Hotfix #15 for Baldur’s Gate 3 launch today, bringing with it a big list of fixes and small changes. While still smaller than the gargantuan Patches that Larian puts out regularly, this is one of the largest Hotfixes yet. Alongside a smorgasbord of crashes being patched out of the game, Hotfix #15 also fixes a bug that caused character models to be stretched and distorted in jarring ways and a number of other small graphical glitches.
As always, Larian’s continued push to make their game as stable and playable as possible is appreciated, especially in light of Baldur’s Gate 3’s Best Community Support award at the Game Awards a few weeks ago. But, without further ado, let’s take a look at the full change log for Baldur’s Gate 3’s Hotfix #15:
Baldur’s Gate 3 Hotfix #15
Beware of some minor spoilers in the changelog below.
CRASHES AND BLOCKERS
- Fixed a potential crash during autosave after moving to another level.
- Fixed a multiplayer crash that could occur for the client when the host loads a savegame after a Game Over screen.
- Fixed a crash related to deleted physics objects.
- Fixed a crash that would occur when you disarmed an NPC twice during combat and made them drop two different weapons (e.g. because they were dual-wielding), incapacitated them, and ended the combat without killing them, and then the incapacitating condition got removed.
- Fixed not being able to load a savegame that was started with a mod that’s now missing.
- Fixed a crash that could occur on Xbox when losing internet connection while editing a lobby name.
- Fixed a potential crash on Xbox related to the game checking whether you have the Deluxe Edition.
- Fixed a crash that could occur when swapping to Honour Mode.
- Fixed a crash that could occur when changing levels.
PERFORMANCE AND CODE
- Fixed potential performance issues at the end of the cinematic where Shadowheart kills Nightsong in the Shadowfell.
- Fixed an issue related to lava bubbles near the Sentient Amulet in Grymforge causing savegames to become very large.
- Fixed a memory issue when closing containers on controller.
- Fixed the Low Model Quality option sometimes not working as expected.
- Fixed an issue that could make certain special items, like the Idol of Silvanus, enter the wrong state when decluttered to a Traveller’s Chest.
- Reduced memory usage related to animation skinning.
- Fixed the Traveller’s Chests sometimes disappearing when changing to or from Honour Mode in the Multiplayer Settings.
- Fixed a multiplayer issue where, if the host was controlling a companion and a split-screen client joined the game, the client would gain control of the host’s avatar.
- Fixed a multiplayer issue where a reconnecting player wouldn’t get their characters assigned back to them correctly.
- Fixed Player 2 not being able to prepare spells if Player 1 moves their focus during a split-screen game.
FLOW AND GAMEPLAY
- Addressed an issue that prevented you from talking to NPCs at camp when going to camp via the Long Rest button.
- Fixed some wrong character behaviours likely introduced in Patch 4.
- The ‘Deal with the Devil’ quest now accounts for different outcomes in the Epilogue.
- Karlach should now get her scene in Avernus, regardless of whether she’s an avatar or a companion.
- Fixed companions not being able to jump when following the player character.
- Fixed an issue where ending the tutorial with only Lae’zel alive prevented you from saving the game in Act I.
- Fixed Gale’s dialogue ending abruptly when you ask him what he wanted to show.
- Fixed player factions sometimes becoming hostile towards each other when they shouldn’t.
- Fixed Create or Destroy Water only casting Create Water at Level 2.
- The Korean language pack is now enabled on Mac.
- Fixed some weapon textures.
- Fixed several cases of what we’ve dubbed the Pinocchio issue, where characters’ noses (and cheeks) get stretched in cinematics. They also happen to lose their eyeballs, turning the sockets into pits of flesh.
- Fixed equipment tooltips opened via the Inventory sometimes randomly closing on controller without player input.
There you have it: a sizeable amount of little fixes and changes to make Baldur’s Gate 3 that much more stable. Here’s to many more!