Biomutant Catch-All

The game really needs a Scrap option when you loot gear, and it needs to stop rearranging my consumables favorites based on what I most recently picked up.

Really enjoying the game so far.

My only gripe is this has to be the worst ultrawide monitor supported game in existence. Even with changing the field of view it is basically a crop. It is so bad that the puzzle with the 3 cables and XYZs I have to change to 1080p window mode in order to see the top row of letters. I also just came across a big fuzzy NPC that likes to bake and is standing in his food cart, when I talk to him I basically can't see his head at all.

Waiting to hear what the first big patch actually does. Supposed to turn all the narrator pain way down...

Patch drop:

BIOMUTANT Post-release Patch 1.4 01/06/21
Here is the full changelog for the patch that we just launched, the entire patch will roll out on PC first and then Consoles as soon as possible due to the submission process and so on, will ofc give an update when it is launched there.

As always do feel free to come to discuss these changes on the official discord here - Biomutant discord

PC Specific
● Fixed crash with AMD-based CPUs with built-in graphics.
● Fixed crash when device info contains invalid display data on AMD-based CPUs.

Tutorial Area
In order to improve the pacing of the early parts of the game, we’ve edited dialogues to be shorter. We’ve also added more enemies and loot to these areas to better represent the experience later in the game.
● Added more early enemy encounters.
● Added missing loot in empty trenches outside Jagni Fortress.
● Added Item drop chance for Bunker 101 crates.
● Updated Best-Before memory to decrease the distance between the Nonos and the Pensai tree.
● Removed some parts of Out-of-Date and Best-Before’s dialogues to improve pacing.
● Removed multiple dialogue fragments to shorten tutorial area length.
● Removed some parts of Goop and Gizmo’s dialogues to improve pacing.
● Removed multiple camera presentations to improve pacing.

Dialogue & Narrator
● Reduced the amount of gibberish spoken before the Narrator starts translating.
● Added dialogue setting toggles for “Gibberish” and “Narrator” allowing players to select if they want to hear the narrator, the gibberish or both when talking to NPCs.
● Fixed narration and gibberish playing silently and producing an awkward pause when each corresponding volume setting is set to 0 instead of skipping the sound entirely.
● Removed the text delay animation when either gibberish or narration is disabled.

Difficulty Settings
● Added "Extreme" difficulty setting, where enemy damage and attack rate is further increased.
● Fixed difficulty settings not being applied for already spawned enemies.

New Game+
● Opened up all class perks for NG+ games. When starting an NG+ game, the player will now be able to unlock perks from all classes.

Settings
● Added Motion Blur slider to the settings.
● Fixed so the camera setting “Auto Adjust > Player” also applies for combat, if turned off the camera will no longer try to frame enemies while in combat.
● Fix Depth of Field toggle not being applied in dialogues

Items & Loot
● Increased chances that items found have a level requirements closer to the player's actual level when found. Players will still be able to find items with higher level requirements, but player level is now taken into account.
● Removed Common item loot drops from high level loot crates.
● Reduced the amount of healing items that the player will find from crates and defeated enemies.
● Increased base damage from melee bodies, handles and addons by approximately 5%.
● Reduced base damage from ranged bodies, muzzles and grips by approximately 5%.
● Fixed resistance stats not being applied for crafted gear when adding addons.
● Reduced gear addon resistance and critical chance bonuses. ● Ensured that quest reward “Diver's Helmet” will no longer drop as random loot.
● Removed slots from all protective suits.

Sound
● Updated melee sound effects across the board.
● Updated mount sound effects volume.
● Added sound effects for tribe war trebuchet.
● Updated sounds when the player lands inside HQ after being launched from catapult.

Combat
● Fixed issue with abnormally high damage output due to consumable top mod applying meta damage multiple times during equip and unequip.
● Fixed ability damage not being able to inflict critical hits.
● Reduced Dead-Eye Sharpshooter perk damage multiplier from 2.0 to 1.25 to ensure that it is comparable to other perks.
● Disabled end-of-combat slow motion camera for short combat scenarios.
● Adjusted valid angles for combat targets to reduce camera movement in combat.
● Disabled camera look-at when striking characters up in the air.
● Fixed a few cases where airstriking would not complete its last attack.
● Adjusted speed of some enemy grabs. It is now a bit easier to dodge them in time.
● Fixed kick attack from smaller enemies being too difficult to parry. Parry window is now more consistent and enemies can be staggered out of it.
● All Tribe Sifus and Lupa Lupin in the final encounter now react stronger to being parried, allowing players to parry and then counterattack.
● Fixed issues with tracking on Jagni Staff attacks. First three hits will no longer overshoot targets and dodge attack is more reliable.
● Fixed sometimes spawning double death particle effects on defeated enemies.
● Fixed issue with Pichu Nanchuk not stopping its animation.
● Fixed larger enemies with melee weapons animating too quickly at slow walking speeds.
● Adjusted hit reactions for Morks to make melee more viable and satisfying to use.
● Fixed issue with dodge shooting while reloading not moving the character correctly.
● Fixed issue with Airstrike sometimes being canceled.
● Adjusted the range for melee attacks to improve enemy tracking and reduce misses.
● Fixed issue where melee gap closer would sometimes overshoot.
● Fixed backwards attack for crush weapons resulting in a miss most of the time.
● Adjusted animations for unarmed and glove attacks to be faster.
● Fixed issue where the player would sometimes become stuck underneath larger enemies after being knocked to the ground.
● Added ability to slide underneath legs of titans.
● Fixed issue where the player would sometimes get stuck inside an enemy after a vault or legslide move.
● Fixed issue where the player would sometimes get stuck inside an enemy after Airstrike.
● Adjusted sound and rumble effect for successful parry to improve feedback.
● Fixed issue where Airstrike would cause enemies to be launched very far.
● Improved aiming for Jumbo Puff when throwing rocks.

Quests & Achievements
● Fixed game progress not being able to reach 100% due to unavailable quest states within a single playthrough.
● Fixed "Back to the Roots" quest sometimes not being completed.
● Adjusted tribe war flow to be more robust.
● Fixed the “Old World Gadgets” trophy correctly unlocking after finding old world gadgets.

Crash Fixes
● Fixed crash when moving objects between areas using Telekinesis.

User Interface
● New weapon Wung-Fu is now only unlocked when the player has crafted a new weapon instead of being unlocked when looting an individual component.
● Added correct “fast travel locked” message when attempting to fast travel while climbing a ladder or falling.
● Added Mercenary DLC indicator to the main menu.
● Added dark backdrop to QTE prompts to improve readability on lighter backgrounds.
● Moved Comic-book Effects to ensure that the counter QTE prompt is visible.
● Reversed Hypoxia Warning percent value to be consistent with other zones.
● Added fading to enemy & friendly markers at 30m distance to reduce HUD clutter.

World
● Remove several area objectives from Suburbia, as they are tied to the Moog quest and could cause confusion.
● Replaced a couple of NPC tasks that didn't work as intended.
● Added missing “No-Rain” volume to the sewer entrance at oil fields to prevent indoor rain effect.
● Subnautica station is now fully covered by correct post-process volume.
● Improved look for indoor puddles.
● Fixed issue where the player was able to fall through the world in the Myriad Fortress.
● Fixed issue where the player was able to fall through the world in an Ankati Outpost.
● Fixed issue where big oil planes were possible to walk on.
● Fixed Oil Field Monster's presentation camera being triggered underground.
● Fixed area objectives for Gutway 6G counting incorrect amount of Superb Loot.

Miscellaneous
● Disabled fast travel when jumping from water.
● Fixed issue where the “Unspeakable hand” Wung-Fu could cause NPCs to fall through water surfaces instead of drowning.
● Fixed issue with rocket NPC being stuck in air after explosion.
● Fixed issue with rocket NPC explosion particle effects popping when being removed.
● Adjusted free-fall duration needed for Mounts to trigger hard landing.
● Fixed attribute check labels in puzzles incorrectly being displayed as “Loot Chance” instead of “Intellect”.
● Fixed infinite jump while using photo mode.
● Fixed fireflies not spamming narration when caught.
● Fixed child memories being auto-completed when opening photo mode.
● Fixed some doors opening after using photo mode.
● Fixed smoke from burning villages sometimes being rendered as stripes on AMD GPU's.
● Adjusted default camera pitch up a bit so it's not positioned directly behind the player
● Fixed resistance being reset after modifying appearance.

Dialogue & Narrator
● Reduced the amount of gibberish spoken before the Narrator starts translating.
● Added dialogue setting toggles for “Gibberish” and “Narrator” allowing players to select if they want to hear the narrator, the gibberish or both when talking to NPCs.
● Fixed narration and gibberish playing silently and producing an awkward pause when each corresponding volume setting is set to 0 instead of skipping the sound entirely.
● Removed the text delay animation when either gibberish or narration is disabled.

This is good. I've been pressing a button to skip the gibberish, but then I sometimes accidentally skip the dialogue as well.

That's some hefty cleanup. Sounds like they just couldn't afford the kind of usability testing that AAA games spoil us on. I'm not mad about supporting them with a preorder, but I'm glad I'm in the middle of another game and giving them some time for patches before starting it.

A lot of good stuff, surprised they moved so quickly on a lot of these issues.

First time playing since the patch and wow, feels like an even BETTER game now!

I think they rescaled player attribute levels because I now have maxed Melee damage with 150 strength whereas before the patch I was at about 3/4 of the bar.

Resistances are also MUCH higher. My character had 100% resistance to both toxic and radiation where I had geared to clear a rad zone so that was a nice find. Means it'll be much less oppressive to explore toxic zones.

Melee damage is BADASS now. Before things were kind of bullet spongey for melee, but now it's really easy to combo and dispatch enemies at or below your level. WHICH ALL MEANS you build your Super Wung-Fu meter faster and are whizzing around the battlefield like a total badass.

I know this game will likely be nuked by the bad reviews but it was in a really good place before this patch and after, wow, it's just a great great game and everyone should play.

(also the narrator changes do "fix" the narrator if that was a problem for you. It wasn't for me which is why I didn't mention it)

Great to hear! Going to jump back in and try it out!

On PS4 so still waiting on the patch, but one thing that is constantly surprising me is the amount of optional stuff in the game you will never know is there unless you stumble across it. Exploration is richly rewarded, sure often its just gear or simple sidequests for xp, but then you stumble across something totally unique that you didnt even know was in the game. Im level 32, with one world boss left to kill but hes on the back burner while I just roam new places on the map.

I’m loving this so much. A massive amount to do and see. Really helps that I can play for an hour or two and make significant progress in several areas.

Only downside is my character is stuck in this awful duck helmet. Covers their entire face and is bulky as hell. I’ve had it since very early in the game but it’s, by far, outpaced everything I’ve found.

Yeah, I am running with this stupid looking purple teddy-bear head looking helmet, that has good armor, etc, but I loathe the look of it.

I know we're programmed to wear our best gear, but really the game is so forgiving in terms of difficulty that equipping a less powerful helmet for better looks is a totally viable option.

AcidCat wrote:

I know we're programmed to wear our best gear, but really the game is so forgiving in terms of difficulty that equipping a less powerful helmet for better looks is a totally viable option.

I've deeply considered this. I'm sitting on a much better helmet but can't wear it until I'm level 30. You also can't preview the look of something that is out of your level range so, given my luck, it'll actually end up being more hideous than what I'm wearing now.

Don't forget about armour mods.

If you find something you like the look of that's within 10-30 armour points you can end up with a better piece overall if you mod it appropriately.

Around level 20 or so you'll end up having to do this a lot because the new pieces you get will start coming with elemental resistants built in. At first it looks like they're weaker till you mod them up.

And improving the quality at the balloon stations, though that does take a decent amount of materials.

ranalin wrote:

Don't forget about armour mods.

If you find something you like the look of that's within 10-30 armour points you can end up with a better piece overall if you mod it appropriately.

Around level 20 or so you'll end up having to do this a lot because the new pieces you get will start coming with elemental resistants built in. At first it looks like they're weaker till you mod them up.

Oh, trust me, I've been looking. I am quickly approaching level 20 and hope I can find something better tonight.

AcidCat wrote:

And improving the quality at the balloon stations, though that does take a decent amount of materials.

I've considered this but am more interested in using those stations for my weapons than the armour.

cartoonin wrote:

Yeah, I am running with this stupid looking purple teddy-bear head looking helmet, that has good armor, etc, but I loathe the look of it.

This is why all games should have transmoging like AC:Odyssey

To be fair I am almost 40 hours in and still finding new armor models and weapon parts, there is a huge amount of variety here, not to mention the bespoke full weapons found in certain spots, the main issue seems to be that after you play a while 95% of what you find isnt as good as what you currently have equipped, so most of it ends up broken down for parts.

Beat the game at 17 hours in. I played on an easier difficulty so it may not have been necessary to grind out a lot of the areas. While I like the challenges in the game, I found that the building layouts were re-used quite often and it did become a bit repetitive.

That being said, I'm very happy with my time spent in game. It was a fun game but not sure I'm going to go back and try to 100% it.

I finished up the main quest last night, along with several side quests, and overall I had a good time with it. There is a lot of variety in the different attacks, depending on which you choose. I ran my Psi-Freak with dual wield on both melee and ranged weapons, though I would occasionally switch to an automatic weapon when fighting some of the main bosses.

There is some replayability, since there are several "classes" to choose from, but my most interesting one is going down the Dark path, as I was predominantly on the Light path, since that is my natural inclination but also because some of the powers intrigued me.

I briefly started with the + option, saving my current loadout and found a different sifu to team up with and start down the Dark path. I ended up only playing about 15 minutes into it, when I decided that I had enough at that point and will go back if there are more updates, especially if they add more characters/creatures so the world doesn't seem so barren.

I've been taking this very slow and have been having a great time. Do about a little area or two a night. It's pretty much exactly what I was expecting. It's actually less bug free and more cohesive than I thought it would be.

Yeah, I can't remember running into any bugs, especially of the BSOD variety. It was put together well, from a tech perspective.

cartoonin, what is your golden icon? An exploding box with a smiley face?

mrtomaytohead wrote:

cartoonin, what is your golden icon? An exploding box with a smiley face?

It's a dumpster fire.

Finished over the weekend. Ended up skipping 2 areas and all dialogue to just be done with the main story. I defeated two world eaters, the lead up to one of them, united all the tribes, and the final boss fight in about an hour and a half.

While there's a lot I think is outstanding, the entire concept of the game doesn't work. It's a 30 hour game with the same repetitive content to stretch it into an 80 hour game. There's just not enough meat to support itself. Combat seems fairly deep at first but you quickly outlevel enemies and remove any necessity for engaging. To me, I really think this game should have been a semi-open world game with condensed open areas. A larger skill tree would have helped as well.

The game looks great with the character creator being an excellent show piece. The setting is creative and I liked all the character designs. I was really into it for the first 20 hours. It's a shame the next 20+ felt like a slog.