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Baldur's Gate 3: Act 3 Bugs and Missing Content Becoming a Problem as More Players Near End

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  • I was fortunate enough to not run into any of the quest-breaking bugs. Had no issues doing what I wanted to do. What I did run into a lot was buggy scripting where dialogues assumed I had information I didn't, so I wouldn't know what my companions were talking about some of the time.

    The bigger problem in my eyes is spells/items/class abilities/feats not working correctly and being outright non-functional in some cases. That's going to be an enduring problem for replays, and it's not encouraging to me that very little has been done on this since release.

    I do think this game wouldn't have scored as well as it did if so many publications didn't rush to press with half a playthrough. In this particular case, I think the game--bugs and all--is still a strong GotY contender, but I really hope there's a conversation being had in the professional games criticism sphere about how this practice could cause a scandal in the future.

    As it is, I'm genuinely surprised the reviewers aren't coming under fire more than they have for this. I come from an era where publishing a review without completing a game would have been unconscionable.

    • Do you have an example? Haven't noticed that yet in 110h of playing.

      • A couple minor broken ability examples: Mage Hand requires a short rest to recharge, which is fundamentally wrong for a cantrip, and Feather Fall is a bonus action instead of a reaction, making it useless for its primary purpose. These aren't game-breaking, of course, but annoyances like this add up, and it never feels good to have chosen an ability that turns out not to work as it should.

        One of the more problematic issues is stupid pathing logic, especially around known hazards: Party members absolutely love to spot traps, announce them, and then walk right into them. Sometimes it results in someone getting a minor injury. Other times it nearly wipes out the whole party.

        I suggest saving often.

      • For the items, etc. the ones I can remember offhand are:

        • Boots of Stormy Clamour (applies Reverberation with conditions) - never seen it proc with any of the conditions I've tried. Meanwhile, Diadem of Arcane Synergy will (likely incorrectly) proc on damn near anything, even self-buffs.
        • Jhannyl's Gloves (auto-cures Poison/Paralyze/Blindness) - hasn't worked for me once. The +1 to saving throws is active though.
        • Goad (disadvantage on attacks, from Battle Master subclass) - either doesn't work or is very inconsistent.
        • Uncanny Dodge (Rogue) - I think everyone that's played a Rogue knows this one. It's got a weird passive effect implementation that auto-disables a lot.
        • Chromatic Orb - having occasional issues getting Storm Sorcerer's Heart of the Storm to proc with this. Still pinning this one down, if anyone else has run into it?
        • Lucky (feat) - doesn't reroll incoming crits.
        • Polearm Master (feat) - I have no idea where the bonus action is. Either I'm blind or it's just missing.

        There's also stuff on the plus side, like Titanstring Bow double dipping with Lightning Charges or, famously, Haste and Haste-like effects (Elixir of Bloodlust) granting second attacks on each additional action for lv. 5+ martial classes. It's possible Larian just balanced it this way, but I don't think so. It's crazy broken.

      • Here's a few: ::: spoiler spoiler

        • The High Harper quest start is bugged if you talk to the shopkeeper with Jaheira instead of your MC. You get the key but cannot get into the basement without making the shop staff hostile. If you go around through the balcony the bottom floor is empty.
        • Wyll's dad thinks his son sold his soul to save him even though he chose to free himself from the contract.
        • Gale thinks I agreed to give Raphael the crown even though I unambiguously turned him down.
        • Gortash thinks I agreed to help him in his pre-battle speech with Karlach even though I did not.
        • Gortash has loot on him that is cut content "Ilithid Jar with Larvae".
        • Targetting with AOE spells will sometimes just not attempt to hit enemies that are clearly in the circle and highlighted.
        • Chest of the mundane broke at start of Act three (fixed in first patch)
        • Returning weapons wont return if thrown while entering combat.
        • The rescued gnomes in the steel foundry keep getting mad at me for being there and starting the "you're not allowed to be here" dialog when they spot me, despite being marked as allied with a green circle.
        • After the Steel Foundry conclusion Wulbren won't acknowledge the fact that he's no longer leader, and his model spawns on top of and clips through the leader of the other faction.
        • Various enemies will randomly take extremely long turns and do nothing.
        • Allied AI will walk through allied ground effects after combat and become hostile.
        • Dame Aylen flew to the bottom of the tower during the fight with Loroakkan and didn't trigger her scene when the fight was over.
        • The conversation with Isobel after Loroakkan fight took place in the tower despite being initiated in the camp. :::

        That's a short list off the top of my head but there's been plenty more.

      • The main example cited in the article comes from recruiting Minthara instead of killing her. It looks like Act 3 didn't really take that option into account.

        Other problems include questlines that can't be completed.

  • I just finished Act 1 and am a completionist who literally inspects every chunk of map, reads every book, finishes every quest-log item before moving to next map area. I can safely say that Act 1 has been amazing for me.

    I did encounter one inventory bug. Prior to patch one, I was using the Chest of the Mundane as a poor man's Bag of Holding due to the weight reduction. At one point I took 600kg of items out of the chest to sell them to a vendor, and my inventory bugged. After screwing around with my buggy inventory for an hour (having fun earning infinite money from a vendor, for example), I reloaded from the save prior to taking the stuff from the chest and removed it in smaller chunks and everything was fine. Patch 1 killed the weight reduction in the chest, so it is unlikely others will find this fun bug.

    Side note: my Lawful Good Gold Dwarf Cleric of Moradin has been a blast. I first talk my way into any circumstances, because one shouldn't pass judgement without all the information. But after judging them as evil, wiping out the goblin, duergar, and zentarim camps has been super satisfying. The completionist in me worries about plot implications of these judgements down the line, and what I get locked out of, but so far it's been great.

  • IMO, what is there in Acts 1 and 2 still more than justify BG3's price tag and glowing reviews. While I wish Act 3 was more polished (and yes, the ending does feel a tad rushed and underwhelming), what is there in Act 3 is still plenty.

    I'm hoping for an expansion for an Act 4 to bridge the gap between Act 3 and the ending, maybe set in the Upper City, with better outcomes for our companions. However, with all the branching choices that already exist in the game, simply the feat of having to create one more story might be a nightmare.

  • Sadly I've started to experience the same. I hope the devs address these issues quickly.

  • The differences in playing at launch vs after patch 1 are insane. My first time through the game, I kept thinking things were a little off and just thought it was simply weird writing that assumed too narrow of a range of player actions. Turns out half of the shit I was doing was accounted for, but the scripts or cutscenes weren't triggering properly.

    I had gotten through the entire game pretty early because of my obsessive way of gaming, and tried to bring up all the broken shit a bunch of times and was downvoted and dismissed as contrarian.

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