Baldur’s Gate 3: Patch #7 – Evil Endings, Mod Tools, Honour Mode Changes, and More!

In the last major content update, you can experience new evil endings and challenge new Honour Mode bosses in Patch #7 for Baldur’s Gate 3!

Baldur's Gate Patch 7 Notes
Image Source: Larian Studios

Top 10 Fixes in Baldur’s Gate 3 Patch #7

Patch #7 has been hyped as the last major update that will include new content, story, cinematic, and dialogue. There are plans for future patches that will include technical enhancements, quality of life improvements, crossplay and photomode. However, this patch brings about the end of any new additions to story or characters.

Furthermore, a major portion of this patch is the launch of the official modding tools for Baldur’s Gate 3. Modders can now create new modifications, content enhancements and more, much more easily than before. To discover the details of all of these changes and more, keep reading for our full list of Top 10 fixes in Patch 7 for Baldur’s Gate 3.

Baldur’s Gate 3 Patch 7 Top 10 Highlights

  1. Evil Ending Cinematics – Introduces 13 brand-new, evil-themed cinematics, offering darker conclusions based on villainous playthroughs.
  2. New Modding Tools and In-Game Mod Manager – Players can now browse and install mods directly from the game itself using an integrated Mod Manager. The Baldur’s Gate 3 Toolkit also allows modders to create and upload custom mods.
  3. Legendary Actions in Honour Mode Combat – Several enemies now have powerful new Legendary Actions to make Honour Mode more challenging. Notable additions include Malus Thorm’s “Grasping Appendage” and Ch’r’ai Tska’an’s “Soul Sacrifice.”
  4. Split-Screen Improvements – The screen now dynamically merges when characters are close together and splits when they move apart, providing a more immersive cooperative experience.
  5. Honour Mode Custom Playthroughs – Players can now start custom playthroughs with Honour Mode mechanics, adding a new layer of challenge to customized runs.
  6. Crossplay and Cross-Save Limitations – Crossplay between PC and console is not yet available, and cross-saves won’t be compatible until the patch is rolled out on consoles in October.
  7. UI Enhancements for Reactions and Equipment – The Reactions UI has been streamlined, letting players toggle and confirm reactions more efficiently. Additionally, an Equipment Options menu has been added to the character sheet on the controller, improving inventory management.
  8. Expanded Banter and Dialogue – Multiplayer characters controlled by different players can now engage in overhead dialogues, increasing banter between party members. Several new lines of dialogue, especially for Dark Urge characters, have been added to enhance character reactivity.
  9. Performance and Stability Optimizations – Patch 7 brings further performance improvements, particularly in crowded areas like the Lower City. Memory usage during large loot transfers has also been optimized, ensuring a smoother experience.
  10. Revamped Romance and Camp Interactions – Several new idle animations for companions, including Astarion and Minsc, have been added. Some dialogue bugs in romantic encounters with characters like Wyll and Shadowheart have also been fixed.

Baldur’s Gate 3 Patch #7 Complete Patch Notes

You can read the full patch notes for Baldur’s Gate 3 Patch #7 below, or check out the official post from Larian Studios. Please note, that there can be spoilers, avoid them below if you wish to stay spoiler-free.

Does Corruption Call Your Name?

Whether you embraced absolute power, carried out your father’s will, played as an Origin character or were generally a menace to society, you’ll find Patch 7 now introduces 13 new cinematics that offer varying conclusions to your most evil playthroughs.

If you’re a streamer who is very demure, very mindful, and you use the ‘Show Cinematic Nudity’ option in the game’s settings, it’s worth noting that we’ve now renamed this option to ‘Show Sexual and Violent Cinematics’ and updated its description to more accurately indicate what it does. This setting toggles explicit content plus a few select moments of extreme violence that may be distressing to some. We might have also embraced corruption a little too much because the new evil ending cinematics have been included in this setting. They really are that evil.

This setting does not affect your adventure, your choices, or your access to romance options; however, it does block sexual content with nudity and particularly violent scenes with gore.

Whether you’re starting a new game or loading an old save to relive your battle with the Netherbrain, you’ll get to see these new cinematics depending on the choices you make.

It’s a One-Night Kinda Thing

We remember clearly stating in Community Update #28 that if you are playing as the Dark Urge, a certain bard would now be able to join the party as a controllable character at camp if there’s an empty slot, TEMPORARILY.

It would seem some of you didn’t pick up what we were putting down.

There are no new companions. There is only death.

New Honour Mode Legendary Actions

To add to the nightmare fuel, we’ve also made some improvements to Honour Mode combat, like giving Malus Thorm a new Legendary Action called Grasping Appendage. Gross.

A New Way to Mod Baldur’s Gate 3

We’re also bringing you another way to mod your Baldur’s Gate 3 saves, with Patch 7 introducing our very own in-game Mod Manager and modding Toolkit, which can be downloaded on Steam for PC players!

With this new and supported way to create and install mods, you should see improvements in compatibility and accessibility, and can rest more assured that your supported mods work wherever you’re playing Baldur’s Gate 3, which will include consoles a little down the line.

Mods that are created and uploaded via our Toolkit can be browsed and installed directly from the game itself.

Manage your mods for multiplayer parties by ensuring you have the same mods installed and enabled.

Baldur’s Gate 3 Toolkit

The Baldur’s Gate 3 Toolkit is a separate application on the Steam store that you can download for free that allows you to create mods specifically for Baldur’s Gate 3.

Baldur’s Gate 3 will also now officially support some scripted mods using Osiris, our in-house scripting language. This means mod authors will be able to reload their own scripts, handle build errors, and also carry out basic debugging.

Whether you want to mod Baldur’s Gate 3 with supported or third-party mods and mod managers – you’ll always have that choice, but if you would like to give our Toolkit a go and try your hand at making a mod with our very own tools, head on over to your Library and select the option to view Tools. If you own Baldur’s Gate 3 you should have the Baldur’s Gate 3 Toolkit automatically added to your Library.

To download the Toolkit and the Data DLC necessary for mod creation, you’ll need to make sure that DLC is enabled through the Baldur’s Gate 3 store page, and check that ‘Tools’ is checked in your Steam Library to make the application visible once installed!

You can do this by:

  • Going to your Steam Library
  • Right-clicking on Baldur’s Gate 3
  • Selecting properties, then DLC
  • In the Install column, check that Toolkit Data DLC is checked

To make sure Tools is selected as showing, use the dropdown navigation above your Library search bar.

Getting Started With Modding

To help you get set up with supported mods, we’ll be posting a Community Update in the not-so-distant future that’ll go into some more detail on both creating and using supported mods, so make sure to keep an eye out!

In the meantime, we’ve prepared some further guides to help kickstart your modding adventure:

For more helpful information on creating your own mods, don’t forget to refer back to the Getting Started guide!

As Swen also mentioned during the panel at PAX, we want to spotlight your creations on our new YouTube channel, Larian: Channel From Hell, so make sure to keep an eye out for regular mod features, and if you’d like to find out more or get involved, join the Larian Studios Discord server!

Bug Fixing & Gameplay Improvements

While Patch 7 brings a deluge of new features, improvements, and more, it’s also delivering plenty of bug fixes!

Once again, these patch notes turned out to be too long for Steam, so please head over to the main Baldur’s Gate 3 website to read the full patch notes!

Take a look at some of the highlights:

HIGHLIGHTS

  • 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.

Honor Mode Combat – Baldur’s Gate 3: Patch #7

  • 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.

UI – Baldur’s Gate 3: Patch #7

  • 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.

Art – Baldur’s Gate 3: Patch #7

  • 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.

Gameplay – Baldur’s Gate 3: Patch #7

  • You can now start Custom Mode games using Honor 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.)

Animation – Baldur’s Gate 3: Patch #7

  • 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.

Writing and Flow – Baldur’s Gate 3: Patch #7

  • Dotted some dialogue options and voiced lines into a handful of dialogues across the game, particularly to account for edge-case flows. These changes are described in more detail in the main patch notes below.
  • Added three new Narrator lines for Dark Urge characters to add a bit more reactivity across the game. These additions are described in more detail in the main patch notes below.
  • Resolved an issue that had been rendering some romance party banters inaccessible while adventuring.
  • Fixed a flow issue where Avatar Lae’zel did not have the option to leave and ascend or stay on Faerûn after the Netherbrain is defeated.
  • 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.
  • A bug that had been preventing Wyll’s romance greeting from triggering has now 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.
  • Fixed priorities on Wyll’s greetings so that low approval greetings will now trigger accordingly for players with 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.
  • In Act II, Minthara will now react to you having knocked her out in Act I.

Scripting – Baldur’s Gate 3: Patch #7

  • 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 you’ve been stripped of his influence.
  • 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 Orin 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 the Hells together, he’ll now act accordingly during the epilogue.
  • Fixed Karlach’s scene in Avernus 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 Ansur is defeated after the pact with Mizora is broken but Ravengard is saved from the Iron Throne 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 in Avernus 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 Mystra 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 the Netherbrain.. 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.

Performance – Baldur’s Gate 3: Patch #7

  • 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).

Cinematics – Baldur’s Gate 3: Patch #7

  • Reworked and revamped the cutscene that plays when you interact with Ansur’s bones in the Wyrmway.
  • Polished facial expressions and emotions across companion dialogues, including to the facial animations of your character during some kissing cinematics, including with the Vampire Lord Astarion.

CRASHES AND BLOCKERS

  • Fixed a crash when loading the Act I region.
  • Fixed a crash when mousing over characters in combat.
  • Fixed some issues with Long Rest: Loading a save made during a Long Rest could cause a crash and you could sometimes get stuck in a Long Rest forever and ever, amen.
  • Fixed a potential crash when saving at the end of Act II.
  • Fixed a potential crash on load.
  • Fixed a potential crash on Level Up.
  • Fixed a potential crash when approaching the Abandoned Refuge on a fresh save.
  • Fixed a blocker related to Orin’s dagger, which will now respawn near the altar if you hurled her into a chasm and a cultist picked it up before you did. (Because it’s bound to her, it would zip back to her corpse in the chasm, lost forevermore.)
  • Fixed a potential crash when trying to load into the Lower City.
  • Fixed a crash when quickly pressing ‘Connect’ and ‘Create’ in the lobby browser on GOG.
  • Fixed a potential crash when the game runs a check for whether you have the Deluxe Edition DLC.
  • Fixed a potential crash when Player 2 leaves a split screen dialogue.
  • Fixed some camera activation issues on split screen potentially causing a crash when Player 2 rejoins a game mid-cinematic.
  • Fixed a potential crash caused by the Reeling condition getting stacked too high.
  • Fixed a crash when dragging the portrait of a dismissed Minor Illusion summon over another party member’s portrait.
  • Fixed a bug where using the Mould Chamber in Grymforge while in combat would prevent you from moving.
  • Fixed a potential crash in Felogyr’s Fireworks on Avery’s turn in combat.
  • Fixed a potential crash due to the game script requesting combat from a character that isn’t loaded into the region.
  • Fixed a crash that could occur during the cutscene that triggers when you reach the Netherbrain.
  • Fixed a potential crash when switching between keyboard and mouse and controller during a dice roll.
  • Fixed a crash when attempting to reload a savegame or return to the main menu.
  • Fixed a crash when choosing to ‘Take All’ from the Chest of the Mundane.
  • Fixed a crash when the dialogue with Baelen Bonecloak was forcibly cut short while mousing over a dialogue option.
  • Fixed an edge-case blocker preventing you from Long Resting.
  • Added a savegame error to prevent a potential crash.
  • Fixed a bug where you could get locked in combat if your character was Downed but not dead when Isobel was killed.
  • Fixed a bug where you could get locked in combat with Cazador if Astarion was alive and incapacitated in his ritual position, one of the other spawn was dead, and the rest of the party was defeated by Cazador. Now combat ends correctly with a Game Over screen.
  • Fixed a potential crash when leaving the Iron Throne combat.
  • Fixed a bug where you could get stuck under the elevator in the Colony, blocking progress.
  • Fixed a crash that could occur when using fast travel in Rivington and Wyrm’s Crossing.
  • Fixed a crash that could occur when fighting mimics.
  • Fixed a crash when dropping certain objects.

COMBAT AND BALANCE

Across Acts – Baldur’s Gate 3: Patch #7

  • Fixed a potential soft-lock where if you have multiple summons that are Surprised and you switch to a character whose turn it is on controller, the combat would get stuck passing turns between the summons.
  • Fixed Form of Dread triggering a Saving Throw for Frightened if the character was already Frightened.
  • Upcasts of Witch Bolt can no longer be used with Metamagic: Twinned Spell.
  • Fixed a bug with the Goaded condition where if a summoned companion applied Goaded to an enemy, that enemy would attack the owner of the summon instead of the summon itself.
  • Fixed some goblins missing the Fury of the Small passive in Tactician Mode.
  • Dampen Elements will no longer require a Channel Divinity point.
  • Improved monks’ Deflect Missiles by helping the projectiles avoid obstacles on their way back to the target.
  • Monks’ Clench of the North Wind spell now targets up to 2 characters at Level 9. They just have to clench a little harder.
  • Enemy NPCs can no longer use Dash again while the effect of a first Dash is active.
  • The Saving Throw for the Dire Raven Companion’s Bad Omen action is now a Wisdom Saving Throw and scales with the raven’s level.
  • Fungal Infestation can now be used as a Reaction when killing a target.
  • The Spectator’s Charm condition should now be broken through damage or by killing the Spectator.
  • The druidic spells that Halsin gains for free can now be upcasted.
  • Fixed Cloudkill not affecting characters at the edge of its range.
  • Fixed Infernal Spears joining combat when dropped.
  • Patched up some savegames that were stuck in combat where the game’s script was not intentionally pausing them.
  • Reduced the duration of the Shar’s Darkness spell and the frequency with which NPCs choose to cast it.
  • Swapping weapons between characters in combat now properly consumes an Action for both.
  • Fixed the Meenlock Fear condition triggering a Constitution Saving Throw instead of a Wisdom Saving Throw.
  • Fixed Auntie Ethel’s Weird Magic Surge not triggering with Counterspell.
  • Combat will now end correctly if you find that you’re still in combat after speaking to the Emperor in the Astral Plane.

Act I

  • Fixed Nere’s Coerced condition sometimes getting removed from characters despite them being temporarily allied to him due to his Wicked Coercion.
  • Priestess Gut will no longer hit herself with her own conditions. Silly gob-gob.
  • Fixed Mayrina and Auntie Ethel disguised as Mayrina having different HP values in Tactician Mode.

Act II – Baldur’s Gate 3: Patch #7

  • Fixed a bug where the combat at the Last Light lakeside would end and no further waves would spawn.
  • Made the combat at the Last Light lakeside trigger more consistently even if you’re standing in odd positions.
  • Balthazar should no longer occasionally stand idle, causing combat to halt within the Colony.
  • Balthazar’s reanimated skeletons in the Shadowfell now have Shove only in Tactician Mode.
  • Increased the HP that the Undead Nurses resurrect at from 25% to 45% during the combat with Malus Thorm in Tactician and Honor Mode.
  • We’ve suggested to Yurgir that when he’s invisible he should take advantage of it and actually try to move around a little so that he’s harder to find.
  • Improved the Thisobald Thorm combat in Honor Mode:
    • Fixed his Legendary Action explosion hitting itself.
    • Increased the damage and radius of his Legendary Action explosion.
    • His Legendary Action explosion now applies a debuff based on the explosion type.
    • Increased the damage of the buff given to his blighted allies.
    • Blacked Out no longer applies Vulnerability to all damage in Honor Mode.
  • Improved the Shadowed Spirit of the Land combat:
    • His Shadow Friends will no longer disappear during combat as long as they’re still controlled.
    • His Shadow Friends will now disappear after his dome is destroyed.
    • Improved the visuals for when his Shadow Friends disappear.

Act III – Baldur’s Gate 3: Patch #7

  • Cazador can now use his Legendary Action in his Mist Form.
  • Ptaris now has Alert and Legendary Resistance in Tactician Mode.
  • Rolan will now become more powerful after taking over Ramazith’s Tower.
  • Gortash’s Avatar of Tyranny form is no longer dependent on whether it’s his turn or not.
  • Fixed multiple issues related to Gortash’s turrets:
    • Fixed Micromodron Force Curtain and Deranged Force Curtain becoming active even if they weren’t in combat near Gortash and even though they can only target Gortash.
    • Fixed the Grenade Impellers and Incineration Casters becoming active as soon as Gortash entered combat and leaving combat as soon as Gortash left, even if they were in a different area (Gortash in the Audience Hall, turrets in his office). They no longer depend on Gortash and become active or inactive when a combat nearby starts or ends.
    • Fixed Micromodron Force Curtain and Deranged Force Curtain sometimes having two contradictory conditions (Active and Malfunctioning at the same time).
    • Fixed a bug causing the Incineration Casters to be affected by the First Strikes combat penalty (causing them to skip their first turn) the first time they enter combat.
    • Fixed two Incinerator Casters in Gortash’s office not working correctly.
    • Fixed the warning zone VFX of the Incinerator Casters not working properly and therefore not accurately representing the area of danger.
    • Fixed an issue with the Incinerator Casters’ warning zone VFX, causing the warning zone to be inaccurate.
  • Made sure Ritual Drain is applied correctly on Asta, Yousen, and Violet in the combat with Cazador.
  • After ascending, Cazador will no longer receive healing from Vampire Regeneration.
  • Fixed a bug in Cazador’s fight where it was possible to get more than 1 extra Bonus Action per turn for the same character by stepping on and off the pentagram in front of Astarion several times per turn.
  • Improved the combat with Viconia: In line with its description, Viconia’s Divine Intervention won’t target followers of Shar anymore, even if they are enemies; and the illusory Mapped Terror forms will not change the character portraits.
  • Lady Jannath and Oskar will no longer get Opportunity Attacks against the poltergeists in Jannath’s Estate.
  • The Moonlight Slivers’ Banishing Smite will now stop myrmidons from empowering Lorroakan if the myrmidons are successfully Banished.
  • Enemies in High Hall should now leave combat when Knocked Out.
  • The second wave of Intellect Devourers at the Morphic Pool should now consistently join combat.
  • Fixed Gortash’s Legendary Action not working when Blinded.
  • To improve her chances of survival, Hope now has a new passive called Last Hope that grants her Death Ward for free when she enters combat.
  • During combat, Raphael will no longer care about walking on Fire or Hellfire surfaces.
  • Improved the fight against Lorroakan: Elemental Retort now costs a Reaction to cast; targets will now roll a Dexterity Saving Throw against Elemental Retort; and myrmidons now also buff Lorroakan with additional Reactions.
  • Tweaked several settings for the windows in Jannath’s Estate to fix where combat can trigger.
  • Fixed the Chult Alioramus not attacking you if you were wearing damage-reducing armour.
  • Improved the Restore Soul spell so it’s easier to reclaim a soul from Raphael. Also updated its visuals.
  • Viconia now only receives Mortal Reminder as an additional passive in Tactician Mode.
  • Added some lightning clouds to the final battle in the Wyrmway.
  • In the fight against Dribbles at the circus, ranged attacks will now also crit against creatures with the Menaced condition.
  • Fixed Krank not flying back up to higher floors in Ramazith’s Tower.
  • Ramazith’s defences now include the internal turrets again. Also fixed the turrets’ script so that they end their turn when they won’t shoot, and don’t shoot when it’s not their turn.
  • Fixed some technical names showing up for each of Ansur’s limbs. Naming them all ‘Ansur’ was the ansur.
  • Fixed Ansur’s friendly Lightning Strike units sometimes attempting to attack the lightning strikes.
  • Mystic Carrion’s Legendary Action now triggers on hit, not when an Undead ally dies. His Legendary Action conditions are now curses, and his Legendary Action condition buff now heals Undead when it ticks out instead of when applied.
  • Raphael can no longer steal souls from creatures that narratively don’t have souls, such as Undead and Constructs.
  • Viconia can now target Shadowheart with her trademark spells even if Shadowheart is Wild-Shaped.
  • The enemy wolf summon in the combat near the sandy dock west of the South Span Checkpoint can no longer use Help and its summoner now has Hunter’s Mark.
  • Cazador’s bats and werewolves are now immune to Ghastly Fumes, which his ghast-like Fallen Gur Hunters spawn each turn.
  • Fixed a bug where, if Cazador is already dead and his spawn can fight back, killing a spawn during combat could restart the combat.
  • Casting Dominate Person on Dolor before combat will no longer lead to all companions becoming enemies of the caster.
  • Kled doesn’t have Dror Ragzlin’s Legendary Actions anymore. Dror’s not one for sharing.
  • Raphael’s Infernal Salve spell will now only work on his allies who are also Fiends.
  • The Wayward Undead condition will now get removed when combat ends, and the Undead entity will get destroyed when the condition is removed. The condition also now has an icon.

GAMEPLAY

Across Acts – Baldur’s Gate 3: Patch #7

  • Improved AI pathfinding around dangerous areas both in and out of combat.
  • Fixed a bug where combining Wild Shape with the Seeming spell could let characters get reduced to 0 HP but remain alive.
  • Fixed a rare issue where druids could not revert their Wild Shape when playing on a save with mods.
  • Enemies will now properly drop loot when dying from having one of their ability scores reduced to 0.
  • Fixed how the Chest of the Mundane handles item stacks higher than its maximum. (It should no longer gobble up your enormous coin stack and spit back a measly 21 cups in return.)
  • Fixed a bug that prevented monks’ Shadow Step from giving Advantage for rogues’ Sneak Attack.
  • Fixed an issue causing Tempest Domain clerics’ Channel Divinity to not deal maximum damage for some spells like Shocking Grasp.
  • You can no longer open locked containers through trade as if they weren’t locked.
  • Fixed a bug preventing you from looting mounds you dig up if you started a dialogue during the digging animation.
  • Fixed some flickering shader artefacts that were appearing on, for example, Karlach’s tent and Justiciar Crusaders in Umbral Form.
  • Fixed some minor visual glitching between surfaces.
  • Fixed items sometimes flickering when you approached them with the camera.
  • Fixed the combat cursor on controller reappearing too soon after you cast a combat spell.
  • Fixed surface lights only being created on split screen when Player 1’s camera is nearby.
  • Fixed dialogues sometimes not starting with characters who were pickpocketed.
  • Fixed blocked or barricaded doors sometimes resulting in incorrect pathfinding.
  • Fixed summons like cats not being able to squeeze through crevices and holes.
  • Fixed druids being unable to unequip weapons after Long Resting while Wild-Shaped as myrmidons.
  • Fixed a case where you could end up soft-locked after a Long Rest if a custom character spent the night outside the camp when they had a camp scene queued up.
  • Dismissing a companion with Scratch’s ball will no longer transfer the ball to Scratch after a Long Rest.
  • Fixed a rare case where custom characters no longer followed the controlled player.
  • Improved an edge-case quirk of AI spellcasting by ensuring that it has a source and target position before committing to a projectile-based attack.
  • Prevented summons and followers like Glut from being able to consume Noblestalk. Yes, your Mage Hand probably ate it. No, we don’t know where its mouth is.
  • Dismissing hirelings or avatars via dialogue now functions the same way as dismissing companions.
  • When Withers resurrects an avatar, the Dream Guardian will no longer immediately prompt another nearby avatar to loot them for a tadpole. Similarly, dead, dismissed avatars will no longer trigger this same prompt. Some decorum, please.
  • When multiple characters in the party discover a trap or hidden item, only one will comment on it. We figured you don’t need four people telling you to watch out for the same trap at the same time.
  • Fixed an issue that allowed multiple party members to learn how to summon Shovel. Just the one Basket is enough, thanks.
  • Made NPCs’ overhead dialogues for certain crimes more fitting for the crime.
  • NPCs will now react as though a crime was committed when they succeed on Saving Throws against hostile spells.
  • Fade-ins and -outs now only occur after a crime combat when there is someone around to take you to prison.
  • If you fail to lockpick a booby-trapped item, the trap will now trigger. If you succeed, the trap will not trigger and the trap will remain armed.
  • Dismissing the leader of a party follower will now reassign that follower to an active avatar.
  • You can now swap out party members by speaking to the companion you want to replace even if the one you want to replace them with is Wild-Shaped. What your companion will think of you replacing them with a sheep is another story.
  • Lathander’s Light will no longer be able to save companions that the Dark Urge was driven to kill.
  • Summons will now disappear alongside their owners when you dismiss the latter to camp.
  • Fixed multiple spots where Perception checks were being made through solid objects.
  • The ‘All Knowledge Is Worth Having’ background goal will now only trigger after you read the last page of the Necromancy of Thay (instead of when you succeed the initial ability checks).
  • Fungal Infestation can now be used without a corpse in areas with Rejuvenating Miasma.
  • All myrmidons except Earth Myrmidons are now ethereal and cannot be thrown.
  • Fixed some identical, stackable items not stacking.
  • Fixed surfaces not being created if you press F5 in the same frame that they’re created.
  • Fixed a bug in multiplayer where using Withers to resurrect an avatar belonging to Player 2 could lead to the avatar being unable to rest or fast travel if, before the resurrection, the avatar was in a prison cell after being arrested.
  • The illithid power Mind Sanctuary now consumes resources when consuming potions. Additionally, potions can be used within the Mind Sanctuary nexus if there is only one Action available.
  • Fixed the Gibus of the Worshipful Servant not generating Momentum at the start of combat.
  • Fixed a bug causing Dark Urge characters to get renamed after using the Magic Mirror.
  • Elminster should no longer react to crimes that don’t affect him. (We distracted him with some Stilton.)
  • Fixed the position of pings for corpses.
  • Fixed loading a savegame made during trade possibly not restoring the trade correctly and crashing.
  • Fixed splitting not working in trade when moving items from your companions’ inventories.
  • Fixed the context menu not showing trade actions on items that are in a companion’s inventory.
  • Fixed cinematics looking broken on split screen if Player 2 disconnects from local co-op via the menu.
  • Fixed ribcages stacking onto each other, causing items stored in them to be lost.
  • Fixed an issue on multiplayer where Gale would briefly appear to be in his undies for the client if the host has the Donate UI open and Gale is wearing magical robes that he can consume.
  • When you unlock a trapped item using its key, the trap will now be disarmed.
  • Fixed a bug that would let you waltz your way through destructible walls without actually destroying them. (You could attempt to attack the wall and your character would pathfind right through it in search of a comfortable spot from which to take a swing.)
  • Bald characters with the Wet condition will no longer have darker scalps.
  • You can no longer loot the underwear of non-recruited companions when you knock them out.
  • Fixed a username mixup on multiplayer where if a player was hosting a game via GOG and another player joined as a client via Steam, the latter’s Larian Account username would appear where the host’s username should.
  • Fixed a split screen issue where Invisible characters would sometimes not render at all for a second player joining the game. We need them to be invisible, but not that invisible.
  • Some Legendary Actions and other Reactions can now trigger from further away.
  • Fixed a bug on controller where pressing the right stick to turn tooltips off would cause the A button (‘More Details’) to become unresponsive.
  • Fixed a multiplayer bug causing characters to get stuck in dialogue if you swapped characters while in dialogue during an active roll.
  • Fixed a bug where acquiring the Devil’s Sight passive while standing in a cloud of Darkness didn’t work until you moved out of the cloud.
  • Fixed a small delay when playing spell animations.

Act I – Baldur’s Gate 3: Patch #7

  • Fixed the owlbear cub sometimes disappearing from camp when killing goblins in the Goblin Camp.
  • When playing as the Dark Urge, if you invite her, Alfira will now actually join your party as a controllable character if there’s room for her in your party setup. Temporarily, of course.
  • Alfira no longer has a tadpole, can now be levelled up, and will no longer be able to use the Magic Mirror.
  • Attacking the Zhent inside the Zhentarim Hideout will now more consistently drag your entire party into the fight.
  • Shoving someone down the pit to the Underdark in the Whispering Depths will award XP more often.
  • Soldiers will now be Inspired if you defeat the goblins attacking the Emerald Grove if there are no losses on the tieflings’ side.
  • Fixed the crucible at the Adamantine Forge becoming uninteractable after Grym dies.
  • The ‘Acolytes of the Demonweb Pits’ background goal will now trigger if the spiders become Lolth’s followers by succeeding any dialogue ability check, not just the Persuasion check.
  • Throwing a fish at Tuffet, the sleepy bear at the Emerald Grove, will now properly remove it from your inventory.
  • Fixed a bug where the Emerald Grove gate wouldn’t open after the goblin raid.
  • Fixed a split screen issue related to the Unstable Statue in the Shattered Sanctum causing player characters to disappear.

Act II – Baldur’s Gate 3: Patch #7

  • The Dark Urge should now be Inspired by killing Nightsong.
  • Fixed a bug where your party members would very quickly change out of their armour and into their cosy camp clothes when you talked to them after having left the Astral Plane. We don’t really blame them for being so desperate to hit the hay.
  • Minthara now properly leaves the party when you tell her to go to Baldur’s Gate alone.

Act III – Baldur’s Gate 3: Patch #7

  • Fixed a bug causing Omeluum to be unresponsive in the Iron Throne.
  • Fixed the Wyrmway door not opening for characters behind it.
  • Fixed a fading issue causing some background NPCs in the Lower City to have duplicates.
  • Fixed an issue where resurrecting a mind-controlled Nightsong would cause enemies to become allied to you.
  • During the final battle, backup companions being called upon with ally abilities will now appear with some clothes on for the occasion.
  • Gale no longer has access to Netherese Orb Blast in the Netherbrain’s Psyche.
  • Hanged bodies in the Lower City (including Florrick) are less likely to fall down when you meddle with them. Only movement, a change in their type of death (like getting pulverised), or additional physical harm can take them off the gallows.
  • Fixed the camera not following you when you get teleported to the Sorcerous Sundries entrance after interacting with the wrong portal.
  • The smugglers’ tunnels underneath the Open Hand Temple are now accessible from the cave-in entrance if you already came through them and cleared the cave-in from the inside.
  • You can no longer use the Active Search feature to bypass the booby-trapped display case in Ramazith’s Tower and pick up the key inside it. Smarty-pantses.
  • A rat at Basilisk Gate will now come back after a Long Rest if you attacked it.
  • Improved Lumbar support: Lumbar will now stand still after you paid him to hit him.
  • Gortash’s grenades should explode after being picked up now.
  • Fixed a bug where interacting with the crate full of explosive toys in Rivington could cause you to get stuck in an endless loop of crime dialogues (being interrogated and sent to prison) and/or in combat with temporarily hostile NPCs.
  • Crimson Mischief and Murderous Cut’s Prey upon the Weak passive now works properly against enemies with 50% HP or below.
  • Fixed several issues with the portrait that Oskar gives you. Principally, the image on the portrait will now be that of the active character claiming the reward, regardless of their position on the Party Line.
  • Fixed a bug where dropping or selling certain items looted from the Lower City graveyard could cause NPCs to react as though you’d committed the crime of moving a corpse.
  • Fixed the interaction between the Spell Savant Amulet with the Smite spells, Divine Smite, and Create Sorcery Points that caused the spell to always add one Sorcery Point when reequipping the amulet.
  • Fixed Protection from Evil and Good not protecting from Incubus Charm.
  • If you decide to turn Sorcerous Sundries into a battlefield, clients will now properly run away from the shop forever if there are no guards left to defend it.
  • Fixed projection clerks in Sorcerous Sundries not disappearing in some rare cases if all combatants were killed, causing looping warning dialogues.
  • Fixed Cordrane the Recent being able to raise a zombie in Sorcerous Sundries when he shouldn’t be able to, like when he’s dead or Silenced.

FLOW AND SCRIPTING

Across Acts – Baldur’s Gate 3: Patch #7

  • Improved the soundscape of crowded areas by reducing the number of background characters talking at one time.
  • Fixed a bug where the entire party would stop following you, even if everyone was grouped in the Party Line.
  • If you’re prevented from going to camp, you’ll no longer potentially be teleported outside of the current region when trying to flee combat.
  • Interrupting Withers after asking him to resurrect someone by immediately talking to him again when the dialogue ends will now still resurrect the target instead of cancelling the request.
  • Fixed a bug where player characters would fall into a chasm and become invisible.
  • Fixed a bug where killing someone while they were walking to camp would stop camp night scenes from triggering.
  • Fixed some edge-cases in which players could end up soft-locked in a camp night scene because a companion triggered the wrong dialogue. Now the game will select the right scenes for that night after the others finish.
  • Attacking your companions as the Dark Urge after murdering one of them will now correctly lead to combat.
  • Fixed the background goal ‘Blueblood Solidarity’ not completing after you talk to Wyll about him being the son of Duke Ravengard.
  • Characters who lost the Necromancy of Thay after unlocking its secrets will see this book returned to their inventories.
  • Minthara will no longer repeat herself when you try to recruit her with a full party.
  • Fixed Florrick not joining combat in Acts I and II.
  • Fixed your character speaking instead of Shadowheart when you sit beside her at camp in multiplayer.
  • Shadowheart is now more engaged with the flora and fauna at camp.
  • Fixed hirelings sometimes not having dialogue options.
  • Lae’zel will no longer tell you not to give the egg to Lady Esther if the latter is already dead.
  • Made characters’ overhead dialogues for crimes triggered by the Banishment spell more contextually appropriate.
  • Minthara now ceases to be a True Soul of the Absolute when she is recruited.
  • Origin characters will no longer comment aggressively about Minthara’s death.
  • Fixed Lae’zel’s main dialogue sometimes not ending correctly when you select the ‘Leave.’ option.
  • Fixed an issue where the party with the goblins at camp in Act I could trigger even after Minthara had moved on to Moonrise Towers in Act II.
  • A camp night scene with Shadowheart will no longer trigger if she’s not in the party and, uh, also dead.
  • Fixed Gale’s ‘splosion sometimes not showing correctly, meaning you’d get a Game Over without knowing why.
  • Made further fixes to Us being in the party when it shouldn’t be.
  • Fixed your player character introducing themselves with the wrong name when talking to Mizora.
  • Fixed certain camp night scenes not playing when you go to bed while Polymorphed (e.g. in Gaseous Form).

Tutorial and Act I – Baldur’s Gate 3: Patch #7

  • Fixed Avatar Lae’zel behaving like a companion at the end of the tutorial and telling you (or telling herself) to hurry.
  • Fixed a bug preventing you from throwing or dropping the corpses of devils taken from the nautiloid.
  • Lae’zel will no longer keep buffs like Bardic Inspiration and Longstrider after the tutorial.
  • The hag will no longer react to spells cast while she’s negotiating for her life with the Legendary Action she usually uses in response to spells in that combat.
  • Kagha will now be imbibing if she’s at the tiefling party.
  • Mol will no longer repeatedly address you in the same way when you trespass in the tieflings’ hideout. All the thieving little tieflings will now also leave the hideout when you anger them.
  • You’ll longer get stuck in an infinite trespassing loop with Mol after she asks you to leave calmly.
  • You’re now able to leave the tiefling hideout after Mol asks you why you’re still around and Mol will run off when she warns you that you asked for whatever comes next.
  • Fixed a bug preventing you from interacting with Alfira after you agreed to let her stay in your party.
  • Shadowheart should now address you before running off if she dies before you go to the Emerald Grove and is then revived.
  • Fixed a bug where Astarion wouldn’t comment on being killed by the lance at Rosymorn Monastery after being resurrected if the resurrection happened outside of camp.
  • Fixed a bug where picking up an Exsanguinated Boar and then looting it from within your inventory would soft-block the game. Only looting Exsanguinated Boars that aren’t already in your inventory will trigger an investigation dialogue.
  • Fixed an issue preventing you from talking to Nere before completing the quest to save him if his dialogue got interrupted after you sided with him against the duergar.
  • Minthara will no longer ask you to eliminate non-existent tieflings in the Emerald Grove.
  • Fixed a bug preventing you from interacting with Alfira after you invite her to join you at camp as the Dark Urge.
  • Fixed Oskar Fevras acting like you’d never met if you talked to him after all his captors were killed after a previous dialogue with him had been interrupted while he was thanking you for purchasing his freedom, and if you talked to him after a previous dialogue with him had been interrupted by another player committing a crime.
  • Zarys should now set off the explosives in the Zhentarim Hideout if you don’t successfully negotiate with her.
  • Fixed Abdirak’s self-flagellation idle animation.
  • Fixed visual issues with trying to save Alfira from being murdered if she’s already at camp.
  • Halsin’s dead body will no longer join your camp in Act I after the camp celebration.
  • Fixed a non-sequitur in Gribbo’s dialogue at the Goblin Camp.
  • Fixed a visual artefact on the fiery bridge at Grymforge. Also fixed creatures and objects immune to fire catching fire there.
  • In the dialogue with the Ornate Mirror in the Apothecary’s Cellar, fixed a re-rolling History check (regardless of success or failure) and fixed one of Avatar Lae’zel’s lines never appearing.
  • Ward Magmar and Ward Pistle, the duergar at Grymforge, will now make a snide remark if you’re playing a small race.
  • The gith in Créche Y’llek no longer attack you for simply getting too close to the door in the Inquisitor’s Chamber. Now you actually have to leave for them to get angry.
  • Shadowheart and Lae’zel will now have new equipment if it was taken during the nautiloid escape and they have travelled sufficiently far to realistically acquire it before getting recruited.
  • The UI should no longer spoil the effects of Auntie Ethel’s ingredients.
  • Fixed a bug where agreeing to spend a night with Astarion in a conversation with him during the camp celebration and then deciding to sleep alone instead could still result in a romance scene with him.
  • Fixed some cases where Grym wouldn’t appear because the cinematic didn’t work.
  • Benryn will no longer follow you to camp or leave with you through a waypoint while you’re in the process of escorting him out of the burning building at Waukeen’s Rest.
  • You’ll now acknowledge that you know who Minthara is when talking to Sazza if you’ve spoken to Minthara before.
  • Made sure your Wild Shape is dropped during the scene with Kagha, her snake, and Arabella.
  • Zevlor’s victory dialogue after defeating the goblins at the raid will no longer trigger if you’re Invisible.
  • Fixed Scratch getting stuck in older savegames if you celebrated at camp with the goblins.
  • Fixed Korrilla being killable in the goblin camp prison after she kills Priestess Gut. This was causing her to spawn as a corpse later on in Act III.

Act II – Baldur’s Gate 3: Patch #7

  • If Isobel’s room is Silenced while she’s giving you your first explanation of the state of affairs in the Shadow-Cursed Lands, which prevented Marcus from attacking her, he will no longer return to finish the job while you’re in the Shadowfell. The dialogue will also no longer suggest that he’s about to appear.
  • Karlach will now tell you her backstory if you reach the point of no return in the Shadow-Cursed Lands even if you didn’t confront the paladins of Tyr.
  • Fixed a bug where the imprisoned tieflings in Moonrise Towers would be saved and brought to Moonrise if you left the area while they were being rescued.
  • Fixed a bug where Shadowheart did not receive the Spear of the Night when talking to Nightsong alone as a companion.
  • Dark Urge characters will no longer get stuck ruminating on their past in front of Ketheric if they’re disguised.
  • Knocked Out Minthara will now always flee to Moonrise Towers.
  • The Ketheric transformation cinematic in the Colony will now play even if no available player characters are in combat with him.
  • Fixed a potential Initiative spam involving the skeletal involucres when player characters are invisible.
  • Ketheric will no longer be fooled by distractions in the Colony.
  • Fixed an issue that was causing Shadowheart to keep asking to retrieve the Spear of the Night at the entrance to the Shadowfell even when the Spear of the Night had already been acquired.
  • The duergar at the lift in Grymforge will no longer warn you about the shadow curse and needing a Moonlantern if you’ve already used the lift to go from the Shadow-Cursed Lands back down to Grymforge.
  • The goblins will now leave the Goblin Camp once Minthara has arrived at Moonrise Towers.
  • Wulbren will now free the tieflings even if you’re far away.
  • Fixed Shadowheart getting a Narrator line not appropriate to her background when leaving the Shadow-Cursed Lands.
  • If you fail to save the prisoners from Moonrise Towers and then gain audience with the Absolute, the prisoners will no longer be zombified and then killed and thrown into the Oubliette. They should now just be present in the Colony’s Necrotic Laboratory.
  • Fixed a secret button in the Tollhouse that was visible but uninteractable if you failed its Perception check. It no longer has a Perception check.
  • Fixed the flow for Zevlor after saving him in the Colony. Combat interruptions will no longer prevent him from wanting to know about the other tieflings.
  • Fixed an issue that forced you into picking a fight with Balthazar when you returned his mother dearest to him.
  • Fixed an issue where attacking Jaheira at the entrance to Last Light would repeatedly trigger the same dialogue.
  • Mizora will now call out in frustration while she’s in her pod in the Mind Flayer Colony if she hasn’t been spoken to yet.
  • When the party is full, sending Jaheira to camp after the victory at Moonrise Towers will now actually send her to camp.
  • Fixed Jaheira repeating some lines after the victory at Moonrise Towers.
  • Improved the transition between Isobel’s death and the start of the following cinematic at Last Light.
  • Some repeating overhead dialogues in the Colony will no longer appear in the combat log to reduce log and audio spam.
  • The Warden of Moonrise Towers now confiscates Minthara’s Xyanyde mace and keeps it as evidence.
  • Fixed the ghouls at Moonrise Towers bumping into a tower and sliding off instead of flying into it before they disappeared.
  • Nightsong can no longer be Immune to being Soul Caged when she gets sent down into the Mind Flayer Colony.
  • Fixed a bug where leaving the Shadowfell could resurrect an unrecruited Shadowheart and have her turn up at your camp anyway. She just liked the cut of your jib.
  • Fixed a bug sometimes preventing you from resting or fast travelling after escaping from the Last Light prison.
  • Minthara no longer lingers as a follower if she dies while trying to escape Moonrise Towers with you.
  • Companions will once more comment on witnessing the Apostle of Myrkul.
  • Fixed a bug related to breaking Wulbren et al. out of Moonrise Towers, where jumping back into the Oubliette would cause the prisoners to appear dead even if you saved them. Also fixed the journal indicating that Wulbren was both saved and killed.
  • Ensured the avatar is prioritised for cinematics in relation to Ketheric’s final death.
  • Patched up savegames after Patch 6 where Ketheric’s Netherstone disappeared after being stored in a ribcage.

In Act III and Epilogue – Baldur’s Gate 3: Patch #7

  • If you knock out Raphael with your final blow during his boss fight at the House of Hope, he will no longer stand back up again during the cinematic that follows, which would block quest progression.
  • Fixed an issue preventing you from transforming with the Supreme Tadpole if you refused it the first time.
  • Fixed some issues with the overhead dialogues between Scribe Goosequill, Baz Hopbank, and Fist Gummidge.
  • Karlach’s death scene no longer ends abruptly when a non-gith player chooses to leave with Lae’zel.
  • Fixed a bug where, if you promised Cazador to bring Astarion to him and Astarion was in your party, you could go to Astarion at camp and tell him to replace himself in your party.
  • Fixed some rare broken scripted character behaviours near the end of the game.
  • Zanner Toobin will now trigger the self-destruct sequence correctly instead of suddenly forgetting he was supposed to be in a panic because of the Steel Watcher Titan.
  • Fixed some repeated dialogue options when discussing Sorcerous Sundries with Gale.
  • Elminster will no longer tell Gale to speak to Mystra in the Stormshore Tabernacle if you have already done so.
  • Fixed an issue that caused Viconia to play the wrong dialogue when defeated.
  • Told Devella to be more patient and wait until the end of the dialogue before she moves on to Basilisk Gate after being saved from Dolor.
  • You can no longer ask Silfy in Wyrm’s Crossing about Mol’s location after already having visited Mol.
  • When rescuing Minsc at the end of Jaheira’s questline, the game will now default to selecting the character of whichever player is in control of Jaheira for the conversation, rather than whoever is nearest. This way, Jaheira will have a much higher chance of not only being included, but also interacting with the correct player.
  • Fixed some duplicated books appearing in NPCs’ inventories in the Lower City.
  • Fixed an infinitely looping dialogue in Sorcerous Sundries.
  • The entire basement of the Baldur’s Mouth is now correctly considered a dangerous area.
  • Jogged Nine-Fingers’ foggy memory – she will now recognise you when you bring Jaheira to her after she asked you to.
  • Removed a second letter from Tara’s nest.
  • Avatar Astarion will now correctly roll a passive Perception check to recognise the scar on Sebastian’s face.
  • Shadowheart no longer sometimes still thinks that Viconia is alive after having killed her. Poor thing.
  • Sweet Stone Features, the condition granted by the Boney and Stoney statue, is now applied to the owner even if they are not part of the party and are waiting at camp.
  • The Sweet Stone Features condition no longer gets cleared by the Bless condition. These conditions still do not stack.
  • Karlach now will correctly react to Wyll becoming the Blade of Frontiers.
  • Knocking out Minsc a second time after failing to save him will no longer kill him.
  • Wulbren will no longer comment on Toobin’s daughter being dead if Toobin is not present.
  • Civilians talking to Carrion’s zombies will now leave if said zombies either die or leave to Philgrave’s Mansion.
  • You can now return Mol’s eyepatch to her when you find her in the Guildhall.
  • Gave Sticky Dondo more lines to yell to sell his wares in the Guildhall.
  • When Minsc meets Nine-Fingers after the Zhent coup, the skill checks will now affect Minsc instead of Nine-Fingers to match the narrative.
  • Fixed player characters and the Narrator talking over each other when interacting with Minsc’s relics in his hidden chamber.
  • You can no longer open the barricaded doors at the Crimson Draughts apothecary from the inside. We forgot barricades are supposed to work both ways.
  • Wulbren and Barcus will no longer clip into each other after the Steel Watch Foundry is destroyed.
  • Failing to disarm the pedestal trap in the Archive in the House of Hope should now trigger the alarm.
  • Yoinked Sceleritas Fel’s hat back from Helsik’s desk.
  • If you choose to sacrifice Jaheira and Minsc to the Murder Tribunal, they will now die if they are defeated non-lethally.
  • If you attack Sarevok on his way to the initiation ritual, the Echoes will no longer join him in combat if the door is still locked.
  • Valeria’s dialogue will play properly again if you kill Sarevok after beginning the initiation ritual.
  • The members of the Murder Tribunal will now always become permanently hostile if you offend them.
  • The Murder Tribunal will stop being a danger zone if you defeat everyone there.
  • Jaheira will no longer discuss having met and talked to Gortash in Wyrm’s Rock even if you killed him before talking to him.
  • Mizora will now acknowledge that you’ve spoken to Gortash in older savegames.
  • Made small improvements and tweaks to Karlach’s main dialogue and her epilogue dialogue.
  • Fixed the same dialogue option sometimes appearing twice when talking to Halsin about your adventures in Sharess’ Caress.
  • You should no longer potentially see the great empty void of Game Developer Land after starting the epilogue.
  • Added more lines for Jaheira and Minsc to exclaim during the battle with the Stone Lord.
  • Fixed a bug where it was possible to get stuck in a dialogue with the Emperor about killing Gortash if you clicked on Gortash’s corpse with Karlach (which starts a dialogue, after which she leaves the party and goes to camp) while, with another character, you also clicked on Gortash’s body and sent his gauntlet to Karlach via the context menu right before her dialogue ended and she left the party. Yep. You can read it again if you want.
  • Fixed a rare issue preventing Ravengard from properly joining combat in the Iron Throne escape sequence.
  • Fixed a flow issue at the end of the game where players with romantic partners would get a cinematic reserved for solo players.
  • Devella will no longer disappear from Figaro’s after killing Dolor under very specific conditions.
  • On the Dark Urge’s resist-Bhaal path, fixed a rare edgecase where Orin’s Netherstone dagger did not appear on her. It should now appear in Orin’s gore pile or near the temple altar.
  • You can no longer summon Scratch in the epilogue using Find Familiar. This was preventing you from interacting with him.
  • In the epilogue, Minsc should now account for the edgecase of Happy not being there.
  • Fixed Scratch’s spawn point in the Elfsong Tavern camp.
  • If you fail a pickpocket attempt at High Hall, your allies will no longer become hostile towards you. We reminded them that the fate of the world lies in the balance and that you play a pretty big part in it, thief or not.
  • Fixed Gortash’s title potentially reverting back to ‘Archduke Nominee’ when reloading a savegame after the ceremony.
  • Gale will now greet you more appropriately in the epilogue if you left Faerûn with Lae’zel and ended your relationship with him and he went back to Waterdeep.
  • Improved the idle behaviours of Chef Marjoram and Sous-Chef Falura at Jannath’s Estate.
  • Wyll will no longer talk about hunting down Mizora when she’s, like, right there.
  • Added some more dialogue reactivity about the Shadow Druids when talking to Halsin about them in Act III.

Journal – Baldur’s Gate 3: Patch #7

  • Fixed a bug preventing you from finishing the Aid the Underduke quest if you brought Minsc back to Nine-Fingers.
  • Fixed the ‘The Blade of Frontiers’ quest not opening when you recruit him by replacing another companion.
  • The ‘Investigate the Beach’ quest now closes after you complete ‘Find Your Belongings’.
  • Fixed the ‘Free The Artist’ quest not closing if Oskar was left in the Zhentarim Hideout.
  • The journal update in the ‘Unlock the Ancient Tome’ quest that triggers after having read the Tharchiate Codex will now also trigger if Mystic Carrion or Tolna have revealed it to be important.
  • You’ll no longer get the journal update to look for the Tharchiate Codex once you enter the vault if you don’t know it’s relevant.
  • Fixed an issue that caused the ‘Find the Nightsong’ quest to update in the wrong location.
  • The ‘Find the Nightsong’ quest will now be listed in the journal under the correct region for the current step.
  • The ‘Embrace Your Potential’ quest will now close if you choose to squelch the Astral-Touched Tadpole beneath your toes like a sentient little grape.
  • The ‘Daughter of Darkness’ quest will now close properly when you surrender Shadowheart to Viconia.
  • Sazza’s quest now completes properly if you kill Minthara and her entourage.
  • Fixed a bug where the ‘Escape the Nautiloid’ quest never closed on multiplayer if someone had already started a dialogue while everyone else was still waking up.
  • Made it easier to open the ‘Rescue the Grand Duke’ quest.
  • Fixed the ‘Investigate Cazador’s Palace’ quest not closing in certain cases if you allowed Cazador to ascend and then defeated him. Defeating Ascended Cazador and dealing with the Gur people now closes the quest.
  • Fixed a bug preventing the ‘Steal the Sacred Idol’ quest from closing when you leave Act I.
  • Made it possible to finish Helsik’s quest if you manage to steal the gauntlets from the House of Hope and avoid Raphael’s wrath.
  • The ‘Free Lae’zel’ quest will correctly update if Lae’zel is sent directly to camp during her recruitment scene in the cage. The quest will also correctly update if you open the cage after the tieflings are already defeated.
  • Fixed a bug where the ‘Get Help from Auntie Ethel’ quest wouldn’t close after you started a fight with her.
  • Fixed the ‘Rescue the Druid Halsin’ quest sometimes not closing after he gives his briefing about Moonrise Towers.
  • The ‘Help the Hag Survivors’ quest will now close properly if the hag is defeated.
  • Fixed a journal update for the ‘Find the Missing Boots’ quest not triggering if you entered the Underdark, discussed the Underdark with your companions, and then left without reaching the Decrepit Village.
  • Killing Cazador and then Ulma without Astarion in your party will now correctly close the ‘Investigate Cazador’s Palace’ quest.
  • Jaheira’s journal could at times say she had something to talk to you about, but then she wouldn’t discuss it. She’s a bit less tight-lipped now, so you know what to do in the city.

PERFORMANCE AND OPTIONS – Baldur’s Gate 3: Patch #7

  • Video Options:
    • DLAA: Fixed an issue where enabling DLAA when FSR 2.0’s ‘Ultra Performance’ was enabled would cause the output image to jitter and have incorrect colours.
    • DLAA: Fixed an issue where enabling DLAA when the sharpness slider was set to a high value (>0.5) would cause the output image to be over-sharpened. Now, when DLAA is enabled, the sharpness slider and value are set to a safe default value that does not cause an over-sharpened image.
    • DLSS & DLAA: Slightly improved performance when changing any DLSS- or DLAA-related settings.
  • Fixed the item-stacking system taking a long time to work if it needs to split up massive stacks that exceed the game’s max stack amount.
  • You’ll now be logged in automatically if you successfully create a Larian account in-game.
  • Fixed anti-aliasing affecting the visual quality of fur.
  • Improved performance when moving many inventory items at the same time.
  • Fixed the game sometimes freezing right before combat begins.
  • Fixed helmet visibility being reset on save and load.
  • Fixed DLSS paired with Bloom causing some strong sparkly flashes in the Colony.
  • Added a timeout to the confirmation pop-up on controller when changing a video option.
  • Fixed the game freezing briefly when calling forth your allies during the combat at High Hall.
  • Fixed the ‘Slow HDD Mode’ setting not being saved to disk and resetting to default values when booting the game.
  • Summoning critters will no longer cause the game to freeze briefly.
  • Improved render bounds in certain areas to improve performance on GPU-bound systems.
  • Improved protection against failed savegame overwrites on PS5.
  • Improved server performance by having item containers get evaluated once when loading into a region instead of every frame.

UI – Baldur’s Gate 3: Patch #7

  • Added the ability to toggle the visibility of tutorials in the Journal that you haven’t encountered in the game yet.
  • Renamed the ‘Show Cinematic Nudity’ option to ‘Show Sexual and Violent Cinematics’ and updated its description to more accurately communicate what it does.
  • Fixed items sometimes not being shown in the Reward UI.
  • Fixed the map and minimap Atop the Netherbrain showing some of the buildings beneath it.
  • The Advantage and Disadvantage tutorial pop-ups will now also trigger outside of dialogues.
  • Fixed the Party Line sometimes disappearing when clicking the ‘Toggle Group Mode’ button multiple times.
  • Improved Camp Supply selection at camp so you’ll always know what you’re selecting and what will be consumed.
  • Fixed a bug where the Reward UI let you select all optional rewards instead of the determined maximum amount.
  • Fixed the Custom Mode banner (that shows up on the left with the Custom Mode artwork, name, and description on it) not showing up if you start a game in Custom Mode with the Honor Ruleset.
  • Custom Mode savegames using the Honor Mode ruleset will now be named correctly (instead of suggesting they’re pure Honor savegames).
  • The Book Text Size option now also affects the font size in other readables like notes and scrolls.
  • Fixed icons on the hotbar sometimes not greying out when they should.
  • Auntie Ethel is now better at concealing her Polymorphed condition in Act III.
  • Added NPCs’ Saving Throw proficiencies to their Examine UI.
  • Fixed the ‘Equipped by’ text on tooltips not always being the right colour (where white is the currently controlled character, blue is a character in your party, and purple is a character controlled by another player).
  • Added a tutorial pop-up for rolling with disadvantage.
  • Updated the icons in the Character Sheet for instrument visibility to more accurately reflect their function.
  • Fixed the alchemy hotkey in the ‘New Recipe’ notification opening the character panel on the wrong tab.
  • Text in the Spellbook about being able to change spells on Level Up now wraps to avoid it getting cut off, particularly in localised versions of the game.
  • Fixed the encumbrance warning not showing on item tooltips when trying to equip items from other party members’ inventories while already exceeding the carry limit.
  • Fixed an issue where the save list would disappear when selecting another save file.
  • Fixed the Game Over pop-up showing as an Honor Mode death while in a Custom Mode game using the Honor Mode ruleset.
  • Tweaked the order of some spell variants on the hotbar. For example, variants based on different abilities are now in the typical D&D ability order.
  • Fixed the icon not showing properly for some bonuses in the Active Roll UI.
  • A tutorial pop-up for Non-Lethal Attacks will now trigger when you fight possessed Oskar.
  • Improved the framing of some creatures in the Examine panel.
  • Offset the Insert UI slightly so it’s not immediately obscured by the Inventory when you open it.
  • Fixed another trade exploit where items could be taken from traders without paying when moving them into a container by dragging them onto the icon of the container. That’s enough now.
  • On keyboard and mouse, the purple dot on the hotbar that indicates a condition on your weapon is now also visible on the Character Sheet.
  • The Objective UI widget telling you to reach the Netherbrain will now be cleared if you reach the stem while in stealth mode. Quietly singing the Mission Impossible theme tune while you do so remains optional.
  • Updated the text size for books and single-page documents. (Don’t forget you can adjust the text size in the options!)
  • Added speaker portraits to the dialogue history in the Journal for the keyboard and mouse UI. (The controller UI already has this.)
  • Fixed the border animation for pop-up notifications (like the ‘Used Thieves’ Tools’ notification) being slightly offset from the border behind it.
  • Fixed some terms not being properly displayed in some languages when browsing dialogue history in the Journal.
  • The number that indicates how many camp supplies you have now updates correctly.
  • Fixed the Common and Reactions tabs of the Character Sheet missing for recently recruited companions.
  • Made sure the quest objectives that appear during gameplay for certain quests are updated properly on some older saves.
  • Adjusted the spacing in the Reactions UI to make resource costs a little clearer.
  • The equipment pop-up that opens when you select an equipment slot will now show the correct off-hand weapons when the character in question has the Dual Wielder passive.
  • Fixed the listed location on savegames made at a certain point in High Hall suggesting you’re still atop the Netherbrain.
  • Fixed the Larian splash screen sometimes not appearing when launching the game.
  • The ‘Shared Stash’ message now specifies whether a character is taking an item from the Traveller’s Chest or from another party member.
  • Fixed a technical name showing up in the combat log for the lava while in combat with the magma mephits in Grymforge.
  • Someone pulled the ol’ switcheroo on the Eldritch Knight and Battle Master subclass icons. We’ve switchereed them back.
  • Revamped the location label on the minimap to make it easier to know where you are.
  • Updated the font in the game launcher.
  • Fixed a bug where examining a character and then examining an item would merge both character and item into a monstrous model in a single Examine window. The character would also be T-posing and naked.
  • Re-enabled the context menu for the pickpocket panel on keyboard and mouse.
  • Fixed the text indicating your likelihood of Shoving a character rapidly changing values when you have Bardic Inspiration.
  • The Load Game screen will now correctly fill to the edge of ultra-wide screens.

Controller – Baldur’s Gate 3: Patch #7

  • You can now switch between grid and list view for the spellbook.
  • Fixed the confirmation pop-up not appearing when changing a video option.
  • Fixed a bug where quickly skipping through the dialogue that begins when you interact with the Flumph Mating Rituals book would sometimes cause a blank edition of the Baldur’s Mouth Gazette to open.
  • When using the Camp Supply/Insert/Combine UIs, the selector no longer falls outside the selection bounds.
  • Fixed the deity options not showing up when multiclassing Minthara into a cleric.
  • Fixed a bug that would sometimes cause the Party Line to disappear when you open the Transcribe Scroll to Spellbook UI. Also moved the position of your party’s gold amount so it isn’t shown twice.
  • Pressing both controller triggers at the same time should now open the Shortcut Radial Menu and hide the Party Line.
  • The ‘More Details’ button on the Examine panel will now work even if tooltips are disabled.
  • Fixed the ‘Place in World’ function not always working properly.
  • Buttons and the controller Party Line now only show during dialogue on hover or when there are dialogue options available.
  • Fixed a bug where receiving a journal update that adds a quest marker to the map and then joining as Player 2 on split screen wouldn’t show the quest marker for Player 2 until the next save or load.
  • Added some quality-of-life improvements to the Active Search UI and HUD, like an hourglass icon to indicate when an item is awaiting travel.
  • Added icons to the Active Search UI to help easily detect containers and check what the target of the current action is.
  • Fixed the Action radial menus displaying a spell cost for spells gained through feats.
  • Fixed Action radial menus not auto-closing when using a throwable item.
  • Fixed the portraits of corpses sometimes being misaligned.
  • Added characters’ titles beneath their names and above their health bar.
  • You can now toggle comparison tooltips (the ones that compare the item you’re viewing against the one that’s currently equipped). The tooltips also have a margin so they don’t conceal the button prompts at the bottom of the screen.
  • Visually updated the cursor when selecting a target.
  • Updated the selector so it doesn’t darken the content within the selector and the edge glows more obviously.
  • Made several improvements related to condition indicators on controller:
    • Fixed the position of the overflow indicator (the number that shows how many more conditions a character has set on them if there are too many to visualise) for Player 2 on split screen.
    • Repositioned the Dual-Wield indicator on split screen.
    • Tweaked the number of conditions that are shown.
    • Set Player 2’s race and class label to align right horizontally.
  • Fixed panels not auto-closing when using a grenade or a throwable item.
  • Fixed panels not showing an error when trying to throw a throwable item without enough Strength.
  • Fixed the Party Line button prompts concealing the camp companions.
  • Fixed the damage roll text sometimes getting cut off on tooltips.
  • The Active Search UI will now show you when corpses are empty.
  • Added an arrow icon beside the currently selected dialogue option, like in the keyboard and mouse UI.
  • Fixed the Camp Supplies scrollbar overlapping the container of the UI behind it.
  • Fixed Player B’s Party Line UI closing when Player A closes theirs.
  • Fixed the Dialogue UI sometimes disappearing for the listener when the dialogue owner selected a different character.

Multiplayer and Split-Screen – Baldur’s Gate 3: Patch #7

  • Removed the ‘Friends’ filter from the multiplayer lobby when playing via GOG because this filter isn’t supported.
  • Removed an unnecessary mute button from the lobby on the PS5.
  • Fixed the position of the virtual keyboard on split screen on the PS5.
  • Fixed some issues with the number of valid and maximum player slots in the multiplayer lobby after reloading the UI.
  • In multiplayer, other players can now also see the reward that a character received.
  • Prevented the ‘Reset Tutorials’ pop-up from showing up while you’re still in the multiplayer lobby.
  • The Trade UI will no longer mute cinematics on split screen.
  • Fixed the panning for items getting moved around in the Trade UI on split screen.
  • Fixed an issue on multiplayer where all map markers were getting updated (and therefore flashing on the map and minimap) when more than 1 client was connected.

Tooltips – Baldur’s Gate 3: Patch #7

  • Fixed the tooltip for Detect Thoughts in dialogues showing a Wisdom roll instead of an Intelligence roll.
  • Fixed some visible placeholder text for Kar’niss’ Spindleweb Sanctuary spell.
  • Fixed some spell tooltips incorrectly indicating that they trigger a Saving Throw.
  • The tooltip for the Cursed Imp’s Ray of Sickness spell will now indicate the spell level and school.
  • Added Evasion modifiers to the tooltips in the combat log for monks.
  • Improved the clarity of the calculation breakdown tooltip for reflected damage in the combat log.

Character Creation and Level Up

  • Fixed the ‘Unconfirmed character changes were not saved’ warning sometimes appearing after Character Creation.
  • Fixed the Character Creation UI sometimes remaining visible when you play Origin character introductions.

LEVEL DESIGN – Baldur’s Gate 3: Patch #7

  • If a companion leaves the camp and their tent disappears, the area will now be walkable again.
  • Removed the turrets from the ground floor of Wyrm’s Crossing since they weren’t supposed to be there in the first place and never worked.
  • Tweaked the position of the Neural Apparatus to improve navigation with controller near the elevator in the Mind Flayer Colony.
  • Fixed a spot in the Emerald Grove beside Cal, Lia, and Rolan where moving the camera would occlude the world badly.
  • Fixed the door to Isobel’s room in Moonrise Towers appearing black.
  • Fixed an unreachable fruit porridge in Wyrm’s Rock. Makes you wonder how it got there in the first place.
  • Moved an unreachable book (‘On the Greater Healing Potion’) at Last Light.
  • Tweaked the level in the Act I chapel refectory to fix a balustrade you couldn’t shoot through.
  • Fixed dismissed hirelings at the Shadow-Cursed Lands camp facing away from Withers.
  • Map markers over hidden caches in the Sewers are now area markers to hint at all the mounds.
  • Moved Player 3’s Traveller’s Chest out of Wyll’s tent in the owlbear cave camp in Act I.
  • Improved the position of and interaction with the Strangledeath Manifesto.
  • Fixed a table you could walk through in Waukeen’s Rest.
  • Fixed a group of random refugees spawning on one of the boats in the Lower City Harbour.
  • Fixed a bug where teleporting using the ‘A Magical Journey’ painting and then clicking on the ladder would give you a ‘Can’t get there’ error.
  • Fixed the camera getting stuck in the ceiling in the Festering Cove.
  • Made some minor level design and art improvements in the city.

ART – Baldur’s Gate 3: Patch #7

  • If Minthara’s camp trousers get blood on them, the spatters will now be spread across them more tastefully rather than concentrated between the legs.
  • Equipped the missing pants on the Scale Mail outfit for male dragonborn characters.
  • Added an icon for Hope’s new passive, Last Hope.
  • Fixed an issue with heterochromia on tieflings where setting the left eye to an elven or demonic colour with the right eye set to a regular colour would cause the left eye to glow incorrectly.
  • Kerz, the half-orc hireling, was wearing clothes that didn’t fit properly. We found a tailor and everything’s looking spiffy now.
  • Fixed the standard male gnome underwear being visible through several types of armour.
  • Fixed druid armour clipping on male dragonborn characters.
  • Tweaked the Sovereign’s Key so it’s easier to click on and pick up.
  • Updated the portraits for the NPCs that get zombified in the Colony.
  • Updated Kali Hammerhand’s portrait so the headwear matches her in-game model’s.
  • Updated Bex’s portrait so it matches her in-game hair colour.
  • Fixed the appearance of some tiles hidden behind Perception checks in the Gauntlet of Shar.
  • Fixed some particularly intense and alarming-looking smoke coming out of the chimney at the Rivington General.
  • Fixed some camera culling issues in Grymforge.
  • Fixed Devout Mezzka’s armour clipping into his shoulders.
  • Fixed an inconsistency between the Helmet item and its icon.
  • Fixed a missing chunk of wall along the Rosymorn Monastery Trail.
  • Switched a wrongly used head on Horus Crysst.
  • Gave a skirt to the chicken lady who mentions a skirt.
  • Fixed the belt on the warlock starting armour clipping into the cloth on large male characters.
  • Fixed some see-through spots on the paladin starting armour on female halflings.
  • Updated the portraits for Traveller’s Chests and Gortash’s Force Curtains.
  • Fixed some small issues with the appearance of Leather Outfits.
  • Fixed Half Plate Armour +1 gloves not hiding sleeves.
  • Fixed a small issue with scale mail when worn by male dwarves.
  • Added missing tooltip and radial menu icons for the Traveller’s Chest and Rogue’s Morsel.
  • Fixed some blank NPC portraits in Act I.

ANIMATION – Baldur’s Gate 3: Patch #7

  • Companions in Wild Shape at camp will no longer perform their idle animations as though they are still humanoid.
  • Fixed Lae’zel popping from her idle drinking animation into an idle standing pose.
  • Fixed a pop in a crouch animation.
  • Fixed the spawn animations for the spiderlings.
  • Fixed the spawn animation sometimes getting interrupted when another one triggers, causing a pop in the transition between the two.
  • Fixed spawn animations sometimes getting interrupted or skipped altogether when combat is triggered.
  • Auntie Ethel will now be cleaning her table.
  • Fixed an edge-case animation issue where the throwing animation was used instead of a specific ranged attack animation when a spell was prepared, but the character moved to cast it and the cast happened right after the caster stepped down a ledge.
  • Added a new animation for Raphael’s Beguiling Rebuke spell.
  • Fixed an issue that would cause some NPCs to have a popping animation when they start appearing on screen.
  • Fixed some awkward shots in the scene with Haarlep that make it look like you suddenly, and rigidly, stand up and lie back down again.
  • Bursar Uktar will now check the contents of his chest from time to time.
  • Updated and polished Cazador’s animation when he shapeshifts into his Mist Form.
  • The guard at Heapside Prison will now occasionally check her ledger.
  • Fixed the wrong animation playing for several races when preparing for a Jump. (They looked like they were preparing a melee attack.)
  • Tweaked the location of some barrels and fish at the docks by the Steel Watch Foundry for some fish-related idle NPC animations.
  • Fixed the animation for the Crawling Claw’s footsteps. (Fingersteps?)
  • Fixed some knee issues for the running animation used in the cutscene of the Rosymorn Monastery getting obliterated.
  • Fixed the Armour of Moonbasking getting all stretchy between the legs.
  • Fixed an issue with the sleeves of Gortash’s robe when worn by male gnomes.
  • Fixed the texture on githyanki shoulder plates.
  • Fixed several races’ ears clipping through the Hat of Uninhibited Kushigo.
  • Fixed the Monastic Robes stretching into a violent-looking point when you wake up on the beach after falling from the nautiloid.
  • Fixed the Armour of Agility clipping with several gloves when worn by halflings.
  • Fixed some fur on the Sharpened Snare Cuirass clipping on female dwarves.
  • Fixed Plate Armour clipping on large female and dragonborn body types.
  • Fixed the sleeve of the Oak Father’s Embrace armour stretching quite dramatically on dragonborn characters when petting Scratch.
  • Fixed some default class clothing clipping on dragonborn characters in Character Creation.
  • Fixed a gap appearing between arm and sleeve on the short-sleeved Sorcerer Robe.
  • Fixed Brynna’s clothes clipping through her arm and revealing her armpit. She informed us she was not, in fact, begging for a tickle.
  • Fixed a gap between Lump’s big ol’ neck and his armour.
  • Fixed Astarion’s Padded Armour sometimes clipping through his bum.
  • Fixed visible neck seams on Body Type 1 gnomes when wearing the Teal Slimfit Outfit.
  • Fixed Estra Stir’s collar clipping into her neck.
  • Fixed the Protecty Sparkswall clothing clipping into female shoulders.
  • Fixed the Anarchic Outfit clipping into the shoulders of female dragonborn characters.
  • Fixed the Armour of Persistence clipping on dragonborn characters.
  • Fixed the appearance of fur on the barbarian outfit on female dwarves.
  • Fixed the appearance of Dark Justiciar trousers for male humans.
  • Fixed the Absolute Outfit clipping on female dragonborn characters.
  • Fixed Waldo Walnut’s collar clipping through his neck.
  • Fixed the cloth that hangs between the legs of the Dream Guardian’s armour clipping through legs while in movement.
  • Fixed one of the armplates of the Armour of Devotion stretching while talking to Jaheira.
  • Fixed doublets not always hiding the correct body parts for gnomes.
  • Fixed refugees’ jackets clipping on female humans.
  • Fixed the Adamantine Scale Mail clipping into the necks of male dwarves.
  • Fixed some clipping while wearing the Armour of Moonbasking.
  • Fixed Saer Frunilla’s clothes clipping slightly on her hip.
  • Fixed a small patch of skin visible through Thokki’s shirt.
  • Fixed two small patches of skin visible through Avourel’s shirt.
  • Fixed Lord Shattershield’s Bodyguard’s robes clipping around his hips.
  • Fixed Big Huido’s leather vest clipping through his undershirt.
  • Fixed an untextured part of the Solemnity Outfit when worn by large female characters.
  • Fixed Karlach’s camp trousers clipping on Wyll’s bum when he wears them.
  • Fixed the Graceful Cloth and Mighty Cloth looking like crop tops on male halflings.
  • Fixed the Dwarven Splintmail looking like it’s split in two when worn by gnomes. Who’d have thunk that armour for dwarves wouldn’t fit gnomes properly?
  • Turning Invisible while wearing the Hide Armour or Hedge Wanderer Armour will no longer reveal lines stretching vertically through it.
  • Fixed Leather Armour clipping through the legs of female half-orcs in movement.
  • Fixed some cloth on bard clothing and floating buttons.
  • Fixed Carys’ outfit clipping into her collarbone.
  • Fixed Astarion’s camp outfit clipping on female humans.
  • Fixed a missing texture on Scale Mail when worn by female gnomes.
  • Fixed Captain Goldwake’s collar clipping into her neck.
  • Tweaked the appearance of the Zhentarim pin worn by Roah Moonglow.
  • Made several other similar tweaks and polishes across the game.

SOUND – Baldur’s Gate 3: Patch #7

  • Made sure footstep impact sounds play consistently for cinematic-only characters.
  • The magicians outside of Sorcerous Sundries were yelling and casting spells so loudly that it was hard to hear your companions over them if you spoke to them nearby. We’ve toned this down and cleaned up the mix.
  • Fixed Minthara’s torturers in Moonrise Towers not playing their overhead dialogue.
  • Fixed the audio delay on the main menu on Xbox.
  • Fixed some SFX not playing when talking to Z’rell at Moonrise Towers.
  • Fixed characters other than the one who initiated a trade not triggering sounds when buying something.
  • Fixed unwanted sounds when opening or closing some UIs using keybinds.
  • Reduced excessive noise in Sorcerous Sundries caused by the Find Familiar spell.
  • Fixed the music cutting off prematurely in the cutscene that plays when you find yourself in the Shadowfell.
  • Updated the behaviour of Narrator voice lines in the world: More recently triggered Narrator lines in the world (e.g. from signs or tombstones) now stop other Narrator lines to avoid overlaps and aren’t affected by typical distance-based culling.
  • Fixed voice lines not playing in single player when two active conversations are happening.
  • Tweaked some SFX in the dialogue with the owlbear cub in its cave.
  • Fixed the Detect Thoughts SFX playing twice when Kith’rak Voss casts it on you by the Risen Road.
  • Fixed some SFX playing too early in the dialogue with Akabi.
  • Added death vocals (‘uurghghhh’s) for dragonborn and half-orc NPCs.
  • Polished the SFX in the dialogue with the Dying Stone Lord Thug.
  • Improved rumble for spells on controller.
  • Added some more SFX to the scene where you lie awake at night at the end of Act II with thoughts about the truth behind the Absolute.
  • Fixed regular gameplay music playing instead of custom music in the incubus scene if you chose the female form.
  • Fixed default-sized female characters having extra footstep SFX while walking.
  • Fixed misassigned SFX in the Reward UI.
  • Fixed a music desync in the scene where the dragon arrives in the Mountain Pass.
  • Fixed a volume spike in the hag’s combat music.
  • Fixed an issue causing the ending of the combat music to increase in volume.
  • Fixed the music for Orin’s impersonations not playing during transformation scenes.
  • Fixed the combat music stopping the moment you leave the room during Raphael’s boss fight in the House of Hope.

VFX – Baldur’s Gate 3: Patch #7

  • The chanting ghosts in the Murder Tribunal look ghostly again.
  • Fixed VFX missing from Gale’s ‘splosion.
  • Fixed VFX missing from Dark Urge lines when interacting with the Sacrificed Cultists on the nautiloid.
  • Fixed the Misty Step VFX not affecting hair.
  • Fixed the mind-read-y VFX and SFX endlessly looping in Lae’zel’s recruitment scene.
  • Fixed Spore Servants not having their spore VFX in dialogues that trigger when they commit a crime.
  • Fixed some VFX appearing on Nightsong’s eyelashes and shoulders when it shouldn’t.
  • Fixed some missing glowy VFX on Lorroakan.
  • Fixed some missing gameplay lighting that was present in cinematics.
  • Fixed the Hook Horror Spore Servant missing its VFX in some cinematics.
  • Fixed some broken VFX in the fight between Lae’zel and Shadowheart.
  • Fixed missing VFX for when you connect with Minthara’s mind in Moonrise Towers.
  • Tweaked the VFX of the Spindleweb Fanaticism aura so it visually reflects the range of the aura in gameplay.
  • Fixed the VFX that plays when you connect with Astarion’s mind in his recruitment dialogue not lasting long enough.
  • Fixed a VFX issue where the radial blur effect used when Vlaakith first appears before you in Créche Y’llek wouldn’t go away. It looked pretty terrifying, actually.
  • Made sure Karlach’s eyes glow orange when she’s being taken by the Absolute at the end of the game.
  • Fixed Gale’s Spectral Voice VFX missing in gameplay in the epilogue.
  • Fixed an unintentional dither pattern appearing on the skin of shadow-cursed creatures.

WRITING – Baldur’s Gate 3: Patch #7

  • Added better dialogue reactivity for players partnered with Wyll who joined Karlach in the Hells or Lae’zel in the rebellion.
  • Added a line where the Dark Urge contemplates arson.
  • Added a few reactions to ongoing events from Shadowheart.
  • Added a dialogue option to tell Astarion about meeting Ulma if you met her without him. Astarion also has a new line in your dialogue with Ulma if you first meet her without him and then talk to her again with him in the party.
  • Dark Urge players will now notice Gortash reacting to them in the dialogue in his office at Wyrm’s Rock.
  • Fixed a subtitle that wasn’t showing up for Arbiter Cirrus.
  • Wyll will now have a comment to make after you convince Lorroakan that Nightsong is dead.
  • Halsin now has responses specific to having been sacrificed by Orin.
  • Fixed a torch by Minthara’s tent at camp displaying its technical name. It’s now appropriately called a ‘Bone Torch’.
  • Fixed the Martial Exertion tooltip implying that it lasted more than 1 turn.
  • Fixed the Ensnaring Strike spell container showing up as ‘Ensnaring Strike (Ranged)’.
  • Fixed an incorrect condition length on the Blood of Lathander’s Sunbeam tooltip.
  • Fixed incorrect descriptions of the end conditions for Invisibility in the tooltips for the Potion of Invisibility, Invisibility spell, and Scroll of Invisibility.
  • Corrected the tooltip for the owlbear in Honor Mode, which now indicates that she can call for help every combat, not every round.
  • Clarified that the Lifedrinker passive only works for attacks made with your Pact Weapon.
  • Fixed the display title of Baalor Ale (previously Balor Ale) to match the other instances in the game.
  • Fixed some typos and mismatches between the subtitles and the voiceover in Withers’ epilogue dialogue.
  • Fixed the name of a decorative pot in the Colony, which was lying about being a cookpot.
  • Rephrased the warnings for when the game fails to start or load a game to improve clarity.
  • Fixed some typos and minor inconsistencies between voiceovers and subtitles across the game, as well as some minor inconsistencies and inaccuracies in technical text across the game.
  • Fixed a handful of minor dialogue flow issues across the game.

CINEMATICS

Across Acts – Baldur’s Gate 3: Patch #7

  • Improved camera shots, mocap animations, character staging, and facial expressions in many dialogues across the game.
  • Fixed pops, jitters, and clipping in many dialogues across the game.
  • Improved camera shots across several dialogues to account for different player heights.
  • Fixed several lighting bugs across the game.
  • Polished the cinematics in the dialogue flows that were added in Patch 6 for dismissing a companion while talking to the companion you want to replace them with.
  • Improved the cinematic that triggers after you kill Shadowheart and the artefact transfers to you to fix an awkward camera shot, improve the depth of field, and add more nuanced facial expressions for companions.
  • Fixed where characters are looking in Gale’s recruitment dialogue.
  • Fixed a split screen bug where if you were already on split screen before a shared cinematic (i.e. one that takes up the whole screen) started, the subtitles showed up on just one half of the screen.
  • Fixed some cases where companions would keep their helmets on for a smooch.
  • Fixed a dialogue with Shadowheart appearing to jump to another location if you dismissed another companion to recruit her.
  • Fixed a shot in the Astral Plane where the terrain was invisible beneath you, making it look like you were floating in the Astral Sea.
  • Fixed certain noses clipping into each other when smooching Minthara.
  • Fixed some hand jitters on tall players when planting a kiss on Astarion.
  • Fixed some clipping and animation issues with your hands, particularly when playing a shorter race, when Gale places your hand on his chest.
  • Fixed a couple of pops when interacting with the Book of Dead Gods.
  • Fixed an animation pop on Halsin in his camp dialogue.
  • Fixed some pops in the dialogue between Elminster and Gale.
  • Tweaked the spikes on the artefact in the dialogue where it passes from Shadowheart over to you so it doesn’t look like it’s impaling you.
  • Fixed some issues in the scene where Gale contemplates his mortality, including him turning his back to you and floating above his bedroll.
  • When you open your mind to an illithid tadpole, it’ll no longer blip out of existence mid-air.
  • Made minor animation adjustments to avoid clipping when assimilating the illithid tadpole.
  • You’ll no longer pop suddenly when Elminster turns to talk to you.
  • Improved camera shots to account for different character heights, among other general improvements, in the scene where Vlaakith visits Lae’zel at camp.
  • Fixed an animation pop in the dialogue with the Emperor about Stelmane.
  • Cleaned up some jittery animations and polished Karlach’s main dialogue.
  • Fixed a repeated line when talking to Wyll.
  • Fixed Lae’zel freezing for a few frames before stabbing Shadowheart at camp.
  • Fixed some head pops and improved a camera shot in the dialogue with Wyll and Karlach at camp. Also fixed Karlach sometimes popping out of frame during their confrontation.
  • Made minor improvements to the cinematic shots when dismissing companions.
  • Fixed some clips and pops during the romantic night with Mizora.
  • Fixed a pop on Ravengard when talking to him at camp.
  • Fixed Astarion leaning too far forward when getting the artefact from Shadowheart.
  • Fixed some issues with where characters are looking and standing when prompting Gale to see what’s inside the Annals of Karsus.
  • Fixed large races and characters with horns obscuring Mizora in certain shots when she visits Wyll at camp.
  • Fixed a camera shot after giving food to the owlbear cub.

Tutorial and Act I – Baldur’s Gate 3: Patch #7

  • Fixed Shadowheart’s kissing animation playing before you actually chose the dialogue option indicating you wished to do so.
  • Fixed a lighting pop in the dialogue with Us on the nautiloid before you’ve pried it out of the skull.
  • Fixed some popping shadows on the nautiloid during the brain extraction.
  • Fixed bards’ instruments sometimes appearing on their back in a scene on the nautiloid.
  • Fixed Wyll clipping into the remains of a broken statue if Mizora transforms him at the Grymforge camp.
  • Tweaked the camera to fix a clipped shot in the dialogue between Kagha and Arabella’s parents at camp.
  • Fixed characters suddenly changing position when recruiting Shadowheart in the Emerald Grove and swapping another party member out for her.
  • Fixed a bug causing Liam to drastically change position between shots in the torture scene at the Goblin Camp.
  • Fixed an animation and camera pop in the dialogue where the goblins at the Goblin Camp are proposing a toast.
  • Fixed your hand clipping into your face while smearing poo on it.
  • Fixed animation pops on the player character and Nettie.
  • Told Wyll he doesn’t need to hold his sword threateningly close to the chest of small races during his recruitment dialogue.
  • Added a fade-to-black to improve the transition after Astarion says ‘Let’s see where the night takes us’ at camp in Act I.
  • Fixed Nere popping and generally looking a little stiff after you free him from the cave-in.
  • Fixed multiple animation quirks and head pops during the first romantic night you spend with Shadowheart at the camp party.
  • Fixed Mizora’s body popping when she comes to pay Wyll a visit at camp. Save the popping and locking for the club.
  • Fixed a popping animation on Auntie Ethel in the Emerald Grove and made sure she actually faces the potion when she’s making it.
  • Fixed some pops in the dialogue with Ghustil Stornugoss at Créche Y’llek.
  • The dire wolves at Créche Y’llek are now a little further away from the camera in their dialogues.
  • Fixed some camera quirks in Karlach’s recruitment dialogue, one of which made Gale look particularly short.
  • Fixed a visual bug where the sword in the stone in the Underdark could disappear.
  • Fixed one of Kith’rak Therezzyn’s lines getting cut off prematurely.
  • Fixed some minor pops and camera quirks in the scene with the zaith’isk.
  • Fixed Volo’s hand clipping into your head while he performs his highly professional and sanitary surgical intervention.
  • Fixed Kar’niss clipping slightly into the ground.
  • Fixed an animation pop in the first romantic night with Lae’zel after the celebration at camp.
  • Fixed some clipping on your shoulder when you spend the night with Minthara the night of the celebration at camp.
  • Fixed your weapon appearing mid-dialogue when talking to Rolan at the Emerald Grove.
  • Fixed the Dream Guardian’s leg getting all jittery when they kneel down to let you stab them. The facade of stoicism breaks a little when you can see their legs turn to jelly.
  • Fixed the scared boar in Act I looking like it’s running into a rock.
  • Fixed a pop and an awkward pause in Astarion’s recruitment dialogue.
  • Fixed player characters turning around a little robotically to glance at the zaith’isk. Also fixed a similar bug when you free Shadowheart from the nautiloid pod.
  • Fixed halfling feet clipping into the ground in Shadowheart’s beach recruitment dialogue.
  • Fixed a disappearing duergar and a companion clipping into a pillar when entering Grymforge for the first time. This was visible on widescreen.
  • Made Laridda look at Lunkbug correctly in their dialogue in Grymforge and fixed some pops.
  • Fixed a Flaming Fist popping slightly when he walks away in the dialogue with Florrick at Waukeen’s Rest.
  • Fixed a small pop on Lae’zel when talking to her during the camp celebration.
  • Fixed a camera shot for shorter races when talking to the ogres in the Blighted Village.
  • Fixed large characters’ arms partially blocking a shot of Kagha in the Emerald Grove.
  • Fixed a clipping issue with a weapon in a shot in the chapel beneath the Overgrown Ruins.
  • Tweaked the initial shot in Gale’s recruitment scene so you can see the player character and the ancient sigil a little better.
  • Fixed Crusher’s hands clipping into the ground when he gets down to kiss your feet.
  • Fixed a bug where biting off Crusher’s toe and then defeating him in a fist fight would result in a cinematic where the toe was still present. An embarrassing inconsistency in an otherwise realistic chain of events.
  • Polished the dialogue with the owlbear cub, improving where characters are looking and standing.
  • Fixed Mizora’s wings popping when she arrives at camp.
  • Fixed a pop in the confrontation between Aradin and Zevlor at the Emerald Grove.
  • Fixed Pooldripp’s thumb clipping with his mouth.
  • You can now see Pooldripp when BOOOAL tells you he’s a god.
  • Fixed a line getting cut short in the dialogue with Sovereign Glut.
  • Updated the camera shots for different character heights in the dialogue with the zaith’isk at Créche Y’llek.
  • Tweaked a couple of camera angles in the dialogues with Tusk and Bosk at the Emerald Grove.
  • Adjusted some cameras to better suit different race heights in the dialogue with Halsin and Kagha.
  • Added a fade-out on the mocap in the dialogue with Baelen in the Underdark.
  • Fixed a pop in the dialogue with the githyanki patrol at the Mountain Pass.
  • Tweaked the timing of animations to fix pops in the dialogue with Scratch in the forest.
  • Adjusted some camera shots to account for different player heights when talking to the myconids before having met the Sovereign.
  • Polished the timing of some animations and motion capture fades to fix Sharp-Eye Mirg’s pops.
  • Fixed Shadowheart sometimes turning her head concerningly far over her shoulder during her recruitment dialogue at the Emerald Grove.
  • Fixed minor pops when playing as Avatar Shadowheart if the artefact explodes and kills Lae’zel.
  • Astarion will no longer forget to ask you if you ‘know anything about these worms’ in his recruitment dialogue.
  • Improved the position of Torturer Spike’s head during the scene with Liam.
  • Fixed short races’ fingers clipping into their heads and improved where characters are looking during Wyll’s recruitment dialogue.
  • Fixed the console on the nautiloid at the start of the game missing its bottom half in some cinematic shots.
  • Fixed some overlapping goblins in the scene at the Goblin Camp where Volo’s desperately spewing nonsensical poetry.
  • Fixed some jittery mocap animations on Gekh Coal.
  • Fixed stiff-looking hands on one of the goblins by the windmill.
  • Fixed a line with one of the goblins in the Blighted Village sometimes getting cut off prematurely when playing as a drow.

In Act II – Baldur’s Gate 3: Patch #7

  • Made general improvements to the scene where Jaheira and Isobel reunite after the combat with Marcus.
  • Fixed a pop in the first dialogue you have with Isobel when you approach her at Last Light.
  • Fixed some scene props clipping and sliding from view in Yurgir’s lair.
  • Fixed several visual bugs caused by Yurgir’s crossbow in the dialogue with him in his lair.
  • Fixed some uneven lighting on Fezzerk at Moonrise Towers.
  • Adjusted Art’s position on the bed slightly to reduce clipping. Fixed a shot that was blocked by Art’s leg when playing as a short race.
  • Fixed a pop and a depth-of-field issue in the scene with the Harpers out in the Shadow-Cursed Lands.
  • Your weapon will now be visible when you choose the option to attack Isobel.
  • Fixed your character snapping their body backwards and wibbly-wobbling around as though trying to pass beneath a cursed limbo stick in the cutscene where Kar’niss approaches you in the Shadow-Cursed Lands.
  • Fixed a pop in the scene with Minthara in the Moonrise Towers Prison.
  • Fixed Yurgir’s crossbow clipping into his fingers in his lair.
  • Fixed the chalice that you hold when talking to Jaheira at Last Light vibrating suspiciously after you set it down on the table.
  • Fixed some visual issues on the Spear of the Night due to it appearing to be equipped in a cinematic when it should have gone into your backpack.
  • Fixed Raphael briefly disappearing from his chair during his game of lanceboard with Mol.
  • Fixed a Reconstituted Duellist’s line getting cut off prematurely. He really, really wanted you to hear him finish saying ‘come to my inner chambers’.
  • Fixed one of the Winged Horrors at Moonrise Towers getting its line cut off prematurely.
  • Slowed down your head movement when you turn to look at Jaheira in the dialogue with her and Isobel at Last Light.
  • Fixed an animation pop on Astarion in the dialogue with Raphael by the Thorm Mausoleum.
  • Fixed a camera and mocap pop on Jaheira at Moonrise Towers after the combat in the Colony.
  • Avatar Karlach now says ‘Edict of Bane’ instead of ‘Lash of Bane’ when referencing Gortash in the Colony.
  • Fixed Art Cullagh floating onto the bed when you speak to him a second time.
  • Fixed your legs clipping into your bedroll when you’re tossing and turning at night after the events of Act II.
  • Fixed the Netherbrain’s position in the sky popping slightly in the cinematic at the end of Act II when the army of the Absolute marches forth.
  • Fixed a dialogue at camp with Elminster that looked like it was taking place at Moonrise Towers.
  • Fixed the VO getting cut off in the dialogue with a guard when you try to leave Last Light without Isobel’s blessing.
  • Fixed the getaway boat at Moonrise Towers looking like it’s got a leak.
  • Fixed one of Jaheira’s lines at Last Light getting cut off prematurely.
  • Fixed a pop on Z’rell when she’s addressing Thorm in the scene that triggers when you enter Moonrise Towers, and smoothed out the animations for the background characters on ultrawide monitors. Also fixed a pop on your character and Ketheric’s weapon clipping into his throne when he’s sitting down.
  • Improved some facial expressions and animations for smoother transitions in the dialogue with Raphael outside the Mausoleum, and fixed Raphael’s shoulder blocking shorter races in a shot.
  • Fixed Minthara’s animation when she’s getting tortured not looping correctly.

For Act III and Epilogue – Baldur’s Gate 3: Patch #7

  • Fixed Valeria’s wine slipping and sloshing right through the bottom and sides of the chalice when it’s lifted into the air.
  • Dark Urge characters who have not cured themselves of Bhaal’s influence or who have embraced Bhaal at the end of the game will no longer appear in Karlach’s final scene as though they didn’t just stalk off on a mad hunt for blood.
  • Fixed one of Shadowheart’s lines getting cut off prematurely when talking to Viconia.
  • Non-Vampire-Ascendant Astarion now has something to say after you spend the night with Mizora.
  • Fixed some clipping in the scene where Minthara gives you a kiss when talking about your final moments, particularly if you’re playing as a tiefling.
  • During Gortash’s inauguration, Ravengard’s head, sword, and legs will no longer leave his body suspended in the air behind him when he walks down the steps.
  • Your weapon will no longer block Orin’s face when she’s impersonating you.
  • Fixed a shot of the wrong character during Karlach’s interjection when talking to Gauntlet Edwynna at the South Span Checkpoint.
  • Fixed a cinematic bug where the submersible would approach the Iron Throne and, the moment it arrived, would nope out and appear to reverse back to the surface.
  • Fixed short races getting blocked by the camera in the dialogue with Borgus Elamin.
  • Cazador’s Woe staff no longer slides and clips through your fingers when you use it to free or kill the spawn.
  • Fixed a pop when you turn to face Gale in a dialogue at the end of the game.
  • Fixed a pop on Watchman Gyordi as he delivers a line at High Hall.
  • Fixed a couple of lines getting cut short when talking to the spawn in Cazador’s cells.
  • Fixed the wrong subtitle showing up for one of Orin’s lines at the Temple of Bhaal.
  • Improved the fade-in and fade-out transitions for Wyll’s Act III romance scene.
  • Fixed Astarion looking like he’s floating on steps and, separately, like he’s frozen after the battle with the Netherbrain.
  • Fixed a camera pop in the dialogue with Lorroakan at Sorcerous Sundries.
  • Fixed Astarion’s awkwardly long pause after he responds to you asking him if this is how he used to live, in reference to the spawn at Cazador’s palace.
  • Fixed Yurgir sometimes getting blocked in a shot of him at High Hall when he tells you that you can count on him.
  • Fixed a mocap pop on Jaheira in the dialogue with Sarevok.
  • Fixed a pop when Dolor first notices you at Facemaker’s Boutique.
  • Fixed some lines getting cut off prematurely when talking to the vampire spawn in the cells at Cazador’s palace.
  • Fixed a camera pop after the Narrator says your Dark Urge character wants to butcher the crowd at the circus.
  • Fixed a pop on Sceleritas Fel when he talks about Orin killing him every day.
  • Fixed male gnomes’ right ring finger jittering when transforming into a mind flayer.
  • Extended a voiced line to fix a pop caused by a fade-in in a dialogue with Shadowheart at the House of Grief.
  • Astarion no longer jitters during his line in the aftermath of the Black Mass.
  • Fixed a weird-looking head turn in the dialogue after the battle with the Netherbrain is over and the gith have departed.
  • Fixed a pop on Dark Urge characters in dialogue with Orin.
  • Tweaked some timing and animations to avoid Astarion’s hand clipping into the player character’s neck and collar in the dialogue with Dalyria and Pale Petras.
  • Tweaked an over-the-shoulder shot to avoid characters clipping into each other when talking to a Steel Watcher in Wyrm’s Rock.
  • Tweaked the timing of an animation to fix a pop when talking to Arves.
  • Tweaked the timing of a pose to fix a pop when talking to Lorna Esthelian.
  • Added a new camera shot when talking to Ben Golewits.
  • Fixed several animation and mocap pops in a dialogue with one of the Steel Watchers at Wyrm’s Rock.
  • Fixed a pop on Ulkov Sully after you apologise for bothering him.
  • Fixed a minor pop on Karlach if she’s a mind flayer at the end of the game.
  • Fixed Sarevok looking like he’s in the ritual chamber instead of his throne room if you talk to him after killing Orin.
  • Cleaned up the animations of the companions walking to shore after the defeat of the Netherbrain when playing as Avatar Karlach.
  • Fixed some small pops and tweaked where characters are looking in the dialogue where Shadowheart decides her parents’ fate.
  • Fixed some broken ghostly VFX in one of Gale’s romance dialogues.
  • Lifted Gale out of the ground in the scene after the Netherbrain is defeated.
  • Fixed a knee pop on a mind flayer during ceremorphosis in the Lower City.
  • Fixed a body pop on Nine-Fingers when she’s talking to Minsc.
  • Fixed a body pop on Aradin at Sorcerous Sundries.
  • Fixed some missing lipsynching on Valeria.
  • Fixed some character positions getting broken when skipping through a dialogue with Wyll near the end of the game when he’s your partner.
  • Fixed some camera and character placement issues during the dialogue with your allies and Beorn Wunterbrood at High Hall.
  • Fixed Gortash’s Speak with Dead dialogue appearing to take place in the wrong location.
  • FIxed some bugs in Minsc’s epilogue dialogue, like perfectly innocent barrels in the background blipping out of existence.
  • Fixed a minor pop on Gale in his epilogue dialogue.
  • Fixed Wyll’s arm clipping against his chest armour in his epilogue dialogue.
  • Polished the appearance of hugs and some facial expressions in Minsc’s epilogue dialogue.
  • Fixed some pops in the dialogue with the Emperor where he admits he has nothing left to hide.
  • Fixed Orpheus’ hands clipping into the ground when you free him. In the same dialogue, also fixed mind flayer Karlach disappearing and a mocap pop.
  • Fixed a multiplayer bug where the scene at the end of the game of Withers addressing the mural of the Dead Three wouldn’t play for all players under certain circumstances.

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