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Good news for fans of distant travels filled with magic and adventure. Baldur’s Gate 3 has just received a new patch that adds cool new feature to the game.

Among them, we have a new Barbarian class (with two subclasses), as well as new melee combat options, magical loot items, and interface improvements. The full list of changes can be seen in the game's changelog.
And I thought you can only patch released versions.
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twillight: And I thought you can only patch released versions.
Well, there is a version released: the "in dev" - version.

;)

Not turn based, and real-time-with-pause combat doesn't work for me, to the point where I consider it a dealbreaker. (As I said before, RTwP is worse than either turn-based or full real-time.)
Haha, let's agree to disagree. For me it's the other way around. I really enjoy real-time-with-pause combat. That's how I played BG I and II, IWD, etc back in 2000 and in my opinion the system works great.

On the other hand I really hate turn-based combat for this games. For me turn based combat is Heroes of Might and Magic series...

It's all good when everybody can play their own game in their own way.
As for RTWP, remember this is Baldur's Gate in name only, and is basically Divinity: OS 3 (which is a good thing).

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Niggles: 1. Who actually bought it?
Apparently about 1/3 as many people who bought Divinity: OS 2 (which is a LOT of people) so far, and it's a long ways from being done.
2. who willing to download this monster?.
Everyone who bought it, presumably. There are far bigger games.
Strange that developers can make such grave errors as putting the wrong title on their games. But maybe DOS3 is still a nice game.
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dtgreene: Here's the sort of thing I'm looking for in this sort of game:
Turn-based: yes. 3D "strategic" combat where positioning matters, D&D 5e turns.
Level cap: probably 10, from what I've heard.
Spellcasters: It's D&D 5e, plain and simple. Probably not what you're looking for, in that regard.

I'd recommend the DSA games, like Realms of Arkania and Blackguard (and Drakensang, but that one's not turn-based) if you want to mix & match spells (anybody can learn almost anything, just not as easily as others -- especially blackguads). If you want to play around with D&D 5e, I'd recommend Solasta for now: cheaper (on sale right now, even), not as likely to have major changes in the near future, and mods can give you more classes and a higher level cap (although the recent update did change that from 10 to 13 for that game, I think).

Not turn based, and real-time-with-pause combat doesn't work for me, to the point where I consider it a dealbreaker. (As I said before, RTwP is worse than either turn-based or full real-time.)
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bioshark: Haha, let's agree to disagree. For me it's the other way around. I really enjoy real-time-with-pause combat. That's how I played BG I and II, IWD, etc back in 2000 and in my opinion the system works great.

On the other hand I really hate turn-based combat for this games. For me turn based combat is Heroes of Might and Magic series...

It's all good when everybody can play their own game in their own way.
Here's an explanation of why I don't like real-time-with-pause:

Turn based combat has a nice rhythm to it. You enter your command(s), and then you get to see the commands execute. (Of course, your enemies also get to act in turn.) Also, with turn based, you're not in a rush, and even if an emergency situation occurs, you have plenty of time to think about how to solve that emergency. (It can still be stressful, like when a player of a roguelike is about to lose next turn and is frantically searching their inventory for an item -- any item -- that would get them out of that situation.) Also, turn based games have an accessibility advantage; players with poor reflexes can easily enjoy such games without issue.

Real time combat, on the other hand, is quite fluid if done well. (With that said, real time combat doesn't work so well when one player is controlling multiple characters/units; I find that real time works best if the player is only controlling one character, if it's a multiplayer game with one player per character, or if it's a character-free game like Tetris.)

RTwP combat, on the other hand:
* Lacks the rhythm of turn-based because pauses are irregular. Also, there's the fact that a player can sometimes lose just because they didn't pause the game fast enough.
* Lacks the fluidity of real-time because the game is constantly being paused.
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NuffCatnip: Finally the best class got released. :)
No, the game still doesn't have bard.

/joking
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NuffCatnip: Finally the best class got released. :)
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J Lo: No, the game still doesn't have bard.

/joking
Give a bard an electric guitar and I might approve that statement and I'm only halfway kidding. :P
For a second there I thought this was finally coming out of InDev, but nah, just a much coveted class, which is still great mind you, but for those of us waiting for a full release already, will have to wait a bit longer it seems... Which is well enough, as my backlog rivals this store's actual library!
In real time with pause, the key word is pause. It's much more tactical to me. I can pause and then issue commands to my entire party and then un-pause for a few seconds and let all the action unfold (both mine and the enemies). It's more realistic this way. The bad guys attacks while you attack as well.... he doesn't wait for his turn.
But it's also very tactical because you have to think of all your next steps, for the entire party, not just for one character. And yes, potions are very important as well.
So the game is quite fluid with bursts of action and pause while you issue commands.

But hey, as I've said: each to its own.
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bioshark: In real time with pause, the key word is pause. It's much more tactical to me. I can pause and then issue commands to my entire party and then un-pause for a few seconds and let all the action unfold (both mine and the enemies). It's more realistic this way. The bad guys attacks while you attack as well.... he doesn't wait for his turn.
But it's also very tactical because you have to think of all your next steps, for the entire party, not just for one character. And yes, potions are very important as well.
So the game is quite fluid with bursts of action and pause while you issue commands.

But hey, as I've said: each to its own.
Except that it's not because the pauses are irregular. Having the pauses breaks the fluidity, and the irregularity breaks the rhythm.

You could get the same thing in a turn-based setup that works as follows:
* Player enters commands for each character.
* The combat round starts, and all actions take place simultaneously.
* Then the player enters the commands for the next round.

Wasteland 1 is almost like this; all ranged combat is simultaneous, but melee combat involves initiative rolls each round. (Well, technically, ranged combat messages show one attacker at a time, but a character who is knocked out from an attack can still fire the same round, so it behaves mechanically like simultaneous combat.)

One other problem with "real-time-with-pause" combat is that the combat can run out of control, which is no fun; with turn based combat this isn't an issue.
Never going to be 'finished'.

Moving on.
When has Larian Studios not finished a game? This is not some unknown or flaky developer.
Okay, maybe I don't understand the kind of development cycle at work here, but having to wait for the "guy whose job it is to bash other people with a sword" update seems like the sort of thing you quietly mill about until you have a complete roster, and then you say, "meet the classes" instead of trickling them out ad infinitum.