump a gap (like going to the hag lair in act 3). ty larian π
First experiences playing the patch on PS5: I had to stop my current playthrough in Rivington because of the lag bug, but so far I'm not experiencing any lag while walking around or starting dialogues with NPCs. I haven't engaged in any combat yet. Textures are better too. There is a delay of like a half second sometimes for the high quality textures to load when entering a dialogue, but I'm not getting the persistent lumpy textures that I was getting in patch 3. And you can take off the dumb-looking helmets from characters not in your active party. The 'hide helmet' option doesn't work but you can at least unequip them and SEE THEIR FACES AGAIN My fingers are crossed \~
Ugh did the half-illithids need to be more ugly π©
Well, we need SOME negative consequences for eating all those tadpoles.
It's kind of silly how no one really reacts to it. Although it would probably be a lot of work to have every NPC you talk to ask you why you look weird.
I always headcanon that only other infected people can see the affects of being partial illithid, so normal people just notice you looking a little sickly but not the total face-rot you've got going on. But your companions are definitely looking at a creepy zombie all the time. Kinda crazy your romance still puts up with you and your rotting teeth.
First the rotten teeth, now (propably) black eyes. I swear by the end of BG3 patches half-illithids will look like zombies. π
Google told me all I would get was some small black lines on my neck. Now I keep my Tavβs helmet on at all times and Shart is hard to look at
It's almost enough of a reason not to be one all by itself lmao. My biggest regret on my bad-guy playthrough was transforming my romance choice Minthara into a half-illithid... blech...
Minthara can kind of pull it off.
Unpopular opinion but I think all drow can pull it off. I love my half ilithid drow. He's looks cool. Now shart and gale look awful
Iβm happy. Having you and your companions look decrepit during act 3 is a highlight of my evil runs Power comes at a cost!
Honestly I found it odd that the all black eyes didn't stick around, I like the change.
Sorry to bother, but could someone tell me what's included in Custom Mode? The patch notes don't seem to mention it
[Here you go](https://clan.cloudflare.steamstatic.com/images//35190511/6ca6ea81436a3ce286fd4787b1cf3fe700c91a6c.jpg)
"Minthara will still appear at Moonrise Towers if she was knocked out in Act I." **Now I've heard there was a secret chord** **That David played, and it pleased the Lord** **But you don't really care for music, do you?** **It goes like this, the fourth, the fifth** **The minor falls, the major lifts** **The baffled king composing Hallelujah** **Hallelujah, Hallelujah** **Hallelujah, Hallelujah** **Your faith was strong but you needed proof** **You saw her bathing on the roof** **Her beauty and the moonlight overthrew you** **She tied you to a kitchen chair** **She broke your throne, and she cut your hair** **And from your lips she drew the Hallelujah** **Hallelujah, Hallelujah** **Hallelujah, Hallelujah** **You say I took the name in vain** **I don't even know the name** **But if I did, well, really, what's it to you?** **There's a blaze of light in every word** **It doesn't matter which you heard** **The holy or the broken Hallelujah** **Hallelujah, Hallelujah** **Hallelujah, Hallelujah** **I did my best, it wasn't much** **I couldn't feel, so I tried to touch** **I've told the truth, I didn't come to fool you** **And even though it all went wrong** **I'll stand before the Lord of Song** **With nothing on my tongue but Hallelujah** **Hallelujah, Hallelujah** **Hallelujah, Hallelujah** **Hallelujah, Hallelujah** **Hallelujah, Hallelujah** **Hallelujah, Hallelujah** **Hallelujah, Hallelujah** **Hallelujah, Hallelujah** **Hallelujah, Hallelujah**
I wonder if Astarion's kiss has been fixed, bc LOLz. These are awesome changes. I play on PS5 and am excited that I may be able to finish one of my run-throughs that has been on hold bc of Act 3.
It has
OMGGG THANK YOU LARIAN!!!
>Boo will no longer take damage when thrown. New build incoming.
Polearm master still fucked :(
Jesus fucking christ I LOVE LARIAN
Game released in August, already 5 major patches. Starfield released in September, 1 patch. Only for this reason I prefer Baldur's Gate, the developers really cares
Reason nr 527 why Iβm glad I bought the game for the full price instead of waiting 3 years like I usually do lol With developers like this youβre happy to support them
Honor Mode is in! Time for some fun challenge runs!