No Man's Sky

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wabbit
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Re: No Man's Sky

Post by wabbit »

Shonky just get Wobbs to refund it for you ;)
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wobblysauce
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Re: No Man's Sky

Post by wobblysauce »

Huh.. nice..
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Shonky
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Re: No Man's Sky

Post by Shonky »

It's hard to use Twitter when you are sunning yourself on a tropical island beach, smoking cigars and drinking single malt scotch with the money you made from a recent game release.

Initially I was willing to give Sean Murray the benefit of the doubt but I now think hylas was spot on in his assessment.
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hylas
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Re: No Man's Sky

Post by hylas »

I still stand by that statement.

I'm grateful that gog accepted my refund request on this one though, they have a thumbs up from me for that :)
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durbster
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Re: No Man's Sky

Post by durbster »

If people are happy to pay for something before finding out whether it's any good or not, then is that all his fault?
wabbit
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Re: No Man's Sky

Post by wabbit »

durbster wrote:If people are happy to pay for something before finding out whether it's any good or not, then is that all his fault?
Haha fuck no it's not. However what's worse is it's consumers that can't see that they're the majority of the problem.

Consumers will get change once they change :roll eyes:

I should add... "oh yeah so I pre-ordered it and bought the DLC pack... it's for the whole year of content" NNNNNOOOOOOOO, you fucking idiot :D
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durbster
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Re: No Man's Sky

Post by durbster »

OK I was trolling a bit but I really do struggle to understand why people won't wait at least a few days for new stuff. It's rare for software to be shipped without being followed by a flurry of patches these days. If consumers will keep paying for it, is there any real consequence for them?

Same for hardware too - is it really such hardship to wait a little while to see whether that new phone you want might explode in your pocket?
wabbit
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Re: No Man's Sky

Post by wabbit »

durbster wrote:OK I was trolling a bit but I really do struggle to understand why people won't wait at least a few days for new stuff.
Ha, all good by me. I do remember reading some though where the "day one patch" is a better way of doing things, or rather fits todays capabilities.

My thing is I can see a better way but I need the help of "just enough people" for the situation to improve. It's not a black and white thing where 100% must stop pre-ordering, it's just enough for financial justifications not to be met and then things will change. Somewhat how things used to be but with the modern take on the situation :)
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wobblysauce
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Re: No Man's Sky

Post by wobblysauce »

Oh and the line making 'Today' was no tweet.. just showing the day.
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Re: No Man's Sky

Post by ysu »

durbster wrote:OK I was trolling a bit but I really do struggle to understand why people won't wait at least a few days for new stuff. It's rare for software to be shipped without being followed by a flurry of patches these days. If consumers will keep paying for it, is there any real consequence for them?

Same for hardware too - is it really such hardship to wait a little while to see whether that new phone you want might explode in your pocket?
I'm with you, but have you seen the rows of nutcases queuing for eg the new iphone? :)
There are people who think their lives will be whole if and only if they have the "thing" first. Or at least reasonably first. You can't reason with these.

by the way, in a report they asked these guys "why do you think the new iphone is better" and there wasn't one clear answer. And by clear I mean "able to give you a clear reason or explanation" - they were just mumbling about life & feeling & greatness. The most concise was a guy saying that the new one finally comes in colours...well, fuck me.
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DarrenM
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Re: No Man's Sky

Post by DarrenM »

Seems they've been busy adding a survival style game mode with base building stuff and a bunch of other improvements. Kinda proves they should have released it as early access.



GAME MODES

Explorers can now decide to play with different rule sets, across three game modes:
Normal mode is the original chilled exploration experience
Creative mode allows players to explore the universe without limits, and build a huge base
Survival mode really changes the game, creating a much more challenging endurance experience
Death quotes: prepare to see these a lot in survival mode.

BASE BUILDING

Claim your home planet by finding an uninhabited base and creating your own, fully bespoke outpost.
Construct your homestead for shelter, using modular structures and decorations, replicated from resources gathered while exploring
Recruit alien lifeforms to help research new technology. Farming, engineer, weapons and science specialists are hirable from Space Stations
Use Terminus Teleporters in Space Stations to teleport to and from your base at will Expand your base with storage containers to stockpile precious resources and rare products
Find an even more beautiful location and you can simply dismantle your previous homestead to refund all of the spent resources
FARMING
Cultivate biome dependent crops outdoors, or inside your base or Freighter using Hydroponic Labs
Plants grow over time and offer a steady supply of resources to be harvested
Hire a farming specialist to research and grow ten new plant types, and discover new resource elements

MAKING CAMP

Players can now build essential equipment in the field on-planet
Place save points anywhere in the world, crucial for Survival mode
Automated Harvesters gather resources from mineral deposits in your absence
Waypoints can be placed and colour-coded to allow explorers to return to discoveries
Communications Terminals allow explorers to leave sub-space messages for others to find
Discover nearby mineral deposits, uninhabited bases or suit upgrades with the use of a Signal Scanner

FREIGHTERS

Purchase huge interstellar Freighters at great expense, and then summon them from anywhere in the galaxy
Resources can be teleported to your Freighter while on-planet, ideal for stockpiling goods for trading
Customise the inside of your Freighter within the Base Building section
Create extended cargo holds to expand your vessel’s capacity, and grow crops of rare resources on board
Transport your Freighter and its cargo to different, more economically favourable systems to maximise your earnings
Use the new recruitment system to crew your Freighter with Engineer, Farmer, Weapons and Science specialists to help research new technologies

NEW RESOURCES & TECHNOLOGY

Discover new biome and star specific resource types as you explore the universe
Craft the new Advanced Mining Laser and Hazmat gauntlets through base building and use them to gather rare resources
Research and discover dozens of new products, building components and technologies
USER INTERFACE
The user interface has been improved to accommodate the stress of Survival Mode where a small inconvenience can be the difference between life and death.
The intelligent Quick Access Menu streamlines Inventory access.
Products can be stacked up to five times per inventory slot, resulting in increased starship, base container and freighter storage capacity
New arrow indicators have been added to emphasise shield and life support changes more clearly, to aid decision making
Scanned Primary resource elements have been given specific symbols to allow for easier differentiation
View your current objective at any time quickly by pressing left on the D-Pad, or H on your keyboard
The UI has been visually improved by removing colour tint and other artifacts
Early warning indicators have been added to starship cockpits to notify explorers of inbound Pirate activity
Red cockpit warnings indicate more clearly when Pulse Drive is unavailable

Terrain generation and colourisation algorithms have been revised to produce more aesthetically interesting planets

PATCH NOTES

General Gameplay

Fixed technology becoming instantly fully charged when repaired
Fixed ship appearing on incorrect pad in space station after loading
Added interactable objects that required certain tech to collect
Added shootable objects that require certain tech to mine
Rebalanced resource availability and technology charge requirements
Fixed initial game flow - where travelling to space too quickly after visiting the monolith could prevent the first atlas station notification appearing
Prevented player being prompted to scan for buildings before leaving the system after visiting the monolith
Prevented laser and melee attacks while in space from attempting to edit terrain
Improved calculation of resources received when mining terrain
Renamed Signal Scanners to Signal Boosters
Signal booster objects updated to search for playable bases, suit upgrade pods, and mineable resources
Removed signal booster from being distributed on terrain, as player can now build them
Improved accuracy of environment detection, fixing cases where it rained inside caves
Fixed galactic waypoints not loading correctly across saves
Removed atlas pass v1 requirement from doors in stations
Suit upgrade pods are no longer spawned in stations
Suit upgrade pods can now only be used once
Fixed collision in anomaly that was causing issues when exiting larger ships
Increased the number of different NPC character models generated per system
Fixed the game always remaining in day time for players who began their save prior to patch 1.03
Fixed a potential crash in foliage instance renderer

Localisation

Fixed stats page in asian languages
Fixed multiple issues with asian language formatting
Multiple improvements and fixes to localisation text in all languages

UI

Added new icons for specific types of primary resources
Fixed health bars not appearing on some targets
Added hazard and life support drain indicators
Fixed mission messages not appearing in a timely fashion
Beacons now notify the player that they will save the game
Fixed crash when creature IK animations were updated under certain conditions on the discovery screen
Improved navigation in discovery UI
Massive speed improvements to browsing huge discovery lists
Increased size of discovery storage
Added option to load "Earliest" previous save in Options menu
Fixed weapon naming
Added icon to remind players of the reload button when weapon is empty
Multiple fixes for viewing discoveries

PS4

Added photo mode
Large optimisations to the engine to accommodate base building

PC

Added support for up to 8 mouse buttons
Fixed better order position history for mouse smoothing
Fixed bug where setting gamma to zero gave a fully bright rather than fully dark image
Fixed hard-limiting on save sizes, with appropriate warning about free space on boot
Player is now notified when shaders are being loaded
Fixed occasional crash on exit
Fixed performance of trail renderer for some AMD cards
Large optimisations to the engine to accommodate base building

Generation

Added biome specific plants
Adopted new method of distributing resource plants on terrain, for more lifelike clumps of plants
Improved distribution of plant life across all terrain types
Introduced visual differentiation of red, green and blue star systems
Introduced new mineable terrain resources found only in red, green and blue star systems
Reduced average building frequency
Introduced planets with elevated building density
Introduced planets with no buildings or sentient life
Increased the proportion of lush and tropical planets
Decreased the proportion of lifeless planets
Fixed bug where multiple ships could appear, overlapping, at the player's start scene
Prevented certain building types being incorrectly placed underwater
Prevented multiple buildings occasionally being placed in overlapping positions
Prevented buildings occasionally being placed intersecting with the terrain
Improved and altered per-planet terrain resource generation, improving gameplay and visuals

Creatures

Fixed elevation cache mismatches, causing errors in creature knowledge and pathing
Fixed slow memory leak in creature role allocation
Improved creature animation speeds
Fixed issues where some creatures turns had the incorrect frame count
Fixed occasional crash when interacting with creatures

Atmospherics

Increased proportion of vibrant blue skies
Corrected cloud levels for clear skies
Improved average cloud level settings
Fixed cloud rendering while flying in your ship
Improved atmosphere depth when transitioning to space
Increased fidelity of atmosphere rendering on nearest planet
Improved atmospheric fog as you fly to a planet
Improved fog method for planets seen on the horizon

Terrain

Improved terrain generation algorithms
Improved and extended blend areas between different terrain noise types
Terrains now generate more open spaces
Smaller features now appear at nearer lods to improve visuals in the distance
Fixed objects being placed on incorrect terrain material types
Improved resolution of distant planet terrain
Decreased differences between planet as seen from space and actual planet terrain
Fixed seams on planets when seen from space
Improvements to terrain material selection and terrain material blending
Terrain generation priority and cost calculation improvements
Fixed terrain generation angle calculations, which would previously prevent nearest region being generated first
We now generate caves on lower terrain lods to decrease visual differences in lower detail terrain
Introduced more varied and vibrant colouring to terrain for each biome
Decreased frequency of brown terrain colour selections
Changed texture scales to improve transition between terrain lods
Improved terrain colour combinations to add variety and better match terrain contouring
Improved terrain texture blending method to better retain vibrant colours
Improved settings for hue, saturation and value noise variation on terrain
Fixed a number of issues causing holes to be seen in the planet terrain
Fixed occasional crash when mining terrain

Visuals

Fixed colour of muzzle flashes on player weapons
Added muzzle flashes to ship weapons
Added cockpit lighting for damage and weapon firing
Added debris to freighter explosion effect
Improved freighter cargo explosions
Improved photon cannon hit and space explosion effects
Improved turret explosion effect
Improved grass colour selection
Improved grass colouring method to match underlying terrain colour
Improved grass placement to match gradient of terrain, and rocky terrain slope patches
Improved lighting on grass
Improved alpha cutoffs and blending for grass in the distance
Improved colouring method for on-planet buildings
Fixed "pop" in lighting when flying between planets
Fixed incorrect lighting seen in shadow areas
Improved lighting method when rendering tree leaves
Fixed procedural texturing on objects with multiple overlapping textures
Fixed size of certain texture atlas normal maps
Fixed texture scaling on asteroids
Zinc plant is now more obvious when it has been gathered
Fixed occasional rendering errors due to precision on cockpit during warp
Fixed pulse lines not appearing when pulse driving out from planet atmosphere
Fixed shadowing artefacts on imposters

Space

Improved asteroids to allow much denser fields
Improved explosion effects
Fixed scale of moons on the space map
Added freighter groups to the space map
Changed distribution of resources in asteroids
AI ships will now clear asteroids in their path
Planets are now scannable from space to see their resources

Space Combat

Fixed bounty targets warping out too soon
Improved HUD indicators in space combat
Added damaged ship effect on AI starships
Added formation flying
Improved locking on passive starships
Improved AI combat flight patterns
Added new ship weapon technology
Holding brake whilst turning now activates drift for fast turns
Improved AI ship freighter attacking
Improved freighter targeting code when under attack by enemy ships

Freighters

Fixed pulse drive to prevent travel through freighters
Improved docking code
Added hangar to the lead freighter
Added docking in freighters
Added icon to accessible freighter hangars
Added colouring to cargo drops to identify what is in them
You can now only pick up cargo drops that will fit in your inventory
Added auxiliary freight ships to freighter groups
Added alert lights and alarm audio for when freighters are in combat
Improved turret lights and explosions
Improved muzzle flashes on freighter turrets
Added indicator of cargo contents
Freighter Commanders now give rewards for rescuing them from pirate attack
Fixed collision on freighter cargo containers

Audio

Updated the lush ambience to make the wind sounds less noisy
Ambient background fauna now checks for the presence of creatures
Added rain on foliage
Added rain on ship
Added freighter specific footsteps
When on a dead planet, no music will play
Round table prop now plays an appropriate sound
Added more music to the loading sequence and game start
Added audio to new base building props
Created sounds for new base building props
Added audio to freighter doors and internal freighter ambiences
Added freighter explosions
Added freighter alarm
Added ambient radio comms when approaching a freighter
Fixed missing sounds when in a space station due to the mix settings
Multi-tool upgrades now affect audio
Lots of minor mix changes
Changed some compression settings for PS4 audio to make the sub-channel audio play more reliably
Shonky
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Re: No Man's Sky

Post by Shonky »

Meh, I might install this again in a few years time when I have nothing better to play.
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Dr. Pain
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Re: No Man's Sky

Post by Dr. Pain »

Has anyone tried this with the new update? I'm interested but cautious as I bought ARK survival evolved and don't play it, don't really like it but space games do. I like the graphics as it reminds me of the sci-fi books when I was a kid in the 1970's.

Would you recommend it as it stands now or should I wait and get it cheap, like 50% off or something?
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DarrenM
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Re: No Man's Sky

Post by DarrenM »

I haven't tried the update yet but I wouldn't recommend it at this point. It's on sale on steam but I don't think this update ads enough to make it worthwhile. Wait until it's < $20 or they add more content.

The original game was pretty simple and got repetitive pretty quickly. There's no real story, objective or ending. I didn't mind it and got 20 odd hours out of it, but I mostly played it while watching stuff on netflix. Farming Simulator has taken over that role for me now :eek:
Shonky
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Re: No Man's Sky

Post by Shonky »

DarrenM wrote:Farming Simulator has taken over that role for me now :eek:
You’re not the only one that has a few hours in Farm Sim, excellent game for watching TV with. My current TV watching game is Transport Fever if you get bored with Farm Sim. :D
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Big Kev
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Re: No Man's Sky

Post by Big Kev »

Wow that's quite a fall off....

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NeilPearson
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Re: No Man's Sky

Post by NeilPearson »

what happens when you lie about everything to your consumer...
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DarrenM
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Re: No Man's Sky

Post by DarrenM »

They've added a lot of content in the last couple years. Missions, ground vehicles, base building, multiple story lines you can follow and multiplayer. Now they're adding VR support.

The big updates have kept me going back to the game and I now have over 100 hours in it. Well worth giving it another look in my opinion.



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Cursed
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Re: No Man's Sky

Post by Cursed »

I picked it up cheap a couple of weeks ago. Will fire it up once the VR stuff is live.
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DarrenM
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Re: No Man's Sky

Post by DarrenM »

It's live. I'll grab it on steam if anyone wants to do it coop. The Gog multiplayer isn't compatible with steam unfortunately.

One nice change is that you can have 10,000 of a resource per slot instead of 250. Should make it a lot less tedious when gathering resources.

https://www.nomanssky.com/beyond-update/
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.
nutty
Spam King
Spam King
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Re: No Man's Sky

Post by nutty »

Hrmm base game is still $40.. worth that?
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Cursed
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Re: No Man's Sky

Post by Cursed »

I still haven't fired it up, but it is installed and ready to go.
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DarrenM
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Re: No Man's Sky

Post by DarrenM »

nutty wrote:Hrmm base game is still $40.. worth that?
If a sandbox game with exploration, resource gathering, crafting and base building is your kind of thing then yes. It's a minecraft sort of game with nice graphics, spaceships and NPC's.
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Cursed
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Re: No Man's Sky

Post by Cursed »

5 hours in. I don't hate it.

VR performance is a bit so-so.
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DarrenM
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Re: No Man's Sky

Post by DarrenM »

Wouldn't run for me until I updated my nvidia drivers. Performance was fine but I didn't get as far as flying around. With Vulkan being a new thing getting the latest drivers should have been the first thing I tried.

I found the VR controls a little clunky after having played so much on mouse and keyboard but that's probably just a matter of getting used to it. Lifting the canopy to get out of the ship instead of just pressing a key is pretty cool though :)
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