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No Mans Sky - Update


alt3rn1ty

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Yep.

They have just released the second round of beta fixes to Beyond already.

https://steamcommunity.com/app/275850/discussions/0/1643171537291464493/

Not had any issues so far.

And even without using online or VR, there is an awful lot to like about this update.

I started a new game, and also deleted all old settings files so that those got regenerated from scratch ..

.. Games performing really well, testing it with MSI Afterburner, aswell as without, so I have some ball park figures to go with how it "feels" and get a good setup after tweaking all the new settings = Very pleased so far with performance on my new machine.

 

New machine specs

8th Generation Intel® Core™ i7-8750H Processor (6-Core, 9MB Cache, up to 4.1GHz w/ Turbo Boost)
16gb DDR4 (2666MHZ)
NVIDIA® GeForce® GTX 1050 Ti - 4GB GDDR5 VRAM
128GB M.2 PCIe NVMe Solid State Drive - OS System drive, Clean install of Win 10 x64 1903
1TB WD Blue 3D NAND 2.5" SATA SSD - Game installation drive

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Maybe I'll reinstall it once my replacement video card gets here and see how far things have come.

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On 8/15/2019 at 7:09 PM, Arthmoor said:

Maybe I'll reinstall it once my replacement video card gets here and see how far things have come.

The steady intro to everything from the game start is a lot less disjointed now and flows better, and the intro to the new anomally is worth going back to the start for (although they have probably patched in a trigger for ongoing games for this to happen no matter where you are).

I just did the bare minimum base build to get the story going, looking forward to having a Freighter again and concentrating on a more mobile base for long term exploration :).

Having more space to stack resources in each slot has taken away a lot of the tedium of inventory management.

HelloGames has apparently done 18 new builds in the first 48 hour since Beyond went public. I had GOG Galaxy installed with the Beta 3xperimental branch enabled, and there was at least one update before and after loading up the game each time every few hours, and no doubt while me and the family were out and about in the car, I left Galaxy on just to capture any new updates while we were out. The Release logs are growing in number https://www.nomanssky.com/release-log/

I dont know what they still plan to add to this game now, but it has surpassed my hopes a long time ago and just keeps getting better. I dont know at this time if they have improved Freighters and the long term attraction to exploration in any way, but if they havent that would be my only wishes going forward, to concentrate more on having the Freighter as a Base and not be stuck on any planet as a base. And maybe one long term and rare nasty adversary for space battles .. But thats probably a bit close to plagiarising Elite and its Thargoids, or X and the Khaak / Xenon

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Woops there's a bad early bug been found, and Hellogames have gone home for the weekend

Have a look at the second post https://www.reddit.com/r/NoMansSkyTheGame/comments/crvqzn/bug_report_megathread/?st=jzh8uqkn&sh=df1eeff4

Basicly avoid using the teleport in the new anomaly nexus for now.

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I think I'll just wait until the bug fixing storm dies down a bit before I reinstall the game :P

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  • 3 weeks later...

Its getting there, now at "2.09.4 Hotfix" https://www.nomanssky.com/release-log/

A huge amount of patchwork done since my last post, including some long standing (not so important fixes) which I have been tapping my fingers over for a few years :), they didn't get listed in patch notes, but they are definitely addressing some low priority extant bugs.

I reckon a few more patches and they will have all VR / MP issues squared away, but for us single player users imho its a good stable state now with a few minor fixes to do.

 

For anyone who may still have any indication of very slight lag during Low level Flight on planets - Try zero'ing the Motion Blur Amount setting, its helped a lot of people especially in combination with Volumetric / Atmospheric effects.

With my new laptop and more recent releases (and having deleted my previous settings files) I was experiencing what I can only describe as a slight dampening of the ships speed for a fraction of a second which after a few more seconds would happen again. Feels like the Turbo in your car is not quite doing its thing for a fraction of a second, then its 100% again for a few seconds, then not quite doing its thing, then 100% again .. repeat ( this was while holding W and Shift to get max flight speed ).

The game is setting up its initial settings files for my machine a lot better than it ever has done since 2016 - But, Motion Blur Amount was (and always has been) set very high. I brought it down to 30 for my machine having seen this tip on reddit, and the last remnant of any performance issues is now history. Vulkan has done wonders for the game, but knowing this little tip may just help anyone out there with any leftover nags about the game performance.

 

Edit : There's another beta up, so more fixes incoming :rolleyes:

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  • 2 weeks later...

2.12 released, wedge of fixes again. I reckon the way this game is programmed (mostly procedural maths content) and they do major updates like Beyond, they have to re-do a lot of what has been fixed before. Anyway, back to enjoying it :)

Release notes https://www.nomanssky.com/2019/09/beyond-development-update-2/

Edit : I updated the Nexus No Man's Sky - General Performance sticky topic too, due to new settings and HelloGames Helpdesk articles being updated

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On first read of the release notes I missed this (see my bold in quote below)

I'm hoping Freighters get some love and polish, for us actual Explorers, Exxocraft which once built can be stored / called down from the Freighter "Away team to Voyager, beam down the Roamer"

Quote

Patch 2.12 is live on all platforms today, with the notes available below. There is much more coming very soon. Thank you, so much, for playing.

Sean

:)

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  • 2 weeks later...

Another beta is up, huge number of fixes :

Update to Experimental Branch 27/09
  • Fixed a significant number of crashes and functionality issues with fleets and freighters in multiplayer.
     
  • Added support for correctly scaling the HUD and other visual elements for 4K.
  • Added support for correctly scaling the HUD and other visual elements when using alternative aspect ratios such as 21:9.
  • Added the ability to customise your HUD scale.
  • Added support for custom resolution scaling when playing in borderless mode.
     
  • Added the ability to toggle AutoPower mode on at the Base Computer in Creative Mode. This supplies power by default to all props without having to place wires or generators.
  • Improved the Survey Device to allow players to select which type of hotspot they would like to search for.
  • Balanced the yields for mineral hotspots, particularly activated stellar metal deposits.
     
  • Increased the local area complexity limit, to allow more objects to be placed in a small area.
  • Optimised a number of base parts that used up a large proportion of the local complexity limit.
  • Fixed an issue where players were occasionally unable to snap wires to base parts.
  • Fixed an issue where wires would unsnap from base parts when leaving the base.
  • Fixed an issue that causes players to fall through the floor when an item they are interacting with is deleted or network refreshed.
     
  • Fixed an issue that removed the portal glyphs from screenshot mode.
  • Fixed an issue that could cause players to get stuck in a loop when trying to return the Mind Arc to Artemis.
  • Added a tip message when pinning a product that you do not know the recipe for.
  • Fixed an issue where collision on scientific frigates could eject players into space.
  • Fixed a number of interaction progress issues that were preventing a large number of NPC and other planetary encounters from being selected.
  • Fixed an issue that could cause space combat tips to stretch across the whole screen.
  • Added a welcome message to the ship HUD when landing at Space Stations.
  • Fixed an issue that charged players for a purchase but did not reward the item because their inventory was full.
  • Fixed an issue where predators could circle their targets endlessly without ever attacking.
  • Markers for locations that are not onboard the Space Anomaly are now hidden when you are inside the Anomaly.
  • Fixed an issue that allowed players to build traps around Portal exits.
  • Fixed an issue that caused some base parts (particularly refiners) to reset when the player left their freighter or current planet.
  • Correctly enabled power on Carbon Planters, allowing their plants to grow.
     
  • Replaced the previous HBAO implementation with a newer and higher-quality temporal AO solution.
  • Introduced a number of significant CPU optimisations.
  • Improved the management of graphics memory pools.
  • Introduced a number of memory optimisations for Xbox 1.
  • Optimised the memory usage of interaction dialogue.
  • Applied a series of optimisations to water rendering.
  • Introduced a number of smaller general optimisations.
  • Upgraded OpenVR to the latest release.
  • Fixed a number of minor LODing issues.
     
  • Fixed an issue that caused friend's bases to be named incorrectly.
  • Fixed a number of issues where the visuals and animations of base parts did not accurately reflect their power status.
  • Reduced the intensity of the glow on Light Boxes.
  • Fixed a number of collision issues with base parts.
  • Fixed an issue that caused a red debug box to be visible in underwater crashed ship scenes.
  • Fixed an issue that could cause distress beacons to be spawned inside some large crashed ships.
  • Added the full description of a base part to the Build Menu popup.
  • Added a preview of a base part's power usage to the Build Menu popup.
  • Fixed a number of small visual issues with base parts.
  • Improved the camera on the Battery interaction.
  • Added audio to the Battery and Biofuel Reactor.
  • Added audio to the Sphere Creator.
  • Improved the audio when placing wires.
  • Added audio when physically interacting with the UI in VR.
  • Balanced the volume of the doors on the Space Anomaly.
  • Added audio when switching sub-inventories.
     
  • Fixed an issue that allowed players to delete objects other players are interacting with.
  • Fixed an issue that could cause the Sphere Creator to fail to create a sphere.
  • Fixed an issue that caused wiring indicators to remain visible in the world when not wiring.
  • The Short-Range Teleporter now correctly uses Teleport Cables rather than standard electrical wiring to determine network connectivity.
  • Fixed a number of incorrect values being displayed in the UI for industrial parts.
  • Fixed an issue that caused the Fleet Terminals to be hard to place in freighters.
     
  • Improved the clarity of hotspot icons when surveying.
  • Added hotspot icons to the compass.
  • Added off-screen tracker arrows to hotspot markers.
     
  • Fixed an issue that caused only one storage container to be available from the Construction Research Unit on the Space Anomaly.
  • Fixed an issue that caused creature vocals to play inconsistently.
  • Fixed an issue that caused vibration not to work on Move controllers.
  • Fixed an issue that cause alien interactions to always return a negative result.
  • Fixed a number of issues with the 'Most Recent' filter for the Space Anomaly teleporter.
  • Fixed a number of UI issues with the Base Computer, including fixes for taking screenshots.
  • Added distinct visuals for markers when network players are in their ships.
  • Fixed a number of networking issues that could cause objects to become invisible.
  • Improved the robustness of Steam matchmaking when connections drop out.
  • Fixed an issue that caused creaturing riding control tips to have a missing icon in some circumstances.
  • Fixed an issue that caused one Knowledge Stone to activate all Knowledge Stones on a Monolith.
  • Fixed an issue that caused chat messages to be sent from pinned missions when the mission was not selected.
  • Fixed a number of missing or incorrect control icons.
  • Fixed an issue that caused the action for quickly cycling weapons not to work on Xbox 1.
     
  • Fixed an issue that caused lighting settings to pop when boarding the Space Anomaly.
  • Fixed a number of issues with the patch notes popup on GoG and Xbox.
  • Fixed a number of clipping issues with compass markers in VR.
  • Offscreen markers are now correctly hidden in VR when the frontend is open.
  • Fixed an issue that caused an extra dialogue UI layer with hardcoded text to appear when backing out of some shop interactions.
  • Fixed an issue that caused inventory slots to flash rapidly when using the mouse to change subinventories
  • Fixed an issue that allowed RGB system access even when the hyperdrive was damaged or partially installed.
  • Fixed an issue that allowed the Rocket Boots to function even when they were damaged or partially installed.
  • Fixed an issue that allowed the Haz-Mat Gauntlets to function even when they were damaged or partially installed.
  • Fixed an issue that caused loading a Creative Mode save to add all items to the Catalogue for saves on a different game mode.
  • Fixed a mission blocker that could occur if the mission directed you towards a very specific subset of NPCs found on Trade Outposts.
  • Fixed an issue that could cause planetary lighting settings to be applied in space.
     
  • Fixed a console-only crash when saving the game with a large or long savegame.
  • Fixed a rare crash when changing GPU on PC.
  • Fixed a crash related to particle emitters.
  • Fixed a crash in region navigation.
  • Fixed a crash when using the teleporter on the Space Anomaly.
  • Fixed a crash that could occur when joining a multiplayer group.
  • Fixed a memory related crash.
     
  • Fixed an issue that prevented the Insert key from being used in custom bindings.
  • Fixed an issue that prevented some missions from being selected in the log if navigating with Up/Down buttons.
  • Fixed the Sprint and Inventory actions being unavailable in some circumstances when using an Xbox 1 controller.
  • Improved the visibility of the Toggle Building Camera tip.
  • Improved the clarity of some control descriptions in the bindings page.
  • Fixed an issue that allowed functionally opposite actions to be assigned to the same button.
  • Fixed a number of inconsistencies with being able to quick exit out of some NPC interactions.
  • Hid a number of unavailable actions from the remapping UI.
  • Fixed an issue that caused the camera to be too sensitive on the loading starfield when using a gamepad.
  • Fixed a small number of localisation issues when displaying numbers.

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Bought this last Dec/Jan for myself and brothers and nephews, thinking we could multiplayer. But I'm mostly an explorer leaving behind a hut with transporter, the 11 y-o was mostly a base builder, and the 7 y-o preferred being a pirate destroying ships and bases. (I'd have never guessed being a pirate was even an option.) Not much we could really do together. None of us followed the main quest sequence. So I've not played since Jan 14th. Only 120 hours so far.

Since then, I've purchased a Valve Index that still doesn't work very well for Skyrim. So it's sitting in its box. But your enthusiasm and the Beyond video makes me think that NMS-VR might be fun, and the multiplayer should be better now. While awaiting USSEP 4.2.0....

Thanks for keeping us updated.

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I dont use Multiplayer or VR so cannot advise, but there have been some more recent independant reviews praising those aspects since the Beyond update :

https://www.theguardian.com/games/2019/sep/12/no-mans-sky-beyond-a-childhood-fantasy-realised

"Sony has sold millions of its PlayStation VR headsets and until now it’s been tough to recommend one experience as a killer app. Soulful, technically proficient and at times almost tearfully beautiful, No Man’s Sky Beyond is as close as we’ll get."

https://www.gamespot.com/reviews/no-mans-sky-beyond-review-reach-for-the-stars/1900-6417292/

I started a new game when Beyond came out, single player none VR in Normal mode, (going to do Survival when Hellogames has finished the game .. Though I have no clue as to when that may be yet), and even without the new main update features the basic game has changed quite a bit. The story progresses a lot better than it used to, mining is less of a chore, and stacking / management of the resources in your inventories is a lot better. Its really starting to feel like its maturing.

 

From what I have seen on reddit though, a lot of people are really enjoying multiplayer especially now the Anomaly has been upgraded into the Nexus making it not only the home to Nada and Polo, but a few new NPCs and the hub for multiplayer missions ( which can also be done as a single player :) )

I am going to have to update the General Performance tips topic soon, they have introduced GTAO (Ground Truth based Ambient Occlusion) instead of HBAO+ (Horizon Based Ambient Occlusion), it has three settings and so far in my experience seems to have very little impact compaired with HBAO, it also looks a lot better than HBAO (which on the lower settings could make some horrible lines on the landscape at distance, that little annoyance which used to make me switch off HBAO is gone now with GTAO).

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Updated the first post in the General Performance Tips topic - I am running the most recent Experimental version of the game ( after 2.12 ) which has a new setting, GTAO instead of HBAO. So remade the settings screenshot and video to show how the game performs now. I also increased the Graphics setting for Planet Quality in my game, I am finding with this new version of the game, and with the few down tweaks to compensate, I can have better LOD etc on planets without degrading performance.

Anyway, if you are wondering about GTAO, and not running the experimental, you will catch up with the next public update to the game.

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On 9/27/2019 at 10:23 PM, alt3rn1ty said:

Another beta is up, huge number of fixes :

 

  Reveal hidden contents
Update to Experimental Branch 27/09
  • Fixed a significant number of crashes and functionality issues with fleets and freighters in multiplayer.
     
  • Added support for correctly scaling the HUD and other visual elements for 4K.
  • Added support for correctly scaling the HUD and other visual elements when using alternative aspect ratios such as 21:9.
  • Added the ability to customise your HUD scale.
  • Added support for custom resolution scaling when playing in borderless mode.
     
  • Added the ability to toggle AutoPower mode on at the Base Computer in Creative Mode. This supplies power by default to all props without having to place wires or generators.
  • Improved the Survey Device to allow players to select which type of hotspot they would like to search for.
  • Balanced the yields for mineral hotspots, particularly activated stellar metal deposits.
     
  • Increased the local area complexity limit, to allow more objects to be placed in a small area.
  • Optimised a number of base parts that used up a large proportion of the local complexity limit.
  • Fixed an issue where players were occasionally unable to snap wires to base parts.
  • Fixed an issue where wires would unsnap from base parts when leaving the base.
  • Fixed an issue that causes players to fall through the floor when an item they are interacting with is deleted or network refreshed.
     
  • Fixed an issue that removed the portal glyphs from screenshot mode.
  • Fixed an issue that could cause players to get stuck in a loop when trying to return the Mind Arc to Artemis.
  • Added a tip message when pinning a product that you do not know the recipe for.
  • Fixed an issue where collision on scientific frigates could eject players into space.
  • Fixed a number of interaction progress issues that were preventing a large number of NPC and other planetary encounters from being selected.
  • Fixed an issue that could cause space combat tips to stretch across the whole screen.
  • Added a welcome message to the ship HUD when landing at Space Stations.
  • Fixed an issue that charged players for a purchase but did not reward the item because their inventory was full.
  • Fixed an issue where predators could circle their targets endlessly without ever attacking.
  • Markers for locations that are not onboard the Space Anomaly are now hidden when you are inside the Anomaly.
  • Fixed an issue that allowed players to build traps around Portal exits.
  • Fixed an issue that caused some base parts (particularly refiners) to reset when the player left their freighter or current planet.
  • Correctly enabled power on Carbon Planters, allowing their plants to grow.
     
  • Replaced the previous HBAO implementation with a newer and higher-quality temporal AO solution.
  • Introduced a number of significant CPU optimisations.
  • Improved the management of graphics memory pools.
  • Introduced a number of memory optimisations for Xbox 1.
  • Optimised the memory usage of interaction dialogue.
  • Applied a series of optimisations to water rendering.
  • Introduced a number of smaller general optimisations.
  • Upgraded OpenVR to the latest release.
  • Fixed a number of minor LODing issues.
     
  • Fixed an issue that caused friend's bases to be named incorrectly.
  • Fixed a number of issues where the visuals and animations of base parts did not accurately reflect their power status.
  • Reduced the intensity of the glow on Light Boxes.
  • Fixed a number of collision issues with base parts.
  • Fixed an issue that caused a red debug box to be visible in underwater crashed ship scenes.
  • Fixed an issue that could cause distress beacons to be spawned inside some large crashed ships.
  • Added the full description of a base part to the Build Menu popup.
  • Added a preview of a base part's power usage to the Build Menu popup.
  • Fixed a number of small visual issues with base parts.
  • Improved the camera on the Battery interaction.
  • Added audio to the Battery and Biofuel Reactor.
  • Added audio to the Sphere Creator.
  • Improved the audio when placing wires.
  • Added audio when physically interacting with the UI in VR.
  • Balanced the volume of the doors on the Space Anomaly.
  • Added audio when switching sub-inventories.
     
  • Fixed an issue that allowed players to delete objects other players are interacting with.
  • Fixed an issue that could cause the Sphere Creator to fail to create a sphere.
  • Fixed an issue that caused wiring indicators to remain visible in the world when not wiring.
  • The Short-Range Teleporter now correctly uses Teleport Cables rather than standard electrical wiring to determine network connectivity.
  • Fixed a number of incorrect values being displayed in the UI for industrial parts.
  • Fixed an issue that caused the Fleet Terminals to be hard to place in freighters.
     
  • Improved the clarity of hotspot icons when surveying.
  • Added hotspot icons to the compass.
  • Added off-screen tracker arrows to hotspot markers.
     
  • Fixed an issue that caused only one storage container to be available from the Construction Research Unit on the Space Anomaly.
  • Fixed an issue that caused creature vocals to play inconsistently.
  • Fixed an issue that caused vibration not to work on Move controllers.
  • Fixed an issue that cause alien interactions to always return a negative result.
  • Fixed a number of issues with the 'Most Recent' filter for the Space Anomaly teleporter.
  • Fixed a number of UI issues with the Base Computer, including fixes for taking screenshots.
  • Added distinct visuals for markers when network players are in their ships.
  • Fixed a number of networking issues that could cause objects to become invisible.
  • Improved the robustness of Steam matchmaking when connections drop out.
  • Fixed an issue that caused creaturing riding control tips to have a missing icon in some circumstances.
  • Fixed an issue that caused one Knowledge Stone to activate all Knowledge Stones on a Monolith.
  • Fixed an issue that caused chat messages to be sent from pinned missions when the mission was not selected.
  • Fixed a number of missing or incorrect control icons.
  • Fixed an issue that caused the action for quickly cycling weapons not to work on Xbox 1.
     
  • Fixed an issue that caused lighting settings to pop when boarding the Space Anomaly.
  • Fixed a number of issues with the patch notes popup on GoG and Xbox.
  • Fixed a number of clipping issues with compass markers in VR.
  • Offscreen markers are now correctly hidden in VR when the frontend is open.
  • Fixed an issue that caused an extra dialogue UI layer with hardcoded text to appear when backing out of some shop interactions.
  • Fixed an issue that caused inventory slots to flash rapidly when using the mouse to change subinventories
  • Fixed an issue that allowed RGB system access even when the hyperdrive was damaged or partially installed.
  • Fixed an issue that allowed the Rocket Boots to function even when they were damaged or partially installed.
  • Fixed an issue that allowed the Haz-Mat Gauntlets to function even when they were damaged or partially installed.
  • Fixed an issue that caused loading a Creative Mode save to add all items to the Catalogue for saves on a different game mode.
  • Fixed a mission blocker that could occur if the mission directed you towards a very specific subset of NPCs found on Trade Outposts.
  • Fixed an issue that could cause planetary lighting settings to be applied in space.
     
  • Fixed a console-only crash when saving the game with a large or long savegame.
  • Fixed a rare crash when changing GPU on PC.
  • Fixed a crash related to particle emitters.
  • Fixed a crash in region navigation.
  • Fixed a crash when using the teleporter on the Space Anomaly.
  • Fixed a crash that could occur when joining a multiplayer group.
  • Fixed a memory related crash.
     
  • Fixed an issue that prevented the Insert key from being used in custom bindings.
  • Fixed an issue that prevented some missions from being selected in the log if navigating with Up/Down buttons.
  • Fixed the Sprint and Inventory actions being unavailable in some circumstances when using an Xbox 1 controller.
  • Improved the visibility of the Toggle Building Camera tip.
  • Improved the clarity of some control descriptions in the bindings page.
  • Fixed an issue that allowed functionally opposite actions to be assigned to the same button.
  • Fixed a number of inconsistencies with being able to quick exit out of some NPC interactions.
  • Hid a number of unavailable actions from the remapping UI.
  • Fixed an issue that caused the camera to be too sensitive on the loading starfield when using a gamepad.
  • Fixed a small number of localisation issues when displaying numbers.

 

 

And the beta been updated ..

Update to Experimental Branch 01/10
  • 2.13 changes the metadata format for some alien and mission dialogue. As a result, mods that change this data may crash the game. Therefore, the DisableMods.txt is restored by default while players verify their mods.
  • Fixed a crash related to starship technology inventories.
  • Fixed a crash that could occur when rendering player names containing non-standard characters.
  • Fixed a number of UI elements that scaled incorrectly in custom resolutions.
  • Fixed an issue that could cause text to appear blurry.
  • Reverted OpenVR to previous revision to address performance issues.
  • Fixed untranslated text in the Survey Device HUD.
  • Made the use of Teleport Cables more clear, and fixed a number of issues with their functionality.
  • Fixed a number of collision issues aboard freighter bases.
  • Fixed a duplication exploit with Supply Depots.
  • Fixed a crash when using hotkeys to deploy creature baits.
  • Removed an incorrectly visible widget when placing electrical wires.

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PC 2.13 is now public

"We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report."

 
Update to Experimental Branch 04/10
  • Additional UI scaling fixes.

 

Update to Experimental Branch 01/10
  • 2.13 changes the metadata format for some alien and mission dialogue. As a result, mods that change this data may crash the game. Therefore, the DisableMods.txt is restored by default while players verify their mods.
  • Fixed a crash related to starship technology inventories.
  • Fixed a crash that could occur when rendering player names containing non-standard characters.
  • Fixed a number of UI elements that scaled incorrectly in custom resolutions.
  • Fixed an issue that could cause text to appear blurry.
  • Reverted OpenVR to previous revision to address performance issues.
  • Fixed untranslated text in the Survey Device HUD.
  • Made the use of Teleport Cables more clear, and fixed a number of issues with their functionality.
  • Fixed a number of collision issues aboard freighter bases.
  • Fixed a duplication exploit with Supply Depots.
  • Fixed a crash when using hotkeys to deploy creature baits.
  • Removed an incorrectly visible widget when placing electrical wires.

 

Update to Experimental Branch 27/09
  • Fixed a significant number of crashes and functionality issues with fleets and freighters in multiplayer.
     
  • Added support for correctly scaling the HUD and other visual elements for 4K.
  • Added support for correctly scaling the HUD and other visual elements when using alternative aspect ratios such as 21:9.
  • Added the ability to customise your HUD scale.
  • Added support for custom resolution scaling when playing in borderless mode.
     
  • Added the ability to toggle AutoPower mode on at the Base Computer in Creative Mode. This supplies power by default to all props without having to place wires or generators.
  • Improved the Survey Device to allow players to select which type of hotspot they would like to search for.
  • Balanced the yields for mineral hotspots, particularly activated stellar metal deposits.
     
  • Increased the local area complexity limit, to allow more objects to be placed in a small area.
  • Optimised a number of base parts that used up a large proportion of the local complexity limit.
  • Fixed an issue where players were occasionally unable to snap wires to base parts.
  • Fixed an issue where wires would unsnap from base parts when leaving the base.
  • Fixed an issue that causes players to fall through the floor when an item they are interacting with is deleted or network refreshed.
     
  • Fixed an issue that removed the portal glyphs from screenshot mode.
  • Fixed an issue that could cause players to get stuck in a loop when trying to return the Mind Arc to Artemis.
  • Added a tip message when pinning a product that you do not know the recipe for.
  • Fixed an issue where collision on scientific frigates could eject players into space.
  • Fixed a number of interaction progress issues that were preventing a large number of NPC and other planetary encounters from being selected.
  • Fixed an issue that could cause space combat tips to stretch across the whole screen.
  • Added a welcome message to the ship HUD when landing at Space Stations.
  • Fixed an issue that charged players for a purchase but did not reward the item because their inventory was full.
  • Fixed an issue where predators could circle their targets endlessly without ever attacking.
  • Markers for locations that are not onboard the Space Anomaly are now hidden when you are inside the Anomaly.
  • Fixed an issue that allowed players to build traps around Portal exits.
  • Fixed an issue that caused some base parts (particularly refiners) to reset when the player left their freighter or current planet.
  • Correctly enabled power on Carbon Planters, allowing their plants to grow.
     
  • Replaced the previous HBAO implementation with a newer and higher-quality temporal AO solution.
  • Introduced a number of significant CPU optimisations.
  • Improved the management of graphics memory pools.
  • Introduced a number of memory optimisations for Xbox 1.
  • Optimised the memory usage of interaction dialogue.
  • Applied a series of optimisations to water rendering.
  • Introduced a number of smaller general optimisations.
  • Upgraded OpenVR to the latest release.
  • Fixed a number of minor LODing issues.
     
  • Fixed an issue that caused friend's bases to be named incorrectly.
  • Fixed a number of issues where the visuals and animations of base parts did not accurately reflect their power status.
  • Reduced the intensity of the glow on Light Boxes.
  • Fixed a number of collision issues with base parts.
  • Fixed an issue that caused a red debug box to be visible in underwater crashed ship scenes.
  • Fixed an issue that could cause distress beacons to be spawned inside some large crashed ships.
  • Added the full description of a base part to the Build Menu popup.
  • Added a preview of a base part's power usage to the Build Menu popup.
  • Fixed a number of small visual issues with base parts.
  • Improved the camera on the Battery interaction.
  • Added audio to the Battery and Biofuel Reactor.
  • Added audio to the Sphere Creator.
  • Improved the audio when placing wires.
  • Added audio when physically interacting with the UI in VR.
  • Balanced the volume of the doors on the Space Anomaly.
  • Added audio when switching sub-inventories.
     
  • Fixed an issue that allowed players to delete objects other players are interacting with.
  • Fixed an issue that could cause the Sphere Creator to fail to create a sphere.
  • Fixed an issue that caused wiring indicators to remain visible in the world when not wiring.
  • The Short-Range Teleporter now correctly uses Teleport Cables rather than standard electrical wiring to determine network connectivity.
  • Fixed a number of incorrect values being displayed in the UI for industrial parts.
  • Fixed an issue that caused the Fleet Terminals to be hard to place in freighters.
     
  • Improved the clarity of hotspot icons when surveying.
  • Added hotspot icons to the compass.
  • Added off-screen tracker arrows to hotspot markers.
     
  • Fixed an issue that caused only one storage container to be available from the Construction Research Unit on the Space Anomaly.
  • Fixed an issue that caused creature vocals to play inconsistently.
  • Fixed an issue that caused vibration not to work on Move controllers.
  • Fixed an issue that cause alien interactions to always return a negative result.
  • Fixed a number of issues with the 'Most Recent' filter for the Space Anomaly teleporter.
  • Fixed a number of UI issues with the Base Computer, including fixes for taking screenshots.
  • Added distinct visuals for markers when network players are in their ships.
  • Fixed a number of networking issues that could cause objects to become invisible.
  • Improved the robustness of Steam matchmaking when connections drop out.
  • Fixed an issue that caused creaturing riding control tips to have a missing icon in some circumstances.
  • Fixed an issue that caused one Knowledge Stone to activate all Knowledge Stones on a Monolith.
  • Fixed an issue that caused chat messages to be sent from pinned missions when the mission was not selected.
  • Fixed a number of missing or incorrect control icons.
  • Fixed an issue that caused the action for quickly cycling weapons not to work on Xbox 1.
     
  • Fixed an issue that caused lighting settings to pop when boarding the Space Anomaly.
  • Fixed a number of issues with the patch notes popup on GoG and Xbox.
  • Fixed a number of clipping issues with compass markers in VR.
  • Offscreen markers are now correctly hidden in VR when the frontend is open.
  • Fixed an issue that caused an extra dialogue UI layer with hardcoded text to appear when backing out of some shop interactions.
  • Fixed an issue that caused inventory slots to flash rapidly when using the mouse to change subinventories
  • Fixed an issue that allowed RGB system access even when the hyperdrive was damaged or partially installed.
  • Fixed an issue that allowed the Rocket Boots to function even when they were damaged or partially installed.
  • Fixed an issue that allowed the Haz-Mat Gauntlets to function even when they were damaged or partially installed.
  • Fixed an issue that caused loading a Creative Mode save to add all items to the Catalogue for saves on a different game mode.
  • Fixed a mission blocker that could occur if the mission directed you towards a very specific subset of NPCs found on Trade Outposts.
  • Fixed an issue that could cause planetary lighting settings to be applied in space.
     
  • Fixed a console-only crash when saving the game with a large or long savegame.
  • Fixed a rare crash when changing GPU on PC.
  • Fixed a crash related to particle emitters.
  • Fixed a crash in region navigation.
  • Fixed a crash when using the teleporter on the Space Anomaly.
  • Fixed a crash that could occur when joining a multiplayer group.
  • Fixed a memory related crash.
     
  • Fixed an issue that prevented the Insert key from being used in custom bindings.
  • Fixed an issue that prevented some missions from being selected in the log if navigating with Up/Down buttons.
  • Fixed the Sprint and Inventory actions being unavailable in some circumstances when using an Xbox 1 controller.
  • Improved the visibility of the Toggle Building Camera tip.
  • Improved the clarity of some control descriptions in the bindings page.
  • Fixed an issue that allowed functionally opposite actions to be assigned to the same button.
  • Fixed a number of inconsistencies with being able to quick exit out of some NPC interactions.
  • Hid a number of unavailable actions from the remapping UI.
  • Fixed an issue that caused the camera to be too sensitive on the loading starfield when using a gamepad.
  • Fixed a small number of localisation issues when displaying numbers.
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Another round of experimental has started :

https://steamcommunity.com/app/275850/discussions/0/1631916887509497385/

There has already been an update to the Internal branch since this went live, so more to come probably tonight or tomorrow, hopefully they will fix the targeting of enemy ships which is a bit strange just now and probably due to having to adapt everything for the various VR solutions which Hellogames is prioritising.

Hopefully the single player game will get some love again soon ..

 
Update to Experimental Branch 08/10
  • Fixed an issue that caused glyphs to be missing from the Portal input UI.
  • Fixed a crash that could occur when using the teleporter aboard the Space Anomaly.
  • Fixed an issue that caused 3D models shown on inventory page to be incorrectly offset.
  • Fixed a number of issues with the inventory sub menu UI.
  • Fixed a number of scaling issues with the Analysis Visor and Survey Device UIs.
  • Fixed an incorrect offset in compass distance labels.
  • Fixed the scaling of creature icons when using the Analysis Visor.
  • Fixed an incorrectly scaled UI element in the base power UI.
  • Fixed a scaling issue in the Journey Milestone black bar screen effect.
  • Fixed a rare issue that prevented players from seeing Quicksilver mission on the Nexus even when successfully connected to Discovery Services.
  • Fixed an issue where encrypted missions would always pick the same reward.
  • Fixed a rare crash in the lodding system.
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Guess I need to prod GoG on their Galaxy 2.0 beta. It's not been notifying me of these updates :P

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No Man's Sky is well supported for a three year old game.  I have an interest in playing it, but would prefer to wait until updates slow down.  A major update every week is too "busy".

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  • 3 weeks later...

I just cant help myself testing :)

-----------------------

2.15 Developers update is now live - https://www.nomanssky.com/2019/10/beyond-development-update-3/?cli_action=1572457812.438

 

Development Update

Beyond brought a lot of new players into the game, as well as drawing back in a large number of old friends. We’ve been seeing some of our highest player numbers since launch, and with a wide variety of playstyles: VR and non-VR, lone travellers and multiplayer mini-factions, base-builders and explorers.

The wishlist of improvements and features continues to grow ever longer as our community grows. Your feedback – and your love for the game – are a vitally important part of the No Man’s Sky journey.

While today’s update shows off a pair of new features, other members of the team have been hard at work on an update that will address a whole heap of community requests. We hope to be able to release this fairly soon. We take your suggestions and priorities very seriously when working out what to work on, so if there are things you want to add to ever-evolving list then please let us know through the usual channels.

Patch 2.15 is live on all platforms today, with the notes available below. There is much more coming very soon.

Thank you so much for playing. It really means a lot to us.

Sean

 

2.15 Patch Notes

 

  • Added Featured Bases to the teleporter on the Space Anomaly.
  • The list of featured bases will change periodically to highlight the best the base building community has to offer.
  • The Featured Bases lists allows anyone aboard the Space Anomaly to easily visit and be inspired by other base creators.
  • Bases featured in the list are protected to keep them as their architect intended.
  • Added a new series of story-based mission to the Nexus.
  • These missions are available each weekend and will advance over the course of the coming months.
  • These missions are highlighted when viewing the Nexus mission board and reward a large amount of Quicksilver.
  • Missions will involve using a portal to travel to a unique destination. This destination is shared across the entire community.
  • Fixed an issue that caused galactic generation on PS4 to be out of sync with other platforms. This caused some system to vanish with the arrival of Beyond. These systems have been fully restored. As a result, however, some of the new and erroneously-created systems have been hidden on the galaxy map. These systems can still be visited via teleporter if bases have been established there.
  • Fixed a number of issues related to the display of base screenshots in the Space Anomaly Teleporter list.
  • Fixed an issue that caused reported bases to linger in the save-game of those who reported them.
  • Allowed bases to be reported via the Build Menu, for instances where the base computer is not locatable.
  • Added an autosave when handing in a mission on the Nexus.
  • Added a community goal progress tracker above the Quicksilver shop in the Space Anomaly.
  • Added a notification to clarify that your position is not saved while undertaking a multiplayer mission from the Nexus.
  • Added the name of the current galaxy to the Galactic Map.
  • Increased the stack size of Living Pearls.
  • Added an icon to Kelp Sacs that appears when scanned, similar to sodium and oxygen-rich plants.
  • Fixed an issue that caused long load times and poor performance around bases with complex power and wiring setups.
  • Fixed an issue that caused tagged markers not to clear when their object was used.
  • Fixed an issue that caused glitches in water rendering when entering the atmosphere.
  • Fixed an issue where players could get stuck when performing a gesture while seated.
  • Fixed an issue where NPC ship pilots would get out of their ship and become stuck within its landing gear.
  • Fixed a number of issues that prevented switches being used when visiting other bases.
  • Fixed an issue where background missions can update and disrupt a Nexus mission.
  • Fixed an issue where Ares had the wrong head.
  • Fixed a crash in network replication.
  • Fixed a number of rendering crashes.
  • Fixed a crash that could occur when viewing discoveries.
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There's only one real complaint I have with all the new updates lately. The need for wiring your base. I mean, come on, this isn't fun in any way. It just adds a lot of needless micromanagement to base building. The need for having to string power lines wasn't fun in Fallout 4 either. Basic infrastructure like this should be assumed to be in place when you build stuff.

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I'm hoping they make that better aswell, I dont do much in the way of base building but I have dabbled with wiring things up and its a PITA.

Some people seem to enjoy it though, like making calculators using logical arrays of switches and whatever else is involved .. Kind of a creative puzzle with some really impressive results. Its not my bag though, and I think there are still some bugs like you would expect a door to work if its attached to a building which is already powered, but apparently the door needs its own power supply in some cases.

Not needed on my simple wooden shacks I built just to achieve the basics :)

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Well I decided to get cute and put my solar panel up on the top side of a storage cube. The power cable went through that cube AND the wall to connect to my teleporter inside. When realistically it should just be assumed that power is flowing where it needs to. I can get plenty of that kind of detail in Surviving Mars :P

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My Teleporter was a little bit more simple .. Plonk it on the ground next to my shack, add Solar panel, oops when it gets dark no teleporter, adds a battery, then realised the battery could run out before the sun comes up again, adds another battery and just for good measure two more solar panels to make sure they both charge up enough :

 

DAQ3Dao.png

 

Its not pretty but it does the job :)

 

----------------------------------

 

New 3xperimental patch is up on steam depots

Experimental Branch 01/11
  • Fixed an issue that prevented glyphs being entered into portals more than once.
  • Fixed an issue where portals featured in missions would not activate.
  • Fixed an issue that prevented Communications Stations from being placed outside of bases.
  • Restored Communication Stations and Message modules to the construction research station on the Space Anomaly.
  • Fixed an issue that caused the Sphere Creator to create too many spheres when used in multiplayer.

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Heh, at least your simple layout makes sense visually. And in the case of just plopping stuff on the ground I could see the need to manually wire things up. But I feel like if I put the thing inside a building that it's implied I already put wires in the walls and stuff so I don't see why I should have to manually wire it up to the object when it won't have any choice but to clip that wire through a wall to get there.

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