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No Mans Sky - Update


alt3rn1ty

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And yet after all this time they still have not fixed the game locking up when taking pics of wildlife or the tilted moon bug.

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Nope, loads of bugs which have been extant for years are still in the game.

But I remain optimistic they will get around to fixing such things, its just annoying seeing year on year they update the game with new ideas, fix the immediate concerns .. and move on again to the next bunch of ideas, leaving the game with a history of glitches never getting fixed (apart from the odd one or two).

I just keep on poking them :)

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Unfortunately poking them isn't enough in this case. The lockups when taking pics of wildlife blocks 2 objectives in the current expedition.

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Your machine is the modern equivalent of AMD Athlon plus Radeon graphics GPU (I dont keep up with them, I think you have AMD Rizen plus AMD graphics .. confused).

And not using mods right?

On my machine I dont have either of those problems, but have Intel Core I7 plus NVidia GPU .. And no mods in use.

Given your experience at modding though I am pretty sure you will have tested with a clean install.

I poked them on your behalf on Reddit weekly bug report which they are taking close notice of right now. And well, I know other people still experiencing the same issue too.

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Yes, I have a Ryzen 5800X and a Radeon 6700XT. Neither of these are obscure pieces of hardware. They're widely used by many.

Yes, I have attempted to take the pics with none of the mods I use installed ( not that many even when they're all updated ). Right now only one of them has been certified to work on the Sentinels update anyway and I've tried taking the pics with and without that mod installed.

I don't know how, but I did manage to get the one pic of my companion for the first objective, but the second one where they want you to snap a shot of a group of 10 ground creatures simply isn't going to happen and I'm going to end up having to resort to using a save editor to complete it.

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Well, they fixed the Nomad, didn't see that noted anywhere. But thank you @HG if you pop in here.

Explanation : I submitted a Zendesk report aaaaages ago (I think that bug report was about two years ago now), if you are on a Nomad at sea, exit it ..

7soi27z.png

 

.. then dive in the sea, go for a swim around, then approach your Nomad from underneath the sea ..

JDRwMew.png

 

.. Your oxygen is depleting as you would expect, get closer to the underside of the Nomad so that you get the E to enter it from beneath the sea.

What used to happen = When you are plopped inside the Nomad your oxygen would continue to deplete. Solveable by just exiting the Nomad again and re-enterering .. But annoying.

Its now fixed at long last. Sneaky HG slipping in stealth fixes.

The fast sea explorer vessel is no longer annoying :banana:

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Now if they could just make water stuff not-annoying at all :P

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:)

Just found another stealth fix, sitting down at large trading stations with severe weather outside, you no longer take damage on the outside seats (how long have we been waiting for this fix) ..

KhJUPUP.png

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Blizzard raging outside in the above screen.

They also seam to have extended the area you can walk around without taking damage ..

kcIQhTK.png

 

Just, dont try to take a screenshot with the in-game quick menu photo mode while sitting on these stations, when you take the picture or come out of photo mode you will fall through the world.

Snipping tool is the man for the job, Shift + Win key + S.

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Just crossing off the list of minor issues previously reported to Zendesk, there have been a couple more stealth fixes and about five more of my reports listed in recent patches that are now history.

Good stuff HG, catching up slowly :)

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  • 1 month later...

Another large content update released today ..

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

No doubt some things will be broken and further fix updates will be needed over the coming couple of weeks.

Anyway, free update and content is always welcome :)

3.85 PATCH NOTES

STARSHIPS

  • A new class of starship has been added, the Solar Sail ship.
  • Solar starships come in a wide range of procedurally generated variations. They can be found all across the galaxy, but are more common in outlaw systems.
  • The Solar-class starship comes with unique technologies for a fast and efficient Pulse Engine.
  • All ships now come with a high-capacity cargo inventory. The starting size of the cargo inventory varies according to ship type and class.
  • The ship cargo inventory can be upgraded at the starship salvage station.
  • The maximum number of saved ships has been increased from 6 to 9.
  • Players may now change their primary starship from the quick menu while in the freighter hangar.
  • The companion management quick menu option has been moved into the ‘Utilities’ section of the menu while flying a starship.
  • Summoning other ships, including the freighter, now has its own dedicated sub-section of the quick menu.
  • While on a planet, players may occasionally see groups of frigates enter the atmosphere and pass by on their own missions across the universe.
  • An audiovisual cockpit alarm has been added to the ship, to alert pilots to dangerous situations.

OUTLAW SYSTEMS

  • A number of star systems across the galaxy have been taken over by pirates. These systems can be identified on the galaxy map with a Conflict or Economy scanner.
  • Outlaw systems have a unique space station, with their own assortment of NPCs.
  • Visit a Bounty Master aboard an outlaw station to undertake a range of procedurally generated piracy missions and earn unique rewards.
  • Purchase illegal goods from the black market traders aboard outlaw stations. Illegal goods can be sold for a large markup in regulated space.
  • The maximum stack size for all trading goods, illegal or otherwise, has been increased.
  • In regulated systems, space station authorities will periodically scan incoming ships for illegal goods. Sentinel interceptors may be deployed to deal with non-compliant pilots.
  • A new technology is available, the Cargo Probe Deflector, to attempt to fend off unwanted cargo scans.
  • Earn Forged Passports while working for pirate factions.
  • These counterfeit starship registration documents can be used at Station Cores in regulated space to increase or reset reputation levels with the system authorities.
  • Outlaw stations cannot be warped to directly from regulation space stations, and vice versa.
  • Outlaw stations have their own technology merchant, specialising in suspicious aftermarket upgrades.
  • The rewards for destroying starships – freighters, Sentinels, pirates or traders – have been diversified and improved.
  • The rewards for saving a freighter from pirate attack have been improved.
  • A new series of narrative missions have been added for outlaw systems. Complete these missions to earn unique customisation and title options.

CLOTH SIMULATION

  • Support has been added for cloth simulation.
  • Fully customisable cape and hood options have been added to the Appearance Modifier. Some options are available by default, while others must be earned via missions or expeditions.

EXPEDITION: THE BLIGHTED

  • Expedition Six, The Blighted, will begin soon.
  • The Blighted expedition will take players on a treasure hunt across a distant galaxy as they trace the routes of these mysterious pirates.
  • The Blighted expedition offers the chance to earn an exclusive starship trail; pirate-themed base decorations; your own personal wayward cube/Geoff; a unique cape customisation, and much more besides.

SPACE COMBAT

  • Sentinel, pirate and trader ships now have energy shields that must be depleted before the ship itself can be damaged.
  • Different grades of ship come with different strength shields, and shields that recharge at different rates.
  • Player starship weapons deal different damage levels against shielded or unshielded targets.
  • The starship combat flight model has been improved for in-atmosphere combat.
  • Pirates can now attack while the player is flying within a planet’s atmosphere.
  • Sentinel interceptors will now respond to crimes committed while flying in a planet’s atmosphere.
  • Pirate ships will occasionally make attacking runs on planetary structures. Players who drive off or eliminate these raids will be rewarded.
  • Space combat has been rebalanced to allow for more challenge for high-end players while remaining accessible to those in starter or non-combat ships.
  • Players now have the option to enable a combat autopilot for the starship. This setting can be found within the Controls section of the options menu and can be used as a hold (to apply additional alignment assistance towards your target on request) or as a toggle (to constantly apply auto-alignment towards your current target).
  • The heat capacity of the Phase Beam has been increased.
  • The Phase Beam can now leech shield energy from hostile ships and transfer it to the player’s shield.
  • The Photon Cannon now cools down faster after overheating.
  • All starship weapons now decay heat much faster if the burst is stopped before the weapon overheats.
  • Fixed an issue that caused the name and visuals of hostile ships on the starship target screen to be incorrect.
  • Fixed an issue that caused the shield bar on the starship target screen to be incorrect.
  • Fixed an issue that caused the heat bar on the starship weapons screen to be incorrect.
  • Fixed an issue that caused the cooldown bar for the Infra-Knife Accelerator to be invisible.
  • The Positron Ejector has had its base firing speed slightly reduced.
  • The Positron Ejector has had its heat capacity reduced.
  • The Positron Ejector now deals slightly ineffective damage to starship shields.
  • The Infra-Knife Accelerator has had its base firing speed slightly reduced.
  • The Infra-Knife Accelerator has had its range and base damage increased.
  • The Infra-Knife Accelerator now deals additional damage to unshielded targets.
  • The Infra-Knife Accelerator has had its heat capacity reduced, but now cools down significantly faster.
  • The Cyclotron Ballista has had its base fire rated reduced.
  • The Cyclotron Ballista has had its dispersion reduced and its heat capacity increased.
  • The Cyclotron Ballista now deals extremely high damage to starship shields, but low damage to starship hulls.
  • The Cyclotron Ballista now disables hostile starship engines on hit, causing them to drift slowly.
  • Starship rockets now do additional damage to unshielded starship hulls, but significantly reduced damage versus energy shields.
  • The starship HUD now more clearly reports weapon heat levels.
  • The off-screen target indicator has been moved to a central position around the starship reticle.
  • The tethered mouse flight model has been tweaked to make ship control more precise and responsive.
  • Damage potential readouts now include an additional readout for damage versus energy shields, if shield and hull damage levels are different.
  • Fixed an issue that caused the speed readout on the starship screen (but not the actual maximum speed of the starship) to be artificially increased by manoeuvrability upgrades.

SQUADRONS

  • Players with a freighter may now recruit NPC ships to their own personal squadron.
  • Your squadron is managed from the Manage Fleet terminal on the bridge of your capital ship.
  • Players may unlock up to four slots for their squadron.
  • Your squadron is automatically summoned during space combat, and may be summoned or dismissed at any other time from the Quick Menu.
  • Your squadron will assist in space combat, taking your lead in attacking hostile targets.
    Squadron pilots and their ships can be upgraded using nanites.

VISUAL EFFECTS

  • Significantly improved the visual effects for the Photon Cannon, Cyclotron Ballista and Phase Beam.
  • Improved the visual effects for the Infra-Knife Accelerator and Positron Ejector.
  • Improved the impact effects for NPC ship laser impacts.
  • Improved the visual effects for large ship engines.
  • Improved the visual effects for NPC ship and freighter warp-ins.
  • Fixed an issue with underwater jetpack trails.
  • Significantly improved starship and asteroid explosion effects.
  • Improved the visual impact of player starship muzzle flashes.
  • Improved the visual and audio impact of the starship cockpit alarm.
  • Improved the visual impact of starship cockpit hit warnings.
  • Fixed an issue that caused damage effects to intrude upon the cockpit view when piloting in first person mode.
  • Improved the projectile and muzzle flash effects for NPC starships.

OPTIMISATIONS & BUG FIXES

  • Introduced several very significant memory optimisations, improving stability and performance especially on base consoles.
  • Introduced a significant optimisation to texture memory usage.
  • Introduced an optimisation to creature and Sentinel navigation.
  • Introduced a significant optimisation for bases and settlements.
  • Fixed a crash related to input settings.
  • Fixed several threading crashes in the UI.
  • Fixed a crash related to technology item popups.
  • Fixed a crash related to base building.
  • Fixed a crash that could occur when using a mineral extractor.
  • Fixed a rare crash that could occur during warp.
  • Fixed a rare crash in the Appearance Modifier UI.
  • Fixed an issue that caused many underwater creatures to spawn without their correct procedural settings, dramatically reducing water lifeform variety.
  • Fixed an issue that could prevent particular rare planetary creatures from ever spawning.
  • Fixed an issue that could cause the Livestock Unit to fail to harvest products from specific exotic creatures.
  • Fixed an issue that caused the [ The Sentry ] to appear angry when shot by the player.
  • Fixed an issue that caused [ The Sentry ] to report the player’s position to hostile Sentinel drones.
  • Fixed an issue that could cause the Sentinel Quad companion to prevent other Sentinels from spawning.
  • Fixed an issue that could cause Sentinels to stop spawning during combat, leaving no progression through the wanted levels.
  • Fixed an issue where a generic ‘Evade Sentinels’ hint would be displayed during missions that encouraged confrontation with Sentinels.
  • Fixed an issue that could cause bases to lose their base computer, and restored the base computer to all affected bases.
  • Fixed an issue that could cause players to get stuck underneath or on top of buildings and other structures.
  • Fixed an issue that could cause multiplayer bases to display in the teleporter UI when multiplayer was disabled.
  • Fixed a multiplayer exploit that could allow bases to be synced from blocked players in ambient sessions.
  • Fixed a rare issue that could cause players to teleport outside the bounds of a Space Station.
  • Fixed a rare issue that could prevent interaction with various NPCs and objects in multiplayer.
  • Fixed an issue where summoning the Sentinel Quad companion aboard the Space Anomaly could cause desyncs with other players.
  • Fixed an issue that could cause mission destinations to be desynced in multiplayer.
  • Fixed an issue that caused the starship cockpit pitch indicator to show an incorrect angle.
  • Fixed an issue that caused the starship cockpit pitch indicator to render incorrectly at various HUD scales.
  • Fixed an issue that could cause the Inventory page to auto-open onto an inventory that could not currently be accessed.
  • Fixed an issue that caused the Exocraft technology tree to be clipped at the sides.
  • Fixed a visual issue with the LODs at Sentinel Pillars.
  • Fixed a number of UI overlap issues with the base building menu.
  • Fixed a misleading ‘Attempt to Download’ message displaying on the Community Expedition UI when that was not the correct error.
  • Fixed a number of issues with the UI and popups when attempting to warp to a new galaxy.
  • Fixed an issue that could cause a long delay when transitioning to/from some freighter interactions, such as colour customisation.
  • Fixed an issue that could cause a long delay in a dialogue sequence if the player received a new item in the middle of the sequence.
  • Fixed an issue that could cause player hands to disappear when getting into the ship in VR.
  • Fixed a visual issue with the Emergency Light base building objects.
  • Fixed a visual glitch with door animations in several base building wall pieces.
  • Fixed an issue that could cause consumable reward items to all generate the same rewards if redeemed in a short time window.
  • Fixed a number of issues with NPC ships when flying close to the player, for example when using the starship communicator.
  • Fixed an issue that could prevent corrupted Sentinels from spawning at scrap heaps.
  • Fixed an issue that could cause mission destinations to go missing or jump to new locations after save/load.
  • Purchasable frigates will no longer attempt to call the player on the starship communicator during space combat.
  • Fixed a mission issue that could spawn too many Sentinel Flares into a player’s inventory.
  • Fixed an issue that caused the starship to take ground impact damage when crashing into another starship.

 

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I'd originally purchased NMS to play with my nephews. But I'm a civilization-style builder, whereas my youngest nephew wanted to be a pirate. And now a few years later, he can!

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:) Yeah the updates just keep coming with more new content, lord knows what the game will be like when they eventually put it to bed, but apparently that's still a long way off.

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Cool, recruiting frigates for our freighter fleet was already good times, now we can recruit a fighter squadron.

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Yep, and hopefully somehow we can train the pilots to be better in their stats.

Something else new I didn't see mentioned : Our Exosuits always had three inventories (General, Tech and Cargo), but Starships did not have Cargo space .. Now they do :)

But heads up, if you already fully expanded your starships General and Tech, then the first Cargo space slot you buy is going to cost 300,000,000, and all subsequent slots. I think these would be cheaper and probably made priority to buy if you haven't already expanded the rest of the ships slots. Or try and get a bunch of Storage Augmentations.

Anyway, nice addition, always bugged me when you get to an advanced stage of play that we had to swap storage between Starship and Exosuit to make room occasionally, and didn't make sense really, a Starship should have more inventory space than your Exosuit really. Unless my Player Characters ass is like Doctor Who's TARDIS :rolleyes:

Sigh, having just bought an S Class Solar ship, now I just have to expand three ships (possibly four, not looked at the living ship yet, maybe that too has gained an extra organic inventory space somehow). :woot:

Edit: Yep Living Ships now also have Cargo slots (called Inflated Sacs)

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Experimental updates in progress since yesterday ..

https://steamcommunity.com/app/275850/discussions/0/3271310952924094596/

Experimental Branch 14/04
  • Fixed an issue that could cause the camera to be out of focus when repairing or installing ship technologies while onboard the ship.
  • Fixed an issue that caused squadron ship engines to be very loud while flying in formation.
  • Fixed an issue that caused the solar ship engine vents to constantly flap open and closed in the inventory menu.
  • Fixed a number of instances of missing audio effects.
  • Fixed a number of glitches and other visual issues with player capes.
  • Fixed an issue that caused the starship utility menu to open on the wrong option.
  • Fixed an issue that could cause screen flashes in space at low framerates.
  • Fixed a number of issues that prevented pirates from attacking planetary buildings with the correct behaviours.
  • Improved the appearance of freighter fleet warp-ins.
  • Reduced the effectiveness of the Positron Ejector against starship shields.
  • Hauler starships can now upgrade their cargo inventory to a greater capacity than other ships.

 

Experimental Branch 13/04
  • Fixed an issue that caused pirates to attack planetary buildings too frequently.
  • Fixed an issue that caused smuggling items to sell at an incorrect markup in regulated stations.
  • Fixed an issue that could cause items in the ship cargo inventory to be incorrectly cleaned up when sold.
  • Fixed a crash related to pirate spawning.
  • Fixed a crash related to the player frigate fleet.

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Expedition 6 has already started, think I will leave it a week while they get the bugs sorted out which are already becoming evident on Reddit. Just hope there are none of those missions which need you to find First Encounter systems and planets, leave it too long and the whole world has already visited thousands of them and need you to explore very far to find a virgin system.

Love the new combat Outlaws has introduced and all the associated tweaks, surprised me to get scanned and attacked from space when I was low level flying on a planet. I'm now training up a couple of wingmen with S Class Solar ships, don't really need them but its quite cool to have them .. Something I wished for since the early days of this game when Hellogames showed a video of the game with wingmen, but before now they were not implemented.

Also scratched a couple more of my ancient bug reports which have been fixed.

This game is now way beyond my expectations and getting better, its probably everything I ever wanted in a space game since I first played Elite on a Commodore 64 :geek:

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There were more fixes a few days ago to the latest experimental beta, sorely needed too to bring down the frequency of people being attacked. Personally I love all the new combat, but it can be a bit too much distraction away from the usual chill No Man's Sky gameplay ..

Experimental Branch 15/04
  • Fixed a collision issue with the wings of Solar class starships.
  • Pirates will no longer attack players who are underground, underwater, or in their own base.
  • Pirates no longer attack planets in low conflict systems.
  • Fixed an issue that could cause the pirate raid warning message to display when there was no pirate attack incoming.
  • Fixed an issue that caused pirates to deal too much damage when shooting at the player on the ground, and for the player to receive ship-related warning messages when hit.
  • Trader ships now use the red hostile target arrow on the starship HUD if they are attacking the player.
  • Fixed an issue that caused repair kits to be too expensive when purchased with tainted metal.
  • Fixed an issue that caused pirate raid markers to fail to clear from buildings when the raid ends.
  • Fixed a texture streaming memory leak.

 

Experimental Branch 15/04
  • Fixed a crash related to NPC ships.

 

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These pirates are relentless :P

I hope by excluding attacks while you're in your base they also exclude attacks while you're in your settlement. That's what I find to be the most annoying about all of this, other than the fact that they jump whatever location you happen to be landed at even if you were only there for a few seconds.

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"Fixed an issue that could cause items in the ship cargo inventory to be incorrectly cleaned up when sold."

Ah, I see they found the exploit :P

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Heh, never needed to exploit that considering I've got a nice mold farm I can bleed for nanites whenever I need them. The exploit came in handy to generate some cash early on though. Found some dude's Activated Indium farm and emptied his storage containers :innocent:

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:)

Another round of experimental betas are up ..

https://steamcommunity.com/app/275850/discussions/0/3279192886583660467/

There's a fix here for something reported prior to the Outlaws update too, "Fixed falling through the floor when leaving photo mode while sitting", reported it when we found out they had fixed Trading stations weather damage when sitting down.

Experimental Branch 20/04
  • Fixed an issue that caused Sentinel technology to be incorrectly classified as illegal for trading purposes.
  • Fixed an issue that could cause the Liberation expedition milestone to become unfinishable if players declined to speak fully to the captain of the first freighter they saved.
  • Stability improvements.
  • Improved cape visuals.
  • Fixed an issue that caused the reticle to be misaligned when scaling the HUD.
  • Fixed an issue which caused Vy'keen horns to flicker.
  • Fixed falling through the floor when leaving photo mode while sitting.
  • Fixed a visual issue on scorched rocks.
  • Fixed a rare crash related to squadrons.

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