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In last week’s Community Update we introduced some of the major new features and improvements coming to Baldur’s Gate 3 in Patch 5. During Thursday’s Panel From Hell 3 we recreated some of these updates during our first ever #LarPG (in addition to giving open-mouth kisses to human skulls and wielding sausages at dubious suits of armour).
Today you get to try it out for yourself. Patch 5 is now live!
Onward, for a read of our patch notes in full.
IMPROVEMENTS and ADDITIONS
APPLE M1 SPECIFIC
BALANCE and GAMEPLAY
General
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Today you get to try it out for yourself. Patch 5 is now live!
Onward, for a read of our patch notes in full.
IMPROVEMENTS and ADDITIONS
- Added new scenes expanding on Shadowheart's mysterious artefact.
- Added new recruitment scenes with Shadowheart.
- Additional reactivity from Shadowheart when she approves of you.
- Added Background Goals - Now every character will have their own series of secret miniquests based on their Background and for each you complete you’ll receive an Inspiration Point up to a maximum of 4.
- Added new camp scene with Scratch and the owlbear cub.
- Added Point and Click character responses.
- Added 12 new magic items in loot and quest rewards.
- Revised active roll UI during dialogue. This includes improved displaying of bonuses and double dice for rolling with Advantage or Disadvantage.
- You can now use spells and items to increase chances when rolling during dialogue (including your companions' spells and items).
- Picking locks and disarming traps are now active rolls.
- Added a new Disengage action that allows you to avoid provoking Attacks of Opportunity.
- Adding an item during Bartering will automatically equalise the gold on both sides.
- Added a way to cancel concentration from the concentration indicator.
- You can now pin most tooltips to hover over additional terms... for more tooltips.
- Increased the line limit in the dialogue history window.
- You can now save while leveling up.
- Added unique visual effects for class-specific spells.
- Added new icons for spells, statuses and items.
- Added dozens of new interactable items, expanding on the lore and background of the world.
- Revamped visuals for spells used by multiple classes to create more cohesion with Class-specific spells.
- Properly indicate when an action is fully free (does not count as a full or bonus action in combat).
- Added a tooltip for surfaces in combat log entries.
- Added better feedback on saving throws.
- Added feedback to clarify why casting a spell at a target is impossible.
- NPCs have new reactions when they're unable to talk to you.
- Updated assorted spell, item, status, and book descriptions.
- Cinematics
-Cinematic character emotions.
-Camera choice and motion.
-Cinematic VFX.
-Improved cinematic motion when characters look around.
-Improved cinematic behaviour involving objects.
-Introduced a cinematic visual for 'The Mark of the Absolute'.
- Animations
-Updated Worg model and its climbing animations.
-Added Crab and Spider climbing animations.
-Added Stave animations for Goblins.
-Improved Mind Flayer animations.
-Improved Human running and idle animations.
- Audio
-Characters now have semi-procedural armour sounds during cinematics that follow their movements.
-Creatures now have jumping vocalisations.
-Added new ambient sounds and music to camps.
-Explosions - bigger booms, louder braaams.
-Impacts and gore - combat actions are more nuanced and represented much more 'close-up'.
-Item Destruction - all new debris system to increase realism.
-Added sound feedback when Moon Puzzle is solved.
-New UI sounds.
-More detailed cinematic sounds.
-Remastered Spell Vocals.
-Multi Output - You can now choose your audio device to tailor a better audio experience.
-Midnight Mode - A dedicated mix to avoid disturbing people around you.
- Multiplayer
-Added multiplayer support for local ready checks if other party members are not nearby.
-A warning is now shown when trying to talk to another player's followers.
-Added additional feedback when connecting to a lobby.
-You can now lock your inventory in a multiplayer game.
APPLE M1 SPECIFIC
- Users playing BG3 on an M1 machine now have the option to run the game at a higher performance via ARM64. Please be aware, ARM64 is not yet supported by Steam. Steam integration and cross-saves are currently only available via Rosetta.
BALANCE and GAMEPLAY
General
- Food can no longer be consumed for immediate healing. Instead, they provide Camp Supplies that are used to take a full long rest (it's possible to take a partial long rest without using camp supplies that restores up to half of HP and resources).
- Jumping now provokes Attacks of Opportunity.
- Throwing distance is now influenced by the weight of the thrown object .
- Shove distance is now based on the target's weight and the caster's Strength.
- The Knock Out action has been removed. Instead, you can toggle a passive feature called Non-Lethal Attacks to enable the same effect for any melee attacks.
- Encumbrance now has three levels of severity. Players at maximum encumbrance can no longer perform certain actions.
- Backstabbing characters no longer provides Advantage on attack.
- The Prone condition now inflicts disadvantage on Strength and Dexterity saving throws instead of imposing guaranteed failure.
- Conjured familiars no longer leave blood when they are unsummoned.
- Added XP rewards for achieving background goals.
- Removed HP from light source objects.
- The Hermit and Sailor backgrounds are taking a break.
- Added Hellish Rebuke to Asmodeus Tieflings.
- Dark One's Blessing now provides at least 1 temporary HP.
- Faerie Fire now ignores allies with the Sculpt Spells feature.
- Shield Master can now be activated only once per turn.
- Added an AC bonus to the Dual Wielder feat.
- Druids in wild shapes can no longer cast verbal spells while Silenced.
- Boars, Crabs, Intellect Devourers, and Spiders now react to non-damaging magic.
- Spiders are no longer immune to fall damage.
- Humanoid races and creatures now attack their target higher and lower depending on the terrain.
- NPCs now keep an eye on players for a while after letting them go with a warning.
- NPCs will no longer recognise you when shapeshifting after escaping prison, UNLESS there were witnesses.
- Guard reinforcements can now include more than one guard.
- NPCs now treat killing allied beasts the same as murdering one of their friends.
- Knocked out NPCs will disappear after the next long rest.
- 'Us' will now leave the party if attacked in its recruitment dialogue.
- Flaming Sword can now be looted from Commander Zhalk.
- Shadowheart no longer enters combat with the Intellect Devourers if you don't recruit her.
- Increased XP when persuading the bandits at the chapel to leave.
- Added XP reward for scaring the bandits outside the chapel.
- Increased area in which player characters will join the cinematic of the skeletons rising in the chapel.
- Added banters between Gimblebock and Taman.
- Made NPC behaviour more reactive during Wyll's recruitment.
- Improved wandering behaviour of the grove squirrel.
- If any of the 5 druids performing the ritual die or become Silenced, druids will initiate their attack (no more sniping them!).
- Druids won't initiate their attack on the tieflings if they get into a combat against the harpy or other hostile creatures.
- Harpies now start singing before combat starts.
- True Soul Edowin now immediately bleeds to death if Novices Andrick and Brynna are killed in one shot before the situation has been resolved.
- Removed die roll to free Barcus Wroot if there's no consequence for failure.
- Barcus Wroot is now more insistent in his cries for help.
- Added a player voice bark when returning to Owlbear Cave after certain conditions.
- Added a new status effect as a reward for the Rite of Loviatar: When you have 30% or less hit points, you get +2 bonus on attack rolls and wisdom saving throws.
- Backup Goblins for Goblin Checkpoint now have the 'Slightly Drunk' condition.
- Provided sleeping drunkards with better behaviour if player avoids combat.
- Added reactions to the Goblins if someone kills the Scrying Eye.
- Novices Andrick and Brynna now have more dialogue reactivity in the Goblin Camp.
- Made Gribbo more reactive to interruptions when following Volo to his cage . Gribbo now also follows Volo more closely.
- Failing to get out of chains in certain ways will now inflict pain.
- Completing the Rite of Loviatar no longer rewards Inspiration Points, but a unique status effect instead.
- Priestess Gut can no longer detect invisible or stealthed characters during certain interactions.
- Redistributed exploration XP.
- Using Auntie Ethel's charm grants all 6 effects from Enhanced Abilities until a long rest: Bear's Endurance, Bear's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom.
- Visually improved the appearance and disappearance of Auntie Ethel's doubles.
- The githyanki may now search Lae'zel's corpse if she's left behind and dies at the githyanki patrol.
- After revealing Gekh and his allies, they will not start dialogue until you approach the raft (the same behaviour as when Gekh is hidden).
- Reduced Baelen's HP.
- Items in the Whispering Depths hideout no longer trigger Web Sense.
- Added Forced Rest after Goblin Celebration Victory.
- The Talkative Skeleton can't get knocked out anymore.
- The Talkative Skeleton's arrival appearance now plays for Silenced characters.
- The Shadowheart ultimatum scene has been replaced with a new scene in the Goblin camp.
- Tweaked Shadowheart's acknowledgement of Selûne-worshipping players.
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