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[No Man's Sky] this is now the old thread!

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Posts

  • SeptusSeptus Registered User regular
    I probably have to temper expectations that the third pillar redesign means a much much quicker pace from starting off to full technology and automated resource collection, but that what I'd want, especially as a returning player.

    PSN: Kurahoshi1
  • DarkPrimusDarkPrimus Registered User regular
    edited August 2019
    Septus wrote: »
    I probably have to temper expectations that the third pillar redesign means a much much quicker pace from starting off to full technology and automated resource collection, but that what I'd want, especially as a returning player.

    The main reason I don't want to start over is because doing all the quest lines for unlocking base building parts takes FOREVER.

    EDIT: Oh yeah, something I want is better key rebinding options for the game. Because I like to use ESDF for movement, but I can't rebind E being used for shit in building menus.

    DarkPrimus on
  • MuddBuddMuddBudd Registered User regular
    DarkPrimus wrote: »
    Septus wrote: »
    I probably have to temper expectations that the third pillar redesign means a much much quicker pace from starting off to full technology and automated resource collection, but that what I'd want, especially as a returning player.

    The main reason I don't want to start over is because doing all the quest lines for unlocking base building parts takes FOREVER.

    EDIT: Oh yeah, something I want is better key rebinding options for the game. Because I like to use ESDF for movement, but I can't rebind E being used for shit in building menus.

    Well supposedly the starting quests are going to get streamlined with the update to about 30m.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • bsjezzbsjezz Registered User regular
    the more i hear about base automation and cooking systems, the more i'm excited about creating a nom nom galaxy soup empire

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  • furlionfurlion Riskbreaker Lea MondeRegistered User regular
    bsjezz wrote: »
    the more i hear about base automation and cooking systems, the more i'm excited about creating a nom nom galaxy soup empire

    That Platinum trophy for that is my rarest one. Super fun but very quiet weird little game.

    sig.gif Gamertag: KL Retribution
    PSN:Furlion
  • Al_watAl_wat Registered User regular
    Now I need to figure out what the best VR system for PC is.

    I've been tempted by this update for months!

  • AistanAistan Tiny Bat Registered User regular
    Have they removed the security robots yet? That everpresent super not fun element was my main problem with enjoying the game even as I played a bunch of it.

  • DonnictonDonnicton Registered User regular
    The presence of the robots are relevant to the plot, they will never be removed. They could stand to be smarter/less infinitely respawning though.

  • KalnaurKalnaur I See Rain . . . Centralia, WARegistered User regular
    I've never even seen the suggestion that they'd remove the Sentinels, as they're a core part of the universe lore. In fact, last time I was playing, right after the last major update, I felt like I was finding more Sentinel-heavy planets, not less.

    I make art things! deviantART: Kalnaur ::: Origin: Kalnaur ::: UPlay: Kalnaur
  • MuddBuddMuddBudd Registered User regular
    I just wish you could avoid them again.

    At launch if you destroyed them fast enough, they didn't summon reinforcements. Now the reinforcements will come no matter what you do.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • AistanAistan Tiny Bat Registered User regular
    Right I never heard anything about them removing them.

    I just think they should because they are bad design and ruin every aspect of the game via their presence.

  • KalnaurKalnaur I See Rain . . . Centralia, WARegistered User regular
    Aistan wrote: »
    Right I never heard anything about them removing them.

    I just think they should because they are bad design and ruin every aspect of the game via their presence.

    The planets that have them, especially in an aggressive stance, are meant to be approached not as a slow, methodical creep across the planet to find everything, it's more of a mad dash at best, a run to the shit, and getting the hell out of Dodge. I know there was a bug that just caused the sentinels to keep on coming (because your warning level would just never decrease), but from what I remember hearing that had been fixed?

    I make art things! deviantART: Kalnaur ::: Origin: Kalnaur ::: UPlay: Kalnaur
  • FiatilFiatil Registered User regular
    MuddBudd wrote: »
    I just wish you could avoid them again.

    At launch if you destroyed them fast enough, they didn't summon reinforcements. Now the reinforcements will come no matter what you do.

    Heh yeah I meant to ask -- it sounds like they never fixed that? I had no problem with the original sentinels -- but the ones with Next that were impossible to escape with combat were sort of dumb. I don't know why they wouldn't restore the old system that lets you prevent them from calling for help if you kill them fast enough -- without that, combat is sort of....pointless. Kill things faster to make more stronger things show up faster infinitely is weird!

  • DarkPrimusDarkPrimus Registered User regular
    edited August 2019
    I'm still of the opinion that Sentinels are broken since the Next update. It used to be you could run away and then would lose aggro after a bit of time, but you literally cannot get the meter to go down without entering a friendly structure now. If you shoot a friendly ship during a dogfight and get a one-start rating you are FUCKED, because you cannot jump away and have nowhere safe to flee, and the sentinel reinforcements are non-stop.

    DarkPrimus on
  • bsjezzbsjezz Registered User regular
    edited August 2019
    DarkPrimus wrote: »
    I'm still of the opinion that Sentinels are broken since the Next update. It used to be you could run away and then would lose aggro after a bit of time, but you literally cannot get the meter to go down without entering a friendly structure now. If you shoot a friendly ship during a dogfight and get a one-start rating you are FUCKED, because you cannot jump away and have nowhere safe to flee, and the sentinel reinforcements are non-stop.

    that's definitely not the case. you can basically just hide behind a tree and the dumbass sentinels will drop their interest, assuming your wanted level is low enough

    i think they're vital to the lore and fine in terms of design, and probably create one of the only points of tension in the game. i would be happy if there was the remote possibility of finding sentinel-free planets or systems, though

    edit: me playing 4D chess to escape the sentinel presence on a 'frenzied' planet:

    edit edit: if we're talking about sentinel ships in space, yeah they could use an overhaul.

    bsjezz on
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  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    bsjezz wrote: »
    DarkPrimus wrote: »
    I'm still of the opinion that Sentinels are broken since the Next update. It used to be you could run away and then would lose aggro after a bit of time, but you literally cannot get the meter to go down without entering a friendly structure now. If you shoot a friendly ship during a dogfight and get a one-start rating you are FUCKED, because you cannot jump away and have nowhere safe to flee, and the sentinel reinforcements are non-stop.

    that's definitely not the case. you can basically just hide behind a tree and the dumbass sentinels will drop their interest, assuming your wanted level is low enough

    i think they're vital to the lore and fine in terms of design, and probably create one of the only points of tension in the game. i would be happy if there was the remote possibility of finding sentinel-free planets or systems, though

    edit: me playing 4D chess to escape the sentinel presence on a 'frenzied' planet:

    edit edit: if we're talking about sentinel ships in space, yeah they could use an overhaul.

    Yesterday I got a 3 or 4 star rating by accidentally shooting a station while fighting some pirates. I just flew inside the station to make them all go away lol

    As for on the ground, I just get in my ship and fly away until the wanted level goes down. Easy peasy

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  • FiatilFiatil Registered User regular
    This is the best hype video for the patch I've seen so far (sound required):

    https://www.youtube.com/watch?v=ypY4v4bSCAw&feature=youtu.be

  • MuddBuddMuddBudd Registered User regular
    Ended up setting up some farms for Stasis Device making, even though I will probably want to redo them after patch. Mostly because I keep getting partial components for it and it seems wasteful to keep farming the rest of the bits by hand. Got enough cash to get me a max-slot freighter (A-class, not bothering to farm an S right now)

    It is enormous.

    Mvi83ro.jpg?1

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • bsjezzbsjezz Registered User regular
    meanwhile i'm wondering how many fresh save slots i can free up...

    at least a couple, i hope

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  • MuddBuddMuddBudd Registered User regular
    I'm debating a fresh character for the patch as well, since my current one already left the starting galaxy.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    I'm just gonna keep my current save. It's only a weekish old, I'm still basically banging rocks together and starting to assemble supplies and stuff. I think I'll be able to experience everything Beyond has to offer without throwing out my hard work

    JtgVX0H.png
  • MuddBuddMuddBudd Registered User regular
    Actually, I think I will stick with my Budullangr save, and start a new one when I eventually get a VR headset.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • bsjezzbsjezz Registered User regular
    i'll start a normal new save on release to try out the VR and new starting experience. then when i've got a handle on the motion control i'll start again on permadeath, maybe just using the controller depending on how intuitive it is.

    i have always thought the on-planet busiwork at the start of new games is one of the best way to experience the game's exploration. these days it's too easy just to land wherever and/or summon your ship to get around planets, and it takes away that beautiful sense of immersion

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  • GMaster7GMaster7 Goggles Paesano Registered User regular
    Not seeing this in the last couple of pages, so I'm going to link it here.

    No Man's Sky Players Build a Wild Cyberpunk City that You Gotta See. (Clickbait title not mine.)

    http://www.youtube.com/watch?v=4iMkMC2rPMA

    PSN: SKI2000G | Steam: GMaster7 | Battle.net: GMaster7#1842 | Twitch: twitch.tv/SKI2000G
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    when is this update going live

  • SurfpossumSurfpossum A nonentity trying to preserve the anonymity he so richly deserves.Registered User regular
    Dhalphir wrote: »
    when is this update going live
    Last I checked, the 14th (tomorrow/today).

    Don't know specifically when, tho.

  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Surfpossum wrote: »
    Dhalphir wrote: »
    when is this update going live
    Last I checked, the 14th (tomorrow/today).

    Don't know specifically when, tho.

    I don't know, but I would guess sometime in the middle of the day or early afternoon in England, since that's where HG is based out of. But I'm just pulling that out of my ass, it could be right now for all I know (it's not)

    JtgVX0H.png
  • bsjezzbsjezz Registered User regular
    if last year's release is anything to go by, about 9 hours from now

    exactly my bed time

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  • bsjezzbsjezz Registered User regular
    edited August 2019
    this is a good thread:





    while initially that disappointed me, he goes on:



    'radical' intrigues me. i think they may have figured out ways to be less beholden to one all-encompassing algorithm

    bsjezz on
    sC4Q4nq.jpg
  • bsjezzbsjezz Registered User regular
    patch is live on PS4. 11gb!

    also, full patch notes are up but the website's getting hammered

    sC4Q4nq.jpg
  • MuddBuddMuddBudd Registered User regular
    I managed to load it, putting it in some spoilers:

    Warning, a LOT of text.
    BEYOND: INTRODUCING UPDATE 2.0 Update 2.0, Beyond, massively expands the multiplayer experience introduced in NEXT, takes immersion to a whole new level with fully-fledged Virtual Reality, overhauls base building, NPCs, technology trees, and much, much more.

    Marking the three year anniversary of No Man’s Sky, this is our largest update so far, broadening the experience across the entire game.

    Our journey continues.

    BUY NOW ON

    More purchase options »

    VIRTUAL REALITY SUPPORT Our most requested feature: you can now play the entirety of No Man’s Sky in Virtual Reality without compromise.

    Switch seamlessly between VR and standard gameplay. Continue from an existing save to revisit favourite planets, bases and creatures in full Virtual Reality.

    EXPANDED MULTIPLAYER Multiplayer sessions can now accommodate more explorers. The Space Anomaly can hold 16 players on all platforms.

    Throughout the rest of the universe, the maximum player count has increased from 4 to 8 players on console, and from 4 to 32 players on PC.

    Virtual Reality and standard mode players can be seamlessly matchmade into the same multiplayer session.

    THE BEST TIME TO START A NEW JOURNEY Missions and tutorials have been significantly revised. The early game has been streamlined and focused to better teach players new mechanics, particularly in VR.

    New story content has been added to weave together the existing strands of the Atlas Path, the journey of the Space Anomaly, and the story of Artemis.

    Substances, crafted products, new technologies and other curiosities are automatically added to the new Catalogue when first encountered. A rework of the Pinning system allows players to get detailed step-by-step instructions on how to find or build any item in their Catalogue.

    Guidance features throughout the game have been dramatically improved, including auto-highlighting of relevant crafting requirements and better messaging of context in complex missions.

    AMBIENT MULTIPLAYER Ambient encounters with other explorers are now represented with full character models, allowing players to see each other’s character and ship customisations. Surviving, building, and exploring together is richer and more immediate than ever.

    Use the Voice & Networking interface to group up with any explorers you encounter.

    PC players can use an expanded chat interface to control group options and manage communications.

    A NEW SOCIAL HUB The Space Anomaly has been transformed into an all-new social hub. This unique communal space exists across all systems and galaxies, giving all explorers an opportunity to see each others’ character and ship customisations, meet new friends, and undertake missions together.

    The Space Anomaly’s powerful teleporter allows explorers to easily browse and visit each others’ bases directly from the Anomaly.

    The Teleporter will also feature exceptional bases created by members of the No Man’s Sky community, bringing visitors from across the stars to see the best bases in the universe.

    Explorers who have encountered the Anomaly now have the ability to summon it in space.

    NEXUS MISSIONS Multiplayer missions are now initialised from The Nexus, located aboard the Space Anomaly. A large set of unique missions is currently available – including a new style of mission – Base Construction.

    Group up with other explorers – friends, or random encounters – to undertake missions for Nada and Polo and earn rewards.

    Nexus mission rewards will soon include Quicksilver, to unlock special customisations and building parts from Polo’s robotic companion.

    TECHNOLOGY TREES Blueprints are now visualised through unlockable technology trees. Learning new crafting recipes is now clearer, more interactive, and more rewarding.

    The Blueprint Analyser has been transformed into an advanced Construction Research Unit. Players may now choose their own research paths, and more clearly visualise their research progress. Even more base parts are available aboard the Space Anomaly.

    Visit the technology specialists aboard the Space Anomaly to purchase enhancements for Exosuit, starship, Multi-Tool and exocraft technology.

    Unlock freighter and frigate technologies from the freighter bridge.

    Learn product recipes at specialist research trees in planetary facilities.

    GAMEPLAY BALANCE Explorers can enjoy longer stretches of uninterrupted mining with less frequent and less aggressive sentinels, and a reworked overheat mechanic for the Mining Beam that rewards pushing heat to the limit.

    Ship controls and space combat balance have been improved.

    Inventory limitations have been relaxed, allowing explorers to carry near-unlimited quantities of mined substances. The inventory UI has been revised and improved.

    A large number of quality of life issues have been addressed, and new recipes and technologies have been added to alleviate grinding.

    Examples include: large specialist Warp Cells; being able to move installed technology; being able to install technology in stages, similar to repairs; adding additional ramps to the Space Station; adding Mining Beam upgrades that increase resources gained; adding starship technologies that automatically recharge the Launch Thrusters; and restoring Carbon Planters.

    Screenshot of new space station rampsScreenshot of original space station ramps

    DISCOVERY PAGE The Discovery Page has been overhauled and expanded for a more intuitive interface, and to display alien flora, fauna and mineral discoveries in greater detail.

    PLANETARY CHARTS Specific buildings are now located via a system of Planetary Charts purchased from a Space Station Cartographer.

    Purchase charts for nanites, or exchange your own navigation data for new charts. Earn data by charting the buildings that you discover as you explore.

    GALAXY MAP Information on the Galaxy Map is more concisely displayed, with clearer text, icons, and navigation.

    On PC, mouse-based navigation of the map has been improved.

    VIRTUAL REALITY USER INTERFACE The HUD and user interface has been completely remade for Virtual Reality, to ensure every interaction available in the game feels natural and built for purpose.

    Slip directly into your Exosuit, and manipulate and manage your inventory directly from your wrist.

    2D menus such as shops are rendered on an in-world, “diegetic” user interface, navigable with intuitive point-and-click style interactions.

    NEW TRAVELLER NPCS Specialist Polo and Priest Entity Nada have welcomed 12 new Traveller friends aboard their home. Each has their own role to play – from Iteration Helios, the ancient dreamer, to Iteration Ares, avid collector of exotic goods.

    Return to these Travellers each day to experience a range of interactions, missions, and nanite-earning opportunities.

    NEW ALIEN ENCOUNTERS More than 60 new dialogues are available from alien NPCs encountered in planetary facilities, featuring mini stories and missions.

    All existing alien NPC dialogues have been revisited and enhanced.

    Animations have been improved, with aliens exhibiting more appropriate moods from the start of conversations.

    Dialogue boxes have been improved, to more clearly distinguish between descriptive text and dialogue.

    DYNAMIC NPCS Alien NPCs will now walk around, and interact with elements in their environment, such as chairs, panels, and other NPCs. There is also now a richer mix of NPCs on Space Stations.

    NPCs will also respond to gestures from explorers.

    Some alien NPCs may be encountered on the planet surface, with new unique sets of dialogues.

    ALIEN LANGUAGES Alien language learning has been enhanced, giving explorers a choice of what category of word to learn.

    New auto-translator tech is available for the Exosuit, to translate a small number of unknown words.

    More than 700 new alien words have been added to the dictionary, and very similar word variations, such as plurals, are now learned together in groups.

    CREATURE RIDING Tame creatures with bait, then mount and ride them to explore planets from a new perspective.

    CREATURE HARVESTING Tamed creatures may also be peacefully harvested for a variety of cooking ingredients, such as milk, eggs, or ‘edible clusters’.

    COOKING AND RECIPES Encounter 10 new varieties of harvestable flora on every planet surface.

    Harvest raw cooking ingredients from plants and creatures, and experiment in the Nutrient Processor to discover more than 300 delicious recipes.

    Create bait to tame creatures.

    Consume your creations for a boost to your Exosuit, or present them to Iteration Cronus aboard the Anomaly for culinary critique and potential rewards.

    BASE POWER SYSTEM Planetary bases can now be powered by fueled biogenerators, or self-sustaining solar panels.

    Wire up powered parts to the grid, and experiment with 5 varieties of logical switch to direct the flow of power.

    Create brilliant light and sound displays…

    …or complex contraptions involving sphere generators and short-range teleporters.

    OPTIMISATION The game has been heavily optimised throughout, improving performance in every area of the universe. In particular, players on lower-end PCs will enjoy significant framerate improvements, and the game now supports integrated Intel graphics cards.

    Planetary and freighter bases now have multiple levels of detail (LODs), to increase rendering speed in large, complex bases.

    Shaders are now loaded in as required, rather than up-front, reducing the game’s initial load time.

    IMPROVED BASE BUILDING The experience of building bases has been improved with a special new camera perspective, the ability to jetpack while building, and visual hints of possible snap points.

    Explorers can expand their creativity even further with large range of new base parts as well as taking advantage of flexible new ways to scale and rotate base parts.

    Build menu usability has been improved, with better categorisation, more intuitive grouping of parts, and more visibility of the menu hierarchy.

    INDUSTRIAL BASE BUILDING Survey planetary surfaces for hidden deep-level mineral deposits, concentrated gas clouds, or electromagnetic hotspots.

    Construct specialist industrial base parts in surveyed locations to take advantage of these hidden resources.

    Minimise grid downtime and optimise autonomous resource extraction by constructing Supply Depots and Batteries. Industrial base parts will continue harvesting in real time, even when the game is not running.

    STARSHIP ENHANCEMENTS All starship cockpits have been overhauled with a complete remodel and retexture, and the wings and nose of the ship are now visible from inside the ship.

    Screenshot of new starship enhancementsScreenshot of original starship In VR, turn around for a full 360° view of the starship cockpit.

    The scale of ships has been increased, and retextured in greater detail.

    Screenshot of new starship enhancementsScreenshot of original starship

    VIRTUAL REALITY USER INTERACTIONS With complete head and hand tracking, interactions in Virtual Reality make No Man’s Sky more intuitive, tactile, and immersive than ever.

    Physically unholster your Multi-Tool from your shoulder. Intuitively aim and fire at targets, or put it away to engage in combat with your fists.

    Tap a button on your headset to toggle the Analysis Visor, then point towards fauna, flora, and minerals to scan and discover them.

    Lift open your starship’s cockpit, then reach out and grab the controls to take flight.

    FIRST PERSON EXOCRAFT DRIVING Exocrafts can now be driven from a first person perspective, with new unique tactile cockpits for all 5 vehicles.

    VIRTUAL REALITY CONTROLLER SUPPORT A range of motion controllers are supported in Virtual Reality, to allow players to enjoy the game with their existing VR setup.

    On PC, players can experience a range of motion controls using Oculus Touch, Valve Index, or Vive Wand.

    On PS4, the game may be played in PSVR with a DUALSHOCK4, or with PlayStation Move controllers for full hand tracking.

    VULKAN On PC, OpenGL has been replaced by the Vulkan API, improving performance across the board, especially for users on AMD cards, or with older CPUs.

    PC GRAPHICS OPTIONS PC players can now perfect the game’s graphical options for their unique setup, with finer control over graphical fidelity and performance.

    Many video and graphical options such as resolution, v-sync, and window mode can now be altered without restarting the game.

    Players with multiple GPUs can now select which is used from the Video Options menu.

    EXPANDED CONTROLLER SUPPORT On PC, the complete set of game actions is assignable, and all controller inputs are now remappable through Steam and OpenVR.

    Any generic controller, including those designed for physical accessibility, can be natively bound to the game controls, without the need for third-party remapping software.

    Official binding sets are provided for DualShock 4, Xbox One, Xbox 360 and Steam controllers.

    Please Note: Any existing custom bindings will need to be updated after updating to Beyond.

    SITTING Chairs may now be sat upon.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • MuddBuddMuddBudd Registered User regular
    More detailed, specific notes:
    VIRTUAL REALITY
    No Man’s Sky is now fully playable in virtual reality.
    Many interactions have been given special VR-only options, including: grabbing plants and other collectables with your hands; physically opening the cockpits of ships and exocraft; piloting starships directly with a VR stick/throttle; and punching objects to cause damage.
    Introduced special VR menus: including controlling Multi-Tool options via a menu embedded on the in-world Multi-Tool; and browsing the quick menu and inventory via a personal wrist-mounted display.
    GRAPHICS AND PERFORMANCE
    OpenGL has been replaced by Vulkan. Many players, particularly players with AMD graphics cards, should see a performance improvement.
    Significant optimisations to asteroid generation.
    Significant optimisations to planet generation.
    Improved loading times.
    Significant optimisations to 2D rendering.
    Reduced memory usage across the game generally.
    Significant optimisations to cloud and terrain shaders.
    Significant optimisations to the animation LODing system.
    Added level-of-detail mesh optimisations to the majority of in-game assets.
    Significant optimisations for large bases.
    Revised HDR support, updated output curve in line with advances in HDR calibration.
    Adaptive and Triple-Buffered V-Sync are now selectable from Graphics Options.
    Players with more than one GPU can now select which is used from Video Options.
    Many graphics settings no longer require a restart to apply.
    The ‘LOADING SHADERS’ load step has been removed, improving the loading experience.
    CONTROLS AND OPTIONS
    Added support for full rebinding of PC controls via Steam and OpenVR.
    Reworked all settings and options pages, making graphics settings more clear for PC players.
    Added options to disable vignette and scanline effects.
    Added the option to remove button holds and make all non-destructive clicks instant.
    THE SPACE ANOMALY
    Added the ability to summon the Space Anomaly to your location from anywhere in the galaxy.
    Significantly expanded and reworked the interior of the Space Anomaly.
    The Space Anomaly now serves as a hub, bringing together all the Travellers who are onboard regardless of their physical location in the universe.
    Removed orbs from the game and replaced them with fully simulated other players, met ambiently as you explore.
    The network player cap has been raised to between 8 and 32 depending on platform and current location.
    Added a new teleporter to the Space Anomaly. This teleporter allows players to visit the base of any other player currently on the Anomaly with them, as well as highlighting featured bases from the community.
    Moved multiplayer mission selection to the Nexus, a new hub area in the Space Anomaly.
    Added an interface for quickly finding other players to join on multiplayer missions.
    Added many new types of multiplayer mission.
    Automatic chat messages are broadcast when performing game actions, including making discoveries, attacking pirates, installing tech, performing gestures, and fighting biological horrors.
    Multiplayer missions now warp players directly to the mission location as they leave the Space Anomaly.
    Added the ability to display a custom player banner, adjustable at the Appearance Modifier.
    Player graves in multiplayer games will get reset to the current player’s system when returning to single player.
    A new save icon is used in multiplayer to highlight that while progress is saved, the player’s current position is not.
    Reworked the story missions to integrate Nada and Polo’s journey better with the story of Artemis.
    Added new story content for Nada and Polo.
    Reworked the tutorial and much of the early game mission flow.
    Added new and unique visuals for new NPCs aboard the Space Anomaly.
    Added an NPC to the Space Anomaly who will exchange a different product for nanites each day.
    Added an NPC to the Space Anomaly who will exchange milestone progress for nanites.
    Added an NPC to the Space Anomaly who will exchange different categories of discovery data for nanites each day.
    USER INTERFACE
    Added a tech-tree style display for all the technologies, products and other recipes available in the game.
    Added technology and base part research stations to the Space Anomaly, allowing players to browse the full tech tree, plan their upgrades, and purchase new technologies with nanites.
    Tweaked the visuals of HUD and compass markers for improved clarity and consistency.
    Some HUD icons now shrink to reduce visual noise.
    Adjusted the behaviour of compass markers while in the ship to better reflect the reality of navigating 3D space.
    Improved the UI for comparing and purchasing ships, Multi-Tools and freighters.
    Added a warning when trying to swap starships if you still have cargo aboard your old ship.
    Improved the inventory page, including making inventory sub-categories more clear.
    Changed text scrolling to a full wraparound rather than a bounce.
    Reduced the amount of bloom in cases that caused photosensitivity issues.
    Refiner output readings now correctly update when more resources are added to an input slot.
    Improved the visual style and clarity of the Buy/Sell filters on trade screens.
    Improved the icons used to display the class of ships, Multi-Tools, and other purchasable items.
    Updated the ‘Summon Vehicles’ icon on Quick Menu.
    The icons for summoning other ships in your collection now accurately reflect the appearance of those ships.
    Updated the visuals for the in-cockpit ship screens.
    Significant improvements to the chat box, including the ability to choose whether messages are sent to your group or the entire system.
    Moved substances, products and technologies to their own ‘Catalogue’, separate from the Guide.
    Added Guide entries for several new features.
    Increased the size of icons in the Catalogue.
    Improved the appearance of the dialog / NPC speech UI.
    Mission notifications / objectives are no longer hidden by the build menu, inventory or refiner screens.
    Added a new style of mission notification that gives more context to complex mission steps.
    The Galaxy Map has been totally overhauled for clarity and visual style.
    NPCS AND INTERACTIONS
    NPCs can now walk around their environments and interact with environmental elements.
    Player locomotion is more responsive when running.
    Players can now sit on chairs.
    Improved the camera handling when sitting in a confined area.
    NPCs will respond to gestures performed by the player.
    NPCs now occasionally browse holographic creatures, ships and more on their handheld devices.
    Added all new NPC interactions at planetary salvage sites.
    Added all new NPC interactions at crashed ships.
    Significantly reworked all factory and monolith interactions.
    Changed the reward sequence for factory interactions to allow players to choose which product recipe they would like to learn.
    Reworked a large number of existing NPC interactions.
    Added a range of biome specific interactions for NPCs at planetary buildings.
    NPC pilots now leave their ships when landing at Space Stations and Trade Outposts.
    NPCs can now choose a chair to sit on, sit down for a while, then continue with their day.
    Geks occasionally swing their legs while sitting.
    Expanded the range of NPC moods and animations.
    Increased the richness of text interactions with additional audio, colours and NPC animations.
    Added different text printout speeds for each alien race, giving them their own style of ‘speech’.
    Added a chance for guest NPCs to visit Space Stations, eg the occasional Korvax may be found in the Space Station of a Vy’keen system.
    The Trade Outpost is treated as a building (for the purposes of providing hazard protection), but plays correct outdoor audio ambience.
    Added AutoTranslator technologies to the Exosuit that allow random words to be translated without being permanently unlocked.
    Fixed an issue where }} alien speech brackets would appear on a new line by themselves.
    Alien words are grouped together to prevent learning words very similar to ones already known (e.g. interloper/interlopers).
    Alien word learning has been overhauled. Players may direct the flow of language acquisition when interacting with NPCs.
    Players can practice using the words they know when speaking to alien lifeforms and observe the results.
    BUILDING
    Reworked the Base Building Menu: improved visual clarity; improved usability; and allowed quicker access to parts, including adding the ability for parts to be in more than one group.
    Day/night cycles are now deterministic and synced between players.
    Significant improvements have been made to the base part snapping system, allowing for faster and more convenient building.
    Added a new photo-mode style building camera to allow easier placement of complex structures.
    Added the ability to scale some base parts.
    Added the ability to rotate some base parts around more than one axis.
    Added new power generation base parts: Biofuel Reactors, Solar Panels, Electromagnetic Generators and Batteries. Each offers a different way to generate power for your base.
    Added wiring, allowing you to connect base parts that need power to your generators.
    Removed the manual fueling of many base technologies and replaced it with power grid requirements.
    Added power requirements to existing parts such as lights.
    Added a range of logic gates and switches, allowing for creative control of powered parts.
    Added new large-scale mineral and gas extractor base parts.
    Added mineral/gas pipelines, allowing players to connect their new extractors to remote depots for ease of collection.
    Added a new Survey Device upgrade for the Analysis Visor, allowing player to hunt out the optimal spots to place mineral/gas extractors and electromagnetic generators.
    Overhauled the gravity simulation, improving the experience on dead planets.
    Added Short-Range Teleporters. These pads may be placed around your base and wired up to create a network of near-instant transportation.
    Improved the management of base options when interacting with the base computer, including improving the ability to take screenshots of the base.
    Added the ability to jetpack while the Build Menu is open.
    Improved the visual effects of the Terrain Manipulator.
    Unified the functionality of the Message Module and the Communications Station and added a new unique art asset.
    Added several new roof pieces, allowing players to build complete sloping roofs.
    Added new exocraft-sized doors that can be powered to open and close automatically as you approach.
    Added new interactable props, including customisable light boxes and audio frequency generators.
    Added a powered Sphere Generator that allows players to generate large movable spheres.
    Improved the visual effects when constructing base parts & technology.
    BUG FIXES
    Increased the tolerance of trader ships participating in a freighter battle so that they do not report friendly fire as a crime unless the shot is fatal.
    Fixed an issue where Sentinel drones would become stuck when scanning a player who was entering and exiting their ship.
    Fixed an issue where the third person player model would never look directly at the camera.
    Fixed an issue where ship rain audio was being played when it was not raining.
    Added creature sounds to the weird biome creatures.
    Fixed a Multi-Tool animation glitch when firing the Mining Beam from sheathed in first person.
    Change Asian numerical separators to be correct format.
    Fixed an issue where the starship can appear floating above the terrain if the player is spawned at a long distance from the ship.
    Fixed a number of item duplication exploits.
    Fix for the starship HUD reading ‘Moon of Unknown Planet’ when the planet is known.
    The Mining Beam is now the correct colour when upgraded with a procedural upgrade module.
    Fixed an issue where the wrong impact particles were sometimes used when shooting Sentinel Quadrupeds.
    Miscellaneous text fixes.
    DISCOVERY AND EXPLORATION
    Overhauled the Analysis Visor. Scanning of flora, fauna and minerals no longer begins automatically, but begins when the player holds a button while looking at the relevant object.
    In VR, the Analysis Visor becomes Analysis Mode. Objects are scanned by aiming at them with the Multi-Tool.
    Custom Markers placed from the Analysis Visor now drop a physical object at the marker location.
    Significantly overhauled the Discovery Page to show a graphical representation of the system, as well as close up 3D representations of all discoveries and long text entries for fauna.
    Made butterflies and other flying creatures much easier to scan with the Analysis Visor.
    Added a new set of rare vibrant colour palettes for lush planets.
    Creature markers in the Analysis Visor now display how far away the creature is.
    Fixed an issue where creatures would never poop once they had been scared by a predator.
    Predator creatures no longer target and attack players when they are in an interaction.
    Creatures will no longer attack players who are in their ships.
    Improved the clarity and display of warning icons on predatory or angry creatures.
    Fix for biological horrors not playing their death effects for network players.
    Fix for incorrect fauna level being displayed in the Analysis Visor.
    Added creature marker to display their current mental state.
    Added new wild plants to all biomes.
    Added the ability to cook plant and animal products in a Nutrient Processor to produce a wide variety of food. Experient with combinations to create unique and complex foodstuffs.
    Eating food provides a boost to your life support.
    Added bait products, created in the Nutrient Processor, that allow creatures to be harvested for food products. Scan creatures to learn their bait preferences.
    Killing creatures also allows the harvesting of several new food products.
    Added an NPC to the Space Anomaly who will judge the player’s cooking ability.
    Renamed Coprite to Faecium.
    Added compass and HUD icons to Faecium deposits.
    Improved the visuals of Faceium deposits.
    Added a base part that will attract creatures to your base and automatically feed them.
    Added a base part that will automatically extract milk and other relevant resources from nearby creatures that are ready to be harvested.
    Throwing bait can attract a large number of creatures to one location.
    Throwing specialist carnivore bait can distract and placate angry or predatory creatures.
    Creatures that have been tamed by supplying their desired bait can be ridden. Creatures will still attempt to go about their own business, but their routines can be shaped by their rider.
    Upper body gestures may be used when seated or riding a creature.
    The Nutrient Processor and the Portable Refiner now display a marker when they are not placed within a base.
    VISUAL POLISH
    Nada and Polo now use a larger range of animations.
    Improved the visuals for the Space Station entrance beam.
    Entirely reworked and expanded the cockpits of all ships.
    Increased the amount by which you can look around the starship cockpit.
    Added fully modelled cockpits / interiors for all the Exocraft and the Nautilon Submarine.
    Starship exteriors can now be seen while inside the starship.
    Improved the particle effects for the Scatter Blaster and the Blaze Javelin.
    Increased the scale of starships. Landing pads and docking areas across the galaxy have been expanded to cope with the new larger ships. As a result, landing pads in existing bases have been refunded.
    Improved the visual detail on fighters, haulers and shuttles.
    Added ramps to the front of the Space Station balcony platforms.
    Fixed a number of issues where trees and rocks could not be run over by Exocraft.
    Trade Outposts now have ladders to climb up to the platform.
    QUALITY OF LIFE
    The Exosuit torch can now be turned on whatever the time of day.
    While the Pulse Engine is engaged, the central ship screen now displays a clearer message about fuel use.
    Technology can now be installed in stages, allowing incomplete tech to be placed in an inventory and its individual components added over time.
    Technology can now be moved after installation.
    Significantly overhauled the system for pinning instructions for building technologies, products and base parts.
    Added the ability to pin a substance and receive directions for where to find it.
    Removed the Advanced Mining Laser requirement from large trees on lush planets.
    Added an Antimatter Reactor base part that generates antimatter over time.
    Added specific efficient Starshield Batteries for use in starship combat.
    Added ‘Warp Hypercores’, a large hyperdrive fuel unit with five times the capacity of a regular Warp Cell.
    Increased the base mining speed of the Mining Beam.
    Fixed a bug that caused resource notifications to stack up while playing without the HUD.
    Reduced the length of time resource notifications are displayed when you have multiple resources stacked up.
    Added alerts when new items are encountered or recorded to the Catalogue.
    Added the Optical Drill, a Mining Beam upgrade that increases the resources gained from mining.
    Added the Launch System Recharger, a starship upgrade that automatically recharges the Launch Thrusters over time.
    Added an extra slot to the starting Multi-Tool.
    When installing an upgrade module, the correct inventory is automatically selected.
    Adjusted the probabilities of low, medium and high security planets in Normal Mode.
    Adjusted the timers of Sentinel patrols on lower security planets.
    In normal mode, allowed some planets to never spawn Sentinel drones.
    Added a chance to collect geodes when mining rocks or asteroids. Geodes can be analysed to extract large quantities of substances.
    Increased the base speed of all Refiner units.
    In normal mode, increased the slot storage limit for substances from 250 to 10,000.
    Increased the wealth levels at which higher tiers of pirates will attack.
    Increased the base energy levels of the Mining Beam and the Terrain Manipulator, allowing for less frequent recharging.
    Replaced the ‘Find specific building’ component of the Signal Booster with a system of planetary charts. Acquire planetary charts from Space Station Cartographers.
    Navigation Data can be traded for planetary charts. Collect Navigation Data when saving and charting at waypoints and save beacons.
    Using the Terrain Manipulator to mine basic ground will award silicate powder, which can be used to refine glass.
    Added a note on the interaction label of NPCs that have already been visited.
    When craftable products are the current mission objective, they are automatically pushed to the top of the product list.
    Adjusted the frequency of rare asteroids.
    When buying a freighter, it now comes with some basic cargo already in the inventory.
    Increased the minimum speed while in space combat, creating better combat handling in most conditions.
    Increased the maximum speed while flying in space.
    Added a degree of roll when banking in planetary flight.
    The warning triangle in the cockpit is no longer displayed when the Pulse Engine is not being requested.
    Added a cockpit throttle indicator to show current thrust settings.
    The ‘Shields Down’ message is no longer displayed when claiming an abandoned ship.
    The ‘How to land the ship’ notification no longer displays immediately after planetary takeoff.
    When charging the Pulse Engine, the current autopilot target marker is now highlighted.
    Missions now add hints to highlight the relevant items in the build and crafting menus.
    Inventory popups are now closed automatically if you click outside of them.
    Tweaked the weighting of mission selection in the mission board to give a better range of available missions.
    Increased the likelihood of procedural upgrade modules being relevant to the player’s current tech setup.
    Added several new environmental protection Exosuit upgrades.
    Ammunition is automatically promoted to the top of the crafting list if players try to reload but have no available ammo.
    Increased the default stack size for Ammunition.
    The Mining Beam now has a much higher base heat capacity.
    Reworked the Mining Beam overheat mechanic: the beam now cools down correctly rather than instantly resetting; the Mining Beam does more damage as it approaches max heat; the Mining Beam changes colour as it approaches max heat.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • ironzergironzerg Registered User regular
    My god, it's full of stars.

  • DonnictonDonnicton Registered User regular
    VULKAN On PC, OpenGL has been replaced by the Vulkan API, improving performance across the board, especially for users on AMD cards, or with older CPUs.

    mmmmmmmmmmmmmmmmmmdasgood

  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    Yo

    You can sit in chairs

    signature-deffo.jpg
    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Olivaw wrote: »
    Yo

    You can sit in chairs

    GOTY material right there

    JtgVX0H.png
  • Big ClassyBig Classy Registered User regular
    Coprite renamed to Faecium is the highlight.

  • bsjezzbsjezz Registered User regular
    apparently as well as milk and eggs you can harvest "edible clusters"

    ...

    sC4Q4nq.jpg
  • Big ClassyBig Classy Registered User regular
    bsjezz wrote: »
    apparently as well as milk and eggs you can harvest "edible clusters"

    ...

    There is an npc who judges your cooked meals.

  • KrieghundKrieghund Registered User regular
    Can we sell ships yet?

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