Baldur’s Gate 3: Patch Notes (August 2022)

The latest patch notes for Baldur's Gate 3!

Larian Studios has done a stellar job with Baldur's Gate 3. Larian Studios have been consistently updating the game with new classes, content, and races to try out before the full release. The early access version contains the first act of the game, plus a number of companions and quests to complete on your adventure. Here are the latest patch notes for Baldur's Gate 3.

Baldur's Gate 3 patch 8 patch notes, July 7th (2022)

Patch 8 has launched for Baldur's Gate 3. The patch adds the new Bard Class, playable Gnomes, many UI updates, Character customization, and more. This is possibly the largest patch for Baldur's Gate 3 yet; The major changes are below. However, you can read the minor fixes on Larians Forums.

Highlights

  • Bard class with College of Lore and College of Valour subclasses.
  • Musical instruments, usable by any class with the Performer feat at Level 4.
  • Playable gnomes with three subraces: rock gnomes, forest gnomes, and deep gnomes. Gnomes start with Gnome Cunning and +2 Intelligence. Added gnome reactivity to dialogues and situations.
  • Ranged critical hits now have combat cameras!
  • Baldur’s Gate 3 is now playable in Brazilian Portuguese - vamo nessa!
  • New spells: Calm Emotions, Enthral, Heroism, Phantasmal Force, and Vicious Mockery. Bards, try out Cutting Words, Song of Rest, and a new tadpole power.
  • New hair-shading model, upgraded hairstyles, and all 66 hairstyles are now available to every race and body type.*
  • Added hair highlights.
  • Added grey hair.
  • Swarm AI, which bands together minor creatures so that they move at the same time and take quick turns to attack. Fighting numerous enemies should now be smoother and faster.*
  • Rogues can access Expertise at Level 1.*
  • Use a shovel to dig up treasures and secrets throughout Act 1.
  • Sustained emotion acting in cinematics. New facial animations allow characters to continue emoting realistically while you make decisions in dialogue.
  • Cinematic acting for background characters, who now react to the drama unfolding in dialogues.
  • Elves are now a uniquely animated race.
  • Detect Thoughts rework - cast it from within dialogues!
  • Committing crimes now triggers a new type of cinematic dialogue.
  • Sunlight through clouds has a bigger effect on shadows and lighting, and gameplay now more closely aligns with the in-game light and dark areas.
  • Revamped lighting across Act 1.
  • Implemented sound occlusion to simulate the behaviour of sounds coming from other rooms and behind doors.
  • Introduced auditory attenuation. Dynamic audio-mixing features enhance immersion by focusing on your actions and selecting the most important elements of the soundscape.
  • Added 10 new skin colours to character creation.
  • Updated Gale’s face and hair.
  • Displayed class passive features in the Character Sheet.*
  • Redesigned the movement bar.
  • Implemented the first phase of our networking improvements: players with slower and less reliable internet connections should see improvements to stability and lag in multiplayer.
  • Implemented support for Nvidia DLAA as an anti-aliasing alternative.
  • Extensive UI updates.
  • Low-spec PCs no longer become unresponsive and fail to load assets when loading save files.
  • You can now cast Mage Hand with an active summoned familiar.*
  • Short Rest can now heal Ranger’s Companions and familiars.
  • Creatures summoned with Ranger's Companion and Find Familiar now remain with the party after a Long Rest.*

Crashes, Freezes, and Blockers

  • Can now Long Rest at camp if a companion is dead.
  • Fixed crash when spam-clicking ‘Go to Camp’ button and Trade window.
  • Fixed crash when choosing to 'do nothing' about Astarion holding blade to your throat.
  • Fixed crash when readying Throw action and hovering cursor over dismissed summon.
  • Fixed crash when killing summons holding Concentration.
  • Fixed crash when drinking Auntie Ethel’s potion.
  • Fixed crash when opening a spell container from a hotbar filter after removing that spell from the main hotbar.
  • Fixed black screen triggered after committing a crime and telling Zevlor you’d like to celebrate at camp.
  • Fixed character getting stuck if Shoved while Sleeping.
  • Fixed launcher entering offline mode.
  • Fixed crash related to Inventory UI.
  • Fixed crash related to having multiple Examine windows open and closing one.
  • Fixed crash related to FSR and Ultra Quality graphical settings.
  • Fixed crash related to sending weapons in the same filter slots to other characters.
  • Fixed bug related to controlling Us at Crash Site.
  • Fixed bug preventing you from starting dialogues.

Multiplayer

  • Fixed loading screen getting stuck after disconnecting.
  • Fixed crash during character selection.
  • Fixed crash when starting in lobby.
  • Fixed issue preventing clients from rejoining session after crash.*
  • Fixed blocker and black screen caused by Long Rest.
  • Fixed crash when switching companions during dialogue.
  • Fixed Direct Connections checkbox deselecting due to NatPunch error.
  • You no longer get stuck in the lobby if you join the host via invite before you’ve made a profile and if your game folder is in Documents.

Related: How to play the Bard class in Baldur’s Gate 3 Early Access – Class Guide

UI

  • Sources of advantages or disadvantages applied by spells are now clearly indicated in target info.
  • Summons and followers can now use consumables from other characters' inventories.
  • Added feedback when characters heal.
  • Equipped items now unequip on double-click.
  • Added different portrait border colours for allied and neutral characters in Turn Order UI.
  • UI now indicates when you're in Turn-Based Mode.
  • Audio options now reset to default correctly.
  • Can now cut, copy, and paste in password fields.
  • Savegame version number now visible in load menu.
  • Temporary hit points now visible in Party Line.
  • Invulnerable entities and characters no longer display -1/1 HP.
  • Sort-by-latest option in Inventory no longer prioritises older items.
  • Improved drag-and-drop feedback.
  • Barter window now shows correct value when dragging in items.
  • Inventory slots now update correctly when dragging in stacked items from Barter window.
  • Improved readability of text indicating number of stacked items.
  • Fixed Inventory size when changing tabs in Party View.
  • Show Party Inventory filter no longer stacks items.
  • Faraway NPCs' dialogues no longer show up on UI and combat log.*
  • Fixed T-pose issues with Trade window.
  • Combat log now shows all modifier sources.
  • In multiplayer, skipping roll animation in active rolls and dialogue checks now shows final amount plus added bonuses.
  • Quest tab is now called 'Quest Journal'.
  • Targets that cannot be targeted no longer highlight when aimed at.
  • Fixed FSR graphics causing item highlights to be offset on mouseover.
  • Downed condition displays on your portrait in real-time mode.
  • Can’t Combine anvils and workbenches anymore.
  • Selecting Group Toggle Mode as summon no longer says group is too far away.
  • Toggleable passives are now in Character Features tab.
  • Selecting party member's portrait now highlights it correctly.
  • Fixed vibrating glossy items in Examine window.
  • Successfully combining items no longer closes important pop-ups.
  • Speech bubble cursor no longer has an unnecessary red cross.
  • Improved feedback and functionality when hitting escape with multiple panels and windows open.
  • Releasing a mouse-click over a portrait no longer selects that character.
  • Removed 'Send to Camp' option for items already at camp.
  • Can now target enemies behind target info UI.
  • Damage and damage type now display correctly in target info if you Dip your weapon.
  • Fixed cut-off modifiers in target info.
  • Fixed clipped text in Inspired notification.
  • Open windows and panels now close if tutorial pop-up appears.
  • Fixed text boxes not detecting certain keys.
  • F keybind no longer assigned to two commands.
  • Cursor icon now changes for text boxes.
  • Fixed Filter panel cutting off in Party View when you have four characters.
  • Removed Level Up button from combat.
  • Temporary Hit Points UI now disappears after they're depleted.
  • Added loading screen hints about Darkvision.

Hotbar

  • Updated hotbar art.
  • Updated End Turn and Flee buttons.
  • Grouped Rest actions in new menu.
  • Restyled Bonus HP indicator.
  • Restyled Movement bar to be circular and indicate movement cost.
  • Added button that takes you to the character whose turn it is in combat.
  • Added purple dot to hotbar weapon slots to signal active condition.
  • Fixed resource bar not scaling correctly.
  • Updated Weapon Actions and Upcast drawers.
  • Ensured passive features of summoned creatures now appear on their hotbars.
  • Fixed weapon actions disappearing from filter views when removed from hotbar.
  • Equipped Weapon filter no longer shows duplicates.
  • Fixed items not appearing correctly when playing as Wild-Shaped druid.
  • Fixed alignment for weapon slots.
  • Fixed positioning of conditions when there are more than three.
  • You can now cast spells correctly using spell containers that open through hotbar filters.
  • Fixed hotbar filter issues.
  • Fixed visual animation jitters for Class and Items hotbar drawers.

Tooltips

  • Average damage range in weapon tooltips now includes damage applied by Dipping weapons into damaging surfaces.
  • Ranged attacks and spells with ranges under 2m are now presented as being within melee range.
  • Improved how tooltips present information.
  • Tooltips now update to reflect weapon damage values.
  • Tooltips now correctly state, where applicable, that Attack of Opportunity won’t be provoked.
  • Tooltips now clearly show which actions or spells are unlocked by certain items.
  • Weapon tooltips now update to add and remove conditions while open.
  • Fixed tooltips not showing up if similar ones were already pinned.
  • Fixed flickering tooltips when unpinned.
  • Updated descriptions of effects of Bomb and Acid Vial.
  • Added artwork for Beastmaster's Chain.
  • In-world tooltips don’t show up for uninteractable items anymore.
  • Added tooltip property that indicates area of effect of certain spells.
  • Spell scroll tooltips now indicate when you can't cast them due to blocked casting.
  • Fixed incorrect tooltip descriptions and weapon proficiency properties.
  • Mousing over 'Hit Points' in 'Do you want to go to camp?' pop-up now opens correct tooltip.
  • Fixed clipped text and links in Water item.
  • Fixed error in Ring of Mind Shielding tooltip.
  • Fixed damage stats when comparing items.
  • Fixed calculation of weapon damage for spells granted by items.
  • Linked Armour Class tooltip to AC value in armour tooltips and updated AC tooltip.
  • Clarified conditions required for wood woads' Regeneration passive to become active.
  • Updated Runepowder Barrel and Runepowder Vial descriptions.
  • Descriptions of Protection from Evil and Good are now consistent.
  • Fixed issue affecting tooltip readability.
  • Fixed two similar error messages about not being able to Dip undippable weapons.
  • Added missing descriptions in special arrow tooltips.
  • Fixed Springstep Boots description clipping into UI.
  • Fixed tooltips and icons related to Concentration.
  • Fixed cut-off text in Level Up tooltip in certain languages.

Character Sheet

  • Improved readability.
  • Added spellbook filtering.
  • Added bespoke spell-learning UI.
  • Added area for prepared spells with drop-down that lets you add or remove them.
  • Updated spellbook so that different levels of same spell aren’t duplicated. Can now upcast by triggering spell from hotbar.
  • Fixed sort function if Show Party Inventory is toggled.
  • Fixed Inventory sorting for newly recruited companions.
  • Fixed rogues’ Fast Hands and Second-Story Work features not appearing.
  • Repositioned approval bar.
  • Repositioned character models.
  • Fixed Movement tooltip appearing when mousing over area above Character Sheet button.
  • Adjusted position of pin icon on Proficiencies filter buttons.
  • Fixed error appearing on Diamondsbane feature.

Balance

  • Kirgrath's gang at Grymforge turn hostile if you fail Detect Thoughts.
  • Wearing non-proficient helmet, boots, and gloves confers Disadvantage and blocks spellcasting.
  • Wood woads have unique passive: extra 3d4 magical damage when attacking with clubs. They no longer wield two-handed weapons.
  • Defensive Duelist feat no longer available to characters with under 13 Dexterity.
  • Ring of Mind Shielding blocks tadpole powers.*
  • Rage damage bonus also applies to off-hand weapon attacks.*
  • Barbarian NPCs have Unarmoured Defence passive ability.
  • Athlete feat consumes 1.5m when standing up after being Prone.
  • Items grant item buffs to characters within range of their aura.
  • Archer's Eye costs Flaming Fist archers 1 Action Point and 1 Bonus Action Point.
  • Muddy grants resistance to Fire damage.
  • Tweaked balance of Haste and Potion of Speed.
  • Non-humanoid creatures can’t access basic actions typically reserved for humanoids anymore.
  • Improved items offered by goblin trader at Goblin Camp.
  • Changed equipment of certain Flaming Fist members.
  • Spaw uses Animating Spores less and participates in combat more. His Multiattack doesn't deal Poison damage anymore.
  • Myconids' Pacifying Spores stun targets for 1 turn.
  • Sussur Bloom aura affects duergars' Invisibility spell.
  • Mind flayers' Tentacle action no longer applies Stunned.
  • Spaw is heavier and more resistant to Shove. Other myconids are lighter.
  • Lowered Flaming Fists’ Wisdom.
  • Healer goblins can cast Bane and other spells.
  • Static Discharge Aura no longer grants construct damage buff to non-construct characters.
  • Alchemist Argram can cast spells thanks to light armour proficiency.
  • Gandrel has Level 2 spell slots, granting him Misty Step.
  • Inwe can cast Web.
  • Removed potions from Novice Garmor.
  • Disabling reactions removes passives.
  • Knocking out NPCs grants XP.
  • Can’t trade non-tradeable items with NPCs anymore.
  • Long Rests no longer account for temporary hit points when calculating rested health.
  • Swapping weapon between main hand and offhand no longer duplicates weapon’s passive.
  • NPCs with depleted casting resources now resort to spells in their spell slots.
  • XP reward for killing duergars in Grymforge now scales correctly.
  • Illithid Wisdom checks no longer have -1 DC.*
  • Word of the Absolute debuff now remains until next Long Rest.

Combat

  • NPCs can now use projectile spells on targets behind objects that don’t provide cover.
  • Sarth Baretha has received the title Warrior of the One Sky.
  • Goblin warlock now uses different skills during Grove attack.
  • Wrath now only works when using melee weapon attacks.
  • Redcaps are better at disguising themselves.
  • Redcaps' Bloodlust ability now heals 3d6 on killing blow.
  • NPCs now react correctly if you drop hanging braziers on them.
  • Toggle Party Stealth button now works in combat.
  • Enemies at Grove’s gates now pick items back up after being disarmed.
  • Crag spiders from Spider Egg Sac can now Jump and Bite.
  • Jolted creatures can’t perform Reactions anymore.
  • Hook horrors’ Hook attack no longer shows duplicate Saving Throws.
  • Barbarians' Rage now ends after combat, applying Rage boosts correctly during dialogues.
  • Characters’ turns aren’t skipped anymore when entering dialogues during combat.
  • Underdark creatures can now Sneak.*
  • Can no longer dodge Attacks of Opportunity by dropping items and then moving.
  • Handing Sazza over to guard now triggers combat with guards.
  • Destroying statue left of cave-in at Grymforge no longer triggers combat.*
  • Failing to read Flaming Fist Ephren’s mind as a drow now triggers combat.
  • Attacking Shadowheart between Crash Site and Grove now triggers combat.
  • Ranged Attack no longer replaces Unarmed Strike when equipping ranged weapon to unarmed hand.
  • Shapeshifted conditions now get removed when affected entity hits 0 HP.
  • NPCs no longer loop when trying to climb surfaces near other characters.
  • Improved Zhentarim dungeon combat.
  • Improved AI combat navigation around Waukeen's Rest and Myconid Village.
  • Fixed AI behaviour of automatons and how they use Static Discharge.
  • Fixed calculation error causing NPCs to miss out on their third extra attack.
  • Bulette can now perform Deadly Leap.
  • Owlbear cub now runs away when low on health.
  • Fixed character repositioning when attempting to shoot ranged attacks or cast spells at targets selected via their portrait.
  • Halsin no longer remains Wild-Shaped if you use non-lethal attacks in wolf pens.*
  • Harpies no longer flank you from distance or drag faraway characters into combat.
  • Improved targeting and fixed see-through roof at Zhentarim hideout.
  • Enemies now react correctly if you Shove them while Hiding.
  • Can’t shoot through building outside Chapel anymore.
  • Fixed blocker caused by jumping and then missing Attack of Opportunity.
  • Made mushrooms around Myconid Village immune to myconids' spore attacks.
  • Andorn and Mari no longer run back and forth.
  • Nadira now runs away when combat starts.
  • Gekh Coal's zombies no longer create Blood surfaces when killed.
  • Successful saves at end of turn now remove Spectators' Paralysed condition.

Baldur's Gate 3 patch 7 patch notes, February 16th (2022)

Patch 7 for Baldur's Gate 3 adds the new Barbarian Class and some combat updates. This is the 9th classes added to the game to date. This patch also features an overhaul of the UI.

Highlights

  • Added the Barbarian class with two new subclasses - Berserker and Wildheart.
  • Berserker: Grow your Rage into a relentless frenzy and gain the ability to deal additional damage in the heat of battle. When you are filled with Rage, you can use improvised weapons as a bonus action to do extra damage.
  • Wildheart: Draw from the power of your Bestial Heart and wield ferocious combat abilities inspired by the eagle, elk, tiger, bear, or wolf. As a Wildheart Barbarian, you can flaunt unique facial piercings based on which animal you choose to guide you.
  • Overhauled the HUD UI. We are continually refining and improving all of these new features, but we're excited for you to try them out!
  • Designed a brand new hotbar to better help you explore all the options and features your characters have to offer. The hotbar, now more intuitive and less cluttered, allows you to thematically collect common actions, class-specific actions, and spells and items into ‘Decks’. We’re also working on ‘Custom Decks’, which allow you to fully customise your hotbar tabs - you can dip your toes into this feature through the custom deck we’ve made available. The new hotbar also allows for resource-based filtering, especially useful in combat.
  • Introduced brand new Character Sheet and Party Panel views, which combine the old Equipment, Inventory, and Stats panels. You can now continue to play while you have these open and move them around the screen as needed.
  • Added extensive quality-of-life search filters for items, weapons, and abilities.
  • Updated the Turn Order UI to appear at the top-centre of the screen and allow for scrolling.
  • Added a Party Management panel (and an associated tooltip) below the party member portraits that includes toggles for Group Mode and Group Sneak.
  • Vertically aligned the party member portraits.
  • The minimap is now a circle - the most noble shape.
  • Added new melee combat options.
  • Thrown weapons: You can now throw a new class of weapons from a distance. Thrown Weapons like Daggers, Javelins, Handaxes, and Spears do damage based on their Damage stats rather than their weight. Barbarians will begin the game with two Handaxes in addition to their primary Greataxe weapon.
  • Improvised weapons: You can now attack by using furniture, instruments, animals, limbs, and NPCs as Improvised Melee Weapons.
  • Expanded throwing: You can now throw objects or characters that weigh up to three times your Strength ability score. The range of the throw scales based on your Strength and the object’s weight. Rile enemies up by throwing a badger at them or yeet a goblin to test their aerodynamics.
  • Placed 24 new hand-crafted Magical Loot items throughout the world. Seek out the Hamarhraft - an Uncommon Maul that deals 1d4 Thunder damage within a 10ft radius upon landing after a Jump. Or find a pair of Linebreaker Boots and gain +1 melee damage for one turn after a Dash.
  • Implemented a new ‘Room Portal’ system, which conceals the details of characters and objects in closed-off or unexplored rooms. This brings more surprise and tension to exploration.
  • Added new music.
  • Added a new live orchestral suite to the Character Creation playlist.
  • Added new ambient pieces to Grymforge.
  • Added a new piece to the main Camp.
  • Added brand new spell-casting animations that are tailored to each spell-casting class, giving each class a unique look.
  • Improved the detection of light and dark areas.
  • You are now less likely to miss during combat in lit regions.
  • Your ability to hide from NPCs is now more accurately affected by how dark it is.
  • Improved how Darkvision is visualised: characters with Darkvision can now see in the dark via a cone of vision.
  • Improved cinematic pacing and visuals.
  • Refined animations and cameras across nearly 700 cutscenes.
  • Implemented over 400 new animations.
  • Improved animal and creature animations across over 200 interactive dialogues.
  • Added Barbarian reactivity to interactive dialogues.
  • Re-recorded and remastered portions of the narrator’s voice-over audio.
  • And the update we’ve all been waiting for: we’ve improved the chicken wing flap SFX and enhanced the VO for nervous squawking to bring you a truly authentic depiction of chicken anxiety.

Patch Notes December 15 (2021)

Here are the patch notes for Baldur's Gate 3 for the December 15 update. Once again a very small update, fixing some pathfinding issues, and an error with the launcher.

  • Fixed several issues related to ceilings and walls being visible incorrectly.
  • Fixed pathfinding issues that were introduced recently.
  • Fixed the launcher not starting up correctly anymore on specific hardware configurations.

Patch Notes December 8 (2021)

Here are the patch notes for Baldur's Gate 3 for the December 8 update. A very small patch, fixing some crashes and an inconvenient bug.

  • Fixed a crash related to objects fading in and out.
  • Fixed a crash related to re-arranging party members.
  • Fixed not being able to scroll in an inventory with a lot of items.

For more on Baldur's Gate 3 guides, check out Baldur’s Gate 3: Who are the Companions? here on Pro Game Guides.

Follow us on Twitter and Facebook to get updates on your favorite games!

About the Author

I'm a writer with a passion for video games, basketball, reading and everything in between. My favourite genres are RPGs and the occasional shooter. When I'm not writing, I'm playing with my two cats or watching basketball.
Find Jordan Tyack On: Twitter

Write A Comment

Baldur’s Gate 3: Patch Notes (August 2022)

Comments are on moderation and will be approved in a timely manner. Please read the following rules before commenting:

  • All comments must be on topic and add something of substance to the post
  • No swearing or inappropriate words
  • No asking or begging for anything free
  • Do not attempt to start a poll in the comments
  • Comments in all CAPS will be removed
  • We reserve the right to remove a comment for any reason
  • Do not impersonate a staff member or influencer

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.