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No Mans Sky - Update


alt3rn1ty

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Not a dicky bird. It's surprised me this beta has gone on for nigh on two weeks now, with the latest addition just being a small fix to Byte Beat cables snapping issues .. which was a week ago now.

There was an internal depot update again yesterday, but nothing else added to the beta, so what the delay is in making this update public is a mystery.

I think a lot of people are really anticipating the fixes this one has too. :shrug:

This now being a Friday, unless they get it out within the next hour or so, GOG will be going weekend so its looking less and less likely we will see the update before Monday. They have surprised us before on a Friday .. but thats a rare occurence.

Maybe now they have nearly fixed everything Foundations broke, they could be rounding up some of the many long term low priority QoL fixes .. We can only but wish :rolleyes:

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v3.73 released, plus they are re-running Expeditions, see the article here ..

https://www.nomanssky.com/2021/11/expeditions-revisited/

Pioneers: 24th November – 7th December

Beachhead/Normandy: 8th December – 21st December

Cartographers: 22nd December – 4th January

Emergence: 5th January – 19th January

Anyone missed them, nows your chance. Probably a lot less buggy this time round too.

"Development Update
This marks the end of another busy year for our small team, as we celebrated No Man’s Sky’s 5th anniversary with 4 major updates! This now takes us to 17 large releases, as well as countless smaller updates, community requests, and hotfixes – a huge amount of work for such a small team. We are very proud to have been on this adventure with you, and humbled that we are able to continue taking No Man’s Sky to new and exciting places."

"Already work has started on some exciting plans for 2022 and there are no signs of us slowing."

Patch notes for 3.73

3.73 Patch Notes

  • Fixed an issue that could cause protected terrain edits inside a player’s base to occasionally be overwritten when downloading a large number of terrain edits from other player’s bases.
  • The base computer can now be picked up and moved within the bounds of the base.
  • Improved the clarity of messaging when placing a base computer in an invalid location.
  • Fixed an issue that could cause audio problems on PlayStation 4.
  • Wiring mode now has access to rotation and free place options.
  • Fixed an issue that caused the HUD message that accompanies entering a base to trigger too frequently.
  • Fixed an issue that caused the personal refiner audio to continue to play forever if the refiner ran out of fuel.

 

  • Fixed a collision issue with timber roof corner base parts.
  • Fixed a number of snapping issues with basic shape adornment parts (cubes, pyramids, cylinders, and so on).
  • Fixed a number of collision and terrain carving issues with small paving parts.
  • Fixed a collision issue with one visual variant of the timber wall with windows.
  • Fixed an issue that could cause base part preview holograms to be offset.
  • The Pipe and Curved Pipe building parts have been combined into a single new Pipe part that adjusts shape contextually.
  • Fixed a snapping issue with ByteBeat Cables.

 

  • Introduced a significant memory optimisation for PlayStation 4.
  • Introduced a number of significant base-building physics optimisations.
  • Introduced a significant base-building networking optimisation.

 

  • Fixed a number of rare issues that could cause planetary objects to have no collision.
  • Fixed a rare issue where grass could grow around the edges of settlement building interiors.
  • Fixed a rare issue that could cause NPCs in settlements to hover above their chairs.
  • Fixed a number of base-building LOD issues.
  • Fixed a number of snapping issues with inner pieces.
  • Fixed a number of issues that could cause settlements to be incorrectly classified on the CBAS scale.
  • Fixed an issue that could cause players to fall out of their freighter while constructing new rooms on board.

 

  • Fixed a number of issues that could occur when collecting rewards after a fleet expedition had finished.
  • Fixed an issue that could cause the Armourer mission to become blocked if players destroyed the targeted depot from the air, or before the mission had begun.
  • Fixed an issue that could cause creature-related missions from the Nexus to pick inappropriate planets.
  • Fixed an issue that allowed base part duplication mode to duplicate non-buildable parts.
  • Fixed a rare issue that could prevent players from completing the construction of a settlement marketplace.
  • Fixed an issue with base reporting.
  • Fixed an issue that caused the “Spawn Beneath Your Skin” milestone of the Emergence expedition to fail to find any valid target when using the Target Sweep.

 

  • Fixed an Xbox-specific crash that could occur when loading corrupted save data.
  • Fixed a rare issue that could cause very large player bases to crash when loading.
  • Fixed a Xbox-specific crash that could occur when running out of audio memory.

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There's a new beta up, just one crash fix so far.

After Sean's roundup in the previous post link, sounds like they are winding down for the XMas period and a well deserved break, plus maybe a bit of prepping for next years developments.

I'm hoping for maybe one more update in the way of some QoL fixes which are still to be done after years in the waiting, but it looks like they may well just be putting to bed the major fixes which Frontiers broke, and once again skipping all the lower priority bugs list. Ah well, it is what it is I suppose, mundane minor bug fixing is not an exciting endeavor, but at the cost of overall game quality ..

I still hold hopes Hellogames go blowing away the cobwebs in the zendesk archives sometime.

https://steamcommunity.com/app/275850/discussions/0/3203744275139649674/

Experimental Branch 25/11
  • Fixed a crash related to memory allocation.
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v3.74 released

https://www.nomanssky.com/2021/11/expeditions-revisited-patch-3-74/

  • Fixed a crash related to memory allocation.
  • Fixed an issue that prevented expedition milestones to visit specific coloured stars from completing if the player did not first have the expected hyperdrive upgrade.
  • Fixed an issue that could cause players to fall through the floor of their freighter base when loading a save made aboard the freighter.
  • Fixed a number of snapping issues with the new contextual Pipe base building part.

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.. and immediately to follow v3.74 release, yet another Experimental is up :

https://steamcommunity.com/app/275850/discussions/0/3203744275143952783/

Experimental Branch 26/11
  • Fixed a number of crashes related to base and settlement rendering.
  • Fixed a crash related to base building and settlement layouts.
  • Fixed a crash related to creature navigation.

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More experimental updates ..

Experimental Branch Update 01/12
  • Fixed an issue where players could get stuck when exiting a ship in an abandoned space station.

 

Experimental Branch Update 29/11
  • Fixed an issue that prevented VR Teleport Move mode from working correctly in some situations.

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Hopefully the experimentals get into the public branch sooner rather than later because my game is a crash fest right now and it's probably related to the base rendering bugs the 11/26 branch is talking about.

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  • 2 months later...

No Man's Sky Sentinel released ..

https://www.nomanssky.com/sentinel-update/

No doubt patches are incoming soon after :)

SENTINELS

  • Three new types of Sentinel Drone have been added: Heavy Combat Drones, Repair Drones and Summoner Drones.
  • Combat Drones use a variety of weapons, including terrain-destroying grenades, close-range scatter shot, and a rapid fire laser rifle.
  • Repair Drones are lightly armed and weak, but will rapidly seek out and repair any damaged Sentinel units.
  • Summoner Drones are little threat in themselves but if left unchecked will quickly overwhelm careless Travellers by calling in waves of reinforcements.
  • Sentinel drone navigation has been reworked, allowing for better pathfinding over rough terrain, and allowing drones to pursue players into buildings and caves.
  • Sentinel Drones now deploy static combat shields, creating a dynamic battlefield. Players may manoeuvre to take advantage of these shields for themselves, or open fire to destroy the shield.
  • A new high-level Sentinel has been added, the Hardframe Battle Mech.
  • The Hardframe can be found at high alert levels or patrolling near secure buildings.
  • The Hardframe is well-armoured but highly mobile, being equipped with a jetpack.
  • The Hardframe has access to a range of weaponry, including grenades and a plasma flamethrower.
  • Sentinels can now be temporarily disabled, either by defeating the final wave of Sentinel forces in a battle, or by locating and interfacing with a planetary Sentinel Pillar.
  • The canisters dropped by Sentinel forces have been visually refreshed, with drones, quads, Walkers and Hardframes all dropping distinct items.
  • Sentinel canisters have had their physics adjusted so that they are less likely to roll away at high speeds during a fight.
  • At higher alert levels, or on extreme Sentinel worlds, waves have been adjusted to bring additional forces in over time.
  • Sentinel base health has been increased.
  • Sentinel weapon ranges have been adjusted to keep targets in a more structured combat formation.
  • Sentinel firing rates have been adjusted for a more dynamic combat experience.
  • The Sentinel Walker’s vital armour now covers only their head unit.
  • Destroying the leg armour of a Sentinel Walker will now temporarily buckle the Walker.
  • The speed of the Sentinel Walker’s projectiles has been increased.
  • The Sentinel Walker’s grenades now destroy planetary terrain.
  • Fixed a number of issues with Sentinel Walker aiming and navigation.
  • Fixed an issue that caused Sentinel drones to fly into space to investigate crimes committed by players on other worlds.
  • Players will no longer be alerting about Sentinels investigating crimes committed by players they are not grouped with.
  • Sentinel alert icons have been adjusted, and alert states consolidated, to make it more clear what state various Sentinel forces are in when searching for a player.
  • Fixed an issue where players may be sent to extreme Sentinel worlds by missions that should avoid extreme Sentinels.

GRAPHICS AND TECHNICAL

  • PC support for AMD FidelityFX Super Resolution 1.0 has been enabled. This is a cutting edge super-optimised spatial upscaling technology that produces impressive image quality at fast framerates. Learn more on the AMD site.
  • VR image quality has been improved for PS4 Pro.
  • For PC players with a compatible RTX card, support for Nvidia DLAA has been enabled. NVIDIA DLAA is an AI-based anti-aliasing mode for users who have spare GPU headroom and want the highest levels of image quality. See more on the NVIDIA site.
  • For PC players with a compatible RTX card, Nvidia DLSS support has been upgraded to version 2.3.0.
  • Fixed an issue that could cause excessive base part pop-in on high-end consoles and PCs.
  • Introduced a number of physics optimisations.
  • Introduced a number of load time optimisations.
  • Introduced a number of memory optimisations.

MINOTAUR AND EXOCRAFT

  • Added a new technology to the Space Anomaly, the Minotaur AI Autopilot. With the AI active and the player on foot, the Minotaur will attempt to follow the player and assist them in combat.
  • The Minotaur now has a dedicated third-person combat camera.
  • The Minotaur non-combat camera has been improved.
  • The Minotaur turning circle has been tightened.
  • The Minotaur no longer decelerates on turning.
  • The Minotaur now sways less when in combat.
  • The Minotaur can now back pedal when in combat.
  • Fixed a number of issues that caused popping in the third-person Exocraft and Minotaur cameras.
  • First-person aiming and locomotion for the Minotaur has been improved.
  • When equipped with the appropriate weapon, the Minotaur can now shoot from its arms as well as its head-mounted turret.
  • Sentinel projectiles now correctly collide with Exocraft, meaning that exocraft now take damage from enemy fire.
  • The canisters dropped by defeated Sentinels can now be picked up while in the Minotaur.
  • Sentinels will no longer investigate when the player destroys a plant or rock by treading on it with the Minotaur.
  • The Exocraft and Minotaur cannons have had their base damage increased.
  • The Exocraft and Minotaur cannons now deal a level of explosion damage on impact, damaging other nearby targets.
  • The Minotaur now has its own bespoke reticles for different weapon modes.
  • Exocraft marker and interaction labels now use the specific name of that Exocraft.
  • Improved the positioning of exocraft markers.
  • Exocraft weapons now correctly display their ammo/charge status in the HUD.
  • Build costs for the Exocraft Summoning Station have been reduced.
  • The Exocraft Summoning station can now be picked up and carried around in the Exosuit inventory.
  • Fixed an issue that could cause the Terrain Manipulator size preview to appear while using the Minotaur.

NEW TECHNOLOGIES AND ITEMS

  • A new class of weapon has been added – the Neutron Cannon.
  • The Neutron Cannon is a charged energy weapon that does not use projectile ammunition.
  • Charging the Neutron Cannon releases a fast-moving cone of destruction, similar to the Scatter Blaster.
  • Alternatively, the Neutron Cannon can be fired rapidly, though this deals less damage.
  • Neutron Cannon impacts deal short-range explosive damage.
  • The Neutron Cannon is available to research aboard the Space Anomaly.
  • Procedurally generated upgrades are available for the Neutron Cannon from weapons dealers across the universe.
  • A new class of secondary grenade launcher has been added – the Paralysis Mortar.
  • On impact, or a short time after launch, the Paralysis Mortar’s projectiles will explode in a flash of electric energy, temporarily stunning all entities caught in its blast radius.
  • The Paralysis Mortar is available to research aboard the Space Anomaly.
  • A new class of secondary Multi-Tool utility has been added, the Cloaking Device.
  • Activating the Cloaking Device will cause the user to become temporarily invisible, allowing rapid escape from Sentinel forces, or for a quick tactical repositioning.
  • The Cloaking Device has its own power source and does not need to be recharged.
  • The Cloaking Device is available to research aboard the Space Anomaly.
  • A new upgrade has been added for the Pulse Spitter, the Impact Igniter. This technology causes every projectile from the Pulse Spitter to set its target on fire, as well as deal damage on impact.
  • The Impact Igniter is available to research aboard the Space Anomaly.
  • A new upgrade has been added for the Blaze Javelin, the Waveform Oscillator. This technology applies a brief stunning effect to any target hit by the Javelin’s beam. The stun is of the same duration regardless of the Javelin’s charge level.
  • The Waveform Oscillator is available to research aboard the Space Anomaly.
  • A new generalised Multi-Tool upgrade has been introduced, the Voltaic Amplifier. When installed, this upgrade increases the damage dealt to stunned targets by all weapons.
  • The Voltaic Amplifier is available to research aboard the Space Anomaly.
  • The Multi-Tool caches found in the Space Station and in planetary shops have had a visual overhaul.
  • Weapons found in Multi-Tool caches or presented by NPCs may now contain procedurally generated upgrades.
  • A new piece of salvaged equipment, the Hardframe Engine, is now available to those who destroy a Hardframe in combat.
  • Sentinel Drones may now leave behind Salvaged Glass, a strange remnant of another world.
  • Salvaged Glass may be cracked open to reveal a valuable item.
  • Salvaged Glass may contain a new class of unique procedurally generated upgrade, which applies a wide range of bonuses across multiple Exosuit or Multi-Tool systems.

WEAPONS AND COMBAT

  • The sentinels now deploy their forces in greater numbers, to create more dramatic firefights.
  • All grenade-based weapons have received new icons.
  • Plasma Grenades now deal only 10% of their full damage to the player who fired them, reducing the risk of a fatal accident.
  • Plasma Grenades now deal slightly less damage on impact to all targets, but will now set the target on fire and deal damage over time.
  • The base damage of the Pulse Spitter has been increased.
  • The speed of the Pulse Spitter’s projectiles has been decreased.
  • Pulse Spitter projectiles are now affected by gravity.
  • The speed of the Boltcaster’s projectiles has been increased.
  • The Boltcaster’s burst cap has been increased, so that it can fire more projectiles before needing to cool down.
  • The positioning of player weapons has been improved in VR.
  • The placement of the player’s hands on two-handed weapons in third person has been improved.
  • Heavy weapons (such as the Blaze Javelin or Scatter Blaster) now use a stronger recoil animation, to reflect the power of the blast.
  • Weapon projectiles now apply an impulse to Sentinel drones, pushing them backwards.
  • The rumble and camera shake of all weapons has been adjusted for both drama and impact, but also player comfort.
  • When in an environment that prevents weapon use (such as the Space Anomaly), the HUD will default to a more subtle crosshair.
  • The Personal Forcefield is no longer locked to one plane, and can be freely moved to block attacks from above or below.
  • Different weapons may now be balanced with different critical hit multipliers.
  • Fixed an issue that caused unnecessary camera movement when cycling between different weapon modes.
  • Fixed an issue that caused camera popping and unnecessary movement when using the Personal Forcefield.
  • Aggressive Multi-Tool modes (such as the Boltcaster) now have bespoke first and third person camera settings, to create contrast from non-aggressive Multi-Tool modes (such as the Mining Laser).
  • The combat supply canisters dropped by Sentinels can now be opened by interacting with them, in addition to shooting them.
  • Interacting with a combat supply canister that recharges the Exosuit’s shield will no longer display a full screen message if the shield was already full.
  • In addition to charging the Exosuit’s shield, combat supply canisters may now restore other critical systems, such as health or hazard protection.
  • The full screen messages and notifications displayed when taking damage or charging shields have been adjusted for accuracy.
  • Full-screen damage effects have been adjusted to reduce visual noise while in combat.
  • Armoured drones no longer show multiple health bars for each piece of armour.

QUALITY OF LIFE

  • Teleporting between destinations in the same system (eg between bases or between the Space Station and bases) has been made significantly faster.
  • The cap on owned Multi-Tools has been increased from 3 to 6.
  • When items are added to the inventory and the inventory UI is open (for example, when dismantling a piece of technology), the items now prioritise being added to the currently active inventory page if possible.
  • The visual appearance of Multi-Tools in the Quick Menu has been improved.
  • While piloting your ship, if your current mission is asking you to visit the Space Anomaly, then summoning the Anomaly now has priority in the Quick Menu over the Galaxy Map.
  • If both your secondary and primary weapons are out of charge, the Quick Menu will now always prioritise the primary weapon.
  • Consumable food items now describe in their popup what sort of effect they will have upon the one who consumes them.
  • Held interactions now have a minimum fill when tapping a button, to help communicate that the button needs to be held.
  • When viewing an item in the world that contains multiple rewards (such as the canisters dropped by Sentinels), then health or shield critical rewards will be prioritised in the UI label, if the player is low on health or shield levels.

VFX

  • Improved the VFX for the Minotaur’s jetpack thrust, jetpack ignition, and take off.
  • Sentinel Drones now have muzzle flash VFX for their weapons.
  • Added new VFX for all new Sentinel weapon types.
  • Improved the impact and destruction effects when destroying Sentinel Drones, Quads and Walkers.
  • Improved the impact, trail and explosion effects for plasma grenades and the geology cannon.
  • Added lights to player weapon muzzle flashes.
  • Improved the muzzle, beam and impact effects for the Mining Laser.
  • Improved the muzzle, beam and impact effects for the Blaze Javelin.
  • Improved the muzzle, projectile and impact effects for the Pulse Spitter.
  • Improved the muzzle, trail and impact effects for the Scatter Blaster.
  • Improved the muzzle, trail and impact effects for the Boltcaster
  • Improved general explosion effects.
  • Improved starship damage and destruction effects.
  • Improved the VFX for starship missile trails.
  • Improved the VFX for starship energy weapons.
  • Improved the VFX for planetary fire hazards.
  • Improved the VFX for the various hazardous gas plants found across planets.
  • Improved the steam effect used in various planetary hazards.
  • Improved the meteor impact and trail VFX.
  • Improved the VFX for planetary volcanic eruptions.
  • Volcano VFX update. Main eruption and build up geyser smoke build up updates.
  • Improved the space atmospherics.

STEAM DECK

  • No Man’s Sky will support Steam Deck from launch.
  • Introduced a number of specific Steam Deck optimisations.
  • Introduced support for Steam Deck controls.
  • Introduced support for Steam Deck touch input.

BASE BUILDING

  • The maximum number of saveable terrain edits has been significantly increased.
  • Compatible base parts can now be freely rotated around any axis, allowing for more creative and flexible construction.
  • When adjusting the colour or material of a base part, the holographic effect is disabled and illustrative lights are enabled around the part in question.
  • Fixed an issue that could cause nearby base parts to be deleted when moving a base part.
  • Fixed a case where the player ship would not be correctly placed on an available landing pad when teleporting to a base.
  • Fixed an issue that could cause duplicate parts to spawn within a settlement, blocking player access to buildings.
  • Fixed a number of issues that could cause base parts to snap incorrectly.
  • Improved the clarity of a number of base building error messages.
  • Improved the positioning and stability of the Build Menu.
  • Fixed an issue that caused parts to become deselected when toggling between placement and selection modes.
  • Fixed an issue that could cause the base part popup information to overlap other parts of the UI.
  • Added audio to a number of Build Menu options.
  • Fixed a number of Build Menu UI issues that could occur when using HUD scaling.
  • Fixed an issue that caused the paint option to be visible when the selected part cannot be repainted.
  • Fixed an issue that could cause incorrect colours to be applied to some base parts.
  • Fixed an issue that allowed overly rapid placement of base parts.
  • Fixed an issue that prevented base parts from being replaced in their correct location if the player cancels picking up and moving the part.
  • Fixed a number of issues that allowed players to build unbuildable base parts.
  • Fixed an issue that allowed players to duplicate unbuildable base parts.
  • Fixed a number of visual glitches that could occur when building in multiplayer.
  • Improved the visual effect when constructing a new base part.

COMPANIONS AND CREATURES

  • The maximum number of companions has been increased from 6 to 18.
  • Companions are no longer dismissed when a player enters a vehicle or ship, and are instead only dismissed when that vehicle starts moving.
  • Creature pathfinding has been significantly improved.
  • Fixed an issue that could cause diplo-class creatures to be cut out of frame in the Discovery UI.
  • Fixed a number of issues that could occur when creatures or fiends attacked via a long-distance pounce.
  • Fixed an issue that prevented diplo-class creatures from giving their correct specific cooking ingredients when butchered or milked.
  • Fixed a visual issue with the ragdolling of some creature types.

MISSIONS AND BUILDINGS

  • A new building type, the Sentinel Pillar, can now be found on planets across the universe.
  • The nearest Sentinel Pillar is located when defeating a level 5 Sentinel alert.
  • A Pillar can also be found via a Sentinel Boundary Map, a special chart that can be harvested from defeated Sentinels.
  • A substantial new series of Sentinel stories are available to be read at the Sentinel Pillar’s main terminal.
  • A new player title is available to Travellers who read the entire archive.
  • Planetary Sentinel forces can be temporarily shut down from a Sentinel Pillar’s main terminal.
  • A new class of Royal Multi-Tool may occasionally be found when harvesting weapons technology from the Sentinel Pillar’s main terminal.
  • A substantial new series of story-driven missions has been added. These missions will probe some of the deepest secrets of the Sentinels… Please note: Players must have a planetary settlement to begin the new missions.
  • During the course of these missions, Travellers will acquire and reprogram their own personal Drone companion.
  • A new player title is available for Travellers who complete this mission chain.
  • Fixed an issue that could cause inappropriate planets to be selected for creature taming or feeding missions.
  • Fixed an issue that could cause players never to find the needed component during Nexus repair missions.
  • Fixed an issue that asked players for an inappropriate amount of faecium during substance collection Nexus missions.
  • Nexus construction missions now choose from a more diverse range of base parts.

EXOBIOLOGY EXPEDITION

  • The Exobiology Expedition will begin soon.
  • The Exobiology Expedition will take players on a journey of discovery across the galaxy as they investigate and record all sorts of exotic animal life.
  • The Exobiology Expedition offers the chance to earn an exclusive new jetpack trail, the royal Exotic Wingpack, a Sentinel Quad companion and much more…

BUG FIXES

  • Fixed a high-frequency crash that only occurred when playing the game in Japanese.
  • Fixed a crash related to creature navigation.
  • Fixed a GPU crash.
  • Fixed a crash related to base building.
  • Fixed a crash related to loading large bases.
  • Fixed a crash related to planet generation.
  • Fixed a number of rare networking crashes.
  • Fixed a number of audio streaming issues on PlayStation 4.
  • Fixed a rare crash that could occur when loading a settlement.
  • Fixed a rare crash related to Short Range Teleporters.
  • Fixed a severe performance degradation issue that could occur when approaching a settlement that had an active mission marker.
  • Fixed an issue that could cause players to overshoot the end of a ladder and climb infinitely up into the stars.
  • Fixed an issue that could disable planetary gravity when dying underwater.
  • Fixed an issue that caused overly large collision on di-hydrogen crystals.
  • Fixed an issue that could cause the combat supply barrels dropped by Sentinels to duplicate in multiplayer.
  • Fixed an issue that could cause popping in the third person camera when running on steep slopes.
  • Fixed an issue that could cause undamaged frigates to appear to need maintenance.
  • Fixed a collision issue with a specific class of exotic creature.
  • Fixed an issue that could cause the incorrect settler to appear pleased or unhappy with your judgements.
  • Fixed an issue that caused the story progress within some buildings (such as abandoned buildings) to be tracked differently across different systems, resulting in text that incorrectly repeated itself.
  • Fixed an issue that could cause the combat frigate to intervene in a fight but not bring any weapons.
  • Fixed a rare issue that could prevent secondary weapons from activating.
  • Fixed an issue that caused the Terrain Manipulator to block players from manually showing the HUD or the current mission notify.
  • Fixed an issue that could cause the interaction circle to appear low res.
  • Fixed an issue with the Byte Beat Library that could cause an empty page to appear in the UI.
  • Fixed an issue that caused the ‘Dismiss’ button to appear when purchasing a new frigate.
  • Fixed an issue that could cause the player to briefly disappear as the camera transitions out of an interaction and back to gameplay.
  • Fixed an issue that could allow empty bases to populate the Space Anomaly teleport list.
  • Fixed an issue that could cause the HUD weapon panel to pop for a frame when exiting the Analysis Visor.
  • Fixed an issue that allowed HUD indicators to appear over the top of the options UI.
  • Fixed an issue that could allow pirates to unexpectedly interrupt deep space encounters.
  • Fixed an issue that caused a brief glitch in the Multi-Tool animation during the intro sequence.
  • Fixed an issue that caused the depth of field to be set incorrect when transitioning between different cameras.
  • Fixed an issue that could cause flickering in the dialogue UI screens.
  • Fixed an issue that could allow volcanoes to generate on top of planetary buildings.
  • Fixed an issue that could cause gravel patches to be infinitesimally small on a specific set of barren planets.
  • Fixed an issue that caused an identical popup to repeat itself after learning several blueprints at the same time.
  • Fixed an issue that could cause the player to briefly become unresponsive when learning a new recipe during a chained interaction.
  • Fixed an issue that could cause bald spots on the terrain on lush infested worlds.
  • Fixed an issue that could cause planetary objects to pop in at the wrong LOD.

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An experimental update already, think they have the date wrong though posted 55 minutes ago with 16/02), anyway fixes are fixes ..

https://steamcommunity.com/app/275850/discussions/0/3183485686829812916/

Quote

Experimental Branch 16/02
Fixed a number of issues where Sentinels would fail to spawn around settlements.
Fixed an issue that could cause freighter bases to fail to load after warping in a freighter.
Fixed an issue that caused an empty copy of the player's freighter to spawn in a system after warping.
Fixed an issue that could prevent building within a player freighter.
Fixed an issue that caused a small glowing cube to occasionally slowly float across the Space Station.
Fixed an issue that caused the jetpack to be disabled in Photo Mode.
Fixed an issue that prevented the jetpack effects from appearing when using the default backpack.
Fixed an issue that caused the wrong full-screen effect to be applied when using the Analysis Visor.
Fixed an issue that could cause Exosuit-specific shield messages to display while using an Exocraft.
Fixed an issue that caused inappropriate technologies to occasionally be found in the inventory of newly purchased freighters.
Fixed an issue that caused insufficiently specific text to be displayed as a mission notification when interacting with the reconstructed drone.
Fixed a number of naming consistency issues with the reconstructed drone.
Adjusted the fire rate of Sentinel drones, so that recently shot drones will attempt to retaliate more aggressively.
Sentinel drones now attempt to keep further away from the Minotaur when in combat.
Fixed an issue that prevented stun effects from being correctly applied to creatures on derelict freighters.
Adjusted the autoaim strength of the Blaze Javelin, to make pad aiming behave more consistently.
Slightly reduced the effect of gravity on Pulse Spitter projectiles.
Slightly increased the base damage of the Pulse Spitter.
Fixed an issue that could cause Sentinels to respawn in a loop while fighting inside a settlement when using PlayStationVR.
Fixed an issue that prevented stunned creatures from dying.
Fixed an issue that caused some stunned entities to briefly enter an invalid navigation state after recovering.
Fixed a number of issues with the Cloaking Device third person effects on Xbox and PlayStation platforms.
Fixed an issue that could cause the transition effects to fail to play when exiting the starship.
Reduced the movement levels of the reconstructed drone during interactions.
The Blaze Javelin now does a degree of piercing damage to armoured Sentinels, so that damage is done to the drone as well as the armour plating if the plating is destroyed in one shot.
Fixed an issue that caused procedurally generated Exosuit shield upgrades to offer extremely high protection against incoming damage, rather than values within the correct range.
Fixed an issue that caused the jetpack to be visible in first person.
Introduced a number of memory and performance optimisations to creature and Sentinel navigation.
Fixed a crash related to multi-axis rotation of base parts.
Fixed a crash related to Steam Input.
Fixed a physics-related crash.
 

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and another experimental update, got the right date this time :D

Experimental Branch Update 17/02
  • Fixed an issue that could cause all Multi-Tools to become Royal Multi-Tools after reloading a save with a Royal Multi-Tool equipped. Pre-existing Multi-Tools have been completely restored to their correct appearance. Unfortunately, some newly acquired Royal Multi-Tools may have changed appearance.
  • Fixed an issue that changed the Multi-Tools offered in shops and space stations. Weapon caches at the same coordinates will now offer the same tools as before 3.80.
  • Fixed an issue that caused some saved Multi-Tools to change appearance.
  • Fixed an issue that could cause a popup with incorrect data to become stuck and block the UI.
  • Fixed a mission text issue.
  • Fixed a crash related to Sentinel's guarding buildings.
  • Fixed a crash related to using weapons in multiplayer.

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v3.81 released

Bug fixes

 

 

 

 

 

 

 

  • Fixed an issue that could cause freighter bases to fail to load after warping in a freighter.
  • Fixed an issue that caused an empty copy of the player’s freighter to spawn in a system after warping.
  • Fixed an issue that could prevent building within a player freighter.
  • Fixed an issue that caused inappropriate technologies to occasionally be found in the inventory of newly purchased freighters.
  • Fixed an issue that could cause all Multi-Tools to become Royal Multi-Tools after reloading a save with a Royal Multi-Tool equipped. Pre-existing Multi-Tools have been completely restored to their correct appearance. Unfortunately, some newly acquired Royal Multi-Tools may have changed appearance.
  • Fixed an issue that changed the Multi-Tools offered in shops and space stations. Weapon caches at the same coordinates will now offer the same tools as before 3.80.
  • Fixed an issue that caused some saved Multi-Tools to change appearance.
  • Adjusted the autoaim strength of the Blaze Javelin, to make pad aiming behave more consistently.
  • The Blaze Javelin now does a degree of piercing damage to armoured Sentinels, so that damage is done to the drone as well as the armour plating if the plating is destroyed in one shot.
  • Slightly reduced the effect of gravity on Pulse Spitter projectiles.
  • Slightly increased the base damage of the Pulse Spitter.
  • Adjusted the fire rate of Sentinel drones, so that recently shot drones will attempt to retaliate more aggressively.
  • Sentinel drones now attempt to keep further away from the Minotaur when in combat.
  • Fixed an issue that could cause Sentinels to respawn in a loop while fighting inside a settlement when using PlayStationVR.
  • Fixed a number of issues where Sentinels would fail to spawn around settlements.
  • Fixed an issue that prevented stun effects from being correctly applied to creatures on derelict freighters.
  • Fixed an issue that prevented stunned creatures from dying.
  • Fixed an issue that caused some stunned entities to briefly enter an invalid navigation state after recovering.
  • Fixed a number of issues with the Cloaking Device third person effects on Xbox and PlayStation platforms.
  • Reduced the movement levels of the reconstructed drone during interactions.
  • Fixed an issue that caused procedurally generated Exosuit shield upgrades to offer extremely high protection against incoming damage, rather than values within the correct range.
  • Fixed an issue that could very rarely cause some technologies to generate without any stats.
  • Fixed an issue that caused the jetpack to be disabled in Photo Mode.
  • Fixed an issue that prevented the jetpack effects from appearing when using the default backpack.
  • Fixed an issue that caused the jetpack to be visible in first person.
  • Fixed an issue that could cause the transition effects to fail to play when exiting the starship.
  • Fixed an issue that caused a small glowing cube to occasionally slowly float across the Space Station.
  • Fixed an issue that caused the wrong full-screen effect to be applied when using the Analysis Visor.
  • Fixed an issue that could cause Exosuit-specific shield messages to display while using an Exocraft.
  • Fixed an issue that caused insufficiently specific text to be displayed as a mission notification when interacting with the reconstructed drone.
  • Fixed a number of naming consistency issues with the reconstructed drone.
  • Fixed an issue that could cause a popup with incorrect data to become stuck and block the UI.
  • Fixed a mission text issue.
  • Introduced a number of memory and performance optimisations to creature and Sentinel navigation.
  • Fixed a crash related to multi-axis rotation of base parts.
  • Fixed a crash related to Steam Input.
  • Fixed a physics-related crash.
  • Fixed a crash related to NPC starships.
  • Fixed a crash related to Sentinel’s guarding buildings.
  • Fixed a crash related to using weapons in multiplayer.

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:D I am loving this round of updates.

Top tip : Summoner and Repair Sentinels, make them priority number one. Combat is a lot better than it used to be.

Also don't leave any glass drops behind, some very nice upgrades among those, especially for Multi-tools which can get a big boost to overall damage from Fire Rate additions (on top of the usual upgrades which are limited to just 3).

Those extra weapon spaces make sense as we now really have to work on a few Multi-tools which need to be dedicated to a purpose, any weapon when fully expanded do not have enough slots for everything you can now install.

Fingers crossed Hellogames will overhaul Space battles to a similar degree.

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And another update is on experimental

Probably wont get this on GOG until start of next week

https://steamcommunity.com/app/275850/discussions/0/3183485686834213082/

Experimental Branch 18/02
  • Sentinel damage levels have been tweaked slightly to provide a more even escalation of danger as players become stronger.
  • Fixed a number of issues with Sentinel navigation in caves and buildings.
  • Introduced a number of navigation optimisations.
  • Fixed an issue that could cause an invisible blocker to prevent access to settlement buildings.
  • Fixed a crash related to repair drones.
  • Fixed an issue that could result in players being placed outside of the Space Station when quick warping to specific station models.
  • Fixed a rare crash related to weapon reloading.
  • Fixed an issue that cause organic companions to generate partially robotic names.
  • Fixed an issue that caused untranslated text in base part colouration options.
  • Fixed an issue that caused weapons to leave unrepairable terrain impacts within a settlement.
  • Implemented a recovery for players who have ended up with duplicated core technology in their Exosuit inventory.
  • Fixed an issue that prevented building mode crosshairs from appearing when building on a freighter.
  • Fixed an issue that could overwite Space Anomaly NPC dialog for the Taste of Metal mission, preventing mission progress.
  • Fixed an issue that caused the Cloaking Device effect to overly darken the screen in VR.
  • Fixed an issue that caused the Taste of Metal to override all mission notifications if the player does not immediately return to their settlement.
  • Added steps to the automated repair and install pinning instructions to assist players who need to locate an additional Radiant Brain.
  • Fixed an issue that prevented Radiant Brains from appearing in the Catalogue.
  • Fixed a crash related to building on a freighter.
  • Fixed a crash related to calculating starship takeoff costs.

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and more

Experimental Branch Update 18/02
  • Fixed a crash that occurred when warping in someone else's freighter.
  • Fixed an issue that caused the Expedition Mode Select to display 'Download Failed' when the expedition has not yet begun.
  • Fixed an issue that caused some planetary shops and stations not to offer the same Multi-Tools as before 3.80.
  • Fixed an issue that caused a duplicate teleporter to appear in the Catalogue.
  • Fixed a crash that could occur when building in a settlement.

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v3.82 released

https://www.nomanssky.com/2022/02/sentinel-patch-3-82/

Bug fixes

 

  • Sentinel damage levels have been tweaked slightly to provide a more even escalation of danger as players become stronger.
  • Fixed a number of issues with Sentinel navigation in caves and buildings.
  • Fixed an issue that could cause an invisible blocker to prevent access to settlement buildings.
  • Fixed an issue that could result in players being placed outside of the Space Station when quick warping to specific station models.
  • Fixed an issue that caused organic companions to generate partially robotic names.
  • Fixed an issue that caused untranslated text in base part colouration options.
  • Fixed an issue that caused weapons to leave unrepairable terrain impacts within a settlement.
  • Implemented a recovery for players who have ended up with duplicated core technology in their Exosuit inventory.
  • Fixed an issue that caused a duplicate teleporter to appear in the Catalogue.
  • Fixed an issue that prevented building mode crosshairs from appearing when building on a freighter.
  • Fixed an issue that could overwrite Space Anomaly NPC dialog for the A Trace of Metal mission, preventing mission progress.
  • Fixed an issue that caused the A Trace of Metal mission to override all mission notifications if the player does not immediately return to their settlement.
  • Added steps to the automated repair and install pinning instructions to assist players who need to locate an additional Radiant Brain.
  • Fixed an issue that prevented Radiant Brains from appearing in the Catalogue.
  • Fixed an issue that caused the Cloaking Device effect to overly darken the screen in VR.
  • Fixed an issue that caused some planetary shops and stations not to offer the same Multi-Tools as before 3.80.
  • Fixed an issue that caused the Expedition Mode Select to display ‘Download Failed’ when the expedition has not yet begun.
  • Introduced a number of navigation optimisations.
  • Fixed a crash that occurred when warping in someone else’s freighter.
  • Fixed a crash related to repair drones.
  • Fixed a rare crash related to weapon reloading.
  • Fixed a crash related to building on a freighter.
  • Fixed a crash related to calculating starship takeoff costs.

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New experimental

https://steamcommunity.com/app/275850/discussions/0/3183486320467286243/

Experimental Branch 23/02
  • Fixed an issue that caused Freighter bases to be broken after being reset.
  • Fixed a crash related to input.
  • Fixed an issue that caused screenshots to be black with DLAA enabled.
  • Fixed issue where the character's head would become visible for a frame when activating camouflage.
  • Fixed an issue that prevented a mission from continuing correctly after being reset.
  • Fixed a memory related crash on PS4.
  • Fixed a rare issue where some Space Anomaly NPCs could be missing, which would block progress in A Trace of Metal.

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Another experimental beta update ..

https://steamcommunity.com/app/275850/discussions/0/3183486320467286243/

Experimental Branch Update 28/02
  • Fixed an issue that could prevent expedition data from being correctly downloaded.
  • Fixed a rare issue that could cause the galaxy map to direct players to a system their settlement was not actually in.
  • Added a message to the save select screen to alert players when a new Expedition begins.
  • Fixed an issue that could cause the Minotaur to become distorted when fighting biological horrors.
  • Fixed a crash related to rendering.
  • Introduced a memory optimisation for PS4.
  • Fixed an issue that could prevent Sentinels from spawning around buildings.
  • Fixed an issue that caused Plasma Grenades to recharge infinitely.
  • Fixed an issue that could cause the Expedition to use the wrong number in some text instances.
  • Added an option to the Quick Menu to toggle the Minotaur AI Pilot.
  • Fixed a visual glitch when riding creatures.
  • Fixed an issue that could cause a blocker on Nexus repair missions.
  • Fixed an issue that locked the player in place while receiving rewards from a frigate expedition.
  • Fixed a rare issue in the Trace of Metal mission where players would be asked to build Minotaur parts they did not own.
  • Fixed a crash related to wind.
  • Fixed an issue that could cause the reconstructioned drone to block the spawning of patrol drones.
  • Fixed a hang that could occur when spawning creatures.
  • Fixed an issue that caused the base teleport module to appear as a buildable product in the inventory.
  • Fixed an issue that caused Exocraft weapon upgrades to decrease the fire rate of the main cannon.

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.. and another

Experimental Branch Update 02/03
  • Fixed a rare softlock related to creature spawning near settlements.
  • Fixed an issue that could cause starships to take off from the Space Anomaly but not launch into space, trapping them inside.
  • Fixed an issue that could cause mission-related settlement decisions to be lost when switching settlements during the mission.
  • Fixed a rare issue that could prevent some buildings from spawning.
  • Fixed a rare crashed related to trading.
  • Fixed a rare crash related to frigate expeditions.
  • Fixed a crash related to interacting with mineral and gas extractors.
  • Fixed an issue that caused pet Quads to explode when shutting down hostile Sentinels.
  • Fixed an issue that caused the pet Quads redeemed from the Quicksilver Companion
  • Robot to be orange instead of blue.
  • Fixed an issue that caused blue Quad pets to fail to speak with their correct voice.
  • Fixed an issue that briefly caused the word STEEL to appear when hatching a companion egg.
  • Fixed a physics related crash.
  • Fixed a rare issue that could cause players to die unexpectedly during warp or when getting in their ship.
  • Fixed an issue that prevented the Exobiology reward decals and posters from functioning correctly.
  • Fixed an issue that prevented the friendly drone from navigating correctly while the player was riding a creature.
  • Fixed a number of visual glitches when getting up from a chair.
  • Fixed an issue that prevented an Exobiology expedition reward from teaching the correct number of words.
  • Fixed a rare issue that could prevent the recovery from working correctly after a player deletes their Sentinel Flare.

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