Baldur's Gate 3
Steam News 10 November 20223y ago

Dev Blog: Patch 9 is Coming

Hello everyone, Like a team of infernal reindeer, the next major update for Baldur’s Gate 3 is coming in for a smooth yuletide landing — yes, new features will be live before the year is out, accompanied by a festive Pa…

Update log

Full Baldur's Gate 3 update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hello everyone,

Extracted changes

0 fixes4 additions2 changes0 removals
  • Gameplay
  • Store
  • Workshop
  • Performance
addedLike a team of infernal reindeer, the next major update for Baldur’s Gate 3 is coming in for a smooth yuletide landing — yes, new features will be live before the year is out , accompanied by a festive Panel From Hell that will give you a peek at what’s to come in 2023!
addedIn the Community Update accompanying that Panel From Hell, we’ll go into detail about some of the most discussed topics in the community. The good news is that we’re on track for release in 2023 – and we’ll have more on that in December. Acts 2 and 3 of the story are being actively playtested to ensure they’re up to the same level of polish and you’ll soon discover that there’s much more in the works (or already complete) than what you’ll encounter in an Early Access playthrough. Our goal is for even the players who have repeated Act 1 over and over again for hundreds of hours to feel like there’s a whole new experience in store for them at launch.
changedWe're still paying close attention to all your feedback, bug reports, comments, your fan art and jokes – they sustain us, so please keep them coming or we will grow desperate and you’ll discover us consuming pigs’ blood in the middle of a Belgian motorway like a certain vampire spawn. Whatever it takes to get the game out, you know?
addedBehind the Scenes: Motion CaptureWe’ve just opened up a new, dedicated motion capture space in Guildford, so while we have you here and we’re telling you things, we thought we’d give you a little peek behind the betentacled curtain into one of the most important tools in our storytelling arsenal: our motion capture tech.
addedBehind the Scenes: Motion CaptureHaving multiple locations has meant that each team could be empowered to try out new ideas, experimenting upon and refining animations without having to wait for another studio to come online. Having spaces across the globe also meant we could capture data anytime over the 24 hour period, allowing for continuous development.
changedBehind the Scenes: Motion CaptureEarly on, we began using XSens’ full-body motion capture which allowed animators and designers to quickly monitor and review data even when working from home — something that proved pretty helpful during lockdown. We integrated StretchSense gloves to improve the speed we can get finger data into the engine and completed major overhauls to our pipelines to allow the Optical Performance Capture data to be quickly imported into our build. But as we first began development on Baldur’s Gate 3, we knew in order to achieve a truly cinematic feel we’d need to improve the quality of our technology and the speed of our mocap pipeline.

Like a team of infernal reindeer, the next major update for Baldur’s Gate 3 is coming in for a smooth yuletide landing — yes, new features will be live before the year is out, accompanied by a festive Panel From Hell that will give you a peek at what’s to come in 2023!

In the Community Update accompanying that Panel From Hell, we’ll go into detail about some of the most discussed topics in the community. The good news is that we’re on track for release in 2023 – and we’ll have more on that in December. Acts 2 and 3 of the story are being actively playtested to ensure they’re up to the same level of polish and you’ll soon discover that there’s much more in the works (or already complete) than what you’ll encounter in an Early Access playthrough. Our goal is for even the players who have repeated Act 1 over and over again for hundreds of hours to feel like there’s a whole new experience in store for them at launch.

We're still paying close attention to all your feedback, bug reports, comments, your fan art and jokes – they sustain us, so please keep them coming or we will grow desperate and you’ll discover us consuming pigs’ blood in the middle of a Belgian motorway like a certain vampire spawn. Whatever it takes to get the game out, you know?

In all seriousness though, it takes time to tell a great story, implement feedback, and iterate on such a large game, so we want to thank you for your patience as we get closer to Patch 9.

We’ll see you in December – the dress code is “Christmas from Hell”. 🎄😈

Behind the Scenes: Motion Capture

We’ve just opened up a new, dedicated motion capture space in Guildford, so while we have you here and we’re telling you things, we thought we’d give you a little peek behind the betentacled curtain into one of the most important tools in our storytelling arsenal: our motion capture tech.

A typical day at work at Larian Quebec

We have been working with motion capture for years, with mocap-ready studio spaces constructed at our offices in Ghent, Kuala Lumpur, Quebec and Dublin.

Having multiple locations has meant that each team could be empowered to try out new ideas, experimenting upon and refining animations without having to wait for another studio to come online. Having spaces across the globe also meant we could capture data anytime over the 24 hour period, allowing for continuous development.

Our team in Kuala Lumpur passionately discuss whether Gith are in fact more similar to platypus than humans. “They’re both egg-laying mammals.”

Early on, we began using XSens’ full-body motion capture which allowed animators and designers to quickly monitor and review data even when working from home — something that proved pretty helpful during lockdown. We integrated StretchSense gloves to improve the speed we can get finger data into the engine and completed major overhauls to our pipelines to allow the Optical Performance Capture data to be quickly imported into our build. But as we first began development on Baldur’s Gate 3, we knew in order to achieve a truly cinematic feel we’d need to improve the quality of our technology and the speed of our mocap pipeline.

So we decided to expand on this idea last year with the launch of Larian Guildford; our first studio in the UK.

The actors when lunch arrives.

England has

Source

Steam News / 10 November 2022

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