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Skyarb
Sep 20, 2018

MMMPH MMMPPHH MPPPH GLUCK GLUCK OH SORRY I DIDNT SEE YOU THERE I WAS JUST CHOKING DOWN THIS BATTLEFIELD COCK DID YOU KNOW BATTLEFIELD IS THE BEST VIDEO GAME EVER NOW IF YOULL EXCUSE ME ILL GO BACK TO THIS BATTLECOCK

Speedball posted:

Man, this game has grown so much from its original form. In such a good way.

Its an honest to god redemption story. They handled it so interestingly. Basically when the outrage happened they just put their heads down and went to work. They have added and updated so so much, the game is basically what is was once promised as. Pretty incredible and honestly makes it a company I want to watch.

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ToastyPotato
Jun 23, 2005

CONVICTED OF DISPLAYING HIS PEANUTS IN PUBLIC
It really is a miracle, but it is still very frustrating because despite all of the work, there have still been some very simple, but very glaring issues that were never dealt with, which honestly prevents the game from being truly legendary. I really do hope Beyond is the update that finally fixes a lot of these problems.

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

Black Griffon posted:

Very much agreed. The density of asteroids in each system would render space not only impassable, but also completely opaque, and all the planets would be terminally bombarded with meteor showers beyond apocalyptic dimensions. While that's obvious to everyone including the devs, it's still poo poo that annoys me.

I mean if you're gonna complain about the asteroids then you also have to complain about all of the planets being way too close to each other and whoops now you have Star Citizen travel times.

chaosapiant
Oct 10, 2012

White Line Fever

I just wrote a huge effort-post regarding how much I love NMS and was on the game's side since the beginning but my work laptop loving ate the post. Suffice to say I like the game a lot and am glad the devs doubled down on and kept delivering update after update.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
I think it's cool how far along the game has come and I'm gonna buy back in after returning my launch copy. That being said, if you were on the side of NMS on launch that's maybe taking it a bit too far. It was pretty hot garbage at launch and the way Murray handled it was piss poor. Maybe some of that was him not knowing how to handle expectations or not wanting to let people down, but they made no effort to explain what the game was and wasn't and it was pretty bare bones at launch and got stale extremely fast.

Stare-Out
Mar 11, 2010

They also lost a whole bunch of the game during development due to flooding in the area where their studio is/was. Not sure how much of it contributed to the whole launch debacle which was regardless mishandled, but that's something that gets overlooked a lot.

Nuclearmonkee
Jun 10, 2009


Is there going to be a way to send a loving guy to fix the panel on frigate #24 without having to do it yourself?

Agent Escalus
Oct 5, 2002

"I couldn't stop saying aloud how miscast Jim Carrey was!"
I've been strongly interested in NMS since before launch, but when it came out and the reviews detailed the problems...yeah. I was going to wait.

In the 3 years in-between I was able to afford a PSVR but haven't been able to afford a graphic card upgrade on my PC (GTX 760), let alone a VR headset for it. So now with NEXT and both Steam and PS4 versions at the same sale price, I find myself asking: PS4 version, with my abaility to do VR now...or Steam, with my VR upgrade possibly likely next year?

(Is there that much of a graphical difference between the two? The Move controllers aren't great either and never have been, that could be a factor as well...)

chaosapiant
Oct 10, 2012

White Line Fever

Agent Escalus posted:

I've been strongly interested in NMS since before launch, but when it came out and the reviews detailed the problems...yeah. I was going to wait.

In the 3 years in-between I was able to afford a PSVR but haven't been able to afford a graphic card upgrade on my PC (GTX 760), let alone a VR headset for it. So now with NEXT and both Steam and PS4 versions at the same sale price, I find myself asking: PS4 version, with my abaility to do VR now...or Steam, with my VR upgrade possibly likely next year?

(Is there that much of a graphical difference between the two? The Move controllers aren't great either and never have been, that could be a factor as well...)

I'd say if you're already planning to get PC VR next year anyway, just get the PS4 version now. And if you super love it, you can always pick up the PC version in some super cheap Steam sale next year.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
In my personal opinion VR doesn't really have a whole lot of fantastic games on it. It's a lot like phone games in that regard. I'd say the big issue is going to be exclusives you may or not be interested in. There's certain games that are only on PSVR like Resident Evil 7, and others that are only on PC like Superhot VR.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Shadowlyger posted:

I mean if you're gonna complain about the asteroids then you also have to complain about all of the planets being way too close to each other and whoops now you have Star Citizen travel times.
You can do realistic orbits without SC travel times. See EVE Online.

Agent Escalus
Oct 5, 2002

"I couldn't stop saying aloud how miscast Jim Carrey was!"

SolidSnakesBandana posted:

In my personal opinion VR doesn't really have a whole lot of fantastic games on it. It's a lot like phone games in that regard. I'd say the big issue is going to be exclusives you may or not be interested in. There's certain games that are only on PSVR like Resident Evil 7, and others that are only on PC like Superhot VR.

That's why I always wanted both; Sony's always going to have permanent and timed exclusives, and the PC ports in mid-console life cycle will have better presentation and more hardware choices.

Stare-Out
Mar 11, 2010

Superhot VR is on PS4. Just about every high-profile VR release finds its way on to PS4 eventually so it's not really a matter of game selection, just the general quality of the visuals and a few other VR related things which are obviously better on the PC.

haveblue
Aug 15, 2005



Toilet Rascal

Stare-Out posted:

Superhot VR is on PS4. Just about every high-profile VR release finds its way on to PS4 eventually so it's not really a matter of game selection, just the general quality of the visuals and a few other VR related things which are obviously better on the PC.

The most notable exception being Elite, which is one reason so many people are so excited about NMS.

Pigbottom
Sep 23, 2007

Time is never wasted when you're wasted all the time.

Shadowlyger posted:

I mean if you're gonna complain about the asteroids then you also have to complain about all of the planets being way too close to each other and whoops now you have Star Citizen travel times.

well, personally, I can easily suspend my disbelief when it comes to the distance between planets. But the asteroid thing really bugs me. especially in cruise mode.

Bedurndurn
Dec 4, 2008

Shadowlyger posted:

I mean if you're gonna complain about the asteroids then you also have to complain about all of the planets being way too close to each other and whoops now you have Star Citizen travel times.

It's not real. The ship can traverse any distance you want in any time that you want. You don't have to have everything all crammed together.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

Stare-Out posted:

Superhot VR is on PS4. Just about every high-profile VR release finds its way on to PS4 eventually so it's not really a matter of game selection, just the general quality of the visuals and a few other VR related things which are obviously better on the PC.

Oh, whoops. Then uh... I would say the ability to play modded Skyrim VR?

Zaa Boogie
Sep 13, 2007

"Suckle on this receptacle!"
Oh dang.

There's gonna be no universe reboot or server wipe for Beyond.

https://twitter.com/NoMansSky/status/1161410518575394817

Steve Yun
Aug 7, 2003
I'm a parasitic landlord that needs to get a job instead of stealing worker's money. Make sure to remind me when I post.
Soiled Meat
Ahh I was hoping for a wipe. I built a crazy glass mansion in a floating mountain but hosed up the terrain beyond repair was hoping to start over again

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Popete posted:

I think it's cool how far along the game has come and I'm gonna buy back in after returning my launch copy. That being said, if you were on the side of NMS on launch that's maybe taking it a bit too far. It was pretty hot garbage at launch and the way Murray handled it was piss poor. Maybe some of that was him not knowing how to handle expectations or not wanting to let people down, but they made no effort to explain what the game was and wasn't and it was pretty bare bones at launch and got stale extremely fast.

Murray is like an alternate universe Molyneux where he tells all these massive lies and sells his game, but then there's a different quantum waveform and he realizes he made a mistake and dedicates his career to delivering on all his promises instead of continuing to peddle one after another.

I tried to warn people before release that most of the things they were expecting weren't gonna be in the game, but Murray really did lie and you're right that its important to recognize that. But on the other hand, gamers feel "owed" certain things, based on "hype", and that doesn't often make sense.

But regardless, its good that he's making good on his false promises. Its also good he's not gone before the press as much since. He just needs to stick to making the game and hire a PR person.

Stare-Out posted:

Superhot VR is on PS4. Just about every high-profile VR release finds its way on to PS4 eventually so it's not really a matter of game selection, just the general quality of the visuals and a few other VR related things which are obviously better on the PC.

Ehhh, it super depends. There are PC exclusives, and games that just aren't on console. iRacing is the best VR game and its only on PC :cheeky:

VR is extremely cool and capable of extremely compelling gameplay. But its expensive and still somewhat awkward to use, and there's still a small install base, so there's still a problem of not having enough content. You need more content before most people will consider it worth investing in a headset, but game makers won't make games for it without more install base to promise sales. But slowly bit by bit it grows.

Also, games converted to VR typically aren't as good as those built for VR from the ground up. Requiring that much more investment and gambling on VR for the game company. So many are afraid. RE7 was a happy situation where they could still sell the game as non-VR and make lots of sales, but simultaneously design the game for VR so it plays well. Most of the best VR games are very short indie titles that were at least designed for VR from the get-go, but have a very small amount of content compared to AAA releases on non-VR.

Zaphod42 fucked around with this message at 00:04 on Aug 14, 2019

Happy Noodle Boy
Jul 3, 2002


I mean the whole point of NMS is to travel across the galaxy to reach the core which in turn warps you to another galaxy. If you complete the "Storyline" you even get to choose the seed of the next galaxy!

Basically why not just have the option for new saves in Beyond to start in a clean new galaxy while leaving Euclid as is then use the Nexus as a way to travel between them for the purpose of multiplayer.

ToastyPotato
Jun 23, 2005

CONVICTED OF DISPLAYING HIS PEANUTS IN PUBLIC
Patch notes would have been nice considering we are less than 24hrs away from launch. The lack of patch notes or a serious listing of new features/fixes worries me since they admit that worrying about not pleasing every is something that they worry about. It makes me think that they know there is some important stuff missing and don't want to deal with people being upset old thing still isn't fixed.

I'm still hoping to be pleasantly surprised though.

Zaa Boogie
Sep 13, 2007

"Suckle on this receptacle!"

ToastyPotato posted:

Patch notes would have been nice considering we are less than 24hrs away from launch. The lack of patch notes or a serious listing of new features/fixes worries me since they admit that worrying about not pleasing every is something that they worry about. It makes me think that they know there is some important stuff missing and don't want to deal with people being upset old thing still isn't fixed.

I'm still hoping to be pleasantly surprised though.

They usually drop the patch notes (which are usually huge) the day of. They've done this every big update.

ToastyPotato
Jun 23, 2005

CONVICTED OF DISPLAYING HIS PEANUTS IN PUBLIC

Zaa Boogie posted:

They usually drop the patch notes (which are usually huge) the day of. They've done this every big update.

I could have sworn it was the day before or more, because I remember seeing big patch note videos multiple times made by some youtubers. Also, didn't they also have test servers? Because I feel like at least one youtuber had done videos showing off certain things/giving early impressions of patches before they hit live during the previous flurry of updates.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



Happy Noodle Boy posted:

I mean the whole point of NMS is to travel across the galaxy to reach the core which in turn warps you to another galaxy. If you complete the "Storyline" you even get to choose the seed of the next galaxy!

Basically why not just have the option for new saves in Beyond to start in a clean new galaxy while leaving Euclid as is then use the Nexus as a way to travel between them for the purpose of multiplayer.
Yeah I think people would super-appreciate being able to use the Nexus to 'jump' galaxies so that they can continue travelling through the galaxies without permanently abandoning like 99.999% of the playerbase.

AccountSupervisor
Aug 3, 2004

I am greatful for my loop pedal
I got this at launch and stopped playing pretty quickly specifically because I figured VR implementation would come out and wanted to save my playthrough for when it did and boy am I glad I waited. The dissapointment of not living in an age of NMS-esque space exploration is a true sadness I feel and this is the closest Ill ever get to that so I am god drat hyped to escape into this universe.

Steve Yun
Aug 7, 2003
I'm a parasitic landlord that needs to get a job instead of stealing worker's money. Make sure to remind me when I post.
Soiled Meat
There’s a loving $15 PSVR game that’s nothing more than walking out on a plank on a skyscraper. It has never gone on sale

Thank you NMS, you will let me create my own insane fear of heights challenges

Sooooon

toiletbrush
May 17, 2010

Steve Yun posted:

Ahh I was hoping for a wipe. I built a crazy glass mansion in a floating mountain but hosed up the terrain beyond repair was hoping to start over again
It also suggests there’s not gonna be many significant changes to procgen (I noticed caves still look the same)

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

Sean Murray is posting things on Twitter and according to Reddit stuff will happen any moment now. I hope patch notes although the update itself would also be good, I guess.

Stare-Out
Mar 11, 2010

Dude's having fun on Twitter, it's pretty great.

https://twitter.com/NoMansSky/status/1161576014780207104

Stare-Out
Mar 11, 2010

The patch is up! :toot:

E: On PS4 anyway, 11GB.

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

And the patch notes :

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

"Inventory limitations have been relaxed, allowing explorers to carry near-unlimited quantities of mined substances. The inventory UI has been revised and improved."

Pigbottom
Sep 23, 2007

Time is never wasted when you're wasted all the time.

Stare-Out posted:

The patch is up! :toot:

E: On PS4 anyway, 11GB.

Do they have some agreement with sony? I imagine yes, co's there's no other reason I can think for pc to be delayed like that.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



John F Bennett posted:

"Inventory limitations have been relaxed, allowing explorers to carry near-unlimited quantities of mined substances. The inventory UI has been revised and improved."
:eyepop:

Stare-Out
Mar 11, 2010

quote:

A large number of quality of life issues have been addressed, and new recipes and technologies have been added to alleviate grinding.

Examples include: large specialist Warp Cells; being able to move installed technology; being able to install technology in stages, similar to repairs; adding additional ramps to the Space Station; adding Mining Beam upgrades that increase resources gained; adding starship technologies that automatically recharge the Launch Thrusters; and restoring Carbon Planters.


E: The site is being hammered so here are the patch notes.

quote:

VIRTUAL REALITY

No Man’s Sky is now fully playable in virtual reality.
Many interactions have been given special VR-only options, including: grabbing plants and other collectables with your hands; physically opening the cockpits of ships and exocraft; piloting starships directly with a VR stick/throttle; and punching objects to cause damage.
Introduced special VR menus: including controlling Multi-Tool options via a menu embedded on the in-world Multi-Tool; and browsing the quick menu and inventory via a personal wrist-mounted display.

GRAPHICS AND PERFORMANCE

OpenGL has been replaced by Vulkan. Many players, particularly players with AMD graphics cards, should see a performance improvement.
Significant optimisations to asteroid generation.
Significant optimisations to planet generation.
Improved loading times.
Significant optimisations to 2D rendering.
Reduced memory usage across the game generally.
Significant optimisations to cloud and terrain shaders.
Significant optimisations to the animation LODing system.
Added level-of-detail mesh optimisations to the majority of in-game assets.
Significant optimisations for large bases.
Revised HDR support, updated output curve in line with advances in HDR calibration.
Adaptive and Triple-Buffered V-Sync are now selectable from Graphics Options.
Players with more than one GPU can now select which is used from Video Options.
Many graphics settings no longer require a restart to apply.
The ‘LOADING SHADERS’ load step has been removed, improving the loading experience.

CONTROLS AND OPTIONS

Added support for full rebinding of PC controls via Steam and OpenVR.
Reworked all settings and options pages, making graphics settings more clear for PC players.
Added options to disable vignette and scanline effects.
Added the option to remove button holds and make all non-destructive clicks instant.

THE SPACE ANOMALY

Added the ability to summon the Space Anomaly to your location from anywhere in the galaxy.
Significantly expanded and reworked the interior of the Space Anomaly.
The Space Anomaly now serves as a hub, bringing together all the Travellers who are onboard regardless of their physical location in the universe.
Removed orbs from the game and replaced them with fully simulated other players, met ambiently as you explore.
The network player cap has been raised to between 8 and 32 depending on platform and current location.
Added a new teleporter to the Space Anomaly. This teleporter allows players to visit the base of any other player currently on the Anomaly with them, as well as highlighting featured bases from the community.
Moved multiplayer mission selection to the Nexus, a new hub area in the Space Anomaly.
Added an interface for quickly finding other players to join on multiplayer missions.
Added many new types of multiplayer mission.
Automatic chat messages are broadcast when performing game actions, including making discoveries, attacking pirates, installing tech, performing gestures, and fighting biological horrors.
Multiplayer missions now warp players directly to the mission location as they leave the Space Anomaly.
Added the ability to display a custom player banner, adjustable at the Appearance Modifier.
Player graves in multiplayer games will get reset to the current player’s system when returning to single player.
A new save icon is used in multiplayer to highlight that while progress is saved, the player’s current position is not.
Reworked the story missions to integrate Nada and Polo’s journey better with the story of Artemis.
Added new story content for Nada and Polo.
Reworked the tutorial and much of the early game mission flow.
Added new and unique visuals for new NPCs aboard the Space Anomaly.
Added an NPC to the Space Anomaly who will exchange a different product for nanites each day.
Added an NPC to the Space Anomaly who will exchange milestone progress for nanites.
Added an NPC to the Space Anomaly who will exchange different categories of discovery data for nanites each day.

USER INTERFACE

Added a tech-tree style display for all the technologies, products and other recipes available in the game.
Added technology and base part research stations to the Space Anomaly, allowing players to browse the full tech tree, plan their upgrades, and purchase new technologies with nanites.
Tweaked the visuals of HUD and compass markers for improved clarity and consistency.
Some HUD icons now shrink to reduce visual noise.
Adjusted the behaviour of compass markers while in the ship to better reflect the reality of navigating 3D space.
Improved the UI for comparing and purchasing ships, Multi-Tools and freighters.
Added a warning when trying to swap starships if you still have cargo aboard your old ship.
Improved the inventory page, including making inventory sub-categories more clear.
Changed text scrolling to a full wraparound rather than a bounce.
Reduced the amount of bloom in cases that caused photosensitivity issues.
Refiner output readings now correctly update when more resources are added to an input slot.
Improved the visual style and clarity of the Buy/Sell filters on trade screens.
Improved the icons used to display the class of ships, Multi-Tools, and other purchasable items.
Updated the ‘Summon Vehicles’ icon on Quick Menu.
The icons for summoning other ships in your collection now accurately reflect the appearance of those ships.
Updated the visuals for the in-cockpit ship screens.
Significant improvements to the chat box, including the ability to choose whether messages are sent to your group or the entire system.
Moved substances, products and technologies to their own ‘Catalogue’, separate from the Guide.
Added Guide entries for several new features.
Increased the size of icons in the Catalogue.
Improved the appearance of the dialog / NPC speech UI.
Mission notifications / objectives are no longer hidden by the build menu, inventory or refiner screens.
Added a new style of mission notification that gives more context to complex mission steps.
The Galaxy Map has been totally overhauled for clarity and visual style.

NPCs AND INTERACTIONS

NPCs can now walk around their environments and interact with environmental elements.
Player locomotion is more responsive when running.
Players can now sit on chairs.
Improved the camera handling when sitting in a confined area.
NPCs will respond to gestures performed by the player.
NPCs now occasionally browse holographic creatures, ships and more on their handheld devices.
Added all new NPC interactions at planetary salvage sites.
Added all new NPC interactions at crashed ships.
Significantly reworked all factory and monolith interactions.
Changed the reward sequence for factory interactions to allow players to choose which product recipe they would like to learn.
Reworked a large number of existing NPC interactions.
Added a range of biome specific interactions for NPCs at planetary buildings.
NPC pilots now leave their ships when landing at Space Stations and Trade Outposts.
NPCs can now choose a chair to sit on, sit down for a while, then continue with their day.
Geks occasionally swing their legs while sitting.
Expanded the range of NPC moods and animations.
Increased the richness of text interactions with additional audio, colours and NPC animations.
Added different text printout speeds for each alien race, giving them their own style of ‘speech’.
Added a chance for guest NPCs to visit Space Stations, eg the occasional Korvax may be found in the Space Station of a Vy’keen system.
The Trade Outpost is treated as a building (for the purposes of providing hazard protection), but plays correct outdoor audio ambience.
Added AutoTranslator technologies to the Exosuit that allow random words to be translated without being permanently unlocked.
Fixed an issue where }} alien speech brackets would appear on a new line by themselves.
Alien words are grouped together to prevent learning words very similar to ones already known (e.g. interloper/interlopers).
Alien word learning has been overhauled. Players may direct the flow of language acquisition when interacting with NPCs.
Players can practice using the words they know when speaking to alien lifeforms and observe the results.

BUILDING

Reworked the Base Building Menu: improved visual clarity; improved usability; and allowed quicker access to parts, including adding the ability for parts to be in more than one group.
Day/night cycles are now deterministic and synced between players.
Significant improvements have been made to the base part snapping system, allowing for faster and more convenient building.
Added a new photo-mode style building camera to allow easier placement of complex structures.
Added the ability to scale some base parts.
Added the ability to rotate some base parts around more than one axis.
Added new power generation base parts: Biofuel Reactors, Solar Panels, Electromagnetic Generators and Batteries. Each offers a different way to generate power for your base.
Added wiring, allowing you to connect base parts that need power to your generators.
Removed the manual fueling of many base technologies and replaced it with power grid requirements.
Added power requirements to existing parts such as lights.
Added a range of logic gates and switches, allowing for creative control of powered parts.
Added new large-scale mineral and gas extractor base parts.
Added mineral/gas pipelines, allowing players to connect their new extractors to remote depots for ease of collection.
Added a new Survey Device upgrade for the Analysis Visor, allowing player to hunt out the optimal spots to place mineral/gas extractors and electromagnetic generators.
Overhauled the gravity simulation, improving the experience on dead planets.
Added Short-Range Teleporters. These pads may be placed around your base and wired up to create a network of near-instant transportation.
Improved the management of base options when interacting with the base computer, including improving the ability to take screenshots of the base.
Added the ability to jetpack while the Build Menu is open.
Improved the visual effects of the Terrain Manipulator.
Unified the functionality of the Message Module and the Communications Station and added a new unique art asset.
Added several new roof pieces, allowing players to build complete sloping roofs.
Added new exocraft-sized doors that can be powered to open and close automatically as you approach.
Added new interactable props, including customisable light boxes and audio frequency generators.
Added a powered Sphere Generator that allows players to generate large movable spheres.
Improved the visual effects when constructing base parts & technology.

BUG FIXES

Increased the tolerance of trader ships participating in a freighter battle so that they do not report friendly fire as a crime unless the shot is fatal.
Fixed an issue where Sentinel drones would become stuck when scanning a player who was entering and exiting their ship.
Fixed an issue where the third person player model would never look directly at the camera.
Fixed an issue where ship rain audio was being played when it was not raining.
Added creature sounds to the weird biome creatures.
Fixed a Multi-Tool animation glitch when firing the Mining Beam from sheathed in first person.
Change Asian numerical separators to be correct format.
Fixed an issue where the starship can appear floating above the terrain if the player is spawned at a long distance from the ship.
Fixed a number of item duplication exploits.
Fix for the starship HUD reading ‘Moon of Unknown Planet’ when the planet is known.
The Mining Beam is now the correct colour when upgraded with a procedural upgrade module.
Fixed an issue where the wrong impact particles were sometimes used when shooting Sentinel Quadrupeds.
Miscellaneous text fixes.

DISCOVERY AND EXPLORATION

Overhauled the Analysis Visor. Scanning of flora, fauna and minerals no longer begins automatically, but begins when the player holds a button while looking at the relevant object.
In VR, the Analysis Visor becomes Analysis Mode. Objects are scanned by aiming at them with the Multi-Tool.
Custom Markers placed from the Analysis Visor now drop a physical object at the marker location.
Significantly overhauled the Discovery Page to show a graphical representation of the system, as well as close up 3D representations of all discoveries and long text entries for fauna.
Made butterflies and other flying creatures much easier to scan with the Analysis Visor.
Added a new set of rare vibrant colour palettes for lush planets.
Creature markers in the Analysis Visor now display how far away the creature is.
Fixed an issue where creatures would never poop once they had been scared by a predator.
Predator creatures no longer target and attack players when they are in an interaction.
Creatures will no longer attack players who are in their ships.
Improved the clarity and display of warning icons on predatory or angry creatures.
Fix for biological horrors not playing their death effects for network players.
Fix for incorrect fauna level being displayed in the Analysis Visor.
Added creature marker to display their current mental state.
Added new wild plants to all biomes.
Added the ability to cook plant and animal products in a Nutrient Processor to produce a wide variety of food. Experient with combinations to create unique and complex foodstuffs.
Eating food provides a boost to your life support.
Added bait products, created in the Nutrient Processor, that allow creatures to be harvested for food products. Scan creatures to learn their bait preferences.
Killing creatures also allows the harvesting of several new food products.
Added an NPC to the Space Anomaly who will judge the player’s cooking ability.
Renamed Coprite to Faecium.
Added compass and HUD icons to Faecium deposits.
Improved the visuals of Faceium deposits.
Added a base part that will attract creatures to your base and automatically feed them.
Added a base part that will automatically extract milk and other relevant resources from nearby creatures that are ready to be harvested.
Throwing bait can attract a large number of creatures to one location.
Throwing specialist carnivore bait can distract and placate angry or predatory creatures.
Creatures that have been tamed by supplying their desired bait can be ridden. Creatures will still attempt to go about their own business, but their routines can be shaped by their rider.
Upper body gestures may be used when seated or riding a creature.
The Nutrient Processor and the Portable Refiner now display a marker when they are not placed within a base.

VISUAL POLISH

Nada and Polo now use a larger range of animations.
Improved the visuals for the Space Station entrance beam.
Entirely reworked and expanded the cockpits of all ships.
Increased the amount by which you can look around the starship cockpit.
Added fully modelled cockpits / interiors for all the Exocraft and the Nautilon Submarine.
Starship exteriors can now be seen while inside the starship.
Improved the particle effects for the Scatter Blaster and the Blaze Javelin.
Increased the scale of starships. Landing pads and docking areas across the galaxy have been expanded to cope with the new larger ships. As a result, landing pads in existing bases have been refunded.
Improved the visual detail on fighters, haulers and shuttles.
Added ramps to the front of the Space Station balcony platforms.
Fixed a number of issues where trees and rocks could not be run over by Exocraft.
Trade Outposts now have ladders to climb up to the platform.

QUALITY OF LIFE

The Exosuit torch can now be turned on whatever the time of day.
While the Pulse Engine is engaged, the central ship screen now displays a clearer message about fuel use.
Technology can now be installed in stages, allowing incomplete tech to be placed in an inventory and its individual components added over time.
Technology can now be moved after installation.
Significantly overhauled the system for pinning instructions for building technologies, products and base parts.
Added the ability to pin a substance and receive directions for where to find it.
Removed the Advanced Mining Laser requirement from large trees on lush planets.
Added an Antimatter Reactor base part that generates antimatter over time.
Added specific efficient Starshield Batteries for use in starship combat.
Added ‘Warp Hypercores’, a large hyperdrive fuel unit with five times the capacity of a regular Warp Cell.
Increased the base mining speed of the Mining Beam.
Fixed a bug that caused resource notifications to stack up while playing without the HUD.
Reduced the length of time resource notifications are displayed when you have multiple resources stacked up.
Added alerts when new items are encountered or recorded to the Catalogue.
Added the Optical Drill, a Mining Beam upgrade that increases the resources gained from mining.
Added the Launch System Recharger, a starship upgrade that automatically recharges the Launch Thrusters over time.
Added an extra slot to the starting Multi-Tool.
When installing an upgrade module, the correct inventory is automatically selected.
Adjusted the probabilities of low, medium and high security planets in Normal Mode.
Adjusted the timers of Sentinel patrols on lower security planets.
In normal mode, allowed some planets to never spawn Sentinel drones.
Added a chance to collect geodes when mining rocks or asteroids. Geodes can be analysed to extract large quantities of substances.
Increased the base speed of all Refiner units.
In normal mode, increased the slot storage limit for substances from 250 to 10,000.
Increased the wealth levels at which higher tiers of pirates will attack.
Increased the base energy levels of the Mining Beam and the Terrain Manipulator, allowing for less frequent recharging.
Replaced the ‘Find specific building’ component of the Signal Booster with a system of planetary charts. Acquire planetary charts from Space Station Cartographers.
Navigation Data can be traded for planetary charts. Collect Navigation Data when saving and charting at waypoints and save beacons.
Using the Terrain Manipulator to mine basic ground will award silicate powder, which can be used to refine glass.
Added a note on the interaction label of NPCs that have already been visited.
When craftable products are the current mission objective, they are automatically pushed to the top of the product list.
Adjusted the frequency of rare asteroids.
When buying a freighter, it now comes with some basic cargo already in the inventory.
Increased the minimum speed while in space combat, creating better combat handling in most conditions.
Increased the maximum speed while flying in space.
Added a degree of roll when banking in planetary flight.
The warning triangle in the cockpit is no longer displayed when the Pulse Engine is not being requested.
Added a cockpit throttle indicator to show current thrust settings.
The ‘Shields Down’ message is no longer displayed when claiming an abandoned ship.
The ‘How to land the ship’ notification no longer displays immediately after planetary takeoff.
When charging the Pulse Engine, the current autopilot target marker is now highlighted.
Missions now add hints to highlight the relevant items in the build and crafting menus.
Inventory popups are now closed automatically if you click outside of them.
Tweaked the weighting of mission selection in the mission board to give a better range of available missions.
Increased the likelihood of procedural upgrade modules being relevant to the player’s current tech setup.
Added several new environmental protection Exosuit upgrades.
Ammunition is automatically promoted to the top of the crafting list if players try to reload but have no available ammo.
Increased the default stack size for Ammunition.
The Mining Beam now has a much higher base heat capacity.
Reworked the Mining Beam overheat mechanic: the beam now cools down correctly rather than instantly resetting; the Mining Beam does more damage as it approaches max heat; the Mining Beam changes colour as it approaches max heat.

Innes has walked over 1400 miles. His journey continues.

Stare-Out fucked around with this message at 11:33 on Aug 14, 2019

Pigbottom
Sep 23, 2007

Time is never wasted when you're wasted all the time.
cool, it's that there's pc chat! This is so good.

Steve Yun
Aug 7, 2003
I'm a parasitic landlord that needs to get a job instead of stealing worker's money. Make sure to remind me when I post.
Soiled Meat

John F Bennett posted:


"Inventory limitations have been relaxed, allowing explorers to carry near-unlimited quantities of mined substances. The inventory UI has been revised and improved."

RaspberrySea
Nov 29, 2004
Slot storage went from 250 to 10,000. Game of the year, boys.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



Holy poo poo this patch is so loving huge I just keep scrolling down the page with all the additions.



e: "Chairs may now be sat upon."

Ghostlight fucked around with this message at 11:56 on Aug 14, 2019

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Xik
Mar 10, 2011

Dinosaur Gum
Jiminy Cricket that official release page including patch notes is loving bonkers. So much good poo poo to unpack in there.

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