Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Baldur's Gate Baldur's Gate 3 RELEASE THREAD

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,442
Location
Grand Chien
I found this. Someone enumerated all of the skill checks in the game. Survival, Athletics, and Acrobatics look like total wastes. Religion is low too. This doesn't take into account skills like Stealth or Slight of Hand will get checked as much as you use them.
Sure. If you want every random enemy mook to push you down from every elevation / into every water reservoir / out of the map area all the time, then feel free to ignore Athletics / Acrobatics.
Athletics helps pay in kind if you're Str is high, BTW.
Yeah you absolutely need one or the other

Low Athletics is also a pain the ass because having one guy with a shit jump range constantly messes with your terrain traversal
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,560
Pillars of Eternity 2: Deadfire
I found this. Someone enumerated all of the skill checks in the game. Survival, Athletics, and Acrobatics look like total wastes. Religion is low too. This doesn't take into account skills like Stealth or Slight of Hand will get checked as much as you use them.
Sure. If you want every random enemy mook to push you down from every elevation / into every water reservoir / out of the map area all the time, then feel free to ignore Athletics / Acrobatics.
Athletics helps pay in kind if you're Str is high, BTW.
Yeah you absolutely need one or the other

Low Athletics is also a pain the ass because having one guy with a shit jump range constantly messes with your terrain traversal
Sadly I don't think Athletics actually affects Jump distance.
AFAIR its Str + special abilities + items + buffs.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,442
Location
Grand Chien
I found this. Someone enumerated all of the skill checks in the game. Survival, Athletics, and Acrobatics look like total wastes. Religion is low too. This doesn't take into account skills like Stealth or Slight of Hand will get checked as much as you use them.
Sure. If you want every random enemy mook to push you down from every elevation / into every water reservoir / out of the map area all the time, then feel free to ignore Athletics / Acrobatics.
Athletics helps pay in kind if you're Str is high, BTW.
Yeah you absolutely need one or the other

Low Athletics is also a pain the ass because having one guy with a shit jump range constantly messes with your terrain traversal
Sadly I don't think Athletics actually affects Jump distance.
AFAIR its Str + special abilities + items + buffs.
Oh, my bad. Yes you're right it is just a STR check
 

Stoned Ape

Savant
Joined
Jan 9, 2018
Messages
885
Location
The belly of the whale
So, I played through this once and enjoyed it (with the exception of the sexually aggressive companions and some initial doubts concerning act 3 coherence) but I have absolutely no desire to play it again. Part of that is due to the companions, the rest due to how annoying, contrived, and full of stupid the plot is when the game reaches the latter stages.

It's far better than any game Bethesda have released though, at least most of the combat is pretty decent.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,636
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
More from Edge: https://www.gamesradar.com/games/ba...to-the-russian-army-to-fight-against-ukraine/

Baldur's Gate 3 CEO says Larian was "fighting with embassies" to relocate developers after closing its Russian studio in the wake of the invasion of Ukraine​

"The decision was instant: We can't stay here"

Baldur's Gate 3 CEO Swen Vincke says that Larian was "fighting with embassies and consulates" to relocate developers at the developer's Russian studio after the invasion of Ukraine.

When Russia invaded in February 2022, development on Baldur's Gate 3 was well underway, including at the company's studio in St. Petersburg. After the war started, however, that studio was quickly closed. Speaking to Edge, Vincke says that he was already prepared for that eventuality. "I had already thought about what we were going to do if it actually happened," he begins.

"The decision was instant: We can't stay here." Simply closing down the studio wasn't enough, however, as Larian worked quickly to relocate its staff. "We needed to move people away because, as these things go, you can almost predict that eventually there's going to be mobilization, and that meant that all of my team was going to go to war."

More than 90% of the team working in the St. Petersburg studio were relocated to other studios, which meant that Larian "started fighting with embassies and consulates."

Vincke points out that the decision to close the studio and move the staff was partly because they were needed them to finish the game. "In a machine as complicated as an RPG, where everything's connected to everything, if you suddenly start ripping stuff out, the entire thing collapses," he explains. "Because things that were supposed to be done are not being done."

The fallout from the studio closure was "really, really hard," Vincke says. "You could see the ripple effect of that lasting all through the end of development." That means nearly 18 months of knock-on effect, which resulted in compromises and cuts being made in the final product. That "always happens," Vincke acknowledges, but he points out that "it's rare that you lose a studio in the middle of development."

https://www.gamesradar.com/games/ba...to-send-rotating-teams-of-devs-to-ceremonies/

Baldur's Gate 3 won so many awards that it started to "affect development", forcing Larian to send "rotating teams" of devs to ceremonies​

Swen Vincke is suffering from success

Baldur's Gate 3 was such a massive critical success that sending developers to collect all of its awards was starting to "affect development."

Speaking to Edge, Larian CEO and Baldur's Gate 3 director Swen Vincke said that the game's overwhelming awards success was greatly appreciated, but began to cause a problem. "It affects development - there's a lot of them. This has been a real problem." Sending a team of developers out to one awards show is one thing, but when it became clear that Baldur's gate 3 was going to keep winning, Larian started sending "rotating teams" to collect those awards - "different people went to different award shows."

Vincke says that the game's level of success was at risk of being "too much," and that while "it's great that you have a moment of celebration [...] we still have award shows that we're going to. Because they're important, and we really appreciate it."

Nevertheless, the director says it "would be cool if everybody could agree to do it all at the same time," because "it is surprisingly draining on the soul." That drain is certainly something Vincke didn't expect to experience, but he says the continuing attention being paid to the game means that "we've all been more emotional because we can't get closure. And you want to have closure at the end of a project."

Vincke has discussed his desire to have that closure a couple of times, suggesting that he's very nearly done talking about Baldur's Gate 3 in public. Instead, he's keen to "focus on new things," namely the two other RPGs that Larian is already working on. Still, that closure is clearly hard to come by - Baldur's Gate 3's record-breaking awards run technically came to an end in April, but Larian was still picking up awards for the game as of this week. Now that we're approaching a year after release, that's an impressive feat, but it's also likely to have meant more travel than a man who's trying to run a studio would ideally have undertaken.
 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,358
So, I played through this once and enjoyed it (with the exception of the sexually aggressive companions and some initial doubts concerning act 3 coherence) but I have absolutely no desire to play it again. Part of that is due to the companions, the rest due to how annoying, contrived, and full of stupid the plot is when the game reaches the latter stages.

It's far better than any game Bethesda have released though, at least most of the combat is pretty decent.
It's better to play it once and never touch it again. After the first playthrough you quickly realize how limited the choices are. Most of the time you are forced into the same path no matter the choice you make.
 

whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
17,461
Location
bulgaristan
Codex Year of the Donut
lawl.JPG
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,636
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1086940/view/4240783699885624491
Community Update #28 Closed Beta

Ah, the summer. Outside the temperature is rising, the chemical aroma of sunscreen is inescapable, and your dad is on his third day wearing the same sweat-stained tank top. What better time than now to retreat indoors and catch up on the latest updates arriving in Baldur’s Gate 3?

Coming to you this September, Patch 7 rolls out the perfect escape with split screen updates, brand new cinematics for evil endings, plenty of bug fixes, plus our official modding toolkit which we talked more about in our last Community Update!

Let’s take a look! And as always, beware -
spoilers lay ahead.


Split Screen Updates

5d64ad13ae9361081ebedcab9b08db218c6c21e8.gif


Dynamic split screen mode is incoming! With our next update, friends will no longer be eternally confined to their side of the screen - because the power of friendship transcends all obstacles, including screen partitions.

When playing in co-op, you’ll now have the option to have split screens merge into a single screen when you near one another. You can access this directly from the HUD and within the game settings, both in and out of combat.

aac6d8f4ee662559bc90aff6321642e83470db14.gif


Honour Mode Improvements

We’re continuing to make improvements to combat in Honour Mode too. With Patch 7, even more creatures have been bestowed additional Legendary Actions, including the bulette, everyone’s favourite neighbourhood surgeon, Malus Thorm, and githyanki Ch'r'ai Tska'an, Ch'r'ai Har'rak, and Ptaris.

Dror Ragzlin will now also be able to use a new spell called Arachnid Compulsion to rally the spiders that reside in the nearby pit to fight the real enemy - you.

Baldur’s Gate 3 Modding Toolkit

With this update also comes our official modding toolkit! Come September, you'll be able to load up your game with a range of new game mods, and even try your hand at making some yourself.

We recommend giving our Modding FAQ a look for more information on what modding support means for Baldur’s Gate 3.

We’re currently working with Baldur’s Gate 3 Mod Authors during our Closed Alpha, who have been busy testing out the toolkit. To find out what some of the Mod Authors have been working on during the Closed Alpha, keep reading!

The Toolkit itself will give you everything you need to edit or create entirely new content, including:

  • Items
    - Equipment like weapons and armours, consumables, and miscellaneous items.

  • Cosmetics
    - Including different hair, beards, and other textures.

  • Classes and Subclasses
    - Creating new variants or modifying existing ones to edit abilities, powers, and skills.

  • Races
    - These can be created and edited to determine overall appearance, as well as their individual powers and abilities.

  • Dice Skins
    - You’ll also have the ability to edit or redesign the appearance of your dice skins!

  • User Interface
    - Including extensions and restyling of the game UI.

  • Quality of Life Improvements
    - Such as mods that edit or improve gameplay that don’t rely on unsupported elements.


Evil Endings

And, of course, Patch 7 will also be bringing several new cinematics that offer your more evil playthroughs a grander finale!

From avatar Origin characters, including the Dark Urge, to the multiple different pathways that you can take as your own player character, each new cinematic is yours to discover through nefarious means.

While we don’t want to give everything away just yet, you can feast your eyes on the teasers below - and be on the lookout for more heading your way soon!

ddd8da22be2f4b6767ae01e2157788f663ed7b7c.gif

Would you lie with me and just forget the world?


c501d8874063545a800f5a38488a6ae14c9ee3d3.gif

My sugarboo, I’m levitating.


Dark Urge Bug Fixes

Along with the new evil ending cinematics coming this patch, we’ve introduced a number of improvements and bug fixes for our Dark Urge players - ironing out camera pops, missing inspiration, VFX, and a few other issues.

For instance, a bug has now been fixed where combat sometimes fails to trigger in the event that you decide to murder one of your companions as the Dark Urge and attack the party. This will now lead to combat with the rest of the gang. And Minthara will now respond accordingly if you’ve been stripped of Bhaal’s influence.

We may have also let a certain bard now join the party as a controllable character if there’s an empty slot, temporarily, of course.

“But will we be able to kiss Gortash?”
we hear you plead.
“We want to kiss Gortash!”


Listen, he’s a complicated guy who’s busy contemplating the minutia of death cult office politics. Babygurl doesn’t have time to kiss.

Origin Character Bug Fixes

This update will also see improvements made to some cinematics, endgame dialogues, and Origin characters - specifically things like clipping issues, a couple of broken triggers for quests, dialogues, and romances, the odd case of retrograde amnesia, and persistent exclamation marks.

Oh, and the Blade of Frontiers will no longer absent-mindedly swing his sword mere inches from the aorta of shorter races who try to recruit him.

Let’s look at some of the highlights!

Wyll Highlights

Patch 7 includes a heap of fixes for Wyll, ranging from improvements to his dialogue reactivity to fixes for romance scenes.

If you’ve experienced issues triggering the romance scene with Wyll, this update will fix that. Should your relationship be headed in that direction, the cutscene in question will now trigger when you speak to Wyll at camp before your Long Rest.

A bug that had been preventing his romance greeting from triggering has also been fixed, so players in Act III who have a stable, loving, and committed relationship with Wyll will now see his romance greeting triggering correctly.


We’ve fixed Wyll’s dialogue reactivity during the epilogue for partnered players who have either joined Karlach in the Hells or Lae'zel in the rebellion, and we also determined there simply weren’t enough opportunities to kiss Wyll during the epilogue. This update rectifies that with the option to ask for a kiss in more paths of Wyll’s epilogue dialogue.

And if you're in holographic form during the epilogue, he’ll no longer automatically assume he's talking to Lae'zel, which was weird.

Astarion Highlights

In Patch 7, we’ve made improvements to the facial animations of your character during some kissing cinematics, including with the ascended Astarion.

bafe9c834b3cf1b4eb1ba2962c1d85bea62a5868.gif


We’ve also made tweaks to how Origin characters react within certain cutscenes, to enhance their emotional impact. For example, companions will show Astarion more empathy when he loses his ability to withstand sunlight.

Lae’zel Highlights

Lae’zel will now wait a little longer at her recruitment site if you tell her you’ll be returning. And once she’s set up at camp, she will also cycle through more varied idle animations.

This update will also put an end to an annoying issue where resurrecting Lae'zel on the beach in Act I would cause her to appear in the Party Line but not in the world, blocking you from leaving Act I.

Karlach Highlights

Along with some more general fixes for Karlach, she will now react to Dammon if she finds him dead after he has told her that he can help her.

2e7348c9aa29d222080e2e5956fe63af540aa415.gif


That sketchy fade-to-black that follows her final scene in Avernus, which also unintentionally gave you a very brief glimpse of the region in gameplay mode, was a visual bug that has also been fixed.

The dialogue block caused by choosing to stay with a different companion the morning after your second romance scene with Karlach is no more.

Also, she’ll no longer brush the shaved side of her head during her camp idle animation.
Wrong side, Karlach.

Gale Highlights

With a few tweaks to camera angles and fixes to animation pops, repeated dialogue, and missing VFX, we’ve polished up Gale and his scenes and further refined his donation UI.

That panel that opens when donating magical items to Gale? This will now show all items eligible for donation - including those on your person, your party’s inventories, and your Traveller’s Chest.

This is part of the work that began with Hotfix #16 to improve the donation UI and update a player’s ability to access certain quest-related items, which has now been completed. We’re reinstating the intended behaviour that was removed in Hotfix #17 as a temporary bug fix to missing UI functionality. So if you now deny Gale a magic item three times in a row with magical items either on your person, your party's inventories, or now from your Traveller’s Chest, he will leave your party.

Alternatively, selecting “I’m not giving you anything. Not now, not ever” will still cause Gale to leave your party forever.

We’ve also patched up a bug that was preventing the final dialogue between Gale and Mystra from triggering, as well as a scene in the endgame that would cut off before you could kiss.

Shadowheart Highlights

In addition to fixing a few of her animation bugs, this update fixes a number of quest issues for Shadowheart.

A bug that saw the Spear of Night either not being received, or being spoken about as if it hadn’t already been acquired, is no more. Another bout of amnesia has also been fixed, in which Shadowheart occasionally thought Viconia was still alive after killing her. The 'Daughter of Darkness' quest should also now close properly if you choose to surrender Shadowheart to Viconia.

And yes, we’ve tweaked a few kissing scenes for her too, fixing a broken romance cutscene that should have triggered after giving Shadowheart the Idol of Shar, and a kissing animation that will no longer kick in before the dialogue option is chosen. We’ve also polished up the appearance of neck kissing. In the words of Michelangelo,
no great work of art is ever finished
, and so too is our approach to the art of snogging.

Party Banter Improvements

Prior to this update, party banter between companion characters was limited to the characters controlled by a single player. In Patch 7, multiplayer parties will support banter between characters assigned to different players.

This patch also resolves issues that had been rendering some romance party banters inaccessible while adventuring.

Baldur’s Gate 3 Toolkit: Closed Alpha Progress

With the Baldur’s Gate 3 Toolkit, we’re hoping to make modding more accessible and convenient for everyone.

To help us expand on what the tool can offer, we invited Mod Authors to join a Closed Alpha where they have been busy building their Baldur’s Gate 3 mods using the official modding tools arriving in Patch 7, and we wanted to show off some of their creations!

Mod Author Padme4000 has been tinkering with the Baldur’s Gate 3 Toolkit during the Alpha, and has been able to bring her Dragonborn Scale Colours mod to life.

I really love making CC colours in the toolkit, as a visual person, being able to visually see my changes in the Toolkit by utilising the Character Visuals and switching the preset to view mine... it's beyond words.
- Mod Author, Padme4000.

I have a lot of health issues, so modding is a good creative outlet for those too since I can't do other things I used to love doing as much.

So on those days when my senses are overstimulated, I usually put my headset on with music that helps calm me and then do modding. But sometimes due to the text being information overload, I couldn't work too much on CC colours. But with the way it's done in the Baldur’s Gate 3 Toolkit, I have been able to work on CC colours in those times.
- Mod Author, Padme4000.


7377985260e2914a8ced5cde8fa0db73c202f0f0.jpg



Also thanks to the Toolkit, my Horn/Makeup/Tattoo/Lip colours can now be compiled together much more easily. Especially since I add the same colours across them.


Another Mod Author, TechRoot, has also tried his hand at modifying colours in game:

FaerûnColors is a small mod that, despite being almost entirely visual, had to be written entirely in code. Transforming the exact tone of colours without seeing it is no easy task. Until now, I had to imagine it, transcribe it into code, and run the game multiple times to check the result.

Now, the toolkit allows me to select exactly the colour I want, where I want it, and see how another thousand colours I hadn't even thought of do look. I'm no longer writing; now I'm painting.

Tasks that used to be tedious, like creating icons and registering them within the game, have now been transformed into easily understandable and usable menus. This means I no longer need to struggle with multiple versions of the same icon in various code files, with the Toolkit, I can create the atlas in a single window without complications.
- Mod Author, TechRoot.


abb007bf503007c0697a9ae71ac9e0e28a342a39.png



Mod Author, LostSoul, said:

With some "playing" to learn about the UI I was able to make my first (albeit a simple test mod) within one hour of installing the toolkit.

I have been grateful for Larian for giving mod authors the chance to learn and provide valuable feedback. It's when you actually try to learn and create a mod that you can identify where the improvements are most needed. And having mod authors with a range of interests and skills continues to be important in the development process.
- Mod Author, LostSoul.


955bb631a9bb929ed2d5e093d9300cfacdc220b5.jpg



Closed Beta - July 22nd

Are you interested in playtesting Patch 7? With all these bug fixes, updates to gameplay, and new features, we want to make sure we haven’t broken anything or introduced something that will make your computer explode. (We’re kidding, our legal representatives ensure.)

We mentioned in Community Update #26 that we were introducing additional internal playtesting, but we’d also like to test Patch 7 at scale, with a variety of different systems and savegames - this is where we would like your help!

Registration Now Open

Head to the Baldur’s Gate 3 store page here on Steam and register now for your chance to take part in the Patch 7 Closed Beta which will go live next week on July 22nd!

Entry to the playtest will be given to randomly selected registered players, and if you’re selected, we’ll let you know more about what to look out for, including partial patch notes, and how you can report any issues you might come across!

New Merch Online Now

You’ve been waiting for it, and now it’s here! Check out our new merch available online, including two new original t-shirt designs by Anna Hollinrake, the Baldur’s Gate 3 OST on cassette with exclusive bonus track, Down By The SynthWave, a gorgeously ornate mind flayer poster, and more!

It Ain’t Goodbye Just Yet!

It’s hard to believe it’s almost been an entire year since we launched Baldur’s Gate 3. But the journey isn’t over yet.

Patch 7 won’t be the final update for Baldur’s Gate 3. We still have a few things up our sleeve - including many community-requested features like crossplay and a photo mode to capture and share your unforgettable moments. And we’re working on a host of other enhancements, from gameplay tweaks and quality-of-life improvements to bug fixes and performance optimizations.

We’ll keep you looped in on when those are likely to hit a little further down the line. In the meantime, stay in touch with us on our socials, stay tuned, and don’t forget to wear sunscreen.
 

whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
17,461
Location
bulgaristan
Codex Year of the Donut
Might try my hand at modding this. I've done some stuff for Civilization, Rimworld, WoW, and Scrolls, but nothing too deep.
At least I'll an automatic Guidance ring that auto-casts it in all skill checks, if the character is near, that doesn't reqire concentration.
 

Herumor

Scholar
Joined
May 1, 2018
Messages
648
The new Dark Urge ending is just basically what he talks about in the Temple of Bhaal, right? Being the last one alive in the world and then killing himself?
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,523
Wonder if the confirmation of a lack of a Gortash romance is an indirect confimration of a lack of a proper Gortash ending (these can be two different things, y'know).
 
Joined
May 2, 2012
Messages
536
https://www.gamesradar.com/games/rp...ruid-daddy-wasnt-originally-a-romance-option/

Baldur's Gate 3 writer labels Halsin's iconic bear romance scene a "watershed moment in game history," reveals the "Druid daddy" wasn't originally a romance option​

Baudelaire Welch breaks down their approach to romance

A Baldur's Gate 3 senior developer has labeled Halsin's bear romance scene a "watershed moment in game history," because it invites in fanfiction writers with open arms.

By now, you're surely familiar with the big bear romance scene in Baldur's Gate 3. It was played out pre-launch by developer Larian during a livestream which grabbed headlines and attention the world over, and generally felt like a moment where Larian was showing off just what its new RPG was capable of. In the interest of romance, at least.

Now, speaking during Develop: Brighton 2024, Baldur's Gate 3 senior narrative designer Baudelaire Welch delved deep into Larian's approach to romance. "Romance is one of the longest-tail parts of a fandom you can create," Welch said during their presentation. "People will write about a good romance in fan fiction for years to come. The character analysis in those debates will continue for a very long time."

"Take the bear scene in Baldur's Gate 3. Why did it make such an impact on people?" the former Larian developer posited. "This is what it meant to me when I was involved in Baldur's Gate 3. This scene feels like a watershed moment in game history, where the fanfiction community feels like they're not a subculture, but are the majority audience being catered to in a scene and in the game as a whole," Welch continued.

The developer then revealed they were well aware of all the joking players had been doing for years about what they wanted to do to "Druid daddy Halsin" while Baldur's Gate 3 was in early access. It turns out, at this point in development, Halsin wasn't actually a romance option for players, but Larian changed course on this when it saw just how much interest among players Halsin had generated.

"And so in order to reach out to that part of the community, Larian gave them an incredibly silly scene which takes an identity and moniker from the gay community literally - the gay bear becomes the gay bear, if anyone actually made the connection before," Welch continued, referencing the livestream where Halsin's bear form was romanced by Astarion.

The 'gay bear' Welch is pointing to there is, if you didn't already know, gay slang for a "large, hairy queer man who self-identifies with the 'bear' label," as described on the LGBTQIA Wiki. "Being a bear combines gender expression, gender identity, and sexuality; a large, hairy straight man would not be a bear. They are generally masculine-presenting men over the age of 30 whose build may include a big belly, legs, and/or butt," the description continues.

"And that feels like it's giving players something from the tradition of crackfic, or just something from your Discord shitposting hole, and present it as a mainstream feature. That feels like all the time you've spent joking with your friends is validated, seen, and how many games have made you feel that way before?" Welch concluded on the matter.

This isn't the first time the bear scene has been addressed by a Baldur's Gate 3 developer. Earlier this year, Larian performance director Greg Lidstone revealed than an intimacy co-ordinator was used for the bear romance scene so that all actors involved in the scene felt comfortable, and that there would be someone who would stand up to the director if he was making the "wrong decision."
Haven't heard of the use of an intimacy co-ordinator for game mo-cap before but they are a relatively new phenomenon. Doubtless there as liability protection in case a performer suffers an outbreak of acute regret in 10-20 years time re depicting simulated bestiality.

As I didn’t pay attention during development I was also unaware that there had been such extensive fanfic writer involvement. Explains an awful lot, especially the adolescent supporting character arcs and the presence of such openly fetishistic sexual content. Would have been funny if they’d gotten totally lost in the sauce and let some weirdo write in something really off-putting. An award ceremony orchestral tribute to the musical theme of a mo-capped piss kink scene with the clip playing on projector screens in the background would have been hilarious.

Also a bit of further evidence re my suspicions about there being some canny business people at Larian. I reckon there’s a growing market for mainstreaming fanfiction’s house style and thematic pre-occupations. There are ever increasing numbers of atomised people growing up on the internet with no cultural reference points beyond mega-corp detritus optimised for social media engagement.
 

Reyvik

Educated
Joined
Oct 1, 2023
Messages
73
Almost a year passed so I think it is time to refresh my memory and play this game again. I finished the game first time as dualwielding ranger who romanced with Karlach (I was hoping she will die tragically, instead I joined her in hell with Wyll). What are you proposing? I started a second playthrough as a human rogue durge but it's been too long since my last save and I don't feel a flow anymore
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,523
Almost a year passed so I think it is time to refresh my memory and play this game again. I finished the game first time as dualwielding ranger who romanced with Karlach (I was hoping she will die tragically, instead I joined her in hell with Wyll). What are you proposing? I started a second playthrough as a human rogue durge but it's been too long since my last save and I don't feel a flow anymore
If you already took such a long break, I'd advise waiting a little more until patch 7 releases in September tbh since it's not that far off and then starting a new game from scratch. Besides the additions to evil endings, it will also improve some other companion stuff (among other things).
 

Reyvik

Educated
Joined
Oct 1, 2023
Messages
73
If you already took such a long break, I'd advise waiting a little more until patch 7 releases in September tbh since it's not that far off and then starting a new game from scratch. Besides the additions to evil endings, it will also improve some other companion stuff (among other things).
Okay, thanks. Back to Endless Sky I guess
 

whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
17,461
Location
bulgaristan
Codex Year of the Donut
Almost a year passed so I think it is time to refresh my memory and play this game again. I finished the game first time as dualwielding ranger who romanced with Karlach (I was hoping she will die tragically, instead I joined her in hell with Wyll). What are you proposing? I started a second playthrough as a human rogue durge but it's been too long since my last save and I don't feel a flow anymore
If you already took such a long break, I'd advise waiting a little more until patch 7 releases in September tbh since it's not that far off and then starting a new game from scratch. Besides the additions to evil endings, it will also improve some other companion stuff (among other things).
I'd say even wait a couple of months after Patch 7, to see what mods are rushed out.
Spraying 5-10 unique drow themed items in the Underdark in Act I, stuff like Cast Web 1/day or Advantage when attacking in the dark, or other thematic bonuses like that can be fun for RP. More items if you have the Mark of the Absolute, maybe, as that is underdefeloped.
Such item mods should be easy to make, as long as you reuse visual assets from existing stuff. I expect we will get hundreds pretty fast.
 

Reyvik

Educated
Joined
Oct 1, 2023
Messages
73
I'd say even wait a couple of months after Patch 7, to see what mods are rushed out.
Spraying 5-10 unique drow themed items in the Underdark in Act I, stuff like Cast Web 1/day or Advantage when attacking in the dark, or other thematic bonuses like that can be fun for RP. More items if you have the Mark of the Absolute, maybe, as that is underdefeloped.
Such item mods should be easy to make, as long as you reuse visual assets from existing stuff. I expect we will get hundreds pretty fast.
Did they fix inventory management? I remember spending hours sorting my stuff in various bags only to find that items don't stack automatically or arrows are not being shown on hotbar
 

MjKorz

Educated
Joined
Jul 11, 2022
Messages
530
I'd say even wait a couple of months after Patch 7, to see what mods are rushed out.
Spraying 5-10 unique drow themed items in the Underdark in Act I, stuff like Cast Web 1/day or Advantage when attacking in the dark, or other thematic bonuses like that can be fun for RP. More items if you have the Mark of the Absolute, maybe, as that is underdefeloped.
Such item mods should be easy to make, as long as you reuse visual assets from existing stuff. I expect we will get hundreds pretty fast.
Did they fix inventory management? I remember spending hours sorting my stuff in various bags only to find that items don't stack automatically or arrows are not being shown on hotbar
The key to inventory management in BG3 is realizing that there's no economy since you can steal infinite amounts of gear and gold from merchants and thus not picking up garbage items that won't sell for much. Or at least this was the case on launch, don't know if they changed how thievery works.
 

Reyvik

Educated
Joined
Oct 1, 2023
Messages
73
The key to inventory management in BG3 is realizing that there's no economy since you can steal infinite amounts of gear and gold from merchants and thus not picking up garbage items that won't sell for much. Or at least this was the case on launch, don't know if they changed how thievery works.
I love having various bags for different types of items like in BG2 so I hope someone will create a mod that adds things like coinpurses, weapon and armour backpacks or tubes for scrolls. So far you can only do it manually and it works like a slog.

I don't like having cluttered inventory. It makes me feel like some hobo :(
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,791
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
The key to inventory management in BG3 is realizing that there's no economy since you can steal infinite amounts of gear and gold from merchants and thus not picking up garbage items that won't sell for much. Or at least this was the case on launch, don't know if they changed how thievery works.
I love having various bags for different types of items like in BG2 so I hope someone will create a mod that adds things like coinpurses, weapon and armour backpacks or tubes for scrolls. So far you can only do it manually and it works like a slog.

I don't like having cluttered inventory. It makes me feel like some hobo :(
You don't like hoarding scrolls/potions in their hundreds for a difficult fight that will never come and items that might be used for a quest you've long since forgotten?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom