Larian Studios has published its Baldur’s Gate 3 Patch 8 patch notes along with a farewell message to players who followed the journey for the last few years.
Details on everything included in this final major Baldur’s Gate 3 update found their way to the project’s official website today. Its launch for PC, PlayStation 5, and Xbox Series X | S players today marks a bittersweet moment for fans who have patiently waited for Patch 8 to add long-desired features like crossplay, Xbox Series S split screen, and photo mode as the team at Larian moves on to what’s next.
“Outside of minor bug fixing, Patch 8 will be the last game patch to introduce new content,” the studio said. “That means we won’t be adding any new narrative content or significant changes to storylines, Origin characters, or companions. We’ve told our stories the way we needed to tell them, and tried our best to make them impactful and engaging, and we’re continuing to get better at handling our own chaos so that we can continue to create more chaos in the future.”
Baldur’s Gate 3 Patch 8 is the last major update, so it makes sense that Larian is sending off its Game of the Year-winning 2023 hit with loads of other goodies. Some highlights include Steam Trading Cards support for PC players and a modding update that gives modders partial level editing tools. There are, of course, also 12 new subclasses for those looking to explore the Dungeons & Dragons experience from a fresh perspective. And Patch 8 also comes with a list of bug fixes and minor gameplay tweaks.
“From the start, your feedback has been incredibly important to us, and will continue to shape our future projects,” Larian’s message added. “As [Larian CEO Swen Vincke] said during the Baldur’s Gate 3 retrospective panel at PAX West in August of last year, it’s time for the team to go back to our cave and hang the armour on the wall while we focus on bringing you our next project.”
Patch 8 was revealed as Baldur’s Gate 3’s final major update in November of last year. It’s always been positioned as one of the RPG classic’s biggest content drops, which is why the months-long wait has felt particularly long. Things got more complicated when the update unintentionally found its way to PS5 in late January, giving fans a surprise shadow drop before Larian quickly moved to fix the error.
For more on Baldur’s Gate 3 and Larian, you can read up on Vincke’s thoughts surrounding the status of single-player gaming. You can also learn more about how Larian is preparing for its next mystery project now that work on Baldur’s Gate 3 has largely come to an end. Finally, you can read up on the full Patch 8 patch notes below.
Well folks,
This is it. Our final major game patch for Baldur’s Gate 3.
You’ve helped us make BG3 a bigger success than any of us could’ve ever hoped for, and that passion could keep us tweaking things and making changes until the end of time. But then we’d never be able to create something new.
Outside of minor bug fixing, Patch 8 will be the last game patch to introduce new content. That means we won’t be adding any new narrative content or significant changes to storylines, Origin characters, or companions. We’ve told our stories the way we needed to tell them, and tried our best to make them impactful and engaging, and we’re continuing to get better at handling our own chaos so that we can continue to create more chaos in the future.
From the start, your feedback has been incredibly important to us, and will continue to shape our future projects. As Swen said during the Baldur’s Gate 3 retrospective panel at PAX West in August of last year, it’s time for the team to go back to our cave and hang the armour on the wall while we focus on bringing you our next project.
If you’re already feeling nostalgic, you can click here to watch our last Baldur’s Gate 3 panel, where we looked back on Baldur’s Gate 3, from early access through to release, and answered some of your questions.
From patching in a way to change your appearance with the Magic Mirror, introducing Honour Mode for those of you looking for a hard time, and giving you new ways to make out with your romanced companion, to new cinematics for your most evil runs, and handing you the tools to create your own supported mods, Patch 8 now rounds off with cross-play, Photo Mode, and 12 new subclasses for you to enjoy.
To help us close the door on our last major patch, the party are back with their final animated short in collaboration with Spud Gun Studios – with a special appearance by the man in metal himself: Swen in his animated debut!
Now let’s talk about what’s new with our final patch!
Steam Trading Cards
Baldur’s Gate 3 now supports Steam Trading Cards! And you thought you’d never get them.
Collect the unique trading cards to craft badges, and unlock exclusive profile backgrounds and emoticons to use anywhere on Steam! Speaking of Steam, Baldur’s Gate 3 is now on sale with 20% off until April 21st:
https://store.steampowered.com/app/1086940/Baldurs_Gate_3/%20%C2%A0
Cross-Play
Players on PC, Mac, Xbox, and PlayStation 5 will now all be able to enjoy Baldur’s Gate 3 multiplayer, with full cross-platform progression and cross-play.
Using the Larian Network, you can now join and create cross-play lobbies to take on your adventures together.
Cross-Play & Mods
You’ll be able to continue to enjoy creating chaos with mods in cross-play, but it’s important to note that all players joining the lobby must have the same version of mods installed. When joining a host’s game, you’ll be prompted with the Mod Verification window to enable, upgrade, downgrade, or install any missing mods.
If you are a PC player creating a cross-play lobby, keep in mind you can use the “Available on Console & Mac” tag to browse mods that will be compatible with consoles and Mac, and that the mod limit on consoles is 100. Third-party mods cannot be used on consoles.
Using Cross-Play
How to join another player in multiplayer via cross-play:
- On the main menu, select “Multiplayer”.
- Select the “Cross-Play” tab.
- Join the other player’s lobby.
- If you or the host are using mods and there are any discrepancies, the Mod Verification window will open to inform you of which mods need installing, uninstalling, or updating.
How to create a cross-play multiplayer lobby:
- Access multiplayer.
- Select “Cross-Play”.
- Select “Create”.
- Customise your options and select “Launch”.
Get started with cross-play by following our video guide!
Photo Mode
Position and pose your party, play around with camera settings, and whack a few stickers on there. Photo Mode is now yours to explore with Patch 8!
Getting Started
To test out Photo Mode, toggle it on or off by pressing down on both analog sticks if on console, or by pressing F9 if on PC. You can also enable Photo Mode by clicking on the Photo Mode icon on the HUD minimap.
Exploring Camera Settings
When you’re adventuring with your party, you’ll be able to alter their positioning and try different facial expressions and poses, while making the most of the camera, lens, and scene settings, even during combat encounters.
While you won’t be able to change the position of your party or camera angle during dialogues and cinematic scenes, you will still be able to enjoy a range of post-processing effects, including colour-grading settings, frames, and stickers.
Photo Mode & Modding
Speaking of stickers, Photo Mode already includes more than 300 stickers, but keen modders out there will be able to create and upload their own via the BG3 Toolkit!
Finding Your Screenshots
Capture your favourite moments forever and find them saved in your respective media galleries for Xbox and PlayStation, and in C:\Users\[username]\Documents\Larian Studios\Baldur’s Gate 3\Screenshots for PC, or ~/Pictures/Larian Studios/Baldur’s Gate 3/Screenshots for Mac.
We know budding photographers will already be plotting the ways in which you can take photos of your companions in compromising positions, so if you’re looking for some tips and tricks to get started using Photo Mode, check out the video below!
New Subclasses
One new subclass for each playable class is now available, featuring new abilities, animations, VFX, unique summons, powerful cantrips, and voiced dialogue for the Oathbreaker Knight for those playing as the Oath of the Crown Paladin subclass!
Packed with new ways for you to play, whether you want to roleplay the God of Thunder by using Elemental Cleaver, imbuing your Path of the Giant Barbarian’s hammer with shocking damage and flinging it out for it to come back to you, or as a drunken monk, with truly homebrewed abilities that will enhance your next playthrough, there’s surely a subclass for you!
- 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
- Bladesinging Wizard
Unlocking The New Subclasses
Each new subclass can be selected once you have reached the level required to unlock it. This varies depending on your chosen class. Check out the table below to see when subclass selection becomes available for each class!
Level 1 – Cleric, Sorcerer, Paladin, Warlock
Level 2 – Druid Wizard
Level 3 – Barbarian, Bard, Fighter, Monk, Ranger, Rogue
Channel From Hell
For a more detailed breakdown of each subclass and to help you settle into Patch 8, check out the videos in the below playlist. While this might be our final major patch, it’s certainly not the last time you’re going to hear from us! Tune into Twitch tomorrow to watch our first live stream hosted by Aoife Wilson, featuring a guest appearance from Senior Systems Designer, Ross Stephens, where we’ll be taking a closer look at Patch 8, including the new subclasses!
There will be more to come as we welcome you behind the scenes of Baldur’s Gate 3, sharing some secrets and introducing the developers who helped make it, with a new stream every Wednesday from 1pm UTC. Hopefully that’ll keep you occupied until we can reveal what comes next… we promise we’ll share more on that when we can.
Baldur’s Gate 3 Modding
Baldur’s Gate 3 Toolkit
As well as Patch 8, the Baldur’s Gate 3 Modding Toolkit is receiving an update, which means mod authors will now be able to explore partial level editing! Whether you fancy creating your own NPC, dropping a metric ton of carrots across every existing level just for the sake of it, pledging your undying love to Shadowheart by turning all wolves into bunny rabbits or by moving them to the House of Hope, you’ll now be able to use the Toolkit to add or override certain template types in existing levels.
Partial level editing means that what you won’t be able to do with the official Baldur’s Gate 3 Toolkit is add dialogues or change the static parts of the world like buildings, scenery or terrain. You can, however, create your own interactive objects like a chest that teleports away every time you get close to it – no one will touch your belongings ever again! Including you. Or you could make a salami statue that you can put in your pocket. The world truly is yours.
Modding Guidelines Update
To support the new realm of possibilities with the latest Toolkit update, we have now updated the modding guidelines with new information, and will continue curating mods for console. As part of this update, we have reviewed technical requirements, and unfortunately, mods that introduce new playable races are unable to be curated for console. If you’re a mod author, we suggest giving the guidelines a read by clicking here.
UI Functionality Improvements
We have been continuing to work closely with mod authors to ensure there are fewer conflicts between game mods and new patches, particularly for those that have ImpUI as a dependency. While the ImpUI mod isn’t currently being maintained, to help keep things running smoothly and to support the creative passion of those in the modding community, we’ve introduced minor changes to how some functionalities are handled in the Toolkit. Now, mod authors will be able to make changes directly for mods that rely on UI tweaks during Character Creation.
The changes now supported natively in the Toolkit include:
- Action Resources
- Racial spells at LevelUp
- Race passives
- UI scrolling for Heads, Passives, Equipment, Class, Subclass, and Origin selection
- Feat passives
- Radial customisation and descriptions
Thank you to Djmr for their incredible work on this mod and for keeping in contact with us while we resolved the conflicts and introduced this functionality, as well as Caites, both who have been particularly helpful, and whose names now lie firmly in the Baldur’s Gate 3 game credits, along with the mod authors who have been helping us test Toolkit functionality!
Mods In Patch 8
As Patch 8 begins to roll out, please remain patient and respectful of those in the community who put work into creating their mods. Some things might not work immediately after a new update and it might take a little while before a mod can be updated. If you can’t wait to dive in but are worried about your mod list, we recommend starting a new playthrough to enjoy the new subclasses and to try out photo mode.
Patch 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 expected.
- 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.
- 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.
- 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.
- 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