Modron
Arcane
- Joined
- May 5, 2012
- Messages
- 11,125
The same thing you see everyday in this thread?I come in here again and what do I see?
The same thing you see everyday in this thread?I come in here again and what do I see?
The same thing you see everyday in this thread?I come in here again and what do I see?
Every time I open this thread I see something that makes me want to vomit. That's why I stopped doing it.I come in here again and what do I see?
What the fuck do I see??????
dear God...
WTF are they ? Are they Larian fans ? Are they siblings ? Are they Canadians ?
Because we all frens manHonestly I'm okay with whatever people do in their bedroom. But why does the rest of the world have to know about it?
You shouldn't be.Honestly I'm okay with whatever people do in their bedroom
Ok peeping tomYou shouldn't be.Honestly I'm okay with whatever people do in their bedroom
Perception is based on Wisdom you knowOk peeping tomYou shouldn't be.Honestly I'm okay with whatever people do in their bedroom
Ok voyeurPerception is based on Wisdom you knowOk peeping tomYou're shouldn't be.Honestly I'm okay with whatever people do in their bedroom
WTF are they ? Are they Larian fans ? Are they siblings ? Are they Canadians ?
Closed Beta Delay & Patch 7 Highlights
Hey gang,
Well, the Patch 7 Closed Beta was set to begin today, but while preparing the build for you, we were once more humbled by the classic lesson taught to every game dev while playing bug-fix whack-a-mole: if you fix one bug over here, another one might still pop up over there.
This happened with one of the fixes we wanted to introduce in Patch 7, which has caused passive rolls to stop working. We’re trying to figure out how we got here, so while we do that, we’ll be pushing the Closed Beta back to later this week.
On the plus side, if you haven’t yet registered for your chance to take part in the beta, you still have time! You can register to be randomly selected by visiting the Baldur’s Gate 3 store page on Steam.
To tide you over, we wanted to share with you a list of highlights from the Patch 7 notes, which include over 1,000 fixes and improvements!
As well as the new Evil Ending cinematics, split screen improvements, and the Modding Toolkit, these fixes include: making the way you use soap a bit clearer (we were noticing too many suspicious teeth marks on the bars), dissipating Gale’s Necrotic Aura when it should dissipate (terrible vibes), and making sure Jaheira doesn’t stop following the party after a Long Rest (she just needed a longer rest).
Also, by popular demand, you will now be able to turn on the Honour Mode mechanics in a Custom Mode playthrough! Select the option in the Ruleset dropdown menu and you’re set for new exciting battle mechanics without the pressure of Honour Mode.
For more information and some visual sneak peeks, you can also check out our latest Community Update!
Remember that Patch 7 will only be live in the Closed Beta on Steam for the time being, and we still expect to release it live to all players in September.
Spoilers: As always, some of these entries might contain spoilers, so proceed with caution!
HIGHLIGHTS
Honour Mode Combat
- Introducing 'Evil Endings': Brand new cinematic endings for the truly villainous playthroughs.
- Added our very own Mod Manager, which lets you browse, install, and use mods created by the community.
- Revamped split screen gameplay: When playing on split screen, the two halves of the screen will now dynamically merge together when player characters come close to each other in-game, and dynamically split back up when the characters move apart. This revamp comes alongside many other improvements and polishes to improve the overall split screen experience.
UI
- If Dror Ragzlin finds himself inside the spider pit, he'll try his best to befriend the spiders residing there with a new spell called Arachnid Compulsion so they can band together to fight the real enemy - you.
- The Bulette has a new condition called Diamond Scales and a new Legendary Action called Shredding Scales.
- Malus Thorm has a new Legendary Action called Grasping Appendage.
- Added a new aura and spell for Spectators: Panicked Sentinel and Ocular Nightmare, respectively.
- Ch'r'ai Tska'an, the leader of the githyanki ambush in Act II, has a new Legendary Action called Soul Sacrifice.
- Ch'r'ai Har'rak, the githyanki leader at the Knights of the Shield Hideout, has a new Legendary Action called Tu'narath's Embrace.
- Ptaris has a new Legendary Action called Ptarian Dogma.
Art
- Revised and reorganised the in-game video options to be more logical and robust. You now have an Upscaling Type drop-down, an Upscaling Mode drop-down, and an Upscaling Sharpness slider, followed immediately by the options that are affected by them.
- Updated the Reactions UI so that you only have to toggle the Reactions you want to use and then confirm them. (This saves you from having to select 'Do not react' multiple times!)
- Added a new Equipment Options menu to the Character Sheet on controller.
- The panel that opens to 'Donate' magic items to Gale will now also show items in your Traveller's Chest. It also now indicates which items are currently equipped.
- We noticed some of you hiccoughing bubbles, so the action for washing yourself with soap and sponges is now called 'Use' instead of 'Consume'.
- Fixed your player character's name getting reverted to 'Custom' during Character Creation if you moved on to create your Dream Guardian and then went back to edit the player character again.
- Fixed the wrong spell Ability showing up when selecting a Feat during Level Up.
Gameplay
- Added a new loading screen in Act III, showing the busy streets of Baldur's Gate.
- Fixed the skirt part of the Adamantine Splint Armour missing for female dwarves.
- Fixed the Adamantine Scale Mail clipping on large male characters.
Animation
- You can now start Custom Mode games using Honour Mode mechanics when starting a new playthrough. You'll be able to do this via the 'Ruleset' dropdown.
- The kuo-toa that promised to build you an army will now support you in the final battle. Unless they all died in Act I.
- The help that the Gondians promised for the final battle will now arrive in the form of a friendly Steel Watcher. Apologies from Zanner Toobin for the delay.
- The hair colour options in Character Creation will now remain accessible after you choose the bald hairstyle, so that you can continue fiddling around with eyebrow colours.
- Overhead dialogues that support multiple player characters can now involve characters assigned to different players. (They were limited to characters controlled by a single player until now.) This means that there will be more banter among player characters in multiplayer games.
- Group Hide will no longer affect summons that aren't linked to the group in the Party Line.
- Changed the behaviour for selecting camp supplies for a Long Rest. When selecting camp supplies that are stacked, the game now only takes what it needs from the stack.
- You can no longer cheese the Leap of Faith trial at the Gauntlet of Shar by just clicking the final platform and letting your character pathfind their way there. Shar threatened to smite us if we didn't fix this one.
- Fixed a bug where resurrecting Lae'zel on the beach in Act I would cause her to appear in the Party Line but not in the world, preventing you from leaving Act I.
- Patched up some savegames where Gale still had his Necrotic Aura when he shouldn't on load.
- Fixed Minthara's body sometimes turning invisible on the Level Up screen. (We sorta liked the floating-head-and-hands look, but hey.)
Writing and Flow
- Astarion now has idle animations at camp that aren't just him reading a book.
- Added a new idle animation for Minsc at camp - Boo may or may not have taught him some tai chi.
- Karlach will no longer brush the shaved side of her head.
- Polished the appearance of neck kisses in lovey-dovey scenes with Shadowheart on the Sharran path for characters with large body types and dragonborn characters.
Scripting
- Dotted some dialogue options and voiced lines into dialogues across the game to add some more overall reactivity, particularly to account for edge-case flows.
- Dotted more Dark Urge reactivity (dialogue options and Narrator lines) into dialogues across the game.
- Resolved an issue that had been rendering some romance party banters inaccessible while adventuring.
- Avatar Lae'zel can now decide what she wants to do at the end of the game
even if she wasn't the avatar making the choices in the main dialogue.- Added a dialogue option asking for a kiss in more paths of Wyll's epilogue dialogue.
- If you're in holographic form in the epilogue, Wyll won't automatically assume he's talking to Lae'zel.
- Gave Wyll a new greeting for romance partners in Act III and characters with really low approval.
- Companions should now be more sympathetic to Astarion fleeing from the sun.
- Added a new dialogue in which Karlach will react to Dammon if she finds him dead after he told her that he can help her.
- Minthara will now react if you knock her out in Act I.
Performance
- Fixed several issues (related to resurrecting characters via Withers, restructuring the party at night, and automatic camp night scenes) that would trap you in an eternal slumber, unable to end a Long Rest.
- Fixed a bug causing Shadowheart to keep repeating one line when you talk to her after she's resurrected by Withers from the Shadowfell.
- Fixed a small flow issue preventing you from commenting on Gale's last name.
- Fixed several occurrences of Wyll still having an exclamation mark above his head when he already told you everything he had to say.
- When playing as the Dark Urge, Minthara will no longer act as though you accepted Bhaal when
- Fixed a broken kissing scene after you gave Shadowheart the Idol of Shar.
- Fixed an issue where Jaheira would stop following the party after spending a night outside of the party.
- Fixed the rune tablets on the nautiloid sometimes not triggering the Narrator's lines.
- Clerics of Lathander should now recognise his symbol on a Lathanderian amulet.
- Ensured the avatar is prioritised as the main speaker in dialogues related to the hag's Act I surrender.
- Minthara does, in fact, now have something to say about
after you kill her.- Made the romance scene at night with Wyll in Act III unskippable if it triggers to avoid accidentally skipping it and not being able to finish the romance arc.
- If Avatar Karlach and Wyll are partners and go to
together, he'll now act accordingly during the epilogue.- Fixed Karlach's scene
not playing if you decided to go with her when playing as Wyll.- A bug has been fixed so that Wyll will now talk to his father if
after the pact with Mizora is broken but Ravengard is saved from
despite this, to decide on his title.- Lae'zel will now wait a little longer for you at the site of her recruitment if you tell her you'll be back.
- Improved Lae'zel's idle camp behaviours to align a bit better with the other companions'.
- Fixed the fade-to-black after Karlach's scene
at the end of the game, which would give you a very brief glimpse of Game Developer Land.- Breaking up with Karlach by speaking with another companion you're dating the morning after her romance scene won't block her dialogue anymore.
- Reinstated Gale's last line in his detailed explanation of ceremorphosis and tweaked a dialogue option to react to it.
- Now that you can give Gale magic items from the Traveller's Chest, he will leave again if you refuse to do so.
- Patched up some savegames that had a bug that would prevent the dialogue between Gale and
at the end of the game from triggering.- Fixed a bug that let you kiss Gale even if he was in a disguised form before confronting
. Also fixed this dialogue with him cutting off before you could give him a smooch.- Reworked the script that determines whether a character is too busy to talk. This will prevent bugs like Minthara's dialogue not triggering at Moonrise Towers after you rescue her, and knock-on effects as a result of this, like not being able to rest or fast travel.
Cinematics
- Continued to make performance and stability optimisations across the game and implemented many under-the-hood code fixes.
- Optimised performance. This will have a more noticeable impact in areas with large numbers of NPCs (like the Lower City) and will reduce peak memory usage when loading levels for the first time. It will also be noticeable when managing lots of loot (e.g. when transferring everything from a camp chest to a character's inventory).
- Reworked and revamped the cutscene that plays when you interact with
- Polished facial expressions and emotions across companion dialogues, including to the facial animations of your character during some kissing cinematics, including with the
Astarion.
Note: Please bear in mind these are just some highlights from Patch 7 and we will share the full patch notes once Patch 7 is live for everyone.
See, my Hebrew friend, I will NOT rate this post with STOP because it's actually relevant information directly pertaining to the game.https://store.steampowered.com/news/app/1086940/view/4366886565633587231
Closed Beta Delay & Patch 7 Highlights
Hey gang,
Well, the Patch 7 Closed Beta was set to begin today, but while preparing the build for you, we were once more humbled by the classic lesson taught to every game dev while playing bug-fix whack-a-mole: if you fix one bug over here, another one might still pop up over there.
This happened with one of the fixes we wanted to introduce in Patch 7, which has caused passive rolls to stop working. We’re trying to figure out how we got here, so while we do that, we’ll be pushing the Closed Beta back to later this week.
On the plus side, if you haven’t yet registered for your chance to take part in the beta, you still have time! You can register to be randomly selected by visiting the Baldur’s Gate 3 store page on Steam.
To tide you over, we wanted to share with you a list of highlights from the Patch 7 notes, which include over 1,000 fixes and improvements!
As well as the new Evil Ending cinematics, split screen improvements, and the Modding Toolkit, these fixes include: making the way you use soap a bit clearer (we were noticing too many suspicious teeth marks on the bars), dissipating Gale’s Necrotic Aura when it should dissipate (terrible vibes), and making sure Jaheira doesn’t stop following the party after a Long Rest (she just needed a longer rest).
Also, by popular demand, you will now be able to turn on the Honour Mode mechanics in a Custom Mode playthrough! Select the option in the Ruleset dropdown menu and you’re set for new exciting battle mechanics without the pressure of Honour Mode.
For more information and some visual sneak peeks, you can also check out our latest Community Update!
Remember that Patch 7 will only be live in the Closed Beta on Steam for the time being, and we still expect to release it live to all players in September.
Spoilers: As always, some of these entries might contain spoilers, so proceed with caution!
HIGHLIGHTS
Honour Mode Combat
- Introducing 'Evil Endings': Brand new cinematic endings for the truly villainous playthroughs.
- Added our very own Mod Manager, which lets you browse, install, and use mods created by the community.
- Revamped split screen gameplay: When playing on split screen, the two halves of the screen will now dynamically merge together when player characters come close to each other in-game, and dynamically split back up when the characters move apart. This revamp comes alongside many other improvements and polishes to improve the overall split screen experience.
UI
- If Dror Ragzlin finds himself inside the spider pit, he'll try his best to befriend the spiders residing there with a new spell called Arachnid Compulsion so they can band together to fight the real enemy - you.
- The Bulette has a new condition called Diamond Scales and a new Legendary Action called Shredding Scales.
- Malus Thorm has a new Legendary Action called Grasping Appendage.
- Added a new aura and spell for Spectators: Panicked Sentinel and Ocular Nightmare, respectively.
- Ch'r'ai Tska'an, the leader of the githyanki ambush in Act II, has a new Legendary Action called Soul Sacrifice.
- Ch'r'ai Har'rak, the githyanki leader at the Knights of the Shield Hideout, has a new Legendary Action called Tu'narath's Embrace.
- Ptaris has a new Legendary Action called Ptarian Dogma.
Art
- Revised and reorganised the in-game video options to be more logical and robust. You now have an Upscaling Type drop-down, an Upscaling Mode drop-down, and an Upscaling Sharpness slider, followed immediately by the options that are affected by them.
- Updated the Reactions UI so that you only have to toggle the Reactions you want to use and then confirm them. (This saves you from having to select 'Do not react' multiple times!)
- Added a new Equipment Options menu to the Character Sheet on controller.
- The panel that opens to 'Donate' magic items to Gale will now also show items in your Traveller's Chest. It also now indicates which items are currently equipped.
- We noticed some of you hiccoughing bubbles, so the action for washing yourself with soap and sponges is now called 'Use' instead of 'Consume'.
- Fixed your player character's name getting reverted to 'Custom' during Character Creation if you moved on to create your Dream Guardian and then went back to edit the player character again.
- Fixed the wrong spell Ability showing up when selecting a Feat during Level Up.
Gameplay
- Added a new loading screen in Act III, showing the busy streets of Baldur's Gate.
- Fixed the skirt part of the Adamantine Splint Armour missing for female dwarves.
- Fixed the Adamantine Scale Mail clipping on large male characters.
Animation
- You can now start Custom Mode games using Honour Mode mechanics when starting a new playthrough. You'll be able to do this via the 'Ruleset' dropdown.
- The kuo-toa that promised to build you an army will now support you in the final battle. Unless they all died in Act I.
- The help that the Gondians promised for the final battle will now arrive in the form of a friendly Steel Watcher. Apologies from Zanner Toobin for the delay.
- The hair colour options in Character Creation will now remain accessible after you choose the bald hairstyle, so that you can continue fiddling around with eyebrow colours.
- Overhead dialogues that support multiple player characters can now involve characters assigned to different players. (They were limited to characters controlled by a single player until now.) This means that there will be more banter among player characters in multiplayer games.
- Group Hide will no longer affect summons that aren't linked to the group in the Party Line.
- Changed the behaviour for selecting camp supplies for a Long Rest. When selecting camp supplies that are stacked, the game now only takes what it needs from the stack.
- You can no longer cheese the Leap of Faith trial at the Gauntlet of Shar by just clicking the final platform and letting your character pathfind their way there. Shar threatened to smite us if we didn't fix this one.
- Fixed a bug where resurrecting Lae'zel on the beach in Act I would cause her to appear in the Party Line but not in the world, preventing you from leaving Act I.
- Patched up some savegames where Gale still had his Necrotic Aura when he shouldn't on load.
- Fixed Minthara's body sometimes turning invisible on the Level Up screen. (We sorta liked the floating-head-and-hands look, but hey.)
Writing and Flow
- Astarion now has idle animations at camp that aren't just him reading a book.
- Added a new idle animation for Minsc at camp - Boo may or may not have taught him some tai chi.
- Karlach will no longer brush the shaved side of her head.
- Polished the appearance of neck kisses in lovey-dovey scenes with Shadowheart on the Sharran path for characters with large body types and dragonborn characters.
Scripting
- Dotted some dialogue options and voiced lines into dialogues across the game to add some more overall reactivity, particularly to account for edge-case flows.
- Dotted more Dark Urge reactivity (dialogue options and Narrator lines) into dialogues across the game.
- Resolved an issue that had been rendering some romance party banters inaccessible while adventuring.
- Avatar Lae'zel can now decide what she wants to do at the end of the game
even if she wasn't the avatar making the choices in the main dialogue.- Added a dialogue option asking for a kiss in more paths of Wyll's epilogue dialogue.
- If you're in holographic form in the epilogue, Wyll won't automatically assume he's talking to Lae'zel.
- Gave Wyll a new greeting for romance partners in Act III and characters with really low approval.
- Companions should now be more sympathetic to Astarion fleeing from the sun.
- Added a new dialogue in which Karlach will react to Dammon if she finds him dead after he told her that he can help her.
- Minthara will now react if you knock her out in Act I.
Performance
- Fixed several issues (related to resurrecting characters via Withers, restructuring the party at night, and automatic camp night scenes) that would trap you in an eternal slumber, unable to end a Long Rest.
- Fixed a bug causing Shadowheart to keep repeating one line when you talk to her after she's resurrected by Withers from the Shadowfell.
- Fixed a small flow issue preventing you from commenting on Gale's last name.
- Fixed several occurrences of Wyll still having an exclamation mark above his head when he already told you everything he had to say.
- When playing as the Dark Urge, Minthara will no longer act as though you accepted Bhaal when
- Fixed a broken kissing scene after you gave Shadowheart the Idol of Shar.
- Fixed an issue where Jaheira would stop following the party after spending a night outside of the party.
- Fixed the rune tablets on the nautiloid sometimes not triggering the Narrator's lines.
- Clerics of Lathander should now recognise his symbol on a Lathanderian amulet.
- Ensured the avatar is prioritised as the main speaker in dialogues related to the hag's Act I surrender.
- Minthara does, in fact, now have something to say about
after you kill her.- Made the romance scene at night with Wyll in Act III unskippable if it triggers to avoid accidentally skipping it and not being able to finish the romance arc.
- If Avatar Karlach and Wyll are partners and go to
together, he'll now act accordingly during the epilogue.- Fixed Karlach's scene
not playing if you decided to go with her when playing as Wyll.- A bug has been fixed so that Wyll will now talk to his father if
after the pact with Mizora is broken but Ravengard is saved from
despite this, to decide on his title.- Lae'zel will now wait a little longer for you at the site of her recruitment if you tell her you'll be back.
- Improved Lae'zel's idle camp behaviours to align a bit better with the other companions'.
- Fixed the fade-to-black after Karlach's scene
at the end of the game, which would give you a very brief glimpse of Game Developer Land.- Breaking up with Karlach by speaking with another companion you're dating the morning after her romance scene won't block her dialogue anymore.
- Reinstated Gale's last line in his detailed explanation of ceremorphosis and tweaked a dialogue option to react to it.
- Now that you can give Gale magic items from the Traveller's Chest, he will leave again if you refuse to do so.
- Patched up some savegames that had a bug that would prevent the dialogue between Gale and
at the end of the game from triggering.- Fixed a bug that let you kiss Gale even if he was in a disguised form before confronting
. Also fixed this dialogue with him cutting off before you could give him a smooch.- Reworked the script that determines whether a character is too busy to talk. This will prevent bugs like Minthara's dialogue not triggering at Moonrise Towers after you rescue her, and knock-on effects as a result of this, like not being able to rest or fast travel.
Cinematics
- Continued to make performance and stability optimisations across the game and implemented many under-the-hood code fixes.
- Optimised performance. This will have a more noticeable impact in areas with large numbers of NPCs (like the Lower City) and will reduce peak memory usage when loading levels for the first time. It will also be noticeable when managing lots of loot (e.g. when transferring everything from a camp chest to a character's inventory).
- Reworked and revamped the cutscene that plays when you interact with
- Polished facial expressions and emotions across companion dialogues, including to the facial animations of your character during some kissing cinematics, including with the
Astarion.
Note: Please bear in mind these are just some highlights from Patch 7 and we will share the full patch notes once Patch 7 is live for everyone.
Shadowheart cosplay for Larian fans:
[*] The kuo-toa that promised to build you an army will now support you in the final battle. Unless they all died in Act I.
Baldur's Gate 3 dev explains in painstaking detail how and why players get to break the game: "The easy thing would be to block players ... but we don't like that at Larian"
"Just allow players to have fun," says Larian's Mihail Kostov
In a newly posted presentation for Sofia Game Jam, Larian gameplay scripter Mihail Kostov outlined the work and thinking that goes into an RPG as freeform as Baldur's Gate 3, focusing on the "edge cases" that Larian had to account for even if an incredibly small percentage of players might run into them. We've heard similar stories from Larian before, but Kostov offered an interesting nitty-gritty approach.
This comes on the heels of newly discovered content from Proxy Gate Tactician, who unearthed new fail-safes and a rare unsolved soft lock tied to losing the all-important Netherstones in Baldur's Gate 3. One of these safeguards, a group of kobolds that can recover your Netherstones from a destroyed factory in case you somehow left them behind pre-explosion, comes up in Kostov's talk. The rest of the presentation is an equally fascinating look under the hood of a famously detailed RPG. Spoilers for Baldur's Gate 3, up to and including Act 3, ahead.
Kostov and Larian define edge cases as "any way that a player action may push a system to the extreme." Larian's goal in these cases is to "ensure that the game is always completable from start to finish" no matter what hijinks players get up to, and to maintain consistency within the narrative – no teleporting or inexplicably revived characters and what not. This challenge goes on the scale opposite Larian's desire to "fuel and reward player creativity," Kostov explains, and to make sure that "players' choices have consequences." This lines up with previous comments from Larian boss Swen Vincke, who stressed the importance of creating content that very few players will find.
Here comes the 'but' looming over this situation: there are a lot of ways to break Baldur's Gate 3. Kostov shared a laundry list of challenges that will no-doubt strike fear into the hearts of game devs:
Even then, Kostov says "there are many, many more, that's just a few." But these factors alone frame an array of potential exploits and loopholes, which come up later in the talk.
- Most NPCs can be attacked and die
- NPCs can be knocked out non-lethally
- Items can be attacked/destroyed/moved/stolen at any time
- Important items may be dropped in no-longer-accessible regions
- Most triggers/spotting areas can be sneaked past
- Any dialog can fail to start for many reasons
- Any dialog can be interrupted at any point
- Quests can be completed in any order
- The party can have more than one character (or player) in different locations
- NPCs could be used in previous situations with multiple outcomes
- Most fights can be fled from
- Multiple combats can be started separately and then merged into one
- NPCs may be moved around by crimes or other disturbances
(Image credit: Larian Studios)
Kostov's first example of "actual edge cases" is also the simplest: how do you stop players from bypassing checkpoints by having characters sneak by while another character chats up the guards? Kostov's answer: add multiple guards and give them escalating warnings for crimes like trespassing, which can override other instances. Small fixes and mini-quests like these can fall under Larian's "booster" category as opposed to full-blown quests.
What if a necessary NPC is missing from a quest due to the complications of another quest – or, perhaps, an untimely demise due to a freak accident where their head landed on your hammer? In this case Larian will often use another character you've met before to fill in, and if that character's dead, another one. If they're also dead or MIA, create a new one if needed. Kostov argues that it's okay for the overall fidelity of each situation to drop as the scenarios become increasingly niche – and even then, "not all edge cases, if missed, can be fixed in the best way" – as long as everything is tonally consistent and checks the essential boxes.
My favorite example is connected to Lae'zel and one of the core Githyanki questlines. You encounter the Githyanki leader Voss in Act 1, and if you follow his questline through to completion, he'll give Lae'zel a legendary sword in Act 3. Kostov agrees that this is the best sword for melee Githyanki builds, so obviously players figured out a way to get it in Act 1 by casting the Heat Metal spell, which makes characters drop metal weapons, on Voss. The problem is, the dialog initially tied to this sword could spoil events of Act 3. This forced Larian to adjust Lae'zel's lines knowing full well it would be enabling wildly overpowered early builds.
"The easy thing would be to block players from using Heat Metal on Voss," Kostov explains. "But we don't like that at Larian. We love this sort of stuff so let's fully support it. Let players keep the cool weapon. They found a way to exploit the game, let them have it, it's awesome. And rewrite Laezel's dialog to make sure it works in Act 1. This might mean recording new lines, it might mean hiding some of the lines, but supporting the player's creativity is awesome. We found out later there's actually a wiki page for this exploit. It's super long too. That's awesome."
This is something Larian deserves a lot of respect for and what other devs should aspire to emulate. Arkane is (was?) really good about this too.
I believe i have found content that no one else has ever seen in Baldur's Gate 3...The way to pull it off is just so non-sensical that no normal person would ever come accross it. Luckily for you, I'm not normal, and have shared these insanely hidden secrets for all to see. Join me in this look at the Netherstone's hidden fail-safes in Baldur's Gate 3.
This content may not be super extensive, but it shocked me that I'm still finding anything after 1400 hours played. If you enjoy this type of content leaving a like is the best way to help my channel. Thanks for watching!
Timestamps:
0:00 - Intro
0:23 - Netherstone Basics
1:01 - Astral Plane Testing
1:35 - Iron Throne Testing
3:34 - Steel Watch Testing
4:56 - Chult Jungle Testing
Shadowheart cosplay for Larian fans:
This is something Larian deserves a lot of respect for and what other devs should aspire to emulate. Arkane is (was?) really good about this too.