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Baldurs Gate III

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Baldurs Gate III - Is on early access on GOG and Steam




Looks good, I think I will be grabbing it. Based on D&D 5e ruleset.


Edit : Downloading :), early access it may be but I'm used to buggy games at release anyway.

Sounds like this company are another bunch of good eggs when it comes to support, so I'm in.

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Yeah it is a bit steep, but the games already in a good state, 3rd update and I haven't had any issues so far. No doubt there's a lot more work to come it's a big game .. So big I had to clear some SSD space to keep a bunch of it clear for good operation, the game is 150gb. If anyone wants the GOG files standby for a lot of downloading, there's about 18 files worth at 4gb each for the Offline Installers.

I used GOG Galaxy to grab this game. Galaxy launches the game launcher, which in turn launches either the default Vulkan Exe, or the DX11 one instead. The Launcher though has a default screen size which is partly off the top of my screen resolution so obviously something they haven't considered, going to file a report on it.

Meanwhile I tried doing away with both GOG Galaxy and the game launcher .. And just ran the Vulkan exe directly from the bin\ folder - Works fine as far as I can tell, same as if I had installed the GOG Offline Installer version of it.

Graphics are gorgeous on my laptop, seen loads of complaints that it doesn't look like a BG game, agreed its more like Neverwinter Nights but thats not a bad thing imho.

No idea right now where the history of patch notes is, probably on their support site / forum somewhere https://larian.com/support/baldur-s-gate-3


Edit : Patch notes are at https://larian.com/support/baldur-s-gate-3 - scroll down to the bottom of the page

Also just above those is a "Contact support" button for reporting issues.

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Tip for anyone playing

Remap the controls a bit, change A and D keys to Delete and End keys, and vice versa

By default the ASWD keys move the camera Forwards / Backwards / Pan Left / Pan Right

Much better having Forwards / Backwards / Rotate Left / Rotate Right

Really enjoying the way this plays, the Move and Attack of each party member in battles is very nice. Strategic

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PCGamer review of the early access ..


I'm still very early game and experimenting with how everything works and discovering all he mentions, but loving the battles

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On 10/10/2020 at 2:36 PM, Arthmoor said:

$60 for an early access game? LOL, are they crazy?

The same price and bugs as any Bethesda release?

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2 hours ago, DayDreamer said:

~ and bugs as any Bethesda release?

Except this game is early access, not release, and Larian judging by the many posts I read prior to buying the game seem to have a much better track record than Bethesda in the bug fixing department. It may well take a few years, same as Egosoft and Hellogames, but apparently they do come through with a good finished game.

This early access is not the full game yet, it currently contains 25 hours worth of gaming for Act1, but the full planned game will include Act2 and Act3, so plenty of content and development to come no doubt. I cant see me finishing these 25 hours worth within that time period, probably take me more like 100 hours ( I don't want to miss anything along the way :) ).


How much content is in Early Access?
The Early Access version of Baldur’s Gate 3 includes Act 1 of the game which, in one playthrough, is approximately 25 hours of self-contained content.

How long will the game be in Early Access?
Though Act 1 (the content for Early Access) is defined, Acts 2 and 3 are work in progress. It’s therefore difficult to predict when 1.0 will launch. We anticipate Baldur’s Gate 3 being in Early Access for at least one year but we’ll have to see how it goes. It’ll be ready when it’s ready.


Save games made during Early Access will not be compatible with the full Public release, so need to start again when that happens.

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Found a bad thing :

Made a topic here https://www.gog.com/forum/baldurs_gate_series/bg3exe_trying_to_connect_via_router_upnp_madness


@Larian - Please try to find another way to get your data from users instead of trying to use the old Router enabled UPnP port.

UPnP should never have been an internet facing port, but I understand it is misguidedly enabled by default in a lot of old routers settings, and remains a vulnerability in a lot of routers out there.

See Steve Gibsons Shields Up UPnP vulnerability check here - https://www.grc.com/x/ne.dll?bh0bkyd2
Click Proceed, then click the big UPnP check

The game makes a network.log in your \Baldurs Gate 3\Bin\ folder

Because I have the routers settings disabling UPnP, the game reports the following ..

[12-10-2020 22:00:16:328][F:\Jenkins\workspace\Repo\FW4\Submission\Stable\LSProjects\Framework\Code\GameNet\PortMapperUPnP .cpp 115 net::PortMapperUPnP::Discover]: [NET] Discovery finished... no usable UPnP enabled routers found

(my bold)


So Larian, expecting people to have a router with the vulnerable UPnP port open to the world is imho a bad practice.

From GRC.Com ..

  • About UPnP and what this means
  • Here's what you need to know about Universal Plug n' Play (UPnP):
  • UPnP has been provided and enabled by default in consumer Internet routers since 2002 or 2003.
  • Today, any home appliance — TV's, DVD players, game consoles, IP cameras, printers, fax machines, and you-name-it, includes support for UPnP.
  • UPnP is a “zero-authentication” (no passwords required) system for allowing networked devices to discover and easily connect with each other on a private local network.
  • Additionally, software such as Skype and BitTorrent, and gaming consoles, which wish to be “seen” on the Internet, are able to use UPnP to open “holes” through the protection normally provided by routers in order to allow “unsolicited” traffic to enter.
  • THE HUGE MISTAKE IS: No part of UPnP was EVER MEANT to be exposed to the EXTERNAL public Internet. It was only ever meant for private local control of devices and routers. Its exposure gives malicious hackers direct access to the inside of any exposed private network. It was a huge mistake for it ever to be exposed. Router manufacturers are at fault, but all they can do now is offer updated router firmware. Now that the mistake has been made, responsibility rests upon router owners to somehow eliminate that exposure.

Larian - If your game depends on this connection to get the data you need to refine how the game works, then going forward (and to help encourage good practices without people unwittingly assuming they need to enable this bad vulnerability again), you need to find another way of securely getting this data without potentially compromising users security.


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9 hours ago, DayDreamer said:

The same price and bugs as any Bethesda release?

Past experience with Larian tells me their games are never as good as Bethesda's work, so, yeah, not paying $60 for it now, or at any time in the future. I will contentedly wait for a significant price drop on sale before I bite, and I'm not going to feed the paid beta testing monster regardless of how good the game might be.

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Let the bug fixing commence :)

Early Access has had three hotfixes already,



Patch Notes BG3 Hotfix #1 (version BG3 EA

Fixed a crash related to using rush-type actions
Fixed a crash related to the target camera
Fixed a crash in character creation
Fixed a crash during dialogs
Fixed overlapping items inside the inventory views
Fixed "Pickup" and "Pickup And Add To Wares" inside containers
Fixed a player assignment issue when someone would leave from a full multiplayer party. The leftover character can now be assigned correctly.
Fixed an issue with summons showing up as regular companions
Fixed an issue where players could not ready up when other players joined the lobby
Fixed being able to move immovable objects



Patch Notes BG3 Hotfix #2 (version BG3 EA 

  • Fixed multiplayer combat connectivity issues 
  • Fixed a crash at the end of Early Access content while playing multiplayer
  • Fixed a crash when talking to Halsin in multiplayer
  • Fixed a crash when returning to main menu from a dialog
  • Fixed a crash when arriving in main menu related to corrupted savegames
  • Fixed a startup crash related to integrated graphics 


Fix for crash related to showing a move preview with an AoO when in combat.
Fix for crash related to surfaces requiring concentration. (GUS-149201)
Fix for crash related to drag and drop of items in the trade inventory.
Gale's Scroll of Resurrection is now correctly added to the player's inventory.


and Patch#1 went live .. But there was a hiccup with save games so they will redeploy Patch#1 when that is fixed



  • Added polish and bug fixes to several in-game cinematics, such as Shadow Heart recruitment, Astarion recruitment and Volo's Poem. (These will be ongoing throughout EA).
  • Added minor text tweaks to various bits and bobs.
  • Altered certain dialogue choices for different NPCs.
  • Added extra combat tutorial messages to better explain the basics (let us know how you get on).
  • Astarion no longer thinks Lae'zel inspected you at camp when she is not in your party. Quite rightly.

Bug Fixes:

  • Fixed a crash related to having the level up screen open while in a dialog.
  • Fixed a crash related to dropping items from inventory.
  • Fixed a rare crash that could happen at the start of combat.
  • Fixed a possible blocking issue when using the transponder at the end of the tutorial twice.
  • Fixed black screen issue when ending tutorial if the transponder was used by any character that is not the main player avatar.
  • Fixed a possible blocking issue when reassigning characters to others players while in combat.
  • Fixed an issue with lip sync not working correctly.
  • Fixed several localization issues.
  • Fixed combat UI not updating correctly when someone joined during combat.
  • Fixed party shared gold and items not always working in dialog checks.
  • Fixed summons from NPC’s getting stuck in combat.
  • Fixed levelled up characters having duplicated racial and class features.
  • Fixed not being able to level up to level 4 on a Zariel Tiefling Cleric of Light due to cantrip selection.
  • Fixed text cut-off issues in several interfaces.
  • Fixed party members getting stuck trying to open doors they run past.
  • Fixed listening in to dialogs getting stuck in multiplayer, also causing players not being able to save.
  • Fixed camp button being broken after closing the camp window with escape key.
  • Fixed "end the day" multiplayer message being broken if a player closed it with an escape key.
  • Fixed certain quests not having map markers.
  • Fixed certain secret entrances incorrectly showing up on the map.
  • Fixed incorrect player portraits in the lobby screen as more people joined.
  • Fixed Cambion wings and Tiefling tail animations.
  • Fixed map not centering correctly on player characters in smaller subregions.
  • Fixed health values not being synced correctly to the Baldur's Gate 3 twitch extension.
  • Fixed superiority die not showing actual values when using abilities such as Menacing attack.
  • Fixed minor issues with hair, skinning and textures on several models.
  • Fixed lighting issue in owlbear cave.
  • Fixed not being able to walk over corpses.
  • Tweaked ragdolls to reduce the possibility of models exploding (or glitching. Idk how to explain it, but it’s spooky).

EDIT: This patch has been reverted while we investigate some game save issues! We'll redeploy once it's fixed.

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As much as I would like to play this, I think I'll wait until the full version is released before I buy it.

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On 10/14/2020 at 4:46 PM, Jac said:

As much as I would like to play this, I think I'll wait until the full version is released before I buy it.

Probably best to wait at the moment, there are quite a lot of bugs to iron out, though nothing thats stopped me playing it so far its a very enjoyable game.


Patch #2 is public


Patch #3 is already in progress


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Patch 3 is public :



  • Improved character follower movement.
  • Added an option to hide your helmet in the equipment screen.
  • Added trajectory preview for force application when using spells.
  • All characters now correctly stop running when forced turn-based mode is activated.
  • Companions will now jump to follow the main player character.
  • Fixed and re-enabled Larian Cross Save between all platforms.
  • Assorted tweaks to companion approval ratings.
  • The Combat AI now accounts for falling from jumps.
  • Changed AI behaviour archetypes for the Boar, Intellect Devourer, and Tiny Spider.
  • Combat music no longer ends when a character joins combat.
  • Audio configuration now updates on selection of an option.
  • In multiplayer, other clients can now hear the dice roll events of a player in dialog.
  • Decluttered the hotbar UI by allowing selection of upcasted versions of spells with a separate widget.
  • Improved look of toggle-able Passives that can be added to the hotbar.
  • Improved some skill tooltips in Character Creation.
  • Added a tutorial for Inspiration points.
  • Cinematics: Adjusted emotions and lookats in certain areas.
  • Cinematics: Camera tweaks and lighting improvements in certain areas.
  • Cinematics: A large pass of improvements on emotions and attitudes.
  • Cinematics: Improved fade timings.
  • Cinematics: Improved blending between poses.
  • Any dialog associated with a mask will play before equipping it instead of after.
  • Jumping down a hole now teleports any following characters as well.
  • Overhauled the sheath/unsheath weapon logic for more consistent behaviour.
  • Experience is now awarded for avoiding combat and completing smaller side quests.
  • Added a new sound for rolling initiative in combat.

Balancing Changes

  • Fire Bolt, Ray of Frost and Acid Splash no longer create surfaces on impact. Fire Bolt still ignites flammable surfaces, and Ray of Frost still freezes water and blood puddles. Fire Bolt's damage has been adjusted accordingly
  • Tweaked default ability distribution for Clerics and Rogues. Clerics start with more DEX to take advantage of medium armor; Rogues start with more INT to open them up for Arcane Trickster archetype.
  • It is no longer possible to perform infinite actions by moving in and out of a White Spore Cloud in a single turn; the status from a White Spore Cloud should now persist until the end of a character's turn.
  • Toned down camera shakes for spell prepare effects.
  • The Shatter spell now works properly with Sculpt Spells.
  • Melee Sneak Attack now requires a finesse weapon.
  • Invoke Duplicity now only works properly if the attacker is within 3m of the summon.
  • Surprised statuses can no longer stack.
  • Increased price of drow armor to 800 gp.
  • Allowed effects of multiple Hex spells to stack on the same character.
  • You can now use Dash while staying hidden (sneaking).
  • The party can now take 2 short rests per long rest.
  • The default action on a container's tooltips is now 'Open' instead of 'Pick up'.
  • Rebalanced difficulty of dialog skill checks.
  • Changed the melee skeleton's ability from Cleave to Slash to make it consistent with his weapon.
  • Fixed NPCs not reacting to Hunter's Mark as a hostile action.
  • Tweaked the AI archetypes of Goblins.

Performance and Stability

  • Fixed not being able to load some saved games.
  • Reduced long save times - better thread planning for 4-core CPUs.
  • Improved stability of the Vulkan version.
  • Fixed a random crash when removing a character that has followers.
  • Fixed a random crash when switching weapon set while dual wielding.
  • Fixed a crash when deleting a lot of saved games.
  • Fixed a crash when lock-picking a heavy chest.
  • Fixed a random crash on passive roll fail.
  • Fixed a crash that can occur when items fall on top of each other.
  • Fixed a crash while loading, related to being in a jump state
  • Fixed a crash when looting several imp bodies in a sideroom in the tutorial.


  • Resolved a multitude of cinematic staging issues.
  • Fixed incorrect flow in some dialogues.
  • Characters can now walk to positions even if blocked by an invisible object.
  • Automatic pathfinding has been fixed for a few specific items.
  • A weapon that can't be dual wielded will now automatically be equipped by double-clicking on it.
  • All Passives should now display on the Character Sheet.
  • In combat, the chance-to-hit preview should now be correct — even if your character still needs to move.
  • AI melee archetypes now properly calculate damage done to allies and neutral characters. This should reduce unnecessary friendly fire when characters use any area-of-effect attacks or abilities.
  • Incantation sounds have been restored to some spells.
  • Summoned guards will now patrol an area before leaving it.
  • Some dialogs got stuck after being prompted with a Persuasion check roll - these have been fixed.
  • You can no longer switch weapon sets when casting a spell or moving to cast a spell.
  • After loading a saved game, quest markers should now correctly disappear when objectives change.
  • Added input delay to prevent spamming through roll states.
  • Fixed a desync issue where client characters would move back to their previous positions after a jump.
  • Journal notifications should no longer get stuck on the screen.
  • Fixed a bug where visuals wouldn't show up in the Examine window.
  • Fixed a bug where the player profile would not be created correctly when using specific characters in the profile name.
  • Profile switching now carries over any changes made to sound settings.
  • Fixed animation issues when applying statuses to NPCs in forced turn-based mode.
  • Doors that have been opened now look like they're open.
  • Scroll of Invisibility now costs the same as scrolls of other 2nd-level spells.
  • Armor of Agathys now correctly deals 10 cold damage when using a 2nd-level spell slot.
  • The Life Domain Cleric's version of Cure wounds now heals for 2d8 HP when using a 2nd-level spell slot.
  • Great Weapon Fighting no longer triggers on ranged weapon attacks.
  • When wielded two-handed, the quarterstaff now does 1d8 base damage instead of 1d6.
  • Dissonant Whispers now shows the correct damage values at 2nd-level.
  • The Mother's Loathing potion now lasts until rest (as stated in the tooltip).
  • Some broken healing potions no longer display as Superior versions.
  • When loading a game saved during turn-based mode (on an NPC's turn), characters now have all of their equipment properly equipped.
  • Characters will now take fall damage when hit by an Eldritch Blast with the Repelling Blast passive feature.
  • Faithbreaker's weapon action (Absolute Power) now correctly triggers a pushback.
  • No more UI overlap when 4 players recruit Lae'zel and Us in the tutorial.
  • Removed trade & attack buttons from Lae'zel's recruitment.
  • When recruiting Lae'zel, you can no longer gain double XP.
  • Harpies should now be able to reach more spots in combat.
  • Journal entry is now correct when players leave without fighting the harpies.
  • In the Thayan Cellar, skeletons now destroy their caskets when spawning.
  • Music should now play and transition more cleanly in the goblin camp.
  • Minthara no longer vanishes after asking certain questions.
  • The moon puzzle no longer flips the moons after rotating adjacent disks in succession.
  • The stats of the companion bear no longer have ten times the intended weight.
  • The dialogue with Ethel and Mayrina's brothers no longer ends early if you side with no one.
  • Fixed a bug preventing you from picking up the letter to Kagha.
  • Removed an incorrect music trigger in the swamp.
  • Lae'zel no longer refuses to speak after the encounter with the Githyanki at the bridge.
  • When entering the aura of a Sussur Bloom, spells are now correctly disabled in the hotbar.
  • More general quest fixes and flag check improvements to make the story experience smoother.
  • Flags fixed in Kagha's denouncement scene to prevent nearly-identical nodes from repeating.
  • Fixed a custom crime flag when clicking the goblins' beer tub to make sure the right dialogue appears.
  • Fixed quest-giving and journal flags in the Zhent's shipment situation.
  • Ensured Arabella dies when she's meant to.
  • Flow-blocker fixed in Anders' dialogue - it now correctly checks the right flags.
  • The Thayan undead now has idle behavior.
  • Flags added to add reactivity to Shadowheart's part of the Arabella court scene.
  • Edits to Lae'zel's recruitment flags in the plains to better account for the flow leading up to it.

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