- Sep 20, 2004
- Reaction score
the ships variants quite limited hor?
We are continuing to address the highest priority stability issues reported by the community, as well as gameplay fixes and improvements. As always, thank you for playing the game and taking the time to report any issues you encounter!
We have now released update 1.57 to PC, which includes the fixes detailed below. We’ll be rolling out these fixes to other platforms as soon as possible.
Fixed an issue that prevented planets from being added to the Discovery timeline when exiting certain ship models
Fixed an issue that prevented players from using the Pulse Engine to escape between waves of Sentinel space fighters
Fixed an issue that could cause base NPC workers to become unresponsive after moving / deleting your base
Substantially increased the length of time fuel lasts in the hydroponic trays
Prevented an occasional crash on Xbox One X in scenes with a high node count
Fixed a crash related to creatures
Fixed a crash related to terrain generation
Fix for an issue with PC shader compilation when the game is first booted which would occasionally result in a crash
Various performance improvements
Various improvements to load times (approximately 5-10% improvement to warp times, 30% improvement to initial game load)
Fixed an issue that incorrectly limited the number of storage containers that could be built on the freighter
Fixed an issue that could prevent construction in the freighter base
Fixed an issue that could cause the ‘Nearby buildings’ scan on the signal booster to fail
Fixed an issue that prevented exploration-focussed frigates from charging their scanners
Fixed an issue that prevented damaged frigates from being completely repaired
Fixed an issue that could cause the lobby not to display all available games on PS4
Marked icons are now automatically cleared on arrival at the marked target
Fixed a number of cases where the HUD would prompt to mark icons that did not need marking
Improved target locking for ship PvP
Improved the appearance of HUD markers on player ships
Fixed a number of visual issues around using the Analyser Visor in very specific circumstances
Improved the mapping of the Steam Controller
Removed an obsolete building product from the blueprint analyser
Combat music now triggers when fighting biological horrors
Slightly increased the damage dealt by biological horrors
Fixed an issue that could cause expedition rewards to artificially increase after save/loading
Fixed an issue where the Personal Forcefield could be deployed on 0% charge
Fixed an issue where the Mining Beam and other weapon effects displayed the wrong colour in multiplayer
Fixed an issue where the screen on the Multi-Tool would display the wrong ammo count for the Blaze Javelin
Fixed an issue where the Multi-Tool was invisible in Photo Mode
Fixed an issue where the Personal Forcefield would remain in-world forever when cycling Alt Weapon modes
Fixed an issue where meleeing while sprinting could cause an animation glitch
Improved the appearance of clouds in 4K/1440p modes
Visual improvements made to some exotic biomes
Visual improvements made to the space station technology merchants
Increased the visibility of underground toxic hazards
Visual improvements to buried technology modules
We are continuing to address the highest priority issues reported by the community. As always, thank you for playing the game and taking the time to report any issues you encounter!
Please note that due to the large number of changes in this patch, especially the fixes for save game recovery, there is always the possibility it may introduce new issues that haven't been caught in test. We'd like to recommend that all players back up their save files, by making a local copy of the st_[userid] folder found here: %appdata%\HelloGames\NMS\
Note that we don't anticipate any issues here. However, performing your own backups could mean the difference between resuming play immediately, or waiting for the next patch.
Feedback and reports of new bugs/issues being found on Experimental are welcome, so please post them here, or submit a ticket to Zendesk[hellogames.zendesk.com] with the phrase "Steam Experimental 24/08" in the ticket title.
To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Select "Code: 3xperimental" in the dropdown menu under "Select the beta you would like to opt into".
Latest changes on Experimental (24/08):
Added user permissions for multiplayer, on a per-save slot basis. Settings for visibility, damage + base editing can be customised to apply to all players, friends only, or no-one.
Improved the terrain edit saving system, reducing the chance of terrain regenerating. Further improvements to this system are in progress.
Improved the visuals of player starship trails.
Added archaeology missions to the available pool of missions from planetary NPCs.
Fixed an issue that could prevent players with very large save games from saving.
Fixed a number of issues that prevented save games from loading.
Fixed an issue that incorrectly synced information in multiplayer.
Fixed a number of issues that could cause mission markers to be attached to the wrong destination.
Fixed a number of issues around the refiner and general inventory systems. Improved the pick and drop system of inventory management.
Fixed an issue that caused visual glitches in clouds at higher resolutions.
Fixed occasional crash in geometry streaming when exiting planet atmosphere.
Fixed issue where cloud shadows would interfere with reflection rendering.
Improved consistency between tessellated and non-tessellated terrains.
Improved performance when leaving planets.
Various memory savings, improving overall stability.
Various performance optimisations.
Fixed an issue that could prevent players from going through black holes.
Fixed an issue where players were able to warp and get stuck on the other side of a portal.
Fixed an issue where players were able to enter their freighter base when it was not loaded in memory.
Fixed an issue where players could start their game in inappropriate systems when starting in multiplayer.
Fixed an issue that could cause vast numbers of Sentinel Drones to spawn.
Fixed an issue that prevented players with pre-NEXT saves from fully upgrading their Exosuit.
Fixed an issue where freighter crew would change race on warp.
Fixed an issue where player ships could spawn on the same landing pad in multiplayer.
Fixed a number of cases where freighter battles were not correctly synced in multiplayer.
Fixed an issue where players were not able to land on other player's freighters.
Fixed a number of issues affecting the interaction with captains of freighters not owned by the player.
Fixed an issue that caused expedition length, difficulty + rewards to scale incorrectly relative to the power of the player's fleet.
Fixed an issue that caused players to exit their ships / exocraft while tagging a marker.
Fixed an issue where ships landed on freighters to be labelled ON PLANET.
Fixed an issue that caused player ships to have incorrect information when viewed through the Analysis Visor.
Fixed an issue that could cause Sentinels to appear as undiscovered creatures when viewed through the Analysis Visor.
Fixed the axes used to calculate planet coordinates shown on the Analysis Visor.
Prevented players with freighters from warping other players in multiplayer to systems they would get stuck in.
Fixed an issue where the freighter dock lights were not correctly lit/unlit when a save was loaded on a freighter.
Various text fixes.
UNDERWATER GAMEPLAY AND VISUALS
Increased the diversity of underwater biomes.
Improved character movement in the water.
Improved surface swimming.
Improved swimming for customised characters.
Allowed the torch to be used underwater.
Improved underwater and swimming cameras.
Improved camera behaviour when approaching the surface of the water.
Added support for jetpacking underwater.
Increased the probability of oxygen spawning as a secondary resource underwater.
Increased the depths at which underwater buildings can spawn.
Prevented drones spawning underwater or following you deep underwater.
Added underwater only emotes.
Improved underwater character and swimming audio.
Improved underwater prop placement and object densities.
Improved terrain editing underwater and fixed an issue where it could rapidly propel the player upwards.
Improved colours of the water surface, and underwater effects.
Improved foam effect at the edges of water and objects.
Fixed an issue where a line could be seen round underwater objects and the underwater horizon.
Improved water visuals at night.
Removed a hard pixelated edge seen at the edge of water.
FISH AND UNDERWATER CREATURES
Improved detection of whether the player is inside a building while underwater.
Improved general fish shoal behaviour.
Increased spawn rates of fish and creatures underwater.
Improved predatory fish movement and behaviour.
Improved logic for spawning and despawning underwater creatures.
Improved movement of underwater cow and rodent type creatures.
Improved and added to fish and underwater creature audio.
Added jellyfish, clams, crabs, and abyssal horrors.
Disabled censorship in text chat between friends.
Added more options to the inventory transfer menu.
Removed unnecessary UI data to improve load times and memory footprint.
Disabled resizing the terrain beam at times when it cannot be used.
Fixed cases where quick menu items were incorrectly highlighted.
Fixed issues with vehicle inventory transfers.
Fixed the hazard icons for protection tech against secondary hazards.
Fixed a crash caused by opening the inventory while using the ship communicator.
Improved ordering of some objects in the building menu.
Fixed a clipping issue in the binocular UI.
Fixed an occasional crash in the character customiser.
Various minor text and localisation fixes and improvements.
BASES AND BUILDINGS
Added the chance for abandoned buildings, ruins, crashed freighters, and crashed starships to spawn underwater.
Fixed an issue where players could fall through storage room walls.
Allowed storage rooms to be placed in a grid layout.
Made minor improvements to the indoor camera.
Corrected volume of NPC speech inside player bases.
Fixed an issue where shop terminals placed in bases could cause certain rooms to be hidden.
Altered limits on building some objects rewarded through the Quicksilver bot.
Added a new underwater shelter building.
Added over a dozen new base parts.
FREIGHTERS, SHIPS AND SPACE
Improved spawning of frigates in multiplayer games when players are onboard them.
Fixed an issue where the players ships would incorrectly appear in a new system after warping.
Fixed cases where specific frigates would always take the same type of damage.
Fixed an issue where multiple fleet missions would automatically be handed in simultaneously.
Added ability to scan frigates and freighters using the Analysis Visor.
Added ability for players to repair their friends’ frigates.
Fixed issues with characters on the freighter after the player is gifted it.
Prevented dust being permanently active on frigate landing pads.
Improved ejecting from your ship in confined spaces, prevented being launched through low hanging ceilings and anomaly walls.
Improved positioning of players getting out of ships and respawning on landing pads.
Fixed an issue where frigates failed to reset their resource collection after giving resources to the player.
Fixed a crash caused by the anomaly in certain systems.
Added a marker for off-screen black holes.
Made frigate icons less intrusive.
Prevented the anomaly being re-summoned if it is already present.
Added ability to detect planets with water from the galactic map.
Fixed an issue where the player could not land their ship after switching missions while looking at a mission marker.
Added a vehicle shop to the space station.
Fixed issues where players could be stuck in ship landing pads.
MISSIONS AND PROGRESSION
Added the Dreams of the Deep mission.
Added a new story to underwater ruins.
Added a number of new aquatic substances, goods, and products.
Improved the return marker on portals the player has travelled through.
Fixed an issue where some missions would always give an identical reward.
Improved ability for missions to select locations to send you to from small clusters of buildings.
Fixed an issue where protection tech would only drain for one hazard at a time.
Reduced the radius on the vehicle gun to ensure particles spawn at the contact point.
Improved vehicle boost effect colours.
Disabled the find building ability in the vehicle’s default scan, as it has been replaced by an improved scan.
Removed decals from the default vehicle, allowing player to add them.
Improved colours of vehicle decals.
Fixed cases where birds would fly into the ground.
Improved rodent tail animation.
Improved creature scanning in multiplayer.
Fixed an issue where filters for creature part generation were not correctly applying to all genders.
Fixed an issue where biological horrors could become non-hostile after attacking an exocraft.
Improved shader uniform resolution on PC, a performance optimisation.
Fixed an issue where there could be a long pause on a black screen when booting into the game.
Improved multiplayer permissions for lobby use.
Changed default multiplayer permissions to be more permissive in Creative Mode.
Fixed various infrequent crashes.
Implemented various performance, system and stability fixes.
MISSIONS AND PROGRESSION
Fixed an issue where players could be prevented from earning a free freighter in the tutorial.
Allowed the Dreams of the Deep mission to detect if the a Nautilon Chamber had been built nearby before the mission started.
Fixed an issue where missions that visited trade terminals could advance without their objective being completed.
Fixed an issue that prevented higher level Aeration Membrane upgrade modules from appearing in the Space Station tech shops.
Fixed an issue that prevented Freighter Hyperdrive upgrade modules from appearing in the Space Station tech shops.
Fixed an issue where players could fail to learn the Living Glass blueprint at the correct time.
Fixed an issue where players could fail to learn the Exocraft Boost blueprint at the correct time.
NipNip blueprints can now be acquired from the Base farmer after their mission chain is complete.
Fixed an issue where NPCs awarding procedurally generated upgrade modules would select from an insufficiently random pool.
Fixed an issue that prevented some doors + items that require Atlas Pass v1 from accepting v2 or v3.
Adjusted the behaviour of wanted level timers, so that the wanted level decays as the timer does.
Improved the appearance of the planetary readout from space.
Added a new section to the inventory item popup hinting at the item’s use.
Improved the visual feedback when collecting items, especially rare items.
Improved the text labels for armoured objects.
Added a filter for “Not Owned” to the Quicksilver Shop.
Fixed an issue which would allow players to browse their existing fleet whilst purchasing a new frigate.
Fixed a rare case where certain game inputs could temporarily fail to be recognised if remapped then reverted to defaults.
Prevented an erroneous boost icon appearing while piloting the Nautilon (on PS4 and Xbox One).
BASES AND BUILDINGS
Fixed an issue preventing building multiples of storage container 1 (on PS4 and Xbox One).
PLANETS AND DISCOVERIES
Fixed an issue where extreme weather planets could fail to generate storms.
Improved the distribution of ammonia and uranium on toxic and radioactive planets.
Improved some analysis visor text descriptions.
Fixed an issue where the terrain manipulator could destroy valuable objects.
Fixed an issue where other players’ discoveries could prevent fauna and flora from being scanned with the analysis visor.
Added identifiable descriptors for all anomalous planet types.
Fixed an issue where resource crystals (eg Di-Hydrogen) could be rediscovered on every planet.
Fixed an issue where many minerals would be called Yukovsite.
Allowed the torch to be used when exploring crashed freighters.
Fixed an issue where exocraft customisation colours could be incorrect until refreshed in the customiser.
Fixed a rendering issue with oversized fungi.
Fixed an issue where stationary objects could sometimes appear blurred.
Improved the draw distance on some exotic planet objects.
Fixed some out of memory crashes.
Fixed a crash when quitting the game during a gesture.
Today we’re thrilled to announce the next major component of Beyond: No Man’s Sky Virtual Reality.
No Man’s Sky Virtual Reality is not a separate mode, but the entire game brought to life in virtual reality. Anything possible in No Man’s Sky, NEXT or any other update is ready and waiting as an immersive and enriched VR experience.
No Man’s Sky Virtual Reality, like all the parts of Beyond, will be free to existing players. However, we’re excited to announce that the release of Beyond will see an exclusive retail release of the game on PlayStation 4. This physical edition will come with the base game, VR support, and every update so far, including Beyond.
No Man’s Sky Virtual Reality will bring the experience to PlayStation VR and Steam VR, and will be released simultaneously on both platforms.
https://www.gamesradar.com/uk/no-mans-sky-i...e-life-to-play/"No! you weren't supposed to click that," Murray laughs, "We're still optimising space travel!" I rip the throttle back and immediately lurch forward with the ship into uncharted territory, tearing at the joystick to help pull the ship around an incoming asteroid. For a second I take it all in, the endless sea of planets in front of me – an infinite arrangement of opportunities, all unknown – and in an instant I know: No Man's Sky is the VR game I have waited my entire life to play.
https://www.engadget.com/2019/04/02/no-mans-sky-vr-hands-on-interview-sean-murray/"There's this cool moment that we were experiencing of two or three of you being on a planet and feeling really tiny in amongst everything," Murray said. "There's a nice camaraderie there of, oh, it's just us and we're flying our ships beside each other or whatever. So you're looking out the window and it's really nice to see your buddy there and realize how small you are and have that experience together. It's a really nice moment."
https://www.pcgamer.com/no-mans-sky-vr-hands-on/But I am going to fly around in creative mode a lot. I'm going to revisit all my favorite planets and experience them again in VR. I'm definitely going to drive that Roamer around again, I'm going to pilot my submarine around and stare at some procedural fish, and I can't wait to take the hovering Nomad for a spin, too. As a way to experience the boundless exploration of a beautiful procedural universe, I honestly have a hard time imagining a better fit for VR than No Man's Sky.
https://www.eurogamer.net/articles/2019-04-02-no-mans-sky-is-absolutely-stellar-in-vr"It constantly surprises us how interested people are in it - the kind of numbers that Next sold last year, a triple-A game would have been happy with those numbers. It's been very successful for us. I don't know how many more big exciting things we can think of - I thought when we did Next that was kind of all of them, then you talk to the team and one person's working on VR, one's working on this crazy online thing, and you're like, okay, we're still excited about this. And I think that's the metric for it. We're doing Last Campfire as well, that's an exciting thing, and we're starting on something new as well - which is like a big, ambitious, silly thing. We won't be talking about that for a long, long time - there's a lot going on in the studio. And No Man's Sky is a big part of it."
No Man's Sky is the poster child for a shift that has occurred in games development over the past three years -- where games transform dramatically after release. Such a process is common in the mobile space, but less so on other platforms. After four major updates, Hello Games' ambitious sci-fi adventure is almost unrecognisable compared to when it was released.
"We're in a nice position now, and I think this is the happiest the team has been," says Murray. "Beyond is on the horizon for us, we're working very hard on that at the moment. After that, I think we'll continue to update No Man's Sky. But a thing I've learnt is, I never like making promises when I don't have to. We'll see, right? As long as people are interested and playing it, it's something that the team here is passionate about. We'll only do it while we think there are fun and interesting things to add."
any active SG players around?
i just bought the game, haha..