Guide:Undocumented Patch 5 updates: Difference between revisions

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Patch 5 released with an enormous changelog featuring major changes like the introduction of [[Honour difficulty]] and new epilogues. It also included hundreds of gameplay changes and fixes and ended with:
Patch 5 released with an enormous changelog featuring major changes like the introduction of [[Difficulty#Honour|Honour mode]] and new epilogues. It also included hundreds of gameplay changes and fixes and ended with:
{{quote|And many, many more fixes, improvements, tweaks, and labours of love!}}
{{quote|And many, many more fixes, improvements, tweaks, and labours of love!}}
This article aims to document these unlisted fixes, improvements, and tweaks.


== Spell changes ==
The aim of this article is to document these unlisted fixes, improvements, and tweaks.
 
== Honour mode ==
=== Action economy ===
Honour mode features a number of changes to tighten the action economy.
* Extra actions granted through {{Cond|Hastened}} or {{RarityItem|Elixir of Bloodlust}} no longer benefit from {{SAI|Extra Attack}}.
** As an example, if you are {{Cond|Hastened|Hastened}} and have {{SAI|Extra Attack}}, you can attack twice with your first action, but only once with the second action.
** The extra action from {{SAI|Action Surge}} still benefits from {{SAI|Extra Attack}}.
* {{SAI|Deepened Pact|Pact of the Blade}} no longer stacks with {{SAI|Extra Attack}}. Previously, a multiclassed {{Class|Warlock}} with any martial class could get 3 attacks per action, and earlier than {{Class|Fighter}}'s {{SAI|Improved Extra Attack}}.
These changes more closely match [[D&D 5e rule changes#Action Economy|the rules used in the tabletop game]].
 
Furthermore, [[Mind Sanctuary]] in Honour Mode merely [[Hastened (Condition)|hastens]] characters within it, rather than allowing them to use actions and bonus actions interchangeably.
 
=== Simplification of damage mechanics ===
{{hatnote|See [[damage mechanics]] for details.}}
The interaction between different damage boosts can lead to unexpected (and exploitable) behavior.
In particular, damage riders could get applied numerous times in a single attack with damage rider sources (DRS) causing the attack to deal much more damage than expected.
 
Honour mode makes sweeping changes to many items and effects to stop damage boosts from interacting with each other. Now, all (or most) damage bonuses are well-behaved and do not interact with each other.
This essentially eliminated DRS as a concept in Honour mode.
Many builds centered around exploiting DRS mechanics to deal hundreds (even thousands) of damage per round will not work in Honour mode.
 
In particular, the changes are:
* {{SAI|Phalar Aluve: Shriek}} no longer creates a separate damage instance (DRS) for every damage source. Instead, it adds bonus damage to each damage source.
* {{SAI|Tavern Brawler}} no longer creates a separate damage instance on throws.
* The weapons {{RarityItem|Assassin's Touch}}, {{RarityItem|Deep Delver}}, {{RarityItem|Dragon's Grasp}}, {{RarityItem|Exterminator's Axe}}, {{RarityItem|Firestoker}}, {{RarityItem|Shortsword of First Blood}}, {{RarityItem|Blooded Greataxe}}, {{RarityItem|Render of Mind and Body}}, {{RarityItem|Sword of Life Stealing}}, {{RarityItem|Crimson Mischief}}, and {{RarityItem|Duellist's Prerogative}} all have had their DRS bonus damage removed and replaced with ordinary damage boosts.
** {{RarityItem|Rat Bat}} still has its DRS bonus.
***As of Patch 6, Rat Bat has had its DRS bonus removed.
* The abilities {{SAI|Sneak Attack}}, {{SAI|Colossus Slayer}}, {{SAI|Divine Smite}}, {{SAI|Divine Strike}} have added checks to ensure that they do not receive extra bonus damage that should only be applied to the base attack.{{Verify}}
* The on-jump AOE damage effect of the {{RarityItem|Hamarhraft}} does not get {{em|any}} other damage riders added. It is a flat 1d4.{{Verify}}
 
=== Legendary actions ===
* [[Bulette]] has legendary actions listed in the game files, but does not currently seem to be able to use them.{{Verify}}
 
=== Item rarity and price changes ===
Several items have had their rarities changed for Honour mode. These are:
* {{RarityItem|Martial Exertion Gloves}}: {{rarity|rare|very rare}}
* {{RarityItem|Caustic Band}}: {{rarity|uncommon|very rare}}
* {{RarityItem|Returning Pike}}: {{rarity|uncommon|rare}}
* {{RarityItem|Ring of Flinging}}: {{rarity|uncommon|rare}}
** Previously it was always {{RarityColor|rare|Rare}}, but now it is {{RarityColor|uncommon|Uncommon}} outside of Honour mode.
* {{RarityItem|Pearl of Power Amulet}}: {{rarity|uncommon|rare}}
* {{RarityItem|The Shadespell Circlet}}: {{rarity|uncommon|rare}}
 
Additionally, around 100 items have had their prices adjusted, sometimes significantly. Some examples include:
* {{RarityItem|Evasive Shoes}}: {{price|95|1050}}
* {{RarityItem|Fistbreaker Helm}}: {{price|60|420}}
* {{RarityItem|The Whispering Promise}}: {{price|40|85}}
 
=== Miscellaneous balance changes ===
* {{SAI|Perilous Stakes}} can only target allies. No more applying easy damage [[vulnerability]] to enemies.
 
== Universal changes ==
The following are changes that apply to all difficulties and modes.
=== Spell changes ===
* The range of {{SAI|Heal}} increased from {{Range|m=1.5|ft=5}} to {{Range|m=18|ft=60}}.
* The range of {{SAI|Heal}} increased from {{Range|m=1.5|ft=5}} to {{Range|m=18|ft=60}}.
* {{SAI|Otiluke's Resilient Sphere}} can now only be cast on targets of size large or smaller.
* {{SAI|Otiluke's Resilient Sphere}} can now only be cast on targets of size large or smaller.
* {{SAI|Wall of Ice}} now correctly deals its {{DamageText|10d6|Cold}} damage explosion when broken. Previously, the only damage dealt was by the lingering cold air.
* Casting {{SAI|Shield}} as an {{Class|Abjuration}} no longer grants a stack of {{Cond|Arcane Ward}}. (''Was this ever the case?''{{Verify}}).
* Lockpicking and disarming traps now breaks {{SAI|Invisibility}} and has a chance to break {{SAI|Greater Invisibility}}.{{Verify}}
*Find Familiar spell is now 1/per short rest {{Verify}}
=== Ability changes ===
* {{SAI|Primal Stampede}} now allows a Constitution saving throw to avoid {{Cond|Prone}}. The DC is 10 + Strength modifier.
* {{SAI|Aspect of the Beast (Chimpanzee)}} now has a Constitution saving throw to avoid being {{Cond|Blinded}}. The DC is 8 + [[proficiency bonus]] + Dexterity modifier.
=== Item changes ===
* Stacks of {{RarityItem|Rhapsody}}'s Scarlet Remittance are now only gained by killing enemies. Previously, you could easily max the stacks by destroying inanimate objects like crates.
* {{RarityItem|Diadem of Arcane Synergy}} now only gives {{Cond|Arcane Synergy}} when you inflict an effect on an enemy ({{Cond|Threatened}} doesn't count). Previously, it would activate whenever you inflicted any effect on anything.
* Potential new items. These items are listed in a treasure table associated with [[Araj Oblodra]], but it is not confirmed that they are available in-game by normal means.{{Verify}}
** Staff of Accretion ([[Quarterstaves|Quarterstaff]]): Gain {{Cond|Arcane Charge}} when dealing damage with a close range spell (a spell with a range of {{Distance|m=6|ft=20}} or less).
** Braindrain Cloak ([[Cloaks|Cloak]]): Whenever you succeed a {{Saving throw}} against a spell, apply 2 stacks of {{Cond|Mental Fatigue}} on the caster.
** {{RarityItem|Arcane Absorption Dagger}}
* {{RarityItem|Shining Staver-of-Skulls}} Now has a permanent Light cantrip effect to a range of 7.5m. {{verify}}


== Combat changes ==
=== Effect changes ===
* {{Cond|Arcane Charge}} has been significantly reworked.
* {{Cond|Arcane Charge}} has been significantly reworked.
** Previously it provided bonus damage equal to your [[proficiency bonus]] to ''all'' damage against {{Cond|Threatened}} targets. It also imposed a 50% [[movement speed]] penalty while it was active.
** Previously it provided bonus damage equal to your [[proficiency bonus]] to {{em|all}} damage against {{Cond|Threatened}} targets. It also imposed a 50% [[movement speed]] penalty while it was active.
** Now, it provides 2 bonus damage to spells against threatened targets. There is no movement speed penalty.
** Now, it provides 2 bonus damage to spells against threatened targets. There is no movement speed penalty.
** {{RarityItem|Bided Time}} now only activates when hit by an enemy melee attack. Previously, it could be triggered by an allied attack (for example, if you used a {{SAI|Mage Hand}} to hit yourself).
** {{RarityItem|Bided Time}} now only activates when hit by an enemy melee attack. Previously, it could be triggered by an allied attack (for example, if you used a {{SAI|Mage Hand}} to hit yourself).
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** It can now stack up to 10 times (up from 7).
** It can now stack up to 10 times (up from 7).
** When taking damage, you lose 2 stacks of Arcane Acuity.
** When taking damage, you lose 2 stacks of Arcane Acuity.
** This happens with any damage, including self-damage like {{Cond|Heat}}. This means that Heat items and {{RarityItem|Hat of Fire Acuity}} may not work very well together.
** This happens with any damage, including self-damage like [[Heat]]. This means that Heat items and {{RarityItem|Hat of Fire Acuity}} may not work very well together.
* {{Cond|Radiating Orb}} has been slightly reworked.
* {{Cond|Radiating Orb}} has been slightly reworked.
** It can now stack up to 10 times (up from 7).
** It can now stack up to 10 times (up from 7).
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** It can now stack up to 7 times (previously it couldn't stack).
** It can now stack up to 7 times (previously it couldn't stack).
** When an affected entity fails a mental {{Saving throw}} with at least 5 stacks, they are discharged, dealing {{DamageText|1d4|Psychic}} damage.
** When an affected entity fails a mental {{Saving throw}} with at least 5 stacks, they are discharged, dealing {{DamageText|1d4|Psychic}} damage.
* {{Cond|Momentum}} can now stack 5 times (up from 4).


== Minor changes ==
=== Minor changes ===
* {{RarityItem|Summon Golem Bell}} now requires an action to use and no longer counts as a "dash" for the purposes of activating items like {{RarityItem|Boots of Arcane Bolstering}}. Previously, it functioned as a completely free way of activating on-dash items.
* {{RarityItem|Summon Golem Bell}} now requires an action to use and no longer counts as a "dash" for the purposes of activating items like {{RarityItem|Boots of Arcane Bolstering}}. Previously, it functioned as a completely free way of activating on-dash items.
* {{RarityItem|Eternal Carafe of Wine (Or Sometimes Acid)}} now costs a {{action|bonus}} to use. Previously, it was a completely free source of {{Cond|Alcohol}} (or sometimes {{Cond|Acid}}).
* {{SAI|Knowledge of the Ages|Knowledge of the Ages: Wisdom}} now gives [[proficiency]] in {{Skill|Animal Handling}}, {{Skill|Insight}}, {{Skill|Perception}}, {{Skill|Medicine}}, and {{Skill|Survival}}. It used to give proficiency in {{Skill|Animal Handling}}, {{Skill|History}}, {{Skill|Investigation}}, {{Skill|Nature}}, and {{Skill|Religion}}.
* {{SAI|Knowledge of the Ages|Knowledge of the Ages: Wisdom}} now gives [[proficiency]] in {{Skill|Animal Handling}}, {{Skill|Insight}}, {{Skill|Perception}}, {{Skill|Medicine}}, and {{Skill|Survival}}. It used to give proficiency in {{Skill|Animal Handling}}, {{Skill|History}}, {{Skill|Investigation}}, {{Skill|Nature}}, and {{Skill|Religion}}.

Latest revision as of 01:58, 28 August 2024

Patch 5 released with an enormous changelog featuring major changes like the introduction of Honour mode and new epilogues. It also included hundreds of gameplay changes and fixes and ended with:

And many, many more fixes, improvements, tweaks, and labours of love!

The aim of this article is to document these unlisted fixes, improvements, and tweaks.

Honour mode[edit | edit source]

Action economy[edit | edit source]

Honour mode features a number of changes to tighten the action economy.

These changes more closely match the rules used in the tabletop game.

Furthermore, Mind Sanctuary in Honour Mode merely hastens characters within it, rather than allowing them to use actions and bonus actions interchangeably.

Simplification of damage mechanics[edit | edit source]

See damage mechanics for details.

The interaction between different damage boosts can lead to unexpected (and exploitable) behavior. In particular, damage riders could get applied numerous times in a single attack with damage rider sources (DRS) causing the attack to deal much more damage than expected.

Honour mode makes sweeping changes to many items and effects to stop damage boosts from interacting with each other. Now, all (or most) damage bonuses are well-behaved and do not interact with each other. This essentially eliminated DRS as a concept in Honour mode. Many builds centered around exploiting DRS mechanics to deal hundreds (even thousands) of damage per round will not work in Honour mode.

In particular, the changes are:

Legendary actions[edit | edit source]

  • Bulette has legendary actions listed in the game files, but does not currently seem to be able to use them.[Needs Verification]

Item rarity and price changes[edit | edit source]

Several items have had their rarities changed for Honour mode. These are:

Additionally, around 100 items have had their prices adjusted, sometimes significantly. Some examples include:

Miscellaneous balance changes[edit | edit source]

Universal changes[edit | edit source]

The following are changes that apply to all difficulties and modes.

Spell changes[edit | edit source]

Ability changes[edit | edit source]

Item changes[edit | edit source]

Effect changes[edit | edit source]

  • Arcane Charge Arcane Charge has been significantly reworked.
    • Previously it provided bonus damage equal to your proficiency bonus to all damage against Threatened Threatened targets. It also imposed a 50% movement speed penalty while it was active.
    • Now, it provides 2 bonus damage to spells against threatened targets. There is no movement speed penalty.
    • Bided Time now only activates when hit by an enemy melee attack. Previously, it could be triggered by an allied attack (for example, if you used a Mage Hand Mage Hand to hit yourself).
  • Arcane Acuity Arcane Acuity has been slightly reworked.
    • It can now stack up to 10 times (up from 7).
    • When taking damage, you lose 2 stacks of Arcane Acuity.
    • This happens with any damage, including self-damage like Heat. This means that Heat items and Hat of Fire Acuity may not work very well together.
  • Radiating Orb Radiating Orb has been slightly reworked.
    • It can now stack up to 10 times (up from 7).
    • When an affected entity makes an attack roll (whether it hits or misses), 2 stacks will be removed.
    • Luminous Armour previously had a bug where it could exceed the normal stack limit. This has been fixed.
  • Mental Fatigue Mental Fatigue has been significantly reworked.
    • It can now stack up to 7 times (previously it couldn't stack).
    • When an affected entity fails a mental Saving throw with at least 5 stacks, they are discharged, dealing 1d4Damage TypesPsychic damage.
  • Momentum Momentum can now stack 5 times (up from 4).

Minor changes[edit | edit source]