Baldur’s Gate 3: Patch 4 fixt über 1.000 Bugs und das Beste: Ihr könnt nun eine nackte Statue von euch selbst aufstellen

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Baldur’s Gate 3: Patch 4 fixt über 1.000 Bugs und das Beste: Ihr könnt nun eine nackte Statue von euch selbst aufstellen
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Der Patch 4 für Baldur's Gate 3 ist da, behebt Bugs, bringt Änderungen und ermöglicht eine nackte Statue im Lager.

ist da. Dieser behebt zahlreiche Bugs und bringt einige Änderungen mit sich. Ihr könnt nun eine nackte Statue von euch im Lager aufstellen. MeinMMO hat für euch die wichtigste Patch Notes auf Deutsch.Ihr könnt nun das Aussehen von Mietlingen anpassen, sobald ihr sie rekrutiert.

In Akt 3 von Baldur’s Gate 3 könnt ihr eine Statue von euch selbst von dem NPC Boney für 5.000 Gold im Zirkus kaufen, die bei euch dann im Lager steht. Dadurch erhaltet ihr einen dauerhaften Buff – +1d4 Bonus auf Angriffswürfe und Rettungswürfe. Durch Patch 4 könnt ihr jetzt wählen, ob die Statue euch in voller Ausrüstung, in Lagerkleidung oder nackt darstellen soll.

When you purchase a statue from Boney in the circus, you can now choose to make it look like you in full equipment, in camp clothes, or naked. Added more autosaves in the Shadow-Cursed Lands and to several Wyrm’s Crossing and Lower City locations, including the Steel Watch Foundry, Iron Throne, and Rivington.

Added better multiplayer support for the post-celebration night in Act I. Now all avatars can choose which companion they want to get jiggy with. If Avatar Gale or a Tav with Gale as a recruited companion is nearby to witness the elder brain in the Colony, they will be preferred as the active speaker in the dialogue for Gale’s origin moment.

Fixed a bug blocking the second split-screen player from moving until they open a UI after having disconnected and reconnected.Fixed a crash when switching between controller and keyboard and mouse immediately after completing Character Creation.Fixed multiple cases where you couldn’t select dialogue options.Fixed a potential crash on multiplayer when the host triggers the scene with Nightsong after defeating Balthazar and the client is controlling Shadowheart.

Raphael’s Igniting Spark now requires its target to roll a Dexterity Saving Throw. It also now does more damage, and still does half damage on a successful save.Fixed Sneak Attack applying to spells in certain situations.The ‘Topple the Big Folk’ action unlocked with Balduran’s Giantslayer can be used against creatures of any size now. The additional damage and the Prone condition will, however, only be applied to Large, Huge, or Gargantuan creatures.

Adjusted the damage radius of the Death Burst action taken by mephits summoned through Conjure Minor Elemental.Attacking non-hostile creatures will now maintain Rage.Picking up the disarmed weapons of characters in combat will no longer be considered a crime. You can also now use owned items in combat even around characters who are not participating in combat.

Rerolling a Critical Fail on a spell that has a Saving Throw will no longer cause the spell to land a Critical Hit. Fixed the Visages not joining combat if you use the Attack button in the dialogue with Gerringothe Thorm. Necromites will no longer attempt to offer themselves to the Apostle of Myrkul if he is unable to use his Consume the Faithful spell.

In Explorer Mode, Raphael now does 3d6 Force damage to each Pillar of Souls when he uses Consume Souls.Fixed Astarion’s summons fighting on Cazador’s side when you start combat with Cazador and Astarion gets captured. The Unbreakable Will of the Netherbrain will no longer play its animation for receiving damage if an attack misses it.Fixed an issue where the combat on top of the Netherbrain didn’t get properly culled if you had party members left behind before the portal.Fixed the controllable Steel Watcher in the endgame being unable to use one of its spells.Buffed several of the allies in the endgame:Increased the Harpers’ HP and added the Archery passive.Florrick’s Cohort have the Elixir of Heroism buff.

Fixed VO sometimes not playing when using the PS5 PlayGo feature.Fixed an issue preventing you from speaking to certain companions on your behalf when playing on multiplayer with two avatars. The game would prompt you to vote on a dialogue option instead of letting you select it for yourself. Particularly aggressive guards, like the goblins in Act I, won’t try to arrest you for committing murder – they’ll attack you straight away.

Vandalising things like Warryn’s favourite crate or committing other crimes around the bandits near the Act I chapel will cause the bandits to react. The corpses of the thugs that try to execute Volo in Baldur’s Gate will no longer appear as owned, so looting them won’t trigger crime reactions.NPCs are now much less likely to hear you when you’re looting corpses, so they won’t call guards anymore when you’re inside a building and they’re outside.Because Viconia’s Heartform Terrors are illusions, Dominate Beast will no longer work on them.

Fixed not being able to turn into the strong body type versions of some races via the Mask of the Shapeshifter.Added some new behaviours for Yenna in the Act III camps. If you polymorph, charm, paralyse, or dominate NPCs who are waiting around for you to approach or interact with them, they’ll now consider this a hostile action.

The ‘Rage Impeded’ warning no longer lingers after you respec a character out of the barbarian class.Fixed an issue that would cause the gremishkas to try to lure you into the Rosymorn Monastery library with their cries even after you’re already in combat with them. Prevented performance degradation related to characters trying to heal up after a combat ends, and endlessly failing to do so.Fixed the ‘Pick Up and Add to Wares’ option not working on all items.Fixed an edge-case bug where enemies could carry out their Attack of Opportunity from far away when you attempt to jump into their attack range.

Fixed a bug causing the Cloak of Displacement to remove its Displaced condition when the wearer fails a Hiding check.Fixed the Psychic Spark amulet not affecting Magic Missile cast at Level 4 or higher. You can no longer initiate romance with Lae’zel right after certain events in the crèche until she has cooled down a bit.

Fixed some instances where Gale referred to trying to blow up at the end of Act II even if he didn’t.Fixed a flow issue when talking to Karlach.Dame Aylin will always be ready to talk if there is an exclamation mark over her head. Karlach will now talk about her infernal engine during her recruitment dialogue if the Paladins of Tyr were already killed.

The sleeping goblins and bugbears in the Goblin Camp will no longer attack you immediately if you attack a wall that leads to the temple. Their dialogues will trigger instead. The goblin chieftain of the raid on the Emerald Grove will now properly speak his combat lines during combat.The Ceremonial Mace is no longer inaccessible if the kobold carrying it is knocked out and you take a Long Rest.You will no longer hear what sounds like a crying baby coming from the old library in Rosymorn Monastery if the gremishkas are already dead.

Mol can now be given the Emerald Grove’s Idol of Silvanus properly after the goblin leadership is defeated or the raiders of the grove are defeated. The journal will update accordingly.Fixed in issue that would cause a Vlaakith dialogue to never start if you’re knocked out when you finish the fight with Inquisitor W’wargaz.

Fixed some inconsistencies with those in Last Light turning hostile if you start being aggressive with them. They’re no longer fine with you murdering Jaheira. You can also no longer brag to Jaheira about saving her scouts if you bypassed them and they saved themselves.Fixed the rats in the Gauntlet of Shar sometimes not appearing when they have to at the feet of Shar’s statue.If Nere becomes a zombie, he will look like he does in Act I instead of looking like a ghoul.

If Rolan was defeated before he tries to save his siblings, the combat with the shadows in Act II won’t trigger anymore. He also won’t appear shadow-cursed even with a torch equipped. The Last Justiciar should no longer perish due to his little rat body spawning in a place where he’ll instantly die from fire, thorns, and other dangerous surfaces.Fixed a bug blocking you from moving after the elder brain reveal in the Colony if Mizora is not in the Colony.In Last Light, fixed an issue where you could accuse Wulbren of leaving you behind by taking the boat from Moonrise Towers even if you gave him permission.

You will no longer be able to tell Lae’zel that githyanki are rare after having seen a bunch already. Like when you’re standing right in a githyanki crèche.Added new journal entries for quests related to reaching Moonrise Towers. Removed the map marker from the dead githyanki at the bridge in the Shadow-Cursed Lands whose sole purpose was to give you an alternative way to find the crèche and have Lae’zel remind players about it – even if you’d already been there.

You can now tell Adrielle or Mayrina that you’ve made a deal with the hag in Baldur’s Gate, provided that you hold your end of the deal.Rewards in Ramazith’s Tower will now be given when talking to Lorroakan or Rolan after fighting Dame Aylin. Fixed an issue where picking up Dribbles’ severed hand would trigger a line from the player character about not knowing whose it is even if you got the quest from Lucretious.

Fixed an issue where picking up Dribbles’ hand from Popper and quickly sending it to camp would block the Dribbles quest from progressing.The Boots of Very Fast Blinking from Akabi now have a unique version of Misty Step with unique name and descriptions.The Firebolt spell from the Staff of a Mumbling Wizard no longer scales with the caster’s level. Its fireball now triggers on the target rather than on the caster.

Your character will no longer make a comment about Gale when getting ‘The Annals of Karsus’ if Gale is not recruited. Jaheira is harder to lose on entering Baldur’s Gate proper. So long as you’ve shown at least some interest in keeping her, she’ll be more protected against leaving. If she does leave, you now also get a notification from her that explains it a little better and you may be able to find her again in a certain person’s hideout.Sacrum’s dialogue will no longer show a duplicated option in certain rare permutations.

Party members leaving the party in the High Hall will no longer prevent the final dialogues from starting after the defeat of the Netherbrain.

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