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Baldur's Gate 3 Community Update #11: Patch 3 - Inspiration, Freedom & Pacifism

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Baldur's Gate 3 Community Update #11: Patch 3 - Inspiration, Freedom & Pacifism

Game News - posted by Infinitron on Thu 3 December 2020, 01:10:22

Tags: Baldur's Gate 3; Larian Studios; Swen Vincke

Today Larian released their third major patch for the Baldur's Gate 3 Early Access build. It appears to be the game's biggest patch yet, the first to include significant gameplay changes based on player feedback. There's a lot of stuff here. Larian have added experience rewards for non-violent quest solutions, the companions have been overhauled to make them less overbearingly nitpicky, dialogue skill checks have been made less punitive, companions will now automatically jump across gaps when following you, the number of short rests available per long rest has been doubled, simple cantrips no longer create Divinity: Original Sin-style elemental surfaces, and the user interface for upcasting spells has been streamlined. This patch is the first to invalidate existing savegames (though there's a solution for that if you're in the middle of a playthrough) and the first to come with a Swen Vincke video. I'll post that here along with the relevant excerpt from the new community update:



The road less travelled is now rewarding...
Our games have always been about rewarding creativity and exploration, but some people were disappointed with the lack of experience rewards for pacifism, and creative solutions that utilize the road less travelled. Patch 3 introduces rewards for avoiding combat situations, whether in dialogue or through exploration and environmental puzzle solving. Now, all you pacifists will be able to carve out a journey more true to your character’s identity. Or, it’ll just offer more options for specific circumstances.

Companions will now feel more… companionable
On the topic of behaviour, we’ve certainly noticed your companions were perhaps a little negative at times. We’ve taken steps to move away from frequent nitpicking, so that they’ll start focusing more on the bigger picture. Companions will now be more tolerant. Not nitpicking about every single little thing they don't like but rather focusing on the things they do like while still maintaining their personality and having strong beliefs about certain things. In short, they’ll feel a little more like companions.

Dialog skill checks will be less likely to ‘lock you out of content’
Dialogues with particularly harsh or dramatic skill checks have been rebalanced - instead of failing an entire situation based on one difficult roll, you'll have a higher chance of succeeding the roll. This is to stop dice from locking you out of content unless the situation really merits it. Ultimately, however, you’ll still have to flow with the will of the dice.

No more micromanaging party jumping
Micromanaging gymnastics probably wasn’t something you thought you’d be doing in the Forgotten Realms, so now when you jump across a gap, for example, your party will automatically jump across it to follow you. Hooray!

More adventuring, and less resting
You now get 2 short rests after your long rest. Previously, you only had a single short rest. That’s twice the rest, for the same price! This means you have more uninterrupted adventures, and all the perks of resting.

Rebalanced cantrips & fewer surfaces
This was a wildly popular community request. Spells that cost finite resources to cast will now feel much more impactful, as cantrips are now less impactful than ‘true’ spells. This’ll make the management a lot more meaningful, and the ‘true’ spells a lot more rewarding to use. What’s more, we’ve made changes to surfaces, reducing them dramatically to avoid accidents as well as to address other feedback about how combat felt to the community. Fire Bolt, Ray of Frost and Acid Splash no longer create surfaces on impact. Fire Bolt still ignites flammable surfaces, and Ray of Frost still freezes water and blood puddles.

UI improvements including spells & inspiration points
Inspiration points are now visible in the UI, so you can actually use them!

You’re now able to select upcasted versions of spells via a separate widget to declutter the hotbar UI, see today’s update video for how that looks. DnD allows a caster to cast the same spell at different ‘levels’, costing different resources and generally producing a stronger effect.

Previously, each level at which a spell could be cast had a separate icon. After a while, this led to tons of icons cluttering up the hotbar and players having to tediously rearrange it on level up. Now all the variations are neatly packed into a fly-out menu inside the single icon per spell.
The update also includes details about Larian's implementation of cross-saving across different platforms, the game's support for the latest Macintosh hardware from Apple, and of course a full changelog for the patch.

There are 61 comments on Baldur's Gate 3 Community Update #11: Patch 3 - Inspiration, Freedom & Pacifism

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