>You can now customise hirelings' appearance when recruiting them.
Good. This should have been available from the start. Hirelings look ridiculous.
>At Level 6, Knowledge Domain clerics will now correctly gain 'Channel Divinity: Read Thoughts', Nature Domain clerics will now correctly gain 'Dampen Elements', and Trickery Domain clerics will now correctly gain 'Channel Divinity: Cloak of Shadows'.
Again, something that should have been available from the start. That being said, Light Domain is still leagues better than the others. Nature and Trickery are just gawdawful.
>Lae'zel was having trouble getting over Act I and Act II. She'll no longer make certain comments in Act III as though you're still in the earlier stages of your adventure.
Okay, but did they fix this for Shadowheart? If you play as a Cleric of Selune, she still has a dialogue option to say she's trying to corrupt you to Shar even if you you got her to abandon Shar. Gale also has some comments about the Nightsong in Act III that disrupt continuity.
>Selûnite Shadowheart will no longer wish you well in the name of Lady Shar.
Well, at least they fixed that.
Nevermind, she still says, "Shar's blessings upon you." as a Selunite.
>When a character uses an off-hand ranged attack, Dexterity is no longer added to the damage. This now aligns with off-hand melee attacks.
>Fixed your Dexterity modifier being added to ranged off-hand damage before you have the Dual Wielder feat.
Yeah, I always felt dual-wielding crossbows felt OP; didn't realize this was the reason.
>Picking up the disarmed weapons of characters in combat will no longer be considered a crime. You can also now use owned items in combat even around characters who are not participating in combat.
This was unintentionally hilarious. Happened to me once in Act III. Some civvy saw me pick up a Baneite's weapon and got all huffy. It's like, killing is fine, but theft? No, sir!
>Protection from Evil and Good should now protect you against meenlocks' Fear Aura, and the aura will go away if the meenlock gets knocked out.
Great! However, Meenlocks are also supposed to be afraid of light. But if you cast Light or Daylight, they don't care.
>The Slayer's Saving Throws are now dynamic. The Slayer now also gains Extra Attack(s) as part of the form.
Good; Slayer felt kinda worthless to transform into in Act III.
>NPCs will now give proper consideration to Steel Watchers' self-destruct area and steer clear of it.
Again, another unintentionally hilarious part of the game was watching NPCs casually walk into the explosion radius and die.
>If you polymorph, charm, paralyse, or dominate NPCs who are waiting around for you to approach or interact with them, they'll now consider this a hostile action.
Oh, damn. This might break the Minthara recruitment workaround if you save the grove.
>Companions will now consistently have something to say to you when you break up with them by choosing to be with someone else.
Funny thing about this. After I became an Unholy Assassin, Minthara accused me of cheating on her. Is this intended or is this a bug?
>For Lae'zel to decide to romance you, you no longer only need to gain high enough approval from her. You must also have proven yourself worthy through your actions.
Bad news for romance speedrunners?
Maybe you sequenced broke something after killing everyone and leaving them dead for so long. All the “night scenes” have to catch up.
>Fixed the game not recognising that you know that Astarion is a vampire after he tells you about it.
>Fixed the player character mentioning Astarion killing the Gur hunter even if Astarion never met him.
Well, there we have it.
>If you decapitate Karlach before having spoken to her and then resurrect her, she'll no longer spend the rest of the game headless.

NOOO!!!
>Fixed some inconsistencies with those in Last Light turning hostile if you start being aggressive with them. They're no longer fine with you murdering Jaheira. You can also no longer brag to Jaheira about saving her scouts if you bypassed them and they saved themselves.
Funny thing about this is, you can just completely ignore the goblins during the initial fight at the gates in Act I; but after the battle, the NPCs will still talk like you bravely defended the grove.
>Fixed an issue where Wulbren would try to save the tieflings from their cell even if he didn't have a weapon to break their wall.
Also unintentionally funny to watch Wulbren try to break a stone wall with his bare hands.
>Viconia's minions will no longer stop fighting when she is defeated.
Dude, people assumed that they stopped fighting because they all secretly hated her.
Something else they did, although I don't know if they mentioned in the patch, is that you can tell your companions about
your Bhaalspawn heritage if you play as the Dark Urge, sometime after the revelation in Act III...