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[Multi] Biomutant

Discussie in 'Games' gestart door Servantes, 24 mei 2021.

  1. Reckuuza

    Reckuuza #ACHTERBUURTHOOLIGAN#LOMPEBOER#XBWSFINEST#NEKDIE

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    ben benieuwd hoe leip die lsd trip was toen ze deze game aan t maken waren
     
    Zumpelvelder vindt dit leuk.
  2. Servantes

    Servantes Well-Known Member

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  3. ageQned

    ageQned Active Member

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    The developer behind Biomutant has said an upcoming update will make significant improvements to the game.

    Experiment 101 said this update, which it hopes to release soon, will include bug fixes and "changes based on community feedback".

    What changes, exactly? Experiment 101 didn't go into great detail, but namechecked many of Biomutant's systems:
    "We are working on the pacing of dialogues, narrator settings, difficulty settings, video settings like depth of field and motion blur, loot and enemy tuning as well as sound and combat," the developer said.

    That's quite a lot of the game this update is set to tackle!


    Hoewel dit natuurlijk achteraf is is het wel mooi dat ze eraan werken. Dus misschien kunnen wij met een mooie sale dan toch nog leuk de game een keer doorspelen.
     
  4. Zifnap

    Zifnap Koehl en gecollecteerd

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    Patch:

    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    • Removed some parts of Out-of-Date and Best-Before’s dialogues to improve pacing.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.
     
    Laatst bewerkt: 6 jun 2021
    Yellow 13 vindt dit leuk.
  5. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    Misschien wordt het ooit nog iets!

    Wat ik echter begreep uit ervaringen van reviewers en spelers heeft deze game echter een groter probleem dat veel moeilijker te fixen is. De core mechanics van de game zijn totaal niet gefocust en een combinatie van verschillende onderdelen die je uit andere games kent. Als de basis niet lekker in elkaar zit, wordt het moeilijk een goede game te leveren, ondanks talloze mogelijke patches.
     
    Zifnap vindt dit leuk.
  6. Zifnap

    Zifnap Koehl en gecollecteerd

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    In ieder geval doen deze developers hun best met het patching proces. Ik vind het al redelijk veel, ondanks dat de titel nog erg nieuw is. Misschien ben ik de enige, maar ik vind de stilte rond Cyberpunk (in de context tot de grote problemen) veel minder vertrouwen uitstralen.
     
    Laatst bewerkt: 6 jun 2021
  7. Yellow 13

    Yellow 13 Well-Known Member

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    Daar is Kingdom Come ook zo'n goed voorbeeld in. Zonde, had deze titel best wel willen proberen. =(
     
  8. Yellow 13

    Yellow 13 Well-Known Member

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    Grappig. Mack van Worth a Buy zegt dat de game juist goed is. En als ik de beoordelingen op Xbox Live zie twijfel ik wel. Vraag me af wat de grootste websites dan echt kut vinden naast game mechanieken. Misschien toch het proberen waard??? :confused:
     
  9. Reckuuza

    Reckuuza #ACHTERBUURTHOOLIGAN#LOMPEBOER#XBWSFINEST#NEKDIE

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    zou het doen, laat t ons maar weten
     
  10. Zifnap

    Zifnap Koehl en gecollecteerd

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    Liever jij dan wij. :+;)
     
  11. Zifnap

    Zifnap Koehl en gecollecteerd

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    Biomutant patch versie 1.5 inmiddels. Devs blijven flink werken aan deze titel. Een lange lijst, maar is het spel daardoor zichtbaar verbeterd?

    ==================================

    PC Specific
    • Added “Field of View Type” setting for selecting between horizontal and vertical Field of View. Vertical Field of View is useful when using a wider monitor to get the correct aspect ratio. By default, the Field of View is set to be horizontal.
    • Fixed crash when temporarily losing contact with the GPU.
    Progression
    • Increased level cap from 50 to 100.
    Items & Loot

    In order to improve the looting experience, we’ve tweaked how the loot generation works to reduce duplicate items and improve variety. We have also added several new items which have higher stats than their lower rarity counterparts. This means that an item found with a certain rarity can also be found later with a higher rarity and much improved stats.

    And to top it off we have also added a much-requested scrap action to the loot screen, which should reduce time spent cleaning up the inventory.
    • Added more superb loot variations.
    • Added higher tier relic and legendary weapon parts that will start dropping at level 50.
    • Updated loot generation to provide more variation and less duplicate items.
    • Added scrap action to loot screen.
    • Added settings for hiding or showing head items.
    • Increased damage of later tribe weapons to better fit player level and gear.
    • Removed addon slots from special gear that can't be scrapped, lost or crafted with.
    • Fixed issue which allowed an unlimited material supply to be gained from crafting.
    • Fixed Missile Cloud to correctly fire on every fourth shot during Rapid Shot in Super Wushu.
    • Updated Saw Blades to have a lower spread, higher velocity and correct pierce through enemy behavior.
    • Fixed Pichu Nanchuk being hidden in inspect mode.
    • Fixed issue where it was possible to equip another one-handed weapon when the Pichu Nanchuk was already equipped.
    • Fixed issue which caused Valve addon to have higher stats than intended.
    • Reduced resistance values for Ancient Pants to make other gear more viable.
    • Fixed favorite consumables quick menu being scrambled when there are no free slots available.
    • Fixed Automaton Health Injector cooldown being reset when using Automaton Boost resulting in Automaton Health Injector only being refilled after resting.
    Settings
    • Added “HUD > Mode” setting where it’s possible to select either “ALWAYS SHOW” or “DYNAMIC”. Selecting the “DYNAMIC” option hides the persistent UI elements after a while outside combat. When “DYNAMIC” is selected the player can open either menu or quick menu for the UI elements to show up temporarily. By default, the old “ALWAYS SHOW” behavior is selected.
    • Added “Quick Menu Toggle” accessibility setting. When enabled the player isn’t required to hold down the corresponding input to open the quick menus in order to e.g. use a consumable or swap weapons. Instead, the quick menus will open and close by tapping the corresponding button.
    Dialogue & Narrator
    • Changed so the "Just a few moves left… make them count." narration is played with a chance after the first time.
    • Fixed issue where the Conscience voice over was disabled when using the setting “DIALOGUES > Narrator”.
    • Fixed issue where Conscience characters would perform their animations in slow motion.
    • Fixed first narrator voice line after character presentation in child village not playing when gibberish was disabled.
    • Fixed dev-marker erroneously appearing in Popsi’s dialogue text.
    Combat
    • Added optional Lock-on targeting for melee combat.
    • Added attack animation-canceling to certain moves by using dodge.
    • Added ability for smaller enemies to throw rocks at the player when mounted.
    • Added chance for the player to be knocked off their mount when hit.
    • Added fleeing behavior to player mounts when in combat.
    • Tweaked the Porky Puff double-boulder throw attack. Now it’s possible to dodge the second rock after being hit by the first one.
    • Fixed issue where the player could get stuck in grab animations.
    • Fixed Invincibility perk damage multiplier.
    • Fixed Stimulus perk damage multiplier.
    • Fixed cases where Airstrike would sometimes miss when using Klonkfist.
    • Fixed jump attack preventing ranged attacks while airstriking.
    • Fixed Rad Wisps being spawned while in menus.
    • Fixed Lupa-Lupin camp intro cinematic being played when in combat
    • Fixed issue where escorted characters were attempting to target already defeated enemies.
    • Fixed issue which caused Pichu goons to only use kick attacks. Now they use their Pichu Nanchuks properly.
    • Fixed issue where rocks thrown using Telekinesis would not deal damage.
    • Fixed critical hits from abilities not showing red damage numbers.
    User Interface
    • Added indicators for completed area objectives on the Map.
    • Added pinned indicator to items used in outfits.
    • Fixed equipped indicator showing incorrect item after selling another item.
    • Added paused playtime when in the system menu or when the game is deactivated.
    • Added initial quest tab selection which opens either “Main” or “Side” quest tab based on the tracked quest.
    • Fixed overlapping UI when changing tab directly after fast travel.
    • Updated the transport menu with smoother transitions and removed the camera fades in-between selections.
    • Fixed issue where pressing the map button would not close the map and bring you back to the game.
    • Fixed percent stats not being capped at 100%.
    • Fixed XP bar not being hidden when at max level.
    Quests
    • Fixed MkTon sometimes not spawning when talking to Gizmo.
    • Fixed "Lupa-Lupin's Lair" not being completable after loading a save.
    • Fixed issue where bandit camp quests sometimes would not be completed.
    • Fixed issue where bandit camp captains sometimes would not spawn.
    • Fixed issue where Lotus Captain quest could be given multiple times which prevented consecutive quest copies from being completed.
    • Fixed issue where defeating Bompa Bonker before starting the corresponding quest would prevent the player from completing the quest after saving and loading.
    • Fixed issue where some unique quest rewards did not get correct Material and Quality, resulting in them sometimes not having correct stats.
    • Fixed puzzles being usable through walls using Klonkfist.
    • Fixed issue where the player could change the allied tribe after meeting with either Gizmo, Goop, Whiz or Noko although the first outpost hadn't been captured.
    • Fixed Batnam-nam being able to receive player damage.
    • Fixed “Eyes on the Prize” which couldn't be completed after loading a save game.
    • Fixed issue where the player could get stuck during an outpost capture when using the Klonkfist on the oil tanks.
    • Fixed issue where the player was able to interact with a certain Lumen Shrine during combat.
    • Fixed issue where all rival tribe weapons were not claimable when using tribewar shortcut.
    New Game+
    • Added modifiers which somewhat increase the difficulty after starting a NG+ game and also additionally for each new subsequent NG+ loop.
    • Fixed Aura score not being reset when starting a NG+ game.
    • Fixed Plank Resources being reset when starting a NG+ game.
    World
    • Added respawning enemies to some areas.
    • Increased spawn rate for random encounters.
    • Moved wrecked-ship to the correct Map location.
    • Fixed Bio Nucleus 6D area objectives not being completable.
    • Removed locked door blocking access to area objectives in Bangshelter 9H.
    • Fixed a car that couldn't be looted in Bangshelter 3J.
    • Fixed a door in Bangshelter 2G so the Anti-Radiation suit can be received.
    Crash Fixes
    • Fixed crash when a character receives damage.
    • Fixed crash when player is forced to exit the MkTon.
    • Fixed crash when player climbs up on an enemy.
    • Fixed crash when launching towards an enemy.
    • Fixed crash with narrator commentary.
    Miscellaneous
    • Fixed appearance not being reset when reverting character mutation changes.
    • Fixed issue causing the player to take hazard damage while appearing to have maximum resistance.
    • Removed bright spots from the post process that were always visible.
    • Fixed missing "EXTREME" label on extreme difficulty save files.
    • Fixed issue where Brogg could choke on Gullblimp and cause the player to become stuck.
    • Fixed issue which allowed Fungi to be spawned on oil.
    • Fixed some attack sounds having incorrect volume.
    • Increased free-fall duration needed for mounts and the player to trigger a hard landing.
    • Fixed jitter during mounting animation.
    • Fixed issue where the MkTon door at gizmo sometimes would be incorrectly closed.
    • Fixed issue where reload animations would trigger and conflict during cinematics.
    • Fixed issue where an incorrect prompt was shown when using the Klonkfist on moth nests.
    ==================================
     
    Yellow 13 vindt dit leuk.
  12. Yellow 13

    Yellow 13 Well-Known Member

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    Ze doen het in elk geval sneller en pakken het beter aan dan bij Cyberpunk het geval was. :+
     
    Zifnap vindt dit leuk.
  13. ageQned

    ageQned Active Member

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    Dat is natuurlijk ook niet zo heel moeilijk om het beter te doen.
     
  14. Yellow 13

    Yellow 13 Well-Known Member

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    Zou Cyberpunk het wel op kunnen nemen tegen Assassins Creed III destijds, of Unity??? Ha, waren ook draak van releases, maar goed dat er hier in elk geval hard aan gewerkt word. :D
     
    Zifnap vindt dit leuk.
  15. Zifnap

    Zifnap Koehl en gecollecteerd

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    Ik speel nu Unity en die heeft anno 2021 nog steeds relatief veel bugs. Vind ik best tegenvallen van Ubi moet ik zeggen.
     
    Yellow 13 vindt dit leuk.
  16. Yellow 13

    Yellow 13 Well-Known Member

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    Paar maanden geleden Kingdom Come Deliverence. Ik zakte door de wereld heen, raakte vier savegames kwijt en kon dat pittige kamp opnieuw doen en ik had er 3 verslagen, plus twee honden. Game ook niet meer aangeraakt sinds dat moment. Ik kan echt pissig worden als het na jaren nog niet fatsoenlijk werkt in een game. :mad:
     
  17. Nol

    Nol Pulp Fiction

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    Dit dus... Heel armoedig. In potentie is het best een redelijke game, maar uiteindelijk zijn dit soort dingen niet meer recht te praten.
     
    Yellow 13 vindt dit leuk.
  18. WorkingTitle

    WorkingTitle ..

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    Wel fijn dat die honden dus gewoon nog leven
     
    Zifnap vindt dit leuk.
  19. Servantes

    Servantes Well-Known Member

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    Biomutant is in week tijd meer dan een miljoen keer verkocht

    Biomutant is in de eerste week van release meer dan een miljoen keer verkocht.

    Dat heeft uitgever Embracer Group laten weten. De game kwam op 25 mei uit en wist in de eerste week meer dan een miljoen keer te verkopen. Daardoor zijn de volledige kosten van de ontwikkeling en marketing van de game, alsmede de aankoop van ontwikkelaar Experiment 101 door Embracer, in een week tijd terugverdiend.

    Verder kondigde Embracer aan dat het ook 1,1 miljoen exemplaren van hun hitgame Valheim heeft verkocht in de periode april tot en met juni. Inmiddels zijn er in totaal meer dan 8 miljoen exemplaren van verkocht. Ontwikkelaar Iron Gate is inmiddels uitgegroeid tot een team van acht personen en blijft de game ondersteunen.

    Embracer heeft ook weer drie nieuwe studio's gekocht. Het gaat om Demiurge Studios (bekend van mobiele games als Marvel Puzzle Quest en een geannuleerde Wii U-versie van Aliens: Colonial Marines), Fractured Byte (voornamelijk bekend van ports) en SmartPhone Labs (een bedrijf dat software test).
     
  20. Zifnap

    Zifnap Koehl en gecollecteerd

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