Baldur s Gate 3 Patch 7 Notes Include Split-Screen Improvements New Ways To Mod And A Touch Of Evil
Baldur's Gate 3 Patch #7 Notes Include Split-Screen Improvements, New Ways To Mod, And A Touch Of Evil
One year after the release of Baldur's Gate 3, Larian has been updating a DN D-themed fantasy RPG. Belgiu m-based studios have released a new update and bug correction set for the game through Patch#7, which is currently being released. PlayStation5, Xbox Series X | S, and Mac users must wait until October, but Larian does not mention specific release dates.
Larian had previously announced some new cinematic "bad ends" in August, which has finally been realized in a new patch. These cinema give some unique pleasures to players on the Dark Urge's bloody roads in return for wrongdoing in the game.
Other points of improvement include a nice screen split mode for couch co-op players, changing the ona mode, new legendary actions, and even a new way to remodel the game. Larian also confirmed that Patch#7 was not the last update of the game, and promised that both crossplay and photo mode are still in progress.
Larian said in a recent blog post that announced a new patch, "Baldur's Gate 3 still has some patches, including crossplay, photo mode, other corrections and updates." There is.
The latest code updates are all enjoyable, whether on your ally, pure evil, or between them.
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Dare to retreatNightmarish new cinematics and NSFW tweaks
Patch#7 will introduce a total of 13 new cinematic scenes for your worst play. Whether you play as an evil custom character occasionally, play as an ORIGIN member with a distorted ethical view, or play it as a Dark Urge that doesn't reflect on it, depending on your choice. You will be able to experience end game cinema.
Furthermore, the "Display Cinematic Nude" options in the game settings have been changed to "Display sexual and violent cinematic" and players (or slightly stingy players) who are live streaming on adventures are nude and games. Some of the surprisingly violent new scenes can now be censorship.
"Larian is a patch#7 blog post," We may have accepted the corruption a little too much because this setting is included in this setting, "" They are really bad. "
The battle of the boss in the onor mode is not like walking in the park.Honour Mode updates and new Legendary Actions
The honorary mode, which is the highest difficulty environment of Baldur's Gate 3, has also been changed, but Larian seems to want the players to reveal the degree of these changes. This is because a specific boss can now use a new legendary action that scares players during the battle.
For example, Mars Some, a Healing House of Act 2, has now been able to produce ant i-vomiting tricks with the new legendary action, Grappling Attachment. He can use it to pull up a struggling player on the upper floor of the healing house to the ground floor and die instantly. In the future, prestigious players will be able to fight more advantageously by keeping their feet on the ground when fighting Mars.
Other enemies with new legendary actions include Ptaris, Ch'ris, Chronai Rak, Chronai TSKA'AN, and Bulette.
You can view the Mod created using Baldur's Gate 3 Toolkit while playing the game.Mod Manager and Baldur's Gate 3 Toolkit
The latest patches include two new features for Modder and Mod users, Mod Manager and Baldur's Gate 3 Toolkit.
Mod Manager can browse the Mod while playing Baldur's Gate 3 if it is made using Baldur's Gate 3 Toolkit. Baldur's Gate 3 Toolkit is a mod builder that can be downloaded from Steam, which is used to create a game MOD.
According to Larian, the MOD manager is not only for the PC version, so the main reasons for patch#7 arrive late to console and Mac users are these two functions. If Patch#7 is delivered to the console and Mac, the players on these platforms will be able to use the downloaded mods to the Mod manager. If the friend you are playing together has installed the same MOD, you can use the Mod in mult i-player mode.
Previously, the player of the couch CO-OP was fixed to the screen split mode even if it was adjacent.
Split-screen revamp
Baldur Portal 3 players, who are enjoying adventure with friends on local co-op, will be pleased if Patch#7 has a long-awaited change in the inconvenient co-op UI of the game.
This new feature allows players in split-screen co-op to seamlessly merge their halves of the screen when they are close to each other, reducing screen clutter. Larian hinted that other split-screen improvements may be included in the code update.
"This update includes many other improvements and refinements to improve the overall split-screen experience," the blog post for Patch #7 stated.
Bloody cutscenes and new Honor Mode moves are not the only thing Patch #7 offers.Baldur's Gate 3 full patch notes: Patch #7
In addition to the amazing new cutscenes and shocking Honor Mode changes, Patch #7 also includes a ton of bug fixes and other fixes. You can read the full code update notes below, but be warned: spoilers are inside.
While Patch #7 brings a ton of new features, enhancements, and more, it also brings a ton of bug fixes!
Spoiler: Some of the entries below may contain spoilers, so read at your own risk.
Check out the highlights:
Highlights
- Introducing "Evil Ending": An all-new cinematic ending for truly evil players.
- Added a Mod Manager to browse, install, and use community-created mods.
- Updated split-screen play: When playing in split-screen mode, the two halves of the screen will now dynamically merge when player characters get close to each other in-game, and dynamically split when characters move away from each other. This overhaul also includes many other improvements and refinements to improve the overall split-screen experience.
Honour Mode Combat
- If you find Dror Ragslin inside a spider's nest, he will do his best to befriend the spiders that live there with a new spell called Arachnid Compulsion, so that they can fight alongside you, their true enemy.
- Bullet has a new stat, "Diamond Scale," and a new Legendary Action, "Shredding Scale."
- Mars Soam has a new Legendary Action, "Grasping Appendage."
- New auras and spells have been added for spectators: Paniced Guardian and Ocular Nightmare respectively.
- Ch'r'ai Tska'an, the leader of the Githyanki ambush in Act 2, has a new legendary action, Soul Sacrifice.
- Ch'r'ai Har'rak, a Githyanki leader appearing in the Knights of the Shield Hideout, has a new legendary action, Tu'narath's Embrace.
- Ptaris has a new legendary action, Ptarian Dogma.
UI
- The video options in the game were reviewed and reorganized into a more reasonable and solid one. There is an upgrade type dro p-down menu, upgrade mode dro p-down menu, upgrade sharpness slider, and the options that are affected by them are quickly continued.
- I just updated the UI of the reaction, changed the reaction I wanted to use, and then checked it. (This saves the trouble of choosing "not reacting" many times!).
- A new equipment option menu is added to the controller character sheet.
- Items on the traveler's chest are now displayed on the panel that opens to "donate" magic items to Gale. It also displays items currently equipped.
- I noticed that some people were foaming, so I called the actions to wash with soap or sponge as "use" instead of "consumption".
- When creating a character, I fixed the Dream Guardian and then returned to editing again, and the player character name returned to "custom".
- Fixed an incorrect spell ability when choosing a special skill during the level up.
Art
- A new loading screen is added to Act III and the Baldur's Portal is a lively street.
- Fixed an adamantin armor skirt part for a female dwarf.
- Fixed mailing to large male characters on Adam Tine Scale.
Gameplay
- When starting a new play, you can start custom mode games using a mechanic in price mode. Rules "You can do it from the dro p-down menu.
- Quo Tore, who promised you to make a army, has now supported you in the final battle. However, except if everyone dies in Act I.
- The support that Godian promised for the final battle comes in the form of a friendly steel observer. We apologize from Zana Tubin.
- The hair color option when creating a character can now be accessed after selecting a bald hairstyle.
- Overhead dialog, which supports multiple player characters, can now include characters assigned to different players. (In the past, it was limited to characters operated by one player.) This will increase conversations between player characters in mult i-player games.
- The group hidden is now not affected by the party line that is not related to the group on the party line.
- Changed the operation at the time of selection of camping equipment during long rest. When choosing a stacked camping equipment, the game has been taken only from the stack.
- In Shar's Gauntlet's Lep of Consult Test, you can no longer make cheese by clicking the last platform and standing the character there. Shar is threatening to beat us if we do not fix this.
- When Lae'zel is resurrected on the Beach of ACT, the bug is displayed on the party line, but is not displayed in the world and can not come out of Act I.
- Added some save games where Gail has a nectic aura without loading.
- Fixed the fact that Mintara's body was sometimes invisible on the upper level screen. (I liked the floating head and arms, but it's a bit).
Animation
- To have an animation in a positive state other than reading a book at the camp.
- Added a new animation of MINSC at the camp. You don't tell me that Boo taught Tai Chi.
- KARLACH has no longer brushed the shaved temporal part.
- For a large body character and a dragon character, I polished the appearance of a kiss on my neck in my favorite scene with Shadow Heart on Shalan's path.
Writing and Flow
- In particular, some dialog options were scattered in consideration of the edge case flow, and some dialogs in the game were expressed. These changes are described in detail in the main patch notebook.
- Added three new narrators lines to the Dark Urge character to increase the reactivity during the game. The addition of these is described in detail in the following main patch notes.
- I solved the problem that could not access some romance party conversations during the adventure.
- Avatar Lae'zel has revised the flow problem that had no option to leave or stay after Katona's victory.
- Added a dialog option to seek kisses with more paths of Will's dialog.
- If you are in holographic in the epilogue, WYLL does not think that it is automatically talking to Lae'zel.
- The bug that hindered WYLL's romance has been corrected, and if the Act III player has a solid, loving, dedicated relationship, his romance will be appropriately greeted. It has come.
- We have modified Will's greeting priority, so that lo w-support ratings have been appropriately active in lo w-approved players.
- To make your friends more sympathetic for the asterion to leave the sun.
- Added a new dialog that responded after Karlach discovered that Dammon was dead, after saying he could help her.
- At Act II, MITHARA has reacted to hitting her in Act I.
Scripting
- Fixed several issues (related to Wizards character resurrection, night party rebuild, and automatic night camp scene).
- Fixed a bug that caused lines to be repeated when talking to Shadowheart after he was resurrected from the Shadowfell by Wizards.
- Fixed a minor flow issue that prevented Gale's last name from being commented on.
- Fixed several instances where Wyll would still have an exclamation point above his head despite already saying everything there was to say.
- When playing as Dark Impulse, Minthara no longer acts as if she accepted Bhaal when removing his influence from her.
- Fixed a broken kissing scene after giving Shadowheart the Idol of Shah.
- Fixed an issue where Jaheira would no longer follow the party after spending the night away from them.
- Fixed an issue where Navy rune tablets would sometimes not trigger narrator lines.
- Lathander clerics now see his symbol on Lathanderian pamphlets.
- Ensure that any dialogue related to HAG acting I provide has the avatar prioritized as the main speaker.
- Mitaara now actually says something about Orin after he kills her.
- She did that during her night romance scene with Wyll in Act III Unskippable if you launched it to avoid accidentally skipping it and not being able to complete the romance arc.
- Avatar Karlach and Wyll will now act accordingly in the epilogue if they are partners and go to Hell together.
- Fixed Karlach's scene in Avernus not playing if you decide to go with her while playing as Wyll.
- Fixed a bug so that Wyll can talk to his father if Ansur is defeated after his covenant with Mizora is broken and Ravengard is nevertheless saved by the Iron Throne.
- Lae'zel will now wait for you a bit longer in her recruiting area if you tell her you'll return.
- Improved Lae'zel's behavior in Idol Camp to be a bit more in line with the rest of her companions.
- Fixed fade to black after Karlach's scene in Avernus late game.
- Breaking up with Karlak after the romance scene, who speaks to another lover in the morning, no longer interrupts her dialogue.
- She reverted Gale's final line to a detailed description of the ritual and fixed the dialogue options to react to it.
- You can now give Gale magic items from the Traveler's Chest, but refusing to give them will cause her to leave again.
- Fixed a save game bug that prevented Gale's dialogue with Mystra late in the game from being enabled.
- Fixed a bug that allowed you to kiss Gale even when she was in disguise before confronting the Netherbrain. Also fixed dialogue that cuts off before the kiss.
- Reworked the script that determines if a character is too busy to talk. This prevents bugs such as Minthara's dialogue not being triggered in Moonrise Towers after helping her, and the inability to rest or fast travel as a result.
Performance
- Continued to optimize performance and stability across the game, with many code fixes under the hood.
- Performance optimizations. This is more noticeable in areas with a high number of NPCs (such as the Lower Town), and reduces maximum memory usage when loading a level for the first time. It's also noticeable when managing a lot of loot (e. g. when moving everything from camp chests to your character's inventory).
Cinematics
- Rebuilt and updated the cutscene that plays when interacting with the Bones of Ansur in the Wyrmway.
- Polished companion dialogue expressions and emotions, including the animation on your face during several cinematic kisses, including with Vampire Lord Astarion.
CRASHES AND BLOCKERS
- Fixed a bug when loading Act I areas.
- Fixed collision when hovering over characters in combat.
- Fixed several issues with long rests: loading a save during a long rest could cause a crash, sometimes getting you stuck in a long rest forever.
- Fixed a possible bug when loading a save at the end of Act 2.
- Fixed a possible loadout crash.
- Fixed a possible level up crash.
- Fixed a possible crash when approaching Abandoned Shelter in a new save.
- Fixed an obstacle related to Orin's dagger. If you throw the dagger into the chasm and a worshipper picks it up first, it will now regenerate near the altar. (Because the dagger is bound to Orin, it will return to Orin's corpse that fell into the rift and be lost forever)
- Fixed a potential crash while loading in the Lower City.
- Fixed a bug when quickly pressing "Login" and "Create" in the lobby browser in the GOG lobby.
- Fixed a potential crash when checking if you have the Deluxe Edition DLC.
- Fixed a potential bug when player 2 exits a splitscreen dialogue.
- On the split screen, we have revised several issues on the start of the camera, which could cause a crash when the player 2 r e-participated in the middle of the game.
- Fixed the fact that the status of the price was too high and crashed.
- Fixed a bug to crash when capturing a small illusion dump portrait called on the portrait of another party.
- Fixed a bug that could not be moved by using GRYMFORGE mold chamber during battle.
- Fixed the possibility that the fireworks of the pherogger could crash on the Avrey turn during the battle.
- Fixed a crash because the game script could have crashed because a character that was not loaded to the area demanded a battle.
- Fixed a crash that could crash during the cut scene that is activated when you reach the Lower Brain.
- Fixed a crash when switching the keyboard, mouse and controller during the dice out.
- Fixed a crash when trying to reload a save game or when trying to return to the main menu.
- Fixed the problem of crashing when you select "Get everything" from Cosmic Chest.
- Fixed a crash that the dialog with Baelen Bonecloak was intensely disconnected when mouse over to the dialog option.
- Fixed an extreme period of the period that the period could not take a long rest.
- Added a Savegame bug to prevent potential collisions.
- Fixed a bug that could be locked during the battle if your character was killed, even though your character was killed, even if your character was killed.
- Astallion is alive, is neutralized at the ritual position, one of the other spawns is dead, and the remaining parties may be locked in a battle with Kazador. Fixed. The battle is now displayed on the screen and ends properly.
- Fixed a crash when he left the battle of the iron throne.
- Fixed a bug under the colony elevator and became inseparable.
- Fixed a crash when using fast travel with Rivington and Wyrm's Crossing.
- Fixed to crash when fighting mimic.
- Fixed a crash to drop a specific item.
COMBAT AND BALANCE
Across Acts
- If multiple calls are surprising, if the turn is switched to a character on the controller, the possibility of a soft rock will be stacked on a turn pass between the calls.
- If the character is already afraid, fix a triggered saving shot with feared form.
- Witch Bolt's upcast can no longer be used with metamagic: twin spells.
- Fixed a bug in a state in which the enemy attacks the owner of the summon, not the summoning itself, if the cloakroom companion is applied to the enemy.
- Fixed the lack of rounder due to the trend of small passive in regular mode.
- The weakened element is no longer the need for channel Divinity points.
- The improvement of monk missiles makes it easier for missiles to avoid obstacles on the way back to the target.
- Monk's north wind clamps are now targeted at up to two characters at level 9. You need to clamp a little stronger.
- The enemy NPC has become unable to use the dash again while the first dash effect is effective.
- Raven companion's Bad Action Saving Throw becomes Wisdom Saving Slow, which is heavy according to the level of Raven.
- Fungal Infection can now be used as a reaction when killing the subject.
- The fascination of the audience was released by damaging or killing the audience.
- Halcin can now upgrade the free dried spells.
- Modified so that the cloud kill does not affect the character at the end.
- Fixed to participate in the battle when Infernal Spear would fall.
- We have returned some save games that the game script was stuck in a battle that had not stopped intentionally.
- Shah's duration of dark magic and the frequency of NPC to choose it.
- Switching weapons between characters during the battle, both energy is consumed.
- Mine Rock's fear is modified to activate Saving Slow, not Saving Slow with wisdom.
- Fixed an Aunt Esel's strange magic enhancement did not activate at the counter spell.
- After talking to the emperor on the Astral, if it turns out that he is still in battle, the battle ends correctly.
Act I
- Despite the temporarily linked alliance, the character may be deleted.
- Priastes Gut does not beat himself in his own circumstances. Bakagob Gob.
- Meirina, who has a different HP value in tactical mode, and aunt Esel, who was disguised as Meirina.
Act II
- The battle on the lakeside of light has ended, and the subsequent wave has not been played.
- Even if it was in a strange position, the battle on the last light lake was activated more stably.
- Baltazar occasionally became idling, and combat was no longer occurring in the colony.
- The skeleton revived by Baltazar in Shadowfel has been revived simply by pushing into the tactical mode.
- During the battle with Mars Some, the Underded nurse increased from 25%to 45%of the HP to be revived at tactical and price.
- We suggested Yurgir that when he was transparent, he should use it to make him really move around to make him difficult to find.
- Improved Thisobald Thorm in Honor mode:
- Fixed the explosion of Legend Action.
- Increased the damage and radius of the explosion of Legendary Action.
- His Legendary Action explosion has begun to apply debuffs according to the type of explosion.
- Increased the buff damage given to black allies.
- Blacked Out has no longer applying Vulnerability to all damage in Honor mode.
- As long as the shadow french was controlled, it stopped disappearing during the battle.
- After the dome was destroyed, the shadow frenze began to disappear.
- Improve the graphic when the shadow french disappears.
Act III
- Kazador can now use the legendary action in fog form.
- Ptaris has now had Alert and Legendary Resistance in Tactician Mode.
- After Lauran occupied the Ramagis tower, it became more powerful.
- GORTASH's Avatar of Tyranny no longer depends on whether or not it is your turn.
- Fixed some issues about GORTASH turrets:
- Despite being not in battle near Gautash, the Micromodron Force Curtain and the Delaided Force Curtain were active, despite being able to target only Gotash.
- As soon as Gautash participates in the battle, the grenade impeller and the incineration ring operate, and even if they are in another area (Gotash in the auditorium, turret in the office), as they leave the battle as soon as Gutash leaves. Fixed. It is active or inactive when a nearby battle starts or ends, no longer depends on the gossas.
- Fixed the fact that micromodron Force curtains and dalning dodge curtains could have two inconsistent (simultaneous occurrence between active and dysfunction).
- When the cremation car first participated in the battle for the first time, the bug was revised (skipped the first turn), affected by the battle penalty of the first strike.
- Fixed the two cremation cars in the Goltash office did not work properly.
- The VFX warning zone of the cremation car did not function correctly, so it was not accurately expressed the dangerous area accurately.
- Fixed an incorrect VFX warning zone of the incinerated wheel.
GAMEPLAY
Across Acts
- Improved AI route search around dangerous areas during both battle and outside the battle.
- Combining the Wild Shape and the apparent spells, we have corrected a bug that may continue to survive even if the character's HP becomes 0.
- Fixed a rare issue where Druids could not reset Wild Shape when playing a save with mods installed.
- Enemies now properly drop loot on death by setting one of their ability scores to 0.
- Fixed how Chest of the Mundane handles item stacks above maximum (no longer swallows a ton of coins and gives back 21 hearts).
- Fixed a bug that caused Monk's Shadow Step to not give advantage to Rogue's sneak attack.
- Fixed a bug that caused Cleric's Channel Divinity in Tempest Domain to not deal maximum damage with certain spells such as Shocking Grasp.
- Containers locked by trading can no longer be opened as if they were unlocked.
- Fixed a bug that prevented excavated hills from being looted if you started a dialogue during the excavation animation.
- Fixed flickering shading artifacts that appeared in Karlach's scenes for example, and for Justiciar Crusaders in Umbral Form.
- Fixed several small visual glitches between surfaces.
- Fixed items sometimes flickering when approaching them with the camera.
- Fixed the controller combat cursor reappearing immediately after casting a combat spell.
- Fixed surface lighting in split screen only occurring when player 1's camera was nearby.
- Fixed dialogue with pickpocket characters sometimes not starting.
- Fixed pathfinding sometimes going weird when doors were blocked or jammed.
- Fixed calls like cats not being able to fit through gaps or holes.
- Fixed Druids not being able to dismantle weapons after a long rest while being feral like Myrmidons.
- Fixed a situation where a custom character could become softlocked after a long rest if they spent the night outside of a camp with a camp tent queued.
- Abandoning a companion with a Scratch ball no longer transfers the ball to Scratch after a long rest.
- Fixed a rare case where custom characters were no longer following a controlled regeneration schedule.
- Improved an AI quirk by checking source and destination attack positions before performing a missile attack.
- Prevented summons and followers like Groot from consuming Noble Stalks. Oh, your Mage Hand must have eaten it. No, I don't know where his mouth is.
- Dismissing recruits and avatars via dialogue now works the same as dismissing companions.
- When Wizards revive an avatar, Guardian Dream no longer causes another nearby avatar to immediately loot its tadpoles. Similarly, dead and discarded avatars no longer trigger the same prompt. Decorations please.
- When multiple characters in a party discover a trap or hidden clue, only one will comment on it. We didn't think it was necessary for four people to simultaneously tell them to beware of the same trap.
- Fixed an issue that caused many party members to learn how to call a shovel. One basket is enough, thank you.
- Made dialogue about a general crime into dialogue about a specific crime.
- When an NPC manages a saving roll against an enemy spell, they now react as if the crime was committed.
- Fade in and fade out now only occur after fighting a crime and when someone is carrying you to jail.
- Booby-trapped items now trigger when you fail to lock them. If successful, the trap will not trigger and you will remain armed.
- Rejecting a party leader follower now redefines them to an active idol.
- To swap party members, you must speak to the partner you want to swap with. Whether your partner feels about swapping with a sheep is another matter.
- Lathander's Light can no longer save allies that Dark Thrust has encouraged to kill.
- The Call now disappears with its owner when the last animal is abandoned in camp.
- Fixed several points where Perception checks were made through solid objects.
- Background objective "All Knowledge Worth Having" now only triggers after reading the last page of Thay's Dark Magic (instead of passing a skill check like it should).
- Fungal Infection can now be used in areas with resurrected Miasma even if there are no corpses present.
- All Myrmidons except Earth Myrmidons are now Ethereal and cannot be discarded.
- Fixed some identical, non-stackable items.
- Fixed surfaces not being created if you press F5 on the same frame a surface would be created.
- Fixed a bug in multiplayer where if player 2 used Wizards to revive an avatar they owned, and that avatar had been captured and in a cell before being revived, the avatar would be unable to rest or move immediately.
- Consuming potions in the Illithid Power Mind Sanctuary now consumes resources. Potions can also be used in the Nexus Sanctuary if you only have one energy.
- Fixed Cult Servant Gibbon not generating momentum at the start of combat.
- Fixed a bug that caused Dark Impulse characters to change their names after using the Magic Mirror.
- Elminster should no longer react to crimes that don't affect him (distracted him with Stilton).
- Fixed ping locations on corpses.
- Fixed trades not being restored properly and could cause a crash when loading a save game made during a trade.
- Fixed split in trade not working when moving an item from a companion's inventory.
- Fixed the trade action for items in companion's inventory not appearing in the context menu.
- Fixed cinematics appearing broken in split screen if player 2 disconnects from local co-op via the menu.
- Fixed an issue where stowed items would be lost due to overlapping ribs.
- Fixed an issue in multiplayer where Gale would briefly appear to clients as being on a cradle if the host had Donation open and Gale was wearing a consumable magic robe.
- Using a key to disarm a trapped item now disarms the trap.
- Fixed a bug that allowed players to walk through destructible walls without actually destroying them (attempting to attack a wall would allow your character to walk through it to find an easier spot to swing).
- Bald characters no longer have black skulls when wet.
- You can no longer browse the underwear of teammates who don't have fragments when you stun them.
- Fixed an issue in multiplayer where if one player hosted a game via GOG and another joined as a client via Steam, the Larian username would appear where the host's username should.
- Fixed a split-screen issue where invisible characters would sometimes not render at all when a second player joined the game. They need to be invisible, but not too invisible.
- Some Legendary Actions and other reactions can now be triggered from greater distances.
- Fixed a controller bug that could cause the A ("More") button to become unresponsive when pressing the right stick to turn off a tool.
- Fixed a multiplayer bug that could cause characters to get stuck in dialogue when swapping characters mid-dialogue with an active role.
- Fix bugs that do not work until they get out of the clouds, even if they get a demon's passive vision while standing in the clouds of darkness.
- Fixed a slight delay when playing animation.
Act I
- When the goblin was defeated in a goblin camp, he fixed Cu b-Owlbea that had disappeared from the camp.
- When playing her as a dark impulse, when she invited her, she joined the party as a character controlled by Alfira if she had a space for her party. Of course, it is temporary.
- Alfira has no tadpoles, can increase the level, and cannot use magic mirrors.
- Zhentarim's Zhent's attack in the hidden house has become more stable in battle.
- XP can be obtained more frequently by pushing someone down the hole in the underdark to the depth of whispering.
- Even if the elf attacking Emerald Gloves is defeated, soldiers will be inspired unless there is any casualties on the teahool.
- The leco in Adaman Tine Forge is modified to be indifferent after the death of the green.
- The end of the devil's nest is not only a persuasive check, but also has been activated when spiders have passed any dialogue skills and become loin servants.
- If you drop the fish with a sleeping bear with emerald gloves, the fish with tuffettes, you will be deleted properly from the inventory.
- Fixed a bug that the emerald glove gate would not open after the goblin was attacked.
- The problem of screen splitting related to the unstable statue of the broken shrine has been corrected so that the player character has been eliminated.
Act II
- The dark impulse has been inspired by the assassination of Nightsong.
- After leaving Star Plain, we talked to the party members, and we immediately changed clothes from armor and changed into eas y-t o-move clothes. They have no choice but to sleep.
- MITHARA instructed to go only to Baldur's Gate (Ballder Gate) and left the party.
Act III
- Fixed a bug that Omelm did not respond to the iron throne.
- Fixed Wyrmway door did not open to the character behind.
- Fixed a fade problem that the background of some NPCs in the lower cities overlaps.
- Fixed an issue where enemies would become ally when the min d-controlled night was revived.
- In the final battle, the reserved companion summoned by allies has appeared in clothes suitable for the spot.
- Gale can no longer use Nesesarius Orb Blast in Kato Brain's Seoul.
- The hanging corpse in the downtown area (including flouric) is difficult to fall down even if you put your hand out. It can be removed from the classic only with the movement, the change of the death type (such as crushed), and the additional physical damage.
- After interfering with the wrong portal, modified the camera does not follow when teleported at the entrance of Sundries.
- The tunnel of the smuggler under the open hand temple has already passed from the cave entrance if it has already passed and cleared from inside the cave.
- The appearance case trapped in the booby of the Ramagis tower has been detoured and the active search mode can no longer be used to pick up the key inside. Clever
- The rat at the Basilisk Gate has returned after a long rest when attacked.
- Lumbar Support Improvement: The lumbar has left even after attacking.
- After receiving the grenade of Goltash, it began to explode.
- Dialogue with an explosive toy in Livinton, when he talks with a wooden box full, he is addicted to the infinite loop of the crime dialog (interrogated and sent to prison), and temporarily fixes a bug to fight against hostile NPCs.
- CRIMSON MISCHIEF and Murderous Cut PREY ON WEAK PASSIVE has become appropriate for enemies under HP 50 % or less.
- Fixed some issues related to portraits that Oscar gives. The most prominent thing is that the image drawn in the portrait has become an active character that requires rewards, regardless of the position on the party line.
- Fixed a bug that responded as if the NPC had committed a crime to move the corpse by dropping or selling a specific item he looted from Lower City Cemetery.
- The interaction of Savant Amulet and Smite Spell, Divine Smite, and Create Magic Points has been modified, and magic points are always added when the amulet is rednoaded.
- Uncoded from evil and good from evil and good protection from the charm of Incubus.
- With the Sundries Magic on the battlefield, if there were no guards, customers would escape outside the store forever.
- Charm miscellaneous goods display employees have revised that they will not disappear even if the fighter is annihilated, and a warning dialog appears.
- Fixed a recent code lane to create a zombie at a fascinating general store when it could not be done, such as when it was dead or silent.
FLOW AND SCRIPTING
Across Acts
- By reducing the number of background characters to speak at once, the soundscape in the crowded area is improved.
- Fixed a bug that could cause the whole party to not follow you even if everyone was grouped together in a party line.
- If you are prevented from going to a campsite, you will no longer teleport away from the current area when trying to flee combat.
- If you ask a Wizard to revive you and then interrupt him by talking to him again right after the dialogue ends, the Wizard will continue to revive the target instead of cancelling the request.
- Fixed a bug that could cause the player character to fall into a rift and become invisible.
- Fixed a bug that could cause the night scene of the camp to not trigger if you killed someone while walking around the camp.
- Fixed several edge cases where the player would get soft-locked in the night camp scene due to a companion triggering the wrong dialogue. The appropriate scene for that night will now be selected after the other scene is over.
- Attacking as Dark Urge after killing one companion will now properly result in combat.
- Fixed background objective "Blueblood Solidarity" not completing after telling Wyll that he is the son of Duke Ravengard.
- Characters who lose Thay's Necromancy after unlocking its secrets will have the book returned to their stash.
- Attempting to recruit Minthara with a full party no longer repeats.
- Fixed Florrick to not join combat in Acts I and II.
- Fixed your character to speak instead of Shadowheart when sitting next to her in multiplayer camp.
- Shadowheart now cares more about the flora and fauna in the camp.
- Fixed hirelings sometimes having no dialogue options.
- Lae'zel no longer asks not to give up the egg if Lady Esther is already dead.
- Made character general dialogue for crimes caused by the Banishment spell more contextually appropriate.
- Minstrels no longer cease to be Souls of the Absolute when they are recruited.
- Origin characters no longer actively comment on Minthara's death.
- Fixed Lae'zel's main dialogue sometimes not ending properly when the "Retire" option was selected.
- Fixed an issue where the goblin party at camp in Act 1 could occur even after Minthara has moved to Moonrise Tower in Act 2.
- The night camping scene with Shadowheart will no longer trigger if she is not in the party and is dead.
- Fixed a problem where Gale's "Splosion" would sometimes not display properly, resulting in you finishing the game without knowing why.
- Further fixed her being in the party when she shouldn't be.
- Fixed the player character introducing themselves by the wrong name when talking to Mizora.
- Fixed some night camp scenes not playing if you fall asleep while polymorphed (e. g. in gaseous state).
Tutorial and Act I
- Fixed avatar Lae'zel acting like a companion and telling you (or himself) to hurry up at the end of the tutorial.
- Fixed a bug that prevented devil corpses from being jumped or dropped after being retrieved from a shipwreck.
- Lae'zel no longer maintains mania like Bardic Inspiration and Longstrider after the tutorial is over.
- The Fool will no longer react to spells cast during a life-threatening negotiation with his legendary action that he would normally use against spells in this combat.
- Kaga will now suck if he's in a tiefling party.
- Moll will no longer repeatedly talk to you in the same way when entering a bandit den. All tieflings will now leave the den if you get angry as well.
- You will now get stuck in an infinite breach loop with Moll after he tells you to leave quietly.
- Also, Maul now runs away when he warns you "You asked me to".
- Fixed a bug that prevented you from interacting with Alphyra after agreeing to leave her in your party.
- If Shadowheart dies before going to Emerald Grove and is revived afterwards, he will now speak to you before running away.
- Fixed a bug where Astarion would not comment about being killed by a spear at Rosimone Monastery after being revived.
- Fixed a bug that caused the game to block if you picked up an Exsanguinated Boar and looted it from your inventory. The investigation dialogue will only appear if you loot an Exsanguinated Boar that is not in your inventory.
- Fixed an issue that prevented you from talking to Nere before completing the mission to rescue him if his dialogue was interrupted after you sided with him in a fight against duergar.
- Mintara will no longer ask you to kill a non-existent tiefling in Emerald Grove.
- Fixed a bug that prevented you from interacting with Alphyra after inviting her to camp as a Dark Impulse.
- Fixed a bug that prevented the player character from introducing themselves by the wrong name when talking to
- Oscar Februs now acts as if you've never met him if you talk to him after all the conquerors, if your previous dialogue with him is interrupted while he's thanking you for buying his freedom, and if you talk to him after your previous dialogue with him is interrupted by another player's crime.
- You now have to set off explosives in Zhentarim Hideout if negotiations with Zarys are unsuccessful.
- Fixed Abdiraq's animation.
- Attempting to save Alfila from being killed always causes visual issues if she's already in the camp.
- Harsin's corpse no longer joins the camp after the camp feast in Act I.
- Fixed discontinuities in Gribo's dialogue in Camp Goblin.
- Fixed speculative items on the fire bridge in Grymforge, and creatures and items that are immune to the fires burning there.
- Fixed history recheck checks (successful or not) in the dialogue with the Strange Mirror in the Apothecary, and fixed one of Lae'zel's avatar dialogue lines not appearing.
- Grymforge's duergar Ward Magmar and Ward Pistle now have a say if you're playing a small match.
- The Gith from Kresh-Irek will no longer attack you if you get too close to the door of the Inquisitor's chamber; you now have to really move away to get angry.
- Shadowheart and Lae'zel will now have new gear if you are pulled during their Nanaloid Escape and travel far enough to realistically get it before being recruited.
- The UI no longer spoils the effects of Aunt Ethel's components.
- Fixed a bug that would cause a romance scene with Astarion to occur if you agreed to spend the night with him in conversation during the camp feast, even if you then decided to sleep alone.
- Fixed several cases where Grimm would not appear due to the cinema not working.
- While escorting Benrin from the burning building to the rest of Waukeen, he will no longer follow you into the camp or drop you off with him through the spot.
- You'll now know who Mintara is when talking to Saza if you've spoken to her previously.
- Make sure to check out the scene featuring Kagga, Serpent, and Arabella to see their wild forms fallen.
- Zevlor's victory dialogue after defeating the Elves in the raid will no longer trigger if you're invisible.
- Fixed Zerro to stick in older savegames if you celebrate in a camp with goblins.
Act II
- He corrected Corilla to be killed after killing a shrine maiden goat in a goblin camp prison. As a result, she was born as a corpse in the second half of the third act.
- In Isobel's room, SilEnced will not return to complete the work while you are in Silenced while explaining the situation in Shadow Cased Land, which prevents Marcus attacks. Also, the dialog will not show that she will appear.
- If Karlach reached a point where it could not return with Shadow-Cursed Lands, she began to talk to her even if she was not facing Tyr Paladins.
- Fixed a bug that the rescued tea fring was transferred to the moon rise if the tee fringing imprisoned in the Moon Rise Tower was rescued.
- Fixed a bug that did not receive the "night spear" when Shadow Heart was talking alone as a friend in a night song.
- If the Dark Urge character is disguised, you will not be able to move even if you steam the past in front of Ketheric.
- The knocked minThara always rely on MOONRISE TOWERS.
- Ketheric's transformation scene in the colony is now played even if there is no player character that can fight him.
- When the player character is transparent, the unnecessary initiative message about the skeleton's Involucres may be displayed.
- Ketheric is no longer deceived by the colony.
- At the entrance of Shadowfel, the shadow heart has been revised the problem that continues to demand the collection of the "night spear" despite having already obtained the "night spear".
- Duelger in Glinfoji's elevator no longer warns that if you use an elevator to return to Glinfoji from the curse of the shadow, you need a shadow curse and moon lantern.
- When MinThara arrived at MOONRISE TOWERS, GOBLINS left Goblin Camp.
- Wulbren has now released Tiefling even if you are far away.
- When Shadow Heart left Shadow-Cursed Lands, a narrator line was not suitable for her background.
- If the prisoner could not save the prisoner from the tower of the moon and failed to have an audience with Absolute, the prisoner was zombie, then killed, and no longer thrown into the obliet. Prisoners need to be in the Colony Insurance Institute.
- Fixed a secret button of Tall House if it failed to check the acceptance, but was inactive. The acceptance check is gone.
- Fixed the flow after storing the zebra in the colony. Due to the interruption of the battle, he did not prevent him wanting to know about other tea fringes.
- When Baltazar's mother's favorite returned, he has revised the problem of fighting with Baltazar.
- When attacking Jaheira at the entrance of the last light, the problem in which the same dialog is repeatedly displayed has been revised.
- When I was in the pod in the FLAYER MIND colony, I started calling on complaints if Mizora wasn't talking yet.
- When the party is full, after sending Jaheira to the camp after winning MOONRISE TOWERS, it was sent to the camp.
- After winning MOONRISE TOWERS, Jaheira has repeated some lines.
- Izobell's death and the transition between the start of the next cinematic in the last line.
- To reduce logs and audio spams, some dialogue repeatedly in the colony will not be displayed in the battle log.
- The guards of the Moon Rise Tower have been seized by Xyanyde Mace of Minthara and stored as evidence.
- The ghouls of the moon rise tower are beaten in the tower and fix them so that they slide down instead of flying into the tower before disappearing.
- When sent to FLAYER's colony, Nightsong was inevitable to be a cage soul.
- When you get out of the shadowfel, an invalid shadow heart revives and fixes the bugs placed on your camp anyway. She just liked to cut off your victory.
- After escaping from the last prison, some bugs that cannot be rested or moved as soon as possible.
- MITHARA will no longer remain as a servant if you die from the Moonrise tower with you.
- The friend commented again that he had witnessed the apostle of Myrkul.
- Fixed bugs related to damage to Wulbren and others. Jump back from the Moonrise Tower to the Owriette and fix the bug that seems to have died even if you save the prisoner. Fixed a diary to indicate that Wulbren was saved and killed.
- Avatar has prioritized cinematics over Ketheric's last death.
Act III and Epilogue
- Fixed the disappearance of Ketheric's neterstone after being saved in the ribs in Savegame after Patch 6.
- If you hit Rafael in a boss battle in the "Hope House", the next cinematic Rafael will not recover again, hindering the progress of the quest.
- If you refuse to transform the Supreme tadpole for the first time, you can fix a problem that cannot be transformed.
- Corrected some common dialogue between Scrive Goosequill, Baz Hopbank, and Fist Gummidge.
- Even if the no n-regular player chooses to leave with Laezel, Carlach's death scene will not end suddenly.
- Promise to bring ASTARION to CAZADOR, and fix a bug that you can go to ASTARION in the camp if you are at your party and tell you to be a substitute at your party.
- Fixed the behavior that rarely occurs at the end of the game and the character broken.
- Zana Tubin has been able to launch a suicide bomber sequence appropriately, instead of suddenly forgetting it, even though it should have been panicked because of the steel guard Titan.
- While Sorcerous Sundries is talking to GALE, some repeated dialog options are modified.
- Fixed an instruction to Gale to talk to Gale to talk to Mysra in the "Arashi scene".
- Fixed the problem of regenerating the wrong dialog when Viconia was defeated.
- After being helped by Dolor, I instructed Developed to be more patient and wait for the dialog to end before going to Basilisk Gate.
- After visiting MOL to Silfy in Wyrm'Scrossing, I can no longer ask the location of MOL.
- When rescuing Minsk at the end of Jaheira's quest, the game will be the best character to Jaheira, but will select the character of the player who operates the Jaheira by default. This does not only include Jaheira, but also increases the possibility of dialogue with the correct player.
- Fixed some duplicate books appeared in the NPC inventory of the lower cities.
- Fixed an unlimited dialog cycle of Sorcerous Sundries.
- The entire basement of Baldur's Mouth is now considered a dangerous area.
- Fixed the ambiguous memory of Nin e-Finger s-she came to recognize you even if you brought Jaheira after being asked by you.
- Delete the second letter from the cod hideout.
- Avatar Astallion has now performed a passive acceptance check to recognize the scar of Sebastian's face.
- After Shadow Heart killed Viconia, he no longer believed he was still alive. Poor.
- Sweet Stone Features, a word given by the stone statue of Boney and Stoney, is now applied even if the owner is not participating in the party and is waiting at the camp.
- Sweet Stone Features conditions are no longer cleared by the conditions of BLESS. These conditions are not yet stacked.
- When WYLL became Blade of Frontiers, Karlach became appropriately reacted.
- After not being able to save Minsk, hitting Minsk for the second time did not die.
- If Toobin did not exist, Wulbren stopped commenting that his daughter of toobin was dead.
- The citizen who talked to the Carrion zombie died or left the PHILGRAVE mansion.
- If you find a mol in the guild hole, you can return the mole's eye patch.
- Sticky Dondo has increased the number of lines that Sticky Dondo shouts to sell products in the guild hall.
- If MINSC encounters nine fingers after the Zhent coup, the skill check will affect MINSC instead of nine fingers according to the scenario.
- When interacting with the MINSC relics in the MINSC hidden room, the player character and the narrator were modified to talk to each other.
- With Crimson Drafts Apothecary, you can no longer open the door from the inside with a gouzberry stick. I forgot about the barricade.
- After destroying the steel casting, Uren and Vulcas were no longer sticking.
- If you do not release the pedestal trap in the file of the desired house, you will have to warn.
- I put the SCELERITAS FEL hat behind the desk of HELSIK.
- If you sacrifice Jaheira and MINSC in the assassination ritual, you will die if you do not let it down.
- If you attack Sarevok on the way to the ritual, Echo will not participate in the battle if the door is locked.
- If you kill Sarevok after the ritual starts, the Valeria dialog is now played correctly.
- The assassination court member will always be hostile forever if you insult them.
- The assassination court is no longer a dangerous zone if you defeat everyone there.
- Jaheira, even if he kills him before talking to him, he will not talk to Goltash on a Wilm rock.
- MIZORA has begun to recognize what he spoke with GORTASH in his previous save game.
- Financial improvements and adjustments have been added to the main dialog of Karlach and the resolva dialog.
- When talking to Halsin about the adventure of Sharess's Cars, the same dialog options may be displayed twice.
- After the start of the epilogue, the large blanks of the game developer's land will not be displayed.
- Added a line between Jaheira and Minsk shouting in the battle against Stone Road.
- Fixed a bug where if you clicked on Gortash's corpse with Karlach you could get stuck on the dialogue with the Emperor about killing Gortash (the dialogue starts, then he leaves the party and goes to camp), while with another character you clicked on Gortash's corpse and sent his gauntlet to Karlach from the context menu just before she finished the dialogue and left the party. That's right. Read that again if you like.
- Fixed a rare issue in the Iron Throne escape sequence that would prevent Ravengard from joining the fight properly.
- Fixed a flow issue in the late game where players with romantic partners would get a blocked cinematic for solo players.
- Fixed a rare edge case where Devella would no longer be pulled from Figaro after killing Dolor on the Resist-Bhaal path in Dark Urge where Orin's Netherstone Dagger would not spawn. It should now spawn near the altar on Mount Orin or at the temple.
- Scratch can no longer be summoned using Find Farking in the epilogue. This was preventing interaction with him.
- In conclusion, MINSC should now represent the edge case of "happy not being there".
- Stable play area for Staint Scratch in Elfsong Tavern camp.
- Failed pickpocket attempts in the High Hall no longer antagonize allies. We reminded them that the fate of the world is in the balance and you have a pretty big role to play, thief or not.
- Reloading a save game after the ceremony can sometimes revert Goltash's title to "Archduke Candidate".
- If you leave Faerûn with Lae'zel, then disassociate with him and return to Waterdeep, Gale will now greet you more appropriately in the epilogue.
- Improved the attitude of Chef Marjoram and Sous Chef Faloula in Janus Manor.
- Wyll no longer talks about hunting Mizora.
- Added more reactive dialogue when talking to Harsin about the Shadow Druid in Act. III.
Journal
- Fixed a bug that prevented the Underduke Quest Assist from being completed when switching MINSC back to Nine Fingers.
- Fixed the "Border Blade" quest not opening when recruiting him after replacing another companion.
- The "Explore the Beach" quest now ends after completing "Find Your Belongings".
- Fixed the "Free the Artist" quest not ending if Oskar was staying at Zhentarim's hideout.
- The journal update for the quest "Unlock the Ancient Tome", which triggers after reading the Tharchiate Codex, now also triggers if Mystic Carrion or Torna reveal it to be important.
- If you don't know the Tharchiate Codex is in the Vault, your journal will no longer notify you to enter the Vault and then look for it.
- Fixed an issue that caused the "Find the Nightsong" mission update to be sent to the incorrect location.
- The "Find the Nightsong" mission now appears on the calendar at the correct location for the current step.
- The "Embrace Your Potential" mission now ends if you choose to squeeze the Astral tadpoles under your fingers like they're sentient little grapes.
- The "Daughter of Darkness" mission now ends properly when you deliver the Shadowheart to Viconia.
- Sazza's mission now completes correctly if you kill Minthara and her entourage.
- Fixed a bug that prevented the "Escape from the Nautiloids" mission from ending if someone had already initiated the dialogue while everyone else was still awake in multiplayer.
- Made it easier to start the "Rescue the Archduke" mission.
- Fixed a bug where the "Investigate Cazador's Palace" mission would not complete if you killed Cazador after ascending him. The mission will now complete once you have killed the ascended Cazador and eliminated the Ghouls.
- Fixed a bug where the "Steal the Sacred Idol" mission would not complete when ending Act I.
- You can now complete Hersik's mission if you steal the gloves from the House of Hope and avoid Raphael's wrath.
- The "Free Lae'zel" mission will now update correctly if Lae'zel is sent directly to camp during the recruitment scene in the cage. It will also update correctly if you open the cage after the tiefling has already been defeated.
- Fixed a bug where the mission "Get Auntie Ethel's Help" would not complete after starting a fight with Auntie Ethel.
- Fixed a bug where the mission "Rescue Druid Harsin" would sometimes not close after getting the intel on the Eastern Moon Tower.
- The "Help Hag's Survivors" mission will now complete correctly if you kill the Hag.
- Fixed a log update that caused the "Find the Missing Boots" mission to not trigger if you entered the Underdark, discussed the Underdark with your companions, then left before arriving at Decrepit Village.
- The "Investigate Cazador's Palace" mission now ends properly if you kill Cazador and then kill Ulma without Astarion in your party.
- Jaheira's diary sometimes wrote that he wanted to talk, but he didn't talk. Now that it's a bit hard, you'll know what to do in the city.
PERFORMANCE AND OPTIONS
- Video options
- When DLAA: FSR 2. 0's "Ultra Performance" is enabled, the problem that the output image shakes or the color is strange.
- DLAA: When DLAA is enabled when the sharpness slider is set to a high value (& amp; gt; 0, 5), the problem that the output image becomes excessively sharp. Nowadays, when DLAA is enabled, the sharpness slider and the value are set to a safe default value that does not cause excessive sharpness of the image.
- DLSS and DLAA: Slightly improved performance when changing settings related to DLSS or DLAA.
UI
- Added a function to switch the visibility of a journal seminar that has not yet been encountered in the game.
- "Show the nude of the movie" The name of the Options Options has been changed to "Display sexual and violent movie text" and update so that the explanation is more accurate.
- Fixed an item that the item was not displayed in the reward user interface.
- Modified so that a part of the building underneath is displayed on the map and Atop The NetherBrain mini map.
- Initative disadvantageous learning po p-ups are now launched outside of dialogs.
- If you click the "Switching Party Mode" button multiple times, the party line may disappear.
- Improve the selection of supplies in the camp, and always know what to choose and what will be consumed.
- Fixed a bug in the reward user interface that allows you to select all optional rewards, not the maximum specified.
- When the game starts in a custom mode using the Honor rule set, the custom mode banner (displayed on the left, custom mode cover art, name, explanation) is not displayed.
- Custom mode save games using the HONOR MODE rules set are now available (instead of purely displayed as Honor save games).
- Book character size options have also influenced the character size of other eas y-t o-read elements, such as notes and scrolling.
- Modified that the access bar icon was not grayed out when the icon was grayed out.
- In Act III, Aunt Ecell was good at hiding the state of polymolfose.
- Added NPC Saving Slow Ability to Examine UI.
- Fixed the "Equiped by" text on the tooltip that was not always in the correct color (white is currently being operated, blue is a character in the party, purple is operated by other players).
- Added a po p-up tutorial to scroll in a disadvantageous situation.
- The icon of the instrument displayed on the character sheet is updated to reflect the function more accurately.
- The alchemy key of the new recipe notification is modified so that the character sheet is opened on the wrong tab.
- The spell book textbooks to change the spells for leve l-up, especially in the local version, are to be turned back to avoid clipping.
- If you try to equip the item tools from the inventory of other party members, you have modified the problem that the weight warning is not displayed from the inventory of other party members.
- Fixed the problem that the saverist disappears when other save files are selected.
- Fixed an issue where the po p-up of the game over was displayed as the value mode death during a custom mode game using the Value mode rule set.
- The order of the specific spelling of the hot bar has been updated. For example, variations based on different abilities are in the order of standard D & amp; amp; d capacity.
- Fixed an active roll UI that some bonus icons were not displayed correctly.
- During the battle with Oscar, a po p-up of a tutorial on no n-murderous attacks began to launch.
- Improve some creatures for the test team.
- I did a little offset of the Insert UI so that I did not hide from the stock as soon as I opened it.
- Fixed another trading exploiti that if you drag the item to the container icon and move it to the container, the trader will be able to get the item without paying it. This is enough.
- On the keyboard and mouse, a purple dot of a hot bar that indicates the status of the weapon is now displayed on the character sheet.
- When you reach a stealth mode, you will be cleared by an objective UI widget that instructs you to reach Lower Brain. It is optional to challenge the mission while singing the theme of the mission Impossible quietly.
- Update the character size of books and page documents. (Don't forget that you can adjust the text size as an option!)
- A portrait of the speaker has been added to the journal dialog history for the keyboard and mouse UI. (This is already in the controller UI).
- The animation of the po p-up notification (such as a tool notification of the "used thief") is modified so that the border behind is slightly offset.
- When browsing the dialog history in a journal, corrected the fact that the terms are not displayed correctly in some languages.
- The number indicating the number of CAMP commission is now updated.
- Fixed the lack of the newly friendly character sheet common tabs and reaction tabs.
- In-game quest objectives for certain missions now update correctly for some older saves.
- Tweaked reaction UI spacing to make resource costs a bit more clear.
- The equipment popup that opens when selecting an equipment slot now correctly displays the off-hand weapon if the character has the Doublewinder passive.
- Fixed a save game made at a point in the High Halls that was geo-referencing to suggest they were still at the top of Lower Brain.
- Fixed Larian splash screen sometimes not displaying when starting a game.
- The "Shared Stash" message now determines whether the character is getting items from a traveler's chest or another party member.
- Fixed Lava's combat log showing a technical name when fighting the Mephits spell in Grymforge.
- Reverted subclass icons for Eldritch Knight and Battle Master.
- Updated location tags on the minimap to make it easier to tell where you are.
- Updated fonts in the game launcher.
- Fixed a bug where inspecting an element after inspecting a character would merge both the character and element into a monstrous model in a single inspection window. The character would also be naked in a T-pose.
- Made the pickpocket table context menu to cycle with keyboard and mouse.
- Fixed the text showing the probability of pressing a character with a rapidly changing value when the Bard has an epiphany.
- The loading game screen now fills properly on the edges of ultrawide screens.
Controller
- You can now toggle between grid and list view of the spellbook.
- Fixed a bug where the confirmation popup would not appear when changing video options.
- Fixed a bug where quickly overwriting the dialogue that begins when interacting with Flumph's Mating Ritual book could open a blank version of the newspaper in Baldur's mouth.
- When using the Camp Supply/Insert/Combine UI, the selector no longer falls outside the selection limits.
- Fixed god options not appearing when wearing a Multicultural Mitre on a Cleric.
- Fixed a bug where lines of commas could disappear when opening a compiled scroll in the UI spellbook. We've also moved the position of the comma gold so that it doesn't appear twice.
- Pressing both actuators on a controller at the same time now opens a radial shortcuts menu, hiding the comma line.
- The "Details" button on the test panel now works even when the tool is turned off.
- Fixed the fact that the "placement in the world" did not work properly.
- The buttons and party line controllers are now displayed in the dialog only when the cursor is placed or when the dialog option is available.
- Adding a search marker to the map download the update of the calendar and participated as a player 2 on the split screen, and modified a bug that the search marker of the player 2 is not displayed until the next save or load.
- Increased QOL improvement, such as an active search user interface and HUD, such as an hourglass icon that indicates that items are waiting for moving.
- Added icons to the active search user interface so that you can easily check the container position and the target of the current action.
- Fixed the spell cost of the spell acquired at Fate to the radial action menu.
- Fixed an action radial menu to not be closed automatically when using a castable item.
- Fixed the fact that the portrait of the corpse was not aligned.
- Added a title under the character's name and on the health bar.
- You can now change the hints of the comparison tool (comparing the displayed items with the current equipped items). In addition, the tooltip has a border, and the button message at the bottom of the screen is not hidden.
- The cursor at the time of the target was visually updated.
- The content in the selector does not darken and the edge is updated so that it is more noticeable.
- Several improvements have been made to the status indicator of the controller:
- Fixed the position of the overflow indicator of the player 2 on the split screen (the number that shows how many more are set if there are too many conditions set for the character to visualize).
- Redirect the dual-wield indicator to the split screen.
- Fixed the number of conditions displayed.
- Adjusted so that the race of the player 2 and the class display are right.
Multiplayer and Split-Screen
- When playing via GOG, delete the "Friends" filter from the mult i-player lobby.
- Delete unnecessary mute buttons from the PS5 lobby.
- Fixed the position of the virtual keyboard on the PS5 split screen.
- After reloading the user interface, some issues were revised on the number of valid player slots in mult i-player lobby and the number of maximum player slots.
- In multiplayer, other players can now check the rewards received by the character.
- "Reset seminars" po p-up window when you are in multiplayer roby is not displayed.
- On the split screen, the trade user interface has no longer mute Cinematics.
- Fixed the shift of items that moved to the trade user interface on the split screen.
- Mult i-players have updated all map markers (thus flashing the map and mini maps) when they are connected to multiple clients.
Tooltips
- Fixed a tool to detect thinking with a dialog, which displayed wisdom roll instead of information rolls.
- Fixed a visible reservation text for Kar'niss Spindleweb Sanctualy spells.
- Fixed some spell tools accidentally displayed the trigger of saving shots.
- The cursed IMP illness spell spell toolbox now displays the level and school of spells.
- Added tax evasion correction to the monk's battle log tool.
- Improved the understandability of the calculation distribution tools of the reflection damage of the battle log.
Character Creation and Level Up
- Fixed a warning that "unconfirmed character changes are not saved" after the character creation.
- Fixed that the character creation UI may remain displayed when playing the source character character.
LEVEL DESIGN
- If the companion left the camp and the scene disappeared, the area suddenly disappeared.
- The turret was removed from the first floor of the Wilm intersection. Because it wasn't there in the first place, and it had never been working.
- Powered the position of the nerve device and improved the navigation on the controller near the Freyers Colony elevator.
- Next to Emerald Glove's Cal, rear, and Laurent, the world is worse when the camera is moved.
- Fixed the door of the room in the Izobel room in the Moon Rise Tower.
- Fixed an unacceptable fruit porridge on Wyrm's rock. It is strange how it is there in the first place.
- Move a book that cannot be accessed ("Grator Healing Potion") to the last light.
- ACT II chapel gave a refreshment to correct the no n-shooting railing.
- Fixed a distant recruitment of the camp where the shade was destroyed.
- The map marker on the hidden cache of the sewer has become an area marker that suggests all mounds.
- Moving Player 3 Traveler chest that appeared in the Wyll scene at the Owlbear Cave camp in Act 1.
- Improved the position and interaction of the strangled manifest.
- Fixed a table where you can walk to the rest of Waukeen.
- Fixed a random refugee group to spawn into one of the Lower City Harbor boats.
- Teleport using a "magic journey", and fixes a bug that makes an error "I can't go" when you click the ladder.
- Fixed a bug that the camera stops moving on the ceiling of the complex facility.
- Financial improvements and adjustments have been added to the art of the city.
ART
- If blood gets on Mitara's camping pants, the spray now more tastefully sprays on the pants instead of concentrating on the crotch area.
- Allowed male dragons to equip missing pants for their Scalemail Uniform.
- Added an icon for a new Hope passive, Last Hope.
- Fixed an issue with tiefling heterochromia where the left eye would not glow properly if the left eye was set to Swiss or Demon and the right eye was normal.
- Kerz, a Half-Orc Hireling, was wearing clothes that didn't fit properly. We found the rack and now everything looks sorry.
- Fixed standard GNOME male underwear to be visible through various types of armor.
- Fixed male dragon Druid armor.
- Powered up the Sovereign Key, making it easier to click and pick up.
- Updated portraits for NPCs with zombies in the colony.
- Updated Kali Hammerhand's portrait so her headwear matches her in-game model.
- Updated Bex's portrait so that it matches her in-game hair color.
- Fixed the appearance of tiles hidden behind Shar's gloves' perception controls.
- Fixed a particularly strong and disturbing smoke coming from General Rivington's chimneys.
- Fixed several issues with camera kills in Grimforge.
- Fixed Devout Mezzka cutting shoulders.
- Fixed a mismatch between helmet items and their icons.
- Fixed a section of wall along a path in Rosimone Monastery.
- Transitioned a head that was being used incorrectly in Horus Crysst.
- Given a skirt to the chicken lady who references a skirt.
- Fixed Warlock harnesses initiating armor-cutting cloth on large male characters.
- Fixed several places where Paladin armor was visible on female halflings.
- Updated portraits on the Traveler's chest and Gortash's curtains.
- Fixed several small issues with the appearance of leather clothing.
- Fixed half-plate armor +1 gloves not hiding sleeves.
- Fixed a minor issue with scaling when worn by male dwarves.
- Added missing gear and radial menu icons to Traveler's Chest and Rogue's Bread.
- Fixed several missing NPC portraits in Act I.
ANIMATION
- Allies in Savage form at camp will no longer run inactive animations as if they were still humanoid.
- Stable Lae'zel now intentionally drinks animations from inactive to inactive stance.
- Fixed cartoon popping.
- Fixed spiderling animation.
- Fixed house animations sometimes being interrupted when another animation was triggered, causing a pop on the transition between the two.
- Fixed spawn animations sometimes being interrupted or skipped completely on combat triggers.
- Aunt Ethel now clears tables.
- Fixed an animation issue where an animation was used instead of a specific attack animation when a spell was prepared, but the character moved to cast it and the cast would happen just after the corn had left under the lip.
- Added a new animation to Raphael's Beguiling Rebuke spell.
- Fixed an issue where some NPCs would pop out of their animations when they started to appear on screen.
- Fixed some awkward shots in the Haarlep scene where they would suddenly appear stiff, stand up, then lie down again.
- Bursar Uktar now occasionally checks the contents of his chest.
- Updated and refined animations for Cazador's transformation.
- The Heapside Prison guards now occasionally check their books.
- Fixed an incorrect animation playing in some matches while preparing to jump. (It looked as if they were preparing for a melee attack).
- Fixed positioning of some barrels and fish on the docks from the Steel Foundry, and fixed animations for some fish-related NPCs.
- Fixed the scout step animation. (Fingers?)
- Fixed several issues with the knees to eliminate the current animation used in the Rosimone Monastery cutscene.
- Fixed moon armor taking all the elastic between the legs.
- Fixed an issue with the sleeves of Gortash's Robes when worn by male gnomes.
- Fixed textures on Githyanki shoulder plates.
- Fixed the ears of many tribes cutting through their unrestrained kushigo caps.
- Fixed monastic robes stretching wildly when falling off a nautilus and waking up on a beach.
- Fixed shield flexibility when wearing various glove halves.
- Fixed the fur on some of the notches on female dwarven sharpened snare gauntlets.
- Fixed large female and dragon plate armor.
- Fixed Orc Father Armor Hag sleeves stretching quite dramatically when hitting a scratch on Dragon characters.
- Fixed clothing tilt for some default Dragonborn character classes in character creation.
- Fixed gaps between the arms and sleeves on short-sleeved Sorcerer Robes.
- Brynna's solid suit cuts off her arms, revealing her armpits. She tells me she's not actually asking for tickles.
- Fixed Lamp's large neck/armor gap.
- Astarion's fixed armor would sometimes cut through Lamp.
- Fixed Type 1 bodies showing visible neck seams when wearing Teal Slim Fit.
- Estra STIN's fixed collar cuts through neck.
- Fixed Sparkswall armor cutting through female shoulders.
- Fixed Anarchist outfit cutting through female Dragon's shoulders.
- Fixed Endurance armor cutting through Dragonborn characters.
- Fixed female Dwarven Barbarian outfit fur appearance.
- Fixed human male Dark Pants Justiciar appearance.
- Fixed Ultimate outfit cutting through female Dragons.
- Fixed Waldo Walnut's fixed collar cutting through throat.
- Fixed Guardian's Dream armor's sails hanging between the legs cutting through legs while moving.
- Fixed the armor of royalty stretching during conversations with Jaheira.
- Fixed doubles not always hiding the correct body parts for knowledge.
- Fixed refugee jacket cutting off female humans.
- Fixed Adamantine Scale Mail to send to the neck of male dwarves.
- Fixed some clipping when wearing Moon armor.
- Fixed Sael Furnilla's clothes clipping a little at the waist.
- Fixed a small piece of skin showing through Thokki's shirt.
- Fixed two small patches of skin showing through Averell's shirt.
- Fixed Lord Shattershield's bodyguard clipping at the waist.
- Fixed Big Huido's leather vest separating from its deteriorated counterpart.
- Fixed some signature outfit pieces not shrinking when worn by large female characters.
- Fixed Wyll's butt clipping when wearing Karlach's camp trousers.
- Fixed crop tops looking cute and strong sail on male halfs.
- Fixed dwarves appearing to split in two when worn by gnomes. Who would die because a gnome doesn't fit them properly?
- Fixed vertical lines no longer visible when invisible while wearing Hide Armor or Hedge Wanderer Armor.
- Fixed leather armor cutting through the legs of half-serum females.
- Fixed some sails and buttons floating on t-shirts.
- Fixed Karis uniform cutting through hourglasses.
- Fixed Astarion camp cutting through human females.
- Fixed scalemail missing texture when worn by female gnomes.
- Fixed the Captain Goldwake R-collar into the neck.
- Power up the Pin Zhentarim look worn by ROAH MOONGLOW.
- During the game, I performed similar pinches and glaring several times.
SOUND
- Only in the case of cinematic characters, the impact sound of the step is consistently regenerated.
- The wizards outside the fascinating general store shouted and cast spells loudly, so even if they talked to their friends nearby, they couldn't hear their friends. We emphasized this below and cleaned up the mix.
- MinThara stabilizer of MOONRISE TOWERS does not play the dialog in the air.
- Fixed the audio lag on the main menu of Xbox.
- When talking with Z'rell at Moonrise Towers, some SFXs are not played.
- Fixed a character other than a character that started trading does not start when buying something.
- Fixed an unnecessary sound to sound when opening or closing some UI using a key binding.
- Reduces excessive noise of fascinating miscellaneous goods caused by familiar spells.
- Corrected the cut scene playback when you were in ShadowFell, the music was cut off quickly.
- Updated vocal narrator line movements in the world: The recent narrator line (signboards, tombstones, etc.) in the world stops the other narrator line to avoid overlapping, standard distance base I was no longer affected by the king.
- Fixed a voice line to be played by one player when an active conversation occurred.
- Added SFX to conversation with Cub Owlbear in the cave.
- Fixed the idea of SFX detection twice when KitH'rak Voss throws from Risen Road.
- Fixed the SFX too early in the dialog with a red mold.
- Added Death Vocal ('uurghghhhh') to Dragon Bone and Half Oak NPC.
- I polished the dialog SFX with the dead stone thug.
- Improved the lumble of the controller spell.
- At the end of the second act, SFX is added to the scene that lies at night while thinking of the ultimate hidden truth.
- If a female type is selected in the incubus scene, it is modified so that normal game music flows instead of custom music.
- Fixed the default size of the female character had an extra SFX step while walking.
- Fixed an incorrectly flowing SFX with the reward UI.
- Fixed the music of music in the scene where the dragon reaches the mountain.
- Fixed the volume of HAG's fighting music.
- Fixed an issue where music increased at the end of the battle.
- Fixed an issue where Olin's fake music was not played in the transformation scene.
- Fixed a fighting music to stop the battle music as soon as you leave the room in Rafael's boss battle at the Hope.
VFX
- The murder cour t-like ghost looks like a ghost again.
- Solid VFX is missing from Gale's "SplOSION".
- When dialogue with the Nautilus sacrifice artist, the Dark Slast Line VFX was missing.
- Misty Step's VFX is modified so that it does not affect the hair.
- In the recruitment scene of Lae'zel, the infinite loop of reading heart VFX and SFX is modified.
- A dialog activated when a stable spore employee commits a crime, and their VFX is not displayed.
- Corrected the Nightsong eyelashes and VFX that should not be displayed on the shoulder.
- Fixed some missing glowing VFX of Lorroakan.
- Fixed a lack of a cinematic game lighting.
- Fixed some cinematic missing VFXs of horror seed hook employees.
- Fixed some broken VFXs in the battle between Lae'zel and ShadowHeart.
- Fixed the lack of VFX when hooking up with MinThara's heart with MOONRISE TOWERS.
- The VFX of SpindleWeb's fanatic is fed to visually reflect the range of aura in gameplay.
- Corrected the dialog VFX that is played when connected to the asterion's heart and does not last long.
- Fixed a VFX problem that the radial blur effect used when VLAAKITH first appeared in front of Créche Y'llek. In fact, it looked pretty scary.
- When you get the ultimate in the end of the game, make sure that Karlach's eyes glow orange.
- Gale's youkai voice VFX has disappeared from the epilogue game play.
- Fixed an unintended pattern that appears on the skin of the shadow creature.
WRITING
- Improved the reactivity of the player's dialog acting with WYLL, which was joined by Karlach of Hells and Lae'zel in Rebellion.
- Added a line that the urge of darkness thinks about arson.
- Added reaction to events currently undergoing from ShadowHeart.
- If you meet Urma without an asterion, add a line about what Astallion met Urma. Also, if I met Uruma for the first time without an asterion and reunited with Uruma at a party, a new line was added to the conversation with Uruma.
- Dark Urge players will notice that Gortash responds to them in his office dialog in Wyrm's Rock.
- Corrected that the subtitle of Arbiter Cirrus is not displayed.
- After Wyll persuaded Lorroakan, he began to comment that he had died.
- Halsin has an answer to sacrifice ORIN.
- Fixed the lens in Mitara's scene at camp showing his technical name. It's now called "Bone Torch".
- Fixed the wargames tool showing as lasting more than one turn.
- Fixed Striking Strike spell container showing as "Striking Strike (Ranged)".
- Fixed the incorrect blood condition length on Lathander's Sunbeam Tool.
- Fixed incorrect invisibility end conditions for Invisibility Potion, Invisibility Spell, and Invisibility Cylinder works.
- Fixed Owlbear's toolbox in Honor mode. Owlbear now says he can call for help every battle, not every round.
- Clarified that the LifeDrinker passive only works on attacks with covenant weapons.
- Fixed Baalor Ale (formerly Balor Ale) screen title to match other instances in the game.
- Fixed mismatches and typos in the subtitles and narration for the Wizards Epilogue dialogue.
- Fixed names of decoration pots in colonies.
- Warnings for failed game starts or loads are now doubled to make them more clear.
- Fixed typos and minor inconsistencies between in-game voiceover and subtitles, and minor inconsistencies and inaccuracies in in-game technical text.
- Fixed minor issues with dialogue flow in-game.
CINEMATICS
Across Acts
- Improved camera shots, MOCAP animations, character direction, and facial expressions for many lines of dialogue in-game.
- Fixed awkwardness, jitter, and cutoffs in several lines of dialogue in-game.
- Improved camera shots for several lines of dialogue to account for different player heights.
- Fixed several lighting bugs in-game.
- Fixed the companion rejection dialogue cinematic added in Patch 6.
- Improved the cinematic that occurs after defeating Shadowheart and the artifact being carried over to you, fixed an awkward camera shot, improved depth of field, and made companion facial expressions more polished.
- Fixed where characters ask for Gale's recruitment dialogue.
- Fixed a bug where subtitles would only appear on half the screen if you were already in split screen (i. e. one that took up the whole screen) before the shared cinematic started.
- Fixed several instances where companions would hold up their helmets for a kiss.
- Fixed dialogue with Shadowheart appearing to switch to a different location when rejecting another companion to recruit her.
- Fixed a shot in the Astral Plane where you couldn't see the ground below you and instead appeared to be floating in the Astral Sea.
- Fixed a nose-to-nose collision that could occur when smoothing Minthara.
- Fixed hands getting messed up for taller players when kissing Astarion.
- Fixed several issues with hand cutoffs and animations, especially when playing as a shorter race, when Gale places her hand on his chest.
- Fixed several crafting issues when interacting with the Book of Dead Gods.
- Fixed animation pops in Harsin's camp dialogue.
- Fixed several pops in Elminster's dialogue with Gale.
- Fixed the spikes on the artifact to not appear to move away from you in the dialogue where Shadowheart hands you the artifact.
- Fixed issues with Gale turning his back to you and floating above his bed in the scene where he is contemplating his death.
- Opening your heart to an Abundance Tadpole no longer causes you to float in the air.
- Made some animation tweaks to Abundance Tadpoles to avoid clipping when assimilating.
- Elminster no longer suddenly explodes when talking to you.
- Improved camera shots during Vlaakith's visit with Lae'zel at camp to account for different character heights.
- Fixed animation pops during dialogue with the Emperor in Stelmane.
- Cleaned up some hectic animations and refined Karlach's main lines.
- Fixed repeated lines during conversation with Wyll.
- Fixed Lae'zel freezing for a few frames before stabbing Shadowheart at camp.
- Fixed some head bumps and improved camera shots during Wyll and Karlach's dialogue at camp. Also fixed Karlach sometimes being out of frame during the confrontation.
- Made some small improvements to the cinematic during the companion rejection scene.
- Fixed some clips and pops during a romantic night with Mizora.
- Fixed a pop when Lavenguard is talking to him at camp.
- Fixed Astarion leaning too far forward when receiving the artifact from Shadowheart.
- Fixed several issues with character line of sight and standing position when asking Gale to look at the contents of the Almanac of Karthus.
- Fixed characters with long horns or characters obscuring Mizora in certain shots when she is visiting Will at camp.
- Fixed the camera shot after feeding the owl.
Tutorial and Act I
- Fixed Dadowheart's kiss animation playing before you actually select a dialogue option, indicating that you want to do so.
- Fixed lighting pop for the dialogue with us inside the nautilus before removing it from the skull.
- Fixed some shadows on the nautilus when removing the brain.
- Fixed the Bard's stationary instrument sometimes appearing on his back during the nautilus scene.
- Fixed Wyll getting cut off in the ruins of the broken statue if Mizora turns him into Camp Grymforge.
- Camera feed to fix blocked shot during Kagga and Arabella's parents dialogue at camp.
- Fixed stationary characters suddenly changing position and being replaced by another party member when recruiting Shadowheart in Emerald Grove.
- Fixed a bug in the torture scene at Camp Goblin that caused Liam's position to change drastically between shots.
- Fixed animation and camera pop for dialogue where the goblins at Goblin Camp offer a toast.
- Fixed hands cutting his face while smearing poop on his face.
- Player character and Nettie animations always pop up.
- He tells Wyll that he doesn't need to have his sword threateningly looming over the chest of a small tribesman during dialogue.
- Added fade black to improve transition after Astarion says "Let's see where the night takes us" at camp in Act 1.
- Fixed Nelle popping out and looking a bit stiff overall after freeing him from the cave.
- Fixed multiple animation quirks and head popping during the first romantic night with Shadowheart at the camp party.
- Fixed Mizora's body popping up when she comes to visit Wyll at camp. Save popping up and locking for the club.
- Fixed Aunt Ethel animations in Emerald Grove.
- Fixed dialogue with Ghustil Stornugoss in Créche Y'llek.
- Made the Dire Wolves dialogue in Créche Y'llek slightly further away from the camera.
- Fixed several camera quirks in Karlach's recruitment dialogue.
- Fixed a visual bug that could cause swords in stones in the Underdark to disappear.
- Fixed Keeslark's dialogue being cut off prematurely.
- Fixed some minor engravings and camera quirks in scenes featuring Zeislark.
- Fixed Volo's hands decapitating your head while performing a highly professional and hygienic surgery.
- Fixed Karniss getting slightly cut on the ground.
- After the camp party, modified the first romantic night pop animation with Lae'zel.
- When I spent the night with MinThara on a celebration night of the camp, I fixed my shoulder.
- While talking to Loran in Emerald Glove, a weapon appears in the middle of the line.
- Fixed a trembling foot when Dream Guardian tried to stab her knees. Seeing their legs jell y-shaped, their stoic expressions will collapse a little.
- Fixed the scared wild boar in the first act that seemed to be running on the rock.
- Fixed an awkward pose of Asterion's recruitment dialog.
- Fixed a player character to turn a little like a robot to get a glimpse of the Ziiss disk. The same bug when releasing the shadow heart from Aum Guy's pod is also revised.
- Fixed a half of the legs on the ground in the shadow heart beach recruitment dialog.
- When I first entered GRYMFORGE, I modified Duelger disappeared and my friends were cut with pillars. This could be confirmed on the wide screen.
- Laridda made a correct look at Lunkbug in the dialog in Grymforge and modified some pops.
- In a dialogue with Florick at Waukeen's REST, the punch of the flame is slightly popped when he leaves.
- Fixed a small pop out when talking to Lae'zel at a camp celebration.
- When talking to a dragon on BLIGHTED VILLAGE, modified a short race camera shot.
- Fixed the hand of a large character that partially blocked Kaga's shot with Emerald Glove.
- Fixed the problem in which the gun had been cut in a shot at the chapel under the overgrown archeological site.
- The original shot of the Gale recruit scene has been modified so that the player character and the ancient emblem can be seen a little better.
- When the crusher came down to kiss your feet, the crusher's hand fixed it on the ground.
- After chewing the toe of the crusher and defeating it with a fist, the bug that becomes a cinematic where the toes remain are modified. There was a disturbing contradiction in the chain of realistic events.
- He polished the dialogue with the owl and improved the expression and position of the character.
- Fixed the wings burst when Mizora arrived at the camp.
- Fixed the pop in the confrontation between Aladine and Zebla in Emerald Gloves.
- Fixed PoolDripp's thumb was cut by mouth.
- You can now see Pooldripp when Boooal is told to be a god.
- In a conversation with Sovelin Glute, the lines were suddenly cut off.
- In a dialogue with zaith'isk of Créche Y'llek, the camera shot when the character height is different.
- He sang some camera angle with tasks and bosques in the emerald gloves.
- In the dialog between Halsin and Kagha, some camera angles are adjusted to match the height of different battles.
- Added fade to Mocap in a dialogue with Baylene in Underdark.
- Fixed the pop sound of the dialogue with Gisianki patrols at the pass.
- In a dialogue with zero in the forest, I sang the animation timing to correct the ship.
- When talking with Myconide before meeting the dominator, we added some camera shots in consideration of the differences in the height of the player.
- Fixed the timing of some animations and motion capture fades to fix Milg stairs.
- Modified that Shadow Heart sometimes turned his neck on his shoulder during the recruitment dialog in the emerald glove.
- While playing as an avatar Shadow Heart, the artifact exploded and Lae'zel died.
- I don't forget to ask Astalion in the recruitment dialog, "Do you know what this worm knows?"
- In the scene with Liam, the position of the Tuturer Spike is improved.
- Fixed a small race finger to cut the head, improving where the character is looking during Will's recruitment dialog.
- Fixed the fact that the kno w-out console at the beginning of the game lacked the lower half in several cinematic shots.
- At a goblin camp, Volo hits a silly poem, and the elf overlaps.
- Fixed some gekh coal's mocaped animation.
- Fixed one arm of the windmill goblin was hard.
- While playing as a draw, corrected the fact that one line of the goblin of the village T-shirt may be cut off quickly.
Act II
- After the fight against Marcus, the scene where Jaheira and Izobel reunited were generally improved.
- In the first dialogue with Izobel, I fix it when I finally approached her.
- Corrected props and slide out views of several scenes in Lake Yurgil.
- In a dialogue with Yurgir in the pond, some visual bugs caused by the Yurgir arrow were modified.
- Fixed the unevenness of Fesrek lighting in the tower of the moon.
- In order to reduce cu t-off, a little custom art on the bed is placed. Fixed a shot of the shot with art feet while playing as a short race.
- Fixed the problem of the pop and the depth of the scenes in the scenes in the shade ground.
- If you select the option to attack Isobel, you can see the weapon.
- Fixed a cut scene where Kar'niss approached you on a shadowy land, where your character was pushing your body backwards and trying to go under a noisy vacuum cleaner.
- Mitara appears in the scene where Moon Rise Tower prison appears in prison.
- Fixed Yurgia's arrow cut his finger in the lake.
- Fixed a suspicious vibration of the holy grail when talking to Jaheira in the last light after putting it on the table.
- Regarding night spears, we modified visual problems that seem to be equipped in cinematic, even though they should be in the backpack.
- During the lanceboard game with Mol, Rafael temporarily disappeared from the chair.
- Fixed the reconstructed duelist's lines quickly. I really wanted to hear that he ended up saying, "Please come to my Ooku."
- Fixed an early line of wings that appeared in Moon Rise Towers, which had a winged freak.
- In a dialogue between Jaheira and ISOBEL, the head movement is slowed down when turning around to see Jaheira.
- Fixed ASTARION pop animation in a dialogue with Raphael of Thorm's Mausoleum.
- After the battle in the colony, modified the Moonrise Tower's Jaheira camera and a pop pop of Mocap.
- When Avatar Karlach mentions GORTASH in a colony, it's like "Bane's Edict" instead of "Bane's Eyelash".
- When I talked for the second time, I modified the car rack art floating on the bed.
- After the event of the second act, fixing at night and turning over, the legs are cut from the bed.
- At the end of the second act, the "absolute corps" was a cinematic when drinking alcohol, and the position of Kate Bren in the sky was slightly displayed.
- Fixed the fact that the dialogue in the camp with the Herminster looked like an event in the Moonrise Towers.
- When I tried to leave the last light without Isobel blessing, I fixed VOs with a dialogue with the guards.
- Fixed an escape boat on the tower of the moon seemed to be leaking.
- Corrected that one of Jaheira's lines in the last light was cut quickly.
- In the scene of triggered when entering the Moon Rise Tower, Z'rell fixes the pop when the location addresses the location, and makes the animation of the background character on the supernatural screen smooth. In addition, we have corrected the pop of the throne when your character and Kesaric weapon sitting.
- In a dialogue with Rafael outside the mausoleum, some facial expressions and animations were improved for a smoother transition, and Rafael's shoulders were blocking a small battle with one shot.
- Fixed an animation when Mintera was tortured.
Act III and Epilogue
- When Valeria is floating in the air, Sted Wine slides on the bottom and side of the Holy Grail.
- The dark character that has not been cured or accepts Bhaal at the end of the game has stopped appearing in the last scene of KARLACH.
- Corrected one of the lines of Shadow Heart, which was quickly cut when talking to Viconia.
- Astalion, who is not a vampire, began to say something after spending the night with Mizora.
- Several cu t-offs have been modified in the scene where mithara kisses you when talking about the last moment, especially when playing as a tea free.
- At the inauguration ceremony of Goltash, when Lebengard climbed the stairs, his head, sword, and feet no longer float behind him.
- When Orlean was mistaken for, the weapon no longer blocks Orlean's face.
- When talking to Gatlet Edwinna at the South Span checkpoint, modified a shot that the incorrect character was reflected during the carrack disturbing.
- When the submarine approaches the iron throne, it is taken out by reaching it, and the shooting error looks like it floats and floats.
- In a dialogue with Borgus Eramin, a fixed short race was blocked by the camera.
- Kazador's Kazador clerk has no longer slipping on his finger, even if he uses it to release or kill the spawn.
- Fixed the pop when you turned to Gale in the dialog at the end of the game.
- Watchman Gyordi fixes the pop when saying lines to HIGH HALL.
- When talking to a spawn in the Cazador's cell, some lines are shortened.
- Fixed an incorrect subtitle in one of the ORIN lines in the Bhaal temple.
- Improved the transition between FADE-in and FADE-OUT of WYLL's Act III scene.
- The stable asterion appears to be floating in a step, and it looks like it's frozen after the battle against Lower Brain.
- Corrected the camera popping in a dialogue with Lorroakan of Sorcerous Sundries.
- Astalion has modified an awkward pose after answering you as to whether you have lived an egg in the Kazador palace.
- The hut Yurgir is sometimes blocked in a hig h-hole with a shot called "reliable".
- Modified Jaheira's mocapes pop in dialogue with Sarevok.
- Fixed the pop when Dolor first noticed you on Facemaker's Boutique.
- When talking to a vampire in a cell at the Palace of Kazador, some lines are cut off quickly.
- Fixed the camera to pop out after the narrator said that your dark character wants to hang the crowd with a circus.
- Fixed the pop when he said that he was killed every day by ORIN in SCELERITAS FEL.
- Fixed the rotation when the male gnome ring became a mind grid.
- In dialogue with a shadow heart in a lamenting house, the lines expressed to fix the pop caused by fades.
- Astallion has stopped swirling during the dialogue after the black mass.
- Fixed a strange head rotation with the dialogue after the fight against Kateo and Gis left.
- Fixed the pop of Dark Uruge characters in a dialog with Orlian.
- In a dialogue between Darilia and Pail Petras, some timing and animation have been given so that the asterion's hand does not hang on the player character's neck and collar.
- When talking to a monitored steel on a Wilm rock, he supplied a shot over his shoulders to avoid the character from hitting each other.
- When the animator talks with Irves, he has given the timing to fix the pop.
- The post timing was given to fix the pop when talking to Lona Estellia.
- Added a new camera shot when talking to Ben Golewits.
- Corrected some animations and motcap pops in a dialogue with one of the monitoring steels in Wyrm's rock.
- Fixed the pop after apologizing for bothering Urkov Sally.
- At the end of the game, I modified a small pop of Carlach when I was a mind flayer.
- When I talked after killing Orlian, I modified Salvok that seemed to be between the throne, not between the thrones.
- While playing as an avatar Karlach, I defeated CATO and cleaned up the animation of my fellow walking on the coast.
- Corrected some detailed digging and adjustments where the character is watching the shadow heart determines the dialogue of his parents.
- One of the gail gail dialogue, modified VFX, which seems to have been broken.
- Gale floated from the ground in the scene after Lower Brain's victory.
- During rituals in the lower cities, modified the knee pop of Mind Flayer.
- Fixed a body pop on nine fingers when talking to MINSC.
- Fixed a fascinating body pop of fascinating goods in Aladin.
- Fixed a few missing people in Valeria's lip sync.
- Just before the end of the game, when Will is a friend, if it is overwritten by a dialogue with Will, the problem of the location of some characters will collapse.
- During the dialogue with your ally at High Hall and BEORN WUNTERBOOD, there was a problem with the arrangement of cameras and characters.
- Fixed a conversation that GORTASH was talking with a dead line.
- In the dialog of the MINSC epilog, some bugs have been revised, such as deploying barrels that do not exist at all in the background.
- Fixed a small pop of dialogue in Gale's epilogue.
- In the epilogue dialog, I modified Will's arm to hit the chest armor and cut it.
- In the dialog of the MINSC epilogue, the hug appearance and some expressions are corrected.
- In the words with the emperor, the emperor recognized that there was nothing more hidden.
- Orpheus's stable hand cuts the ground when he releases him. With the same dialog, Flayer Flayer Car Rack and pop also disappeared.
- In a mult i-play bug, a scene where the thre e-person murals at the end of the Wizards games are not regenerated by all players under certain circumstances. < SPAN> Fixed an issue where some characters would collapse when Will was overwritten by a dialogue with Will, just before the end of the game or when Will is a friend.