Baldur's Gate 3 Patch 2 notes

Withers' Wardrobe of Wayward Friends now lets you vault absent co-op companions and Karlach has a new epilogue scene in Baldur's Gate 3's latest patch notes.

Image via Larian Studios
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Baldur’s Gate 3 has a big new update rolling out today, and it’s a doozy, bringing along a large number of improvements, tweaks, and quality-of-life updates. The promise of being able to vault inactive co-op companions has been fulfilled, and Karlach got a big new epilogue scene, as well as new interactions that expand upon her character. It’s all here in Baldur’s Gate 3 Patch 2 and we’ve got the patch notes for your perusal.

Baldur's Gate 3 Patch 2 notes

Baldur's Gate 3 Patch 2 update tweet
Larian Studios launched Baldur's Gate 3's Patch 2, fleshing out Karlach's story and offering a way to vault absent co-op characters.
Source: Larian Studios

Larian Studios released Baldur’s Gate 3 Patch 2 and its accompanying patch notes via a Steam developer blog post on August 31, 2023. The main headliner of these patch notes focuses on Karlach, expanding her epilogue, as well as adding new interactions in Act 1 and Act 2. For co-op players, Larian delivered on the promise of being able to vault the characters of absent co-op players. You can store them until the players come back and then bring them back into the quest. There were plenty of other updates as well. Check out the full patch notes just below:


HIGHLIGHTS
  • Features
    • Introducing Withers' Wardrobe of Wayward Friends! You can now dismiss co-op party members from your campaign.
    • Performance optimisations across the board.
    • Reduced the size of savegames.
  • Karlach
    • This patch brings an additional scene to conclude the ending in which Karlach decides to travel to Avernus.
    • If Karlach is in your party at the end of the game and the Blade of Avernus offers to go to the Hells with her, you can now decide whether to go with them, go alone with Karlach, or let them go by themselves.
    • Added new moments for companion and avatar Karlach to reflect on the state of her engine between acts.
    • Added a new moment for avatar Karlach to reflect on the possibility of her engine burning out after getting her second upgrade.
  • Blockers
    • Fixed potentially getting stuck in combat because a player character cannot be selected to end their turn.
    • Fixed an issue causing you to get stuck in dialogue with Angry Mar'hyah and Oyster Boy Dringo by the Sword Coast Couriers.
  • UI Improvements
    • Added a 'Delete all but latest' option for each campaign, so you can regain a little storage space wiggle room.
    • Added new icons for equipped items! It's easier to tell if they're equipped by the selected character, one of your characters, or another player's character. (Who's hoarding all the
    • interesting equipment?)
    • Added item rarity filters to the inventory.
    • Your Turn notification now lists which character’s turn it is.
    • The character summary on Level Up will now update to reflect changes in ability scores.
    • The Active Search list now persists after being opened and is more informative.
    • Action Radial now creates containers for spells created by other spells, making them easier to manage.
CRASHES AND BLOCKERS
  • Fixed an issue blocking saving.
  • Fixed a crash when finishing Character Creation.
  • Fixed a crash when generating loot that can't be picked up.
  • Fixed a crash when switching between controller and keyboard while scrolling up and down the credits.
  • Fixed a crash when assigning an action to a slot in the radial menu.
  • Fixed a crash when loading a savegame.
  • Fixed a crash when selecting 'Pick Up and Add to Wares' on a multiselection that included a corpse.
  • Fixed potentially getting stuck in combat because a player character cannot be selected to end their turn.
  • Fixed an issue with picking up corpses within containers.
  • Putting a dead character in a container and then yeeting that container into a chasm will no longer permanently destroy the character - they will now float around as a resurrectable Soul Echo as expected.
  • You will no longer get stuck in dialogue if you disconnect during an active roll and then reconnect.
  • You'll no longer get stuck or die beneath the platform at the Adamantine Forge if you go to camp, use the platform, and then return from camp.
  • Fixed an issue causing you to get stuck in dialogue with Angry Mar'hyah and Oyster Boy Dringo by the Sword Coast Couriers.
  • Fixed a crash on venturing forth while the passives tab is selected.
PERFORMANCE AND OPTIMISATION
  • Improved performance and made optimisations across the game.
  • Improved CPU load.
  • Made performance improvements related to controller movement.
  • Made optimisations for when moving around the world on controller.
  • Moved surface texture and decal creation to worker threads.
  • Moved loading shroud textures to worker threads.
  • When AI can use a nearby AI hint, limit AI flooding.
  • Improved minimap performance.
  • Optimised the controller map by removing some duplicate items.
  • Reduced the size of savegames.
  • Made changes to make loading savegames made in older patch versions significantly faster. These changes will continue to make loading old savegames speedier in any patches and hotfixes to come.
  • Removed some unnecessary calls for the hotbar to update to improve on stuttering.
  • Slightly delayed when tooltips pop up when hovering over things like actions, items, and spells. This prevents the game from unnecessarily loading and unloading tooltips. The delay is now set to 200 milliseconds. Still reactive, more performant.
  • Made optimisations for selectable elements on controller.
  • Removed an irrelevant sound analytics event for optimisation.
  • Fixed a memory leak when opening the inventory with a controller connected.
  • Fixed a memory leak when streaming textures.
  • Wrote velocity vectors to help with overall visual quality (e.g. when using TAA, to reducing visual aliasing).
UI
  • Hotbar and HUD
    • Made the hotbar icons for the number of unlocked and available Spell Slots you have more intuitive.
    • Fixed hotbar sliders disappearing when changing the selected character while sliding them.
    • Fixed the portraits of summons not fitting in their frames in the Party Line.
  • Inventory
    • Improved the Light Source tooltip to clarify the purpose of the slot.
    • Removed duplicate 'close' prompts when the equipment slot pop-up is open. We got it the first time, thanks.
    • Tweaked the layout for equipment slots in the Character Sheet on splitscreen.
    • If you're carrying a character in your inventory and the weight of that character's inventory changes, that character's weight will now update too.
  • Combat
    • Fixed portraits in the Turn Order UI sometimes disappearing under certain conditions.
    • Fixed the Combat Log not always showing attack damage rolls after loading a savegame.
    • Fixed advantage and disadvantage indicators sometimes showing up in the Active Roll UI in dialogue even if you didn't have any available.
    • The Combat Log will now have entries for all items looted from corpses.
    • Fixed the health bar animation.
    • Fixed the Unbreakable Will of the Netherbrain missing its portrait and character model in its Examine panel.
    • Fixed the Saving Throw overhead icon appearing over very-much-dead characters.
    • Fixed Attack Roll bonuses sometimes being duplicated as penalties beneath the Turn Order UI in combat.
    • Added information to reaction tooltips about whether the reaction is enabled and whether it's set to ask you before triggering or not. Also made sure the resource type ('Reaction') appears at
    • the bottom of the tooltips.
    • The 'Ask' icon for reactions will now only be editable when a reaction is enabled.
  • Spells
    • Fixed the Learn More Spells button opening the window for the currently selected character instead of the character whose Character Sheet you clicked it on.
    • Fixed hardcoded text saying 'Manage powers' so that it can be translated.
  • Journal
    • If there were lots of speakers in a dialogue, the list of their names will no longer be cut off in the Dialogue History UI.
    • Quest categories and entries in the Journal will now remember whether you've expanded or collapsed them.
  • Trading
    • Added a mouse-over label to the Balance Offer button in the Barter UI for clarity.
  • Tooltips
    • Fixed conditions on nested tooltips not showing on pinned tooltips.
    • Added Agonising Blast's Charisma modifier bonus to the damage on the Eldritch Blast tooltip.
  • Saves
    • Added the difficulty setting to the savegame information.
    • Savegames will now save under your character's name even if you're polymorphed. No more savegames called 'Sheep'... unless, of course, that's your character's name.
    • Updated text to fit a button in the Load/Save window.
  • Options
    • Organised the Keybinds menu into categories to make it more user-friendly.
    • Reordered and reworked the Options menus to make them more intuitive.
    • The Options menu now closes when you enter a dialogue while it's open.
    • Fixed the Reset Tutorials button in the Options menu not working as expected.
  • Character Creation, Level Up
    • You can skip the Level Up animation.
    • Fixed the class icon overlapping the Level Up banner.
    • Fixed the Level Up UI sometimes disappearing when levelling up.
  • Miscellaneous
    • Fixed an issue causing the UI to disappear after speaking to Blurg.
    • Made sure some non-player-facing conditions and passives don't rear their heads.
    • Made the context menu animation snappier and tweaked the background for a brighter, neater appearance.
    • Brightened up the tutorial pop-ups and improved the alignment.
    • Fixed the Change Difficulty screen fading a little too late and appearing briefly on the Main Menu.
    • Fixed overlapping text for bonus names in the Active Roll UI.
    • Fixed some text being cut off in the Alchemy UI for translated languages.
    • Fixed the ping action prompt saying 'empty' when targeting containers.

CONTROLLER
  • Radials
    • The shortcut menu and character selection are now accessible from the Action Radial menu.
    • Added Fast Travel to the character radial menu.
    • Added shortcut prompts to the Jump and Hide actions on the Action Radial menu.
    • Added a short delay to stick input after selecting an Action in the radial menus to avoid accidentally selecting something immediately after that or moving the camera.
    • Limited the maximum number of radial menus.
    • Fixed ritual spells not being marked as such on the Action Radial menu. We promise, they don't cost a spell slot!
    • Fixed tooltips showing up in the Action Radial menu even if you have nothing selected.
    • Added additional error messages for the radial menus.
    • Added more detailed warning messages on controller to indicate why you can't perform a certain spell or action.
    • Spell variants will now be placed at the top of the Action Radial menu instead of in the next available free slot, making it more consistent and user-friendly.
    • Added a missing icon for Heal in the radial menu.
  • Character Sheet
    • Made several improvements to the Character Sheet, for example by adding zoom capability; updating the style of lists, the XP bar, and equipment slots; and adding an indicator for the
    • character's main Ability.
    • Fixed the Light Source menu not filtering light sources properly.
    • Added a brief description of what reactions are.
    • Fixed the abbreviations for Abilities not fitting properly in Russian.
    • Fixed some clipping and overlapping in the Character Sheet.
    • Moved the Consume action to the context menu and restored the Equip action as the default in the inventory panel.
    • Fixed the prompt to toggle tooltips showing in the Character Sheet filters, and fixed the background of the slots increasing if the text on them is long.
    • Fixed Character Sheet navigation issues when using filters.
    • Equipping an item via the equipment slot pop-up in the Character Sheet will no longer close the pop-up immediately.
    • Repositioned tooltips slightly when checking equipment slots.
    • Fixed some missing tooltips in the Character Sheet.
  • World Interaction
    • Added information about the state of containers (e.g. if they're empty) to the Active Search menu.
    • Fixed a small issue in cursor error messages.
    • Fixed the ping action not exiting the ping state on Left Stick Press.
    • Fixed the Examine panel on objects or characters with multiple resistances not scrolling properly.
    • Made it possible to select and inspect more items in the Examine panel, like item descriptions and conditions.
    • Fixed some portraits missing in the Examine panel and polished the selector.
    • Fixed the context menu not being navigable using the D-pad.
  • HUD
    • Fixed issues with overlapping text and UI fading in the Party Line and the Resource Bar.
    • Fixed an issue preventing you from grouping or splitting summons when you only have one party member available.
    • Removed arrow icons from D-pad button prompts.
    • Updated button prompts and made them look consistent.
    • Added a background image for Luck Points to match the other resources.
    • Fixed the Long Rest button prompts falling off the edge of the screen or overlapping other button prompts, particularly in translated languages.
    • Fixed the button prompts overlapping the Resource Bar in Turn-Based Mode.
    • Cleaned up button prompts at the bottom of the screen to make them more consistent.
    • Made improvements to the action resource bar, such as position and colour changes. Also reworked the movement indicator to account for larger numbers, and increased icon width to avoid stretching.
  • Spells
    • Fixed not being able to cast a spell with variants from a spell scroll.
    • Fixed some overflowing text in the Spellbook for translated languages.
    • Tweaked the appearance of default spells in the Prepared Spells section of the Spellbook so they don't look inaccessible.
    • Added more information to the Spellbook about when you can and cannot change your spells, even if you're not a spellcasting class.
  • Combat
    • Made it more obvious if you're low on health at the start of your turn in combat.
    • Fixed not being able to attack stalactites with ranged spells.
    • Tweaked the Reactions UI.
    • Added surface information to the cursor on controller, rearranged some of the cursor target details, added a new overlay for surfaces when D-pad is pressed down, and added the Actions prompt
    • in combat.
    • Improved readability in the Combat Log by reducing empty space and tightening up the list.
    • Made reactions that are turned off still readable and gave them a greyed out icon.
  • Tooltips
    • Adjusted some margins and sizes in tooltips to avoid issues like damage text getting cut off.
    • Improved the tooltips: added new icons; tidied them up with new font sizes and placement; fixed the Inspect prompt; added the right colour and icon for the Equipped line; and added a new
    • frame, footer, and header style.
    • Tooltip prompts now show if they're enabled or not.
    • Tweaked the placement of tooltips for open containers.
    • Fixed tooltips showing up in dialogue while the dialogue options are still hidden.
    • Fixed the width of pinned tooltips changing when selected.
  • Trading
    • Pressing your cancel button will now close the filter pop-up in the Trade UI.
    • Fixed the trade button prompts overlapping the split item button prompts.
    • Fixed the trader attitude not showing up in the Trade window.
  • Character Creation, Level Up
    • You can now rotate and zoom in and out on your character in Character Creation when you're choosing a name.
    • You can now access multiplayer settings during Character Creation as well.
    • Fixed scrolling with controller in the Prepare Spells section of Level Up.
    • Fixed characters in Character Creation sometimes getting obscured by tooltips on controller.
    • Added a grid icon and button prompt on Character Creation options that open up a grid for selection (like when choosing colours) on controller.
    • On splitscreen, if one player is watching an Origin character's introduction and another is zooming in and out and spinning their character around in Character Creation, that second person's
    • button prompts will no longer affect the Origin character's introduction.
    • Spell tooltips in Character Creation will now always show up in the same horizontal alignment.
    • Fixed the alignment of chevrons in the Character Creator.
  • Miscellaneous
    • Fixed the Enter Invite Code textbox for Direct Connect getting cleared when you deselect it.
    • Made general visual improvements to the controller UI.
    • Fixed scrolling and cropped text in the Journal.
    • Added information about how long you need to press-and-hold.
    • Fixed some issues with navigating the Dialogue History UI.
    • Updated the layout of the Save/Load window, added in-game locations for quicksaves and autosaves, and made it possible to see longer savegame names.
    • Adjusted line heights in the multiplayer lobby and Options menus to save space and reduce the need to scroll.
MULTIPLAYER UI
  • Fixed secondary local players not having quest, location, and secret map markers unlocked until saving or loading.
  • Fixed some host error messages appearing on client screens.
  • Dialogue interface settings (such as font size) will now be applied to both players in splitscreen.
  • Enabled the Combat Feed on splitscreen.
  • Fixed some of the UI getting cut off on splitscreen when a player is in the multiplayer settings.
  • Fixed tooltips overlapping the party line on splitscreen.
  • Fixed button prompts being mirrored when connecting a secondary local player.
  • Fixed an empty notification when another player starts their turn in splitscreen.
  • Fixed multiselection for containers in splitscreen.
  • Fixed splitscreen not hiding when a fullscreen UI (like the Save window) is opened, causing you to see things like tooltips in the fullscreen UI.
  • Fixed the alignment of the Turn Order UI in split screen, when two players are in different combats at the same time.
GAMEPLAY
  • If you dismiss your companion to camp and shove them into a chasm, Withers will now be able to resurrect them... so you can shove them into a chasm again, probably.
  • Clicking a party member's portrait on the map or minimap will now select that character and focus on them.
  • Fixed client–server inconsistencies for Attack of Opportunity, causing the client to incorrectly indicate that an entity will react to you even if it can't (e.g. if it's Prone or Unconscious).
  • Fixed characters' Soul Echoes sometimes teleporting away from where the character died.
  • Fixed projectiles not waiting for items to leave inventories.
  • Fixed the 'Hide during dialogues' option for helmets sometimes causing your character to lose their hair after a dialogue.
  • The portal to the House of Hope will no longer decide to become invisible.
  • Fixed complex idle animations sometimes not starting.
  • Falling items will now leave Turn-Based Mode and then re-enter after falling to fix them remaining suspended in the air.
  • Removed the examine option from some objects that shouldn't be examinable.
  • Fixed knocked-down entities always playing their knocked-down animation when loaded into frame.
  • Fixed the Falling damage number preview when preparing to Jump not always matching how much damage will actually be dealt.
  • Fixed edge panning not working correctly when the camera is locked on a party member.
  • Fixed reactions not always triggering if you Sneak and then cast Silence, or when using Astarion's Vampire Bite action.
  • Active Search: the starting search radius is increased, the camera moves to the selected item, and you now get a button hint for Active Search after every combat until Level 3.
  • The tutorial pop-up for trapped items won't trigger anymore when coming near certain destroyed traps.
  • Fixed the option to pickpocket your companions sometimes disappearing in single player.
  • Prevented you from being able to multiselect and then drop other players' items.
  • Fixed not being able to split item stacks outside of your turn.
  • Fixed not being able to enter Turn-Based Mode with a Downed character.
  • Fixed items briefly appearing beneath your feet when you pick them up.
  • Fixed being able to see characters turn towards you briefly before a dialogue starts.
  • Fixed the lava VFX disappearing if you load a game that was saved during the combat with Grym.
COMBAT AND BALANCE
  • Fixed an issue with auras causing NPCs to make inefficient choices like running towards you to Shove you, then running away again to make a ranged attack.
  • Fixed Ansur's Stormheart Nova blasting right through the ice shields you can hide behind.
  • Aggressive beasts now enter combat instead of fleeing when attacked from afar. Additionally, when you attack an NPC from afar out of combat, they're now more likely to sprint up to you (instead of getting stuck).
  • Fixed your resources not getting restored on your next turn if you join a combat late.
  • Viconia is no longer too stubborn to die. She will now go down at 0 HP or when knocked out.
  • The timer in the Chamber of Courage will now reflect the correct number of turns remaining.
  • Fixed certain spells not taking into account inherited conditions.
  • Updated the grace period for joining a combat late to be at the end of world items' turn in the 1st round.
FLOW AND SCRIPTING
  • Fixed Silenced characters sometimes not being able to start story-critical dialogues, like with other party members or bosses at the end of a combat.
  • Fixed an issue causing party members to be Silenced after every dialogue.
  • If you break your oath as a paladin, the Oathbreaker Knight will now come back to your camp in later acts, despite how much you may have scandalised him.
  • Fixed companions sometimes not saying anything during dialogues where they are supposed to make comments.
  • Fixed an issue where only the character who accepted the quest from Lucretious to find Dribbles could talk to her after doing so.
  • Fixed Gale not reacting to you having the Annals of Karsus
  • Fixed Gale's dialogue force-closing when offering him the Annals of Karsus
  • Fixed Gale's romance scene not triggering in Act I.
  • Fixed Gale commenting on a deal with Raphael before it's made.
  • If Orin's abductee gets killed on the altar before they're rescued in gameplay, they will now remain dead.
  • Kerri will no longer get stuck in the Atelier if the dialogue didn't trigger after the portrait was destroyed.
  • Fixed enemies sometimes spawning outside of the Atelier at the Jannath Estate when hitting the portrait.
  • Prisoners rescued from Moonrise Towers that take the boat with you will no longer attempt to arrest you for trespassing upon arriving at Last Light.
  • Fixed a bug causing Astarion to be permanently knocked out by the vampire spawn during a camp night and disappearing after a Long Rest.
  • Fixed a bug where Gortash had a dialogue bubble over him after being knocked out, but clicking on him wouldn't result in a dialogue - the bubble is no longer present and you can now loot him after knocking him out.
  • Fixed a bug where Ravengard would disappear from the camp after Mizora resurrected him.
  • Dark Urge players turning into the Slayer during dialogue will now have the appropriate level of the Slayer form during the duel with Orin.
CHARACTER CREATION AND LEVEL UP
  • You can skip the Level Up animation.
  • Fixed characters in Character Creation sometimes getting obscured by tooltips on controller.
  • Spell tooltips in Character Creation will now always show up in the same horizontal alignment.
  • Fixed the class icon overlapping the Level Up banner.
  • Added a grid icon and button prompt on Character Creation options that open up a grid for selection (like when choosing colours) on controller.
  • On splitscreen, if one player is watching an Origin character's introduction and another is zooming in and out and spinning their character around in Character Creation, that second person's button prompts will no longer affect the Origin character's introduction.
  • The character summary on Level Up will now update to reflect changes in ability scores.
  • Fixed the alignment of chevrons in the Character Creator.
LEVEL DESIGN AND MAP
  • Fixed some artefacts appearing at the bottom right of the screen due to fog of war.
  • Fixed the map shroud not working correctly in one area of the Goblin Camp.
  • Fixed a bug preventing you from walking on certain items, like the fireplace in the Teahouse.
STEAM DECK
  • Reworked our system for default video options so that values are defined per platform. For example, the Steam Deck will now default to 16:9.
  • Settings now default to auto-rotate camera with speed set to max. This works better for a snappy handheld experience.
CINEMATICS
  • Cleaned up some mocap in dialogues across the game.
  • Fixed healing numbers appearing in the cinematic dialogue when you press the button in the Dank Crypt.
  • When taking the final Netherstone from Orin, dead Gortash is no longer floating in the air.
  • Fixed your head clipping into Wyll's as you kiss on the ground.
OTHER
  • Fixed several text issues, like typos.

And there you have it. Be sure to check out our other Baldur’s Gate 3 coverage for guides and updates on the game to aid in your quest!

Senior News Editor

TJ Denzer is a player and writer with a passion for games that has dominated a lifetime. He found his way to the Shacknews roster in late 2019 and has worked his way to Senior News Editor since. Between news coverage, he also aides notably in livestream projects like the indie game-focused Indie-licious, the Shacknews Stimulus Games, and the Shacknews Dump. You can reach him at tj.denzer@shacknews.com and also find him on Twitter @JohnnyChugs.

From The Chatty
  • reply
    August 31, 2023 9:18 AM

    TJ Denzer posted a new article, Baldur's Gate 3 Patch 2 notes

    • reply
      August 31, 2023 6:56 AM

      Baldur's Gate 3 act 2 done!

      The easiest GOTY in the history of video games. Even with the bugs.

      • reply
        August 31, 2023 7:00 AM

        I'm holed up in Act 3. With Starfield mere hours away, and 2 and half weeks from now MK1 is out, IDK when I'll get around to completing it.

        • reply
          August 31, 2023 7:04 AM

          Starfield will take months to fix. You have time to finish BG3 multiple times!

          • reply
            August 31, 2023 7:05 AM

            yeah I dunno 'bout that - plenty of chatter seems to indicate it's not that buggy at all. Most polished a Bethesda game as ever been, supposedly. I'm on PC though so who knows.

      • reply
        August 31, 2023 7:31 AM

        Anyone have some pointers for in act 1 when you go into the cellar and end up in a cavern with a bunch of skeletons that pop out of coffins? For some reason my people only have like 60% chance to hit, each turn, so they keep whipping my ass.

        • reply
          August 31, 2023 7:37 AM

          [deleted]

        • reply
          August 31, 2023 7:40 AM

          Grease to drop them then jump in and attack with advantage is my go to

        • reply
          August 31, 2023 7:40 AM

          Same advice for most other fights.... push them into the crevace.

          • reply
            August 31, 2023 8:07 AM

            Yea it's kind of dumb how difficult fights can just be resolved by pushing someone off a cliff.

            Why is shove a bonus action again?

            • reply
              August 31, 2023 8:12 AM

              I end most conflicts by pushing people off a cliff.

              • reply
                August 31, 2023 8:14 AM

                Right, but what does that have to do with BG3

            • reply
              August 31, 2023 8:17 AM

              The downside is you can't loot the body. Tough for loot whores like me!

        • reply
          August 31, 2023 7:51 AM

          you can sneak someone in and destroy the coffins before the skeletons pop out and start opening the other coffins. Otherwise use something like grease (bottle or spell) or entangle to slow them down and keep them from busting them open so quickly. Or if you have turn undead (probably need shadowheart or a paladin, and not sure what levelel you get that)

          • reply
            August 31, 2023 8:36 AM

            Good ideas, here. I did turn undead to make 3 of them run in circles but it didn’t help much since I couldn’t hit them

        • reply
          August 31, 2023 8:08 AM

          Despite maxing out my stats and having a +1 weapon, my chance to hit always seem to float around 60-70%.

          • reply
            August 31, 2023 8:17 AM

            Do you have Advantage?

          • reply
            August 31, 2023 8:41 AM

            Which stats? What kind of weapon? What enemies and their AC?

            The to hit % depends on all of that. Having high STR will help a lot if you are using a greatsword but won’t help at all with your fire bolt cantrip. High DEX helps with ranger melee attacks (and possibly with some spell attacks) won’t help with most melee attacks.

            Also, a level 3 Goblin is going to be way easier to hit than a level 11 Drow.

            One thing that is annoying is the to hit percentage does not take into account any saving throws involved. I can’t tell you how many times Shadowheart’s Sacred Flame hit but the target succeeded at the saving throw and took 0 damage. I think her damage dealt/attack attempts with Sacred Flame is well under 50%.

            • reply
              August 31, 2023 10:37 AM

              Of course the primary stat that increases accuracy for the type of action. Dex for finesse, charisma for bad spells, etc. I'll get 90% occasionally like for surprise rounds and stuff. I end up finding high ground, pushing enemies off cliffs for quick kills or extra damage, or occasionally use a spell or ability to increase my attack roll.

              • reply
                August 31, 2023 11:44 AM

                Were you expecting to have consistently high hit chances without using positioning and spells or something?

                • reply
                  August 31, 2023 12:16 PM

                  70% w/o temporary buffs has been low to me even in the pathfinder games, mostly because I'm consistently rolling low.

                  When I cast the bards taunt spell, I'm seeing 60-70% on most enemies. Historically this means that the character could go entire multi round fights w/o landing a single hit. With this game having only 4 party members, it can get frustrating.

              • reply
                August 31, 2023 11:46 AM

                Seems like it's working normally? The spells, abilities, and other methods to increase your hit % are there to increase your hit %.

        • reply
          August 31, 2023 8:11 AM

          Loot them first. Use the high ground (ungroup your party to position people before triggering skeletons).

          • reply
            August 31, 2023 8:11 AM

            Oh I'm thinking of a different event I think?

            • reply
              August 31, 2023 8:37 AM

              Yea there’s no high ground with this one, I don’t think. It’s pretty early in act 1

        • reply
          August 31, 2023 8:49 AM

          that is a tough fight. you can try to lure them back into the doorway to use it as a funnel to protect your weaker characters. there is eventually a limit to the number of skeletons you have to fight, but it's quite a lot and it's easy to get surrounded and beaten to death if you're out in the open

          i like to make enemies chase me back to a point where I feel safer fighting them, usually through a doorway or on a narrow stairwell where they can't get around me easily and I can use walls for cover


          i just did this in a fight against 2 strong enemies capable of petrifying my party members that had a bunch of smaller flying imps too (the imps can do knockback damage and we were fighting in a place with lots of pits to get knocked into) so instead I made them all fight me through a doorway. it mostly worked out but then one of the main enemies flew UNDER the ground to circle behind me near the end of the fight and I had to scramble a little (we were on a floating platform, essentially)

        • reply
          August 31, 2023 10:28 AM

          They pop out one at a time. Kill them before they release more. Stand in their way, CC, etc.

        • reply
          August 31, 2023 12:35 PM

          Update - I was able to wipe them out by spawning my spider companion and ensnaring them enough to slow them down, I yeeted one off a cliff and did turn undead on the other two and ended up not taking a single hit. Sweet!

      • reply
        August 31, 2023 8:10 AM

        I'm still in act 1, really enjoying it. Okay with slow walking it until patch #2.

      • reply
        August 31, 2023 8:56 AM

        Act III Spoilers

        I killed Raphael last night and holy hell the loot in the zone is ridiculous. The drops alone are making excited for my next build, especially using the armour and handwraps for a Monk, but probably all of them can be used at the same time to be completely bonkers.

        I'm going to get my next dude up to 12 and then immediately murder the place again, so I can use the loot for most of Act III.

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        August 31, 2023 9:05 AM

        Patch #2 just hit. Mostly QoL and bug fixes, but added some Karlach interactions.
        Not up on the main site but are in steam and here; https://primagames.com/tips/baldurs-gate-3-august-31-update-full-patch-notes-listed


        This is the best of the patch notes;

        If you dismiss your companion to camp and shove them into a chasm, Withers will now be able to resurrect them... so you can shove them into a chasm again, probably.

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          August 31, 2023 9:23 AM

          [deleted]

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          August 31, 2023 9:37 AM

          You missed performance improvements. I'm most excited about those.

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          August 31, 2023 10:28 AM

          I really enjoy the humor in their patch notes. It's not overbearing and just enough to crack a smile.

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          August 31, 2023 1:07 PM

          Noticed a few UI things too. Enemy health bars have a different animation when taking damage. It also shows the name of the character on the your turn display. Looks good

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            August 31, 2023 1:09 PM

            Oh the name thing is mentioned in notes I see.

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        August 31, 2023 9:06 AM

        Dreaming of BG now!

        Last night I dreamt Karlach apparently had a complex love backstory with Wyll and if she sees him in camp she immediately invokes this wild-looking spell that deletes her files from your computer. She literally deleted herself, noping the fuck out, in my dream lol

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          August 31, 2023 9:38 AM

          You know a game has it's hooks in you when you dream about it

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          August 31, 2023 11:45 AM

          That's some Doki Doki Literature Club level stuff there.

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        August 31, 2023 9:08 AM

        Folks that're through Act 2, how'd you deal with the big demon fight down by Shar's trials? I'm just getting whomped.

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          August 31, 2023 9:16 AM

          Divine Smite + Killer's Sweetheart ring + Surgeon's Subjugation Amulet + Invisible Menace + Haste spell + Cloud Giant elixir (but probably could have used Viciousness)

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          August 31, 2023 9:35 AM

          If you create a fog cloud or darkness on the area that requires the enemies to jump over, it will help with the pacing for the enemy adds. I also put an entangle down on this side so when enemies did jump over they mostly got stuck, then I had someone with boots of free moving go push them into the chasm

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            August 31, 2023 9:55 AM

            This was the fight that made me realize Hunger of Hadar was a sphere, not a flat circle.

            Don't stand directly under the floor of enemies when casting spells to make them abandon their position.

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          August 31, 2023 9:40 AM

          Come around the back way so they don't have high ground, hypnotic pattern the adds so you can focus on smashing the boss, dodge or throw back bombs. Enemies also love running through spirit guardians.

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          August 31, 2023 9:49 AM

          I talked him into getting rid of all of his cronies and then killed him

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          August 31, 2023 10:09 AM

          Evidently you can convince all of his followers and him to kill themselves. I was not able to do this and ended up in a huge fight. All 3 of the girl squad companions went down and it was just my Sorc trying to take them all out. l somehow managed to do this after like 10 turns of combat with almost no spell slots left thanks to a liberal use of scrolls. It's super important to take the hoarding guy out or he just continues to heal up the rest of them.

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          August 31, 2023 10:24 AM

          Co-op game: Meatshielded it.

          Personal game: Realized that you can throw the damn bombs back and clear a ton of them at once

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          August 31, 2023 10:28 AM

          Had 'See invisibility' on when wandering and found him and cronies waiting to ambush. If you're able to engage on the same level, and not get ambushed on the lower level, you can try and alpha strike the demon then deal with the adds afterwards o]

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          August 31, 2023 10:34 AM

          First playthrough I convinced the displacer beast to help me but it was still hard. Half the party stood upstairs. Balthazar's brother helped out too.]o. 2nd time I had him kill all his friends, but failed to get him to kill himself. Then dogpiled him and killed him in 2 rounds

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          August 31, 2023 10:49 AM

          Throw all his bombs back at him and his cronies. They should be all nice and grouped up for you.

          The object is to keep him from getting stealthed and 1 tapping your party members.

          My priority was Yurgir, the displacer beast and then clean up.

          Even from the side entrance to the room that is still the hardest fight in the game for me. Died a lot before I got it. Super hard on tactician for sure.

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          August 31, 2023 12:00 PM

          Tell the demon to kill himself

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            August 31, 2023 12:32 PM

            Haha I did this as a Bard having maxed out my Charisma. I couldn't stop laughing.

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          August 31, 2023 12:19 PM

          I cheesed this.

          If you just grab the thing in the room and then immediately hit the map button and fast travel anywhere else you can get out before everyone goes aggro

          It's was bizzare but it works

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          August 31, 2023 12:51 PM

          I talked my way out of it

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        August 31, 2023 10:21 AM

        I'm right at the end of Act 2 but it kept crashing on me a couple turns in the big fight that I'm on so I gave up and started a Dark Urge playthrough. Hoping the patch today helps things and I can power through Act 3 before Starfield next week

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          August 31, 2023 10:27 AM

          Are you using Vulkan? Everytime I crashed in a fight, I switched to dx11 for the fight. Worse performance, but doesn't crash.

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            August 31, 2023 11:22 AM

            I want to say I'm on DX11 but I'll have to check after work. I used the skip launcher instruction on Steam so I haven't had to pick since like the third time I launched the game

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        August 31, 2023 11:40 AM

        I just got to Act 3 Lower City; going to hold off until the next patch before I finish Act 3.

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        August 31, 2023 1:23 PM

        [deleted]

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          August 31, 2023 1:29 PM

          You said you met githyanki, but did you meet them at a bridge or a temple?

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            August 31, 2023 1:30 PM

            [deleted]

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              August 31, 2023 1:31 PM

              The mountain pass doesn't go straight to Act 2. There's a notable area in the pass you should check out before looking for the Tower.

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                August 31, 2023 1:37 PM

                You can also go back to this area during Act 2 without any problem, so if you don't do it now nothing is stopping you from doing it until you leave for Act 3 (which is another telegraphed point of no return)

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                  August 31, 2023 1:48 PM

                  [deleted]

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                    August 31, 2023 1:54 PM

                    You cannot.

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                      August 31, 2023 2:15 PM

                      [deleted]

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                        August 31, 2023 2:29 PM

                        After you beat the Tower, you cannot go back to the starting zone, the Underdark, or the Mountain Pass.

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                          August 31, 2023 2:33 PM

                          He hasn't started Act 2 yet, so you're confusing the point of no return at the end of Act 2 with the one at the end of Act 1, which isn't really a point of no return at all. The game warns you that you are moving to a new area, but you can go back to Act 1 areas as much as you want UNTIL you finish Act 2 and progress to Act 3.

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                            August 31, 2023 3:21 PM

                            [deleted]

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                              August 31, 2023 3:25 PM

                              Yep, you can come back to act 1 areas at any time until the very end of act 2.

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                              August 31, 2023 3:33 PM

                              Yes, if you have cleared all of the starting are and the under dark you I’d say go to the mountain pass next, once you finish that you can move to the next area to start act 2 but once in act 2 I know you can go back to the mountain pass and other areas in act 1 also.

                              Once you get to act 3 though I don’t think you can go back:

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                                August 31, 2023 3:36 PM

                                [deleted]

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                                  August 31, 2023 3:49 PM

                                  Yeah it’s a bit misleading for that transition, going back to act 1 from 2 is more manual that just fast traveling but I remember doing it because I was dumb and had sold something I didn’t know I would possibly need but I got lucky and found the vendor I had sold it to and was able to buy it back.

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                  August 31, 2023 2:28 PM

                  I recommend going to the Mountain Pass before the Tower because you can get a pretty good item at the end of it for the entire Tower area.

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                    August 31, 2023 3:22 PM

                    I think the Tower he referred to was the Arcane Tower in the Underdark, not Moonrise

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          August 31, 2023 1:39 PM

          Based on the information you've learnt so far, what does your character think they need to do to get the parasite out? Do that.

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          August 31, 2023 2:31 PM

          Did you talk to the other sovereign mushroom there?

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          August 31, 2023 3:24 PM

          The mountain pass is still part of act 1 so I'd probably do that next.

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      August 31, 2023 3:20 PM

      BG3 preload just hit PS5.

      108.8 gb

      I think it includes Patch 1 & 2

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