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alt3rn1ty

No Mans Sky - Update

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1.55 update is now public, I think there have been a couple of additions to the bug fix list (1.55 experimental had two public releases, the second added a few more fixes to the list), but I didnt take note of those https://www.nomanssky.com/2018/08/next-patch-1-55/

 

NEXT PATCH 1.55

August 10, 2018.

Hello everyone,

After the initial round of addressing high priority stability and performance issues, the team have been working intensely on a large number of 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 1.55 to PC, PS4, and Xbox One, which includes the fixes and improvements detailed below.

Bug fixes:

  • Fixed a memory leak in the UI
  • Fixed a number of crashes to do with freighters
  • Fixed a crash that affected particular planets
  • Fixed a crash that could occur while creating a race track in a borrowed Exocraft
  • Reduced texture memory usage to improve overall stability
  • Fixed an issue where players would get stuck in The Purge mission
  • Fixed an issue where players would get stuck in the Ghost in the Machine mission
  • Fixed an issue where players would receive incorrect mission instructions while returning with the Mind-Arc
  • Fixed an issue where Sentinels would chase players forever if they did not complete the final Weapon Specialist mission
  • Fixed an issue that was causing dialogue and rewards at certain found buildings to repeat (including Traveller graves and portal glyphs)
  • Fixed an issue that caused players upgrading their save to not have any primary missions if they were on the tutorial for expanding their inventory when they upgraded to NEXT
  • Fixed an issue that prevented pre-NEXT saves from accessing the Base Computer Archive missions
  • Fixed an issue where some non-existent base parts were showing in the Guide
  • Fixed an issue where legacy saves would not know the recipe for microchips, the large refiner and some advanced survival products
  • Fixed an issue where trade commodities were not available for sale in the space station
  • Fixed an issue where player ships could shoot themselves in multiplayer
  • Fixed an issue where some base parts were not available in the blueprint analyser
  • Fixed an issue where players would get stuck if they died before using the Navigation Data in the tutorial
  • Fixed an issue where the labels of hot / cold thermal protection upgrades were the wrong way around
  • Fixed an issue where the Efficient Launch Thruster upgrade was not learnable in space stations
  • Fixed an issue where terrain edits caused by building parts would regenerate in multiplayer
  • Fixed an issue where Base Computers placed inside other bases could not be deleted
  • Fixed some instances of an issue where ships would all spawn on the same landing pad
  • Fixed a number of incorrect refiner recipes
  • Expanded the available refiner recipes
  • Removed the chance to get nanites from Buried Technology Modules
  • Reduced the frequency of storms in some situations
  • Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters
  • In normal mode, slightly reduced the base rates of hazard and life support fuel usage
  • Slightly reduced the radius at which Sentinel drones will investigate players
  • Reduced the time required to scan discoveries with the Analysis Visor
  • Increased the recharge rate of the jetpack when onboard a Space Station
  • Since the release of No Man’s Sky NEXT, farm plants have grown in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.
  • Placed the Space Anomaly marker on the entrance to the Anomaly rather than the centre of the model
  • Fixed an issue where mission markers would not attach to the correct base
  • Reduced the number of whispering eggs around Abandoned Buildings
  • Fixed an issue with rain audio
  • Added audio to the target tagging UI
  • Fixed a bug in the auto-aim system concerning large creatures
  • Reduced the critical hit zone for biological horrors
  • Fixed an issue in creature replication that could cause creatures to freeze
  • Fixed an issue where mordite would not be awarded to the correct player when killing creatures in multiplayer
  • Fixed an issue that could cause the third person camera to turn sluggishly
  • Fixed an issue where players respawning in Survival mode would have no life support and rapidly die again
  • Fixed an issue where some of Nada + Polo’s missions had untranslated text
  • Fixed an issue where some of the procedural missions given by NPCs had untranslated text
  • Fixed an issue where some exotic biomes incorrectly reported their weather as fine or calm
  • Fixed an issue where chairs did not display their text correctly
  • Fixed an issue where the launch fuel tutorial did not trigger correctly
  • Fixed a number of incorrect timings of mission update messages
  • Fixed an issue where activating the torch did not close the quick menu
  • Fixed an issue where Infra-Knife accelerator projectiles would originate from behind the player’s ship.
  • Fixed an issue where the freighter would not be visible to other players in multiplayer
  • Fixed a number of issues where expeditions would reward the wrong player in multiplayer
  • Fixed an issue where fleet frigates would return to the wrong location on completion of an expedition.
  • Fixed an issue where changing between first and third person camera while on a ladder would break player animations.
  • Fixed an issue where players would lose access to the main menu after reloading a save just after upgrading to NEXT
  • On PC, pressing P will default to opening the Log rather than Options. Options continues to be the default option for Esc.
  • Fixed an issue where Korvax eye textures would become misaligned.
  • Fixed an issue where falling animations would not play
  • Fixed an issue where the player would play the sliding animation while swimming
  • Fixed an issue that would stop players from firing or reloading their Multi-Tool in specific situations
  • Fixed an issue where Multi-Tool lasers would bend in the wrong direction.
  • Fixed an issue where the Multi-Tool glitched while going into the Analysis Visor
  • Fixed a number of issues for players in specific timezones

If you experience any issues, let us know by submitting a bug report.

Thank you,

Hello Games

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1.57 has been released - There are no separate patch notes for 1.56, I think that update is incorporated in this one. I saw mention of consoles being updated with patch 1.56 but I think that was a roundup of patches they missed which had been released for PC, so possibly 1.56 was consoles only

Anyway, whatever the reason here's our latest patch notes https://www.nomanssky.com/2018/08/next-patch-1-57/

NEXT PATCH 1.57

August 17, 2018.

Hello everyone,

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.

Bug fixes:

  • 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

If you experience any issues, let us know by submitting a bug report.

Thank you,

Hello Games

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Latest Experimental patch has been up a few days now, I think HG are giving this a lot more time to be tested and have included some very nice fixes.

The game is maturing beyond my expectations, someone has also found food related content in the latest game files too, which would expand survival aspects a bit more if you need to eat, Crab Brain soup with essence of bouncy shroom, cooked on a fragrant gek wind burner (or left out in a superheated storm if you prefer) .. yum.

I have heard that variations in Gravity per planet / moon may be a thing at some point too. Probably not to the extent that would bend your course across a system while using pulse drive, but just to affect how light you are when actually on a planet - So jumping / rockets could end up being dangerous?, we'll have to wait and see but that would be cool.

 

The patch notes mentions they are still on "Highest Priority" fixes, so there are I think many more minor fixes to follow this aswell eventually (hopefully in the next couple of weeks to finish off this overall NEXT update nicely) ..

https://steamcommunity.com/app/275850/discussions/0/1736588252401539352/

I think this should end up being patch 1.58 probably Monday sometime

 

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.

Thank you,

Hello Games

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Found something else, in addition to the next "next" update patch there has been a change apparently not listed in those 1.58 patch notes in the previous post ..

.. Have a read of the following reddit topic noting an adjustment to farming that will be significantly better and make more sense

 

Also not mentioned in the notes, someone playing with experimental installed noticed those droids planted in the fuselage of ships now move

 

 

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No patch notes on the official site yet, but 1.58 went public today.

Even the GOG manual install files were up quite promptly.

During the experimental phase, experimental had two further updates, but no further notes added to the experimental topic, so we can only assume the patch notes in that topic remained the same for now.

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Close on the heels of the last update, internal branch updated again today, so maybe an experimental will get released tonight to be tested by the masses over the weekend and another update sometime next week after a few more adjustments to findings over the weekend ..

.. all is just conjecture of course, but its based on quite a well established pattern of behaviour witnessed so far.

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

1.58 meanwhile is performing better than all previous versions for me, I had my doubts after seeing so many reports of bad performance on steam discussions, but I think most of those are not using NVidia.

I think the general consensus is NMS being an OpenGL based game does not do so well with Radeon graphics drivers (or whatever ATI graphics are called these days .. AMD ?, that confuses me because AMD Athlons combined with NVidia graphics used to make the best games machines, maybe they should have taken over NVidia instead of ATI), but maybe also due to mods being installed, not clearing out shadercache or continuing a game throughout beta testing and not going back to the save they are supposed to make prior to beta testing, and then continuing with the full release afterwards ... who knows.

Anyway, imho (ymmv I am on a core 4 I7 with NVidia graphics), its the best patch yet since v1.

Edit : Forgot to mention, Terrain and cave generation in the last few updates has come along very nicely, they have definitely tweaked the procedural maths for the better. My game has come a long way this play through, but I am tempted to restart just one last time before I commit to a long term play through, probably next week now that all the major ironing out has been done .. But then, we dont know if HelloGames may have another huge overhaul at some point in the future followed by many patches again to fix what they have once again upset along the way. Sigh!.

Update : As guessed, Experimental has also now gone live approx' 1910 uk time.

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On 8/31/2018 at 6:41 PM, alt3rn1ty said:

~ Anyway, imho (ymmv I am on a core 4 I7 with NVidia graphics), its the best patch yet since v1.

And then 1.59 went a bit downhill in the performance department, time to tweak settings a bit again and hope for better in the next next patch

Release notes have been updated

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New experimental has been up a few days, and had an update to the experimental files already so expect a new update soon

https://steamcommunity.com/app/275850/discussions/0/1743346190270428736/

Fixes most of my remaining issues :

Quote
NEXT Experimental Branch 12/09
Hello everyone,

We are continuing to address the highest priority issues reported by the community, as well as introducing new quality of life improvements and features to the game. As always, thank you for playing and taking the time to report any issues you encounter!

Please note there is the possibility that experimental builds 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 12/09" 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 (12/09):
  • Added the ability to customise the player's body shape in the Appearance Modifier.
  • Enabled quick menu keybinding for PC players.
  • Fixed an issue that could prevent other players' bases from downloading while exploring.
  • Restored the ability to use keys/buttons on the Quick Transfer inventory popup.
  • Dying after falling into space no longer removes items from your inventory. Falling into space in Permadeath will reset your character into a safe position instead of killing you.
     
  • Added additional landing pads to the Space Anomaly and Atlas Stations.
     
  • Fixed an issue that prevented deleted bases from being cleared out from the teleporter list.
     
  • Introduced a number of optimisations to the audio system and fixed some audio glitches.
  • Introduced a number of additional general optimisations.
  • Fixed an issue that caused ricochet projectiles not to damage some objects.
  • Fixed an issue that prevented rocket boots from functioning (double-tap A to activate or chain boost jumps).
     
  • Added the ability to untag markers.
  • Fixed an issue that caused tagged markers to vanish when entering Exocraft.
  • Fixed an issue that caused too few predators to be interested in hunting the player.
  • Replaced storage containers on freighters with purpose-built storage rooms. Materials have been refunded and new blueprints added.
  • Added text chat functionality to Orb multiplayer on PC.
  • Added new attack behaviours to the Biological Horrors...
     
  • Fixed a number of issues around Nada + Polo's dialogue onboard the Space Anomaly.
  • Fixed a network error in base building.
  • Fixed a crash in base building.
  • Fixed a crash in the main menu.
  • Fixed a crash in the inventory system.
  • Fixed a crash related to multiplayer Monuments.
  • Fixed a number of miscellaneous crashes.
  • Added rich presence text for the Steam client.
     
  • Fixed an issue that caused discoveries made in a multiplayer session to not immediately sync with other players in that session.
  • Fixed an issue that could cause technology to vanish when being repaired.
  • Fixed an issue that caused the value of repaired ships + weapons to be too low when trading in.
  • Fixed an issue where Pugneum was refined into Big Ball.
  • Replaced some duplicated item icons.
  • Fixed a number of visual glitches with terrain rendering.
  • Fixed an issue that caused timers not to function properly in multiplayer.
  • Fixed an issue that could stop base parts being deleted despite the player not being inside the object.
  • Fixed an issue that could cause creature feeding missions from the Mission Board to have not appear in the log.
  • Fixed an issue where multiplayer Monuments had a missing label.
  • Fixed an issue where ship summoning was missing a sound.
  • Improved the animations of various alien creatures (particularly those with an above average number of legs).
  • Fixed an issue that could cause the Multi-Tool to rotate out of place in the player's hands.
  • Fixed an issue that prevented players with two-handed Multi-Tools from melee boosting.
  • Fixed an issue where the camera change key in the Appearance Modifier didn't work on PC.
  • Removed some outdated items from the Guide catalogue
  • Fixed an issue where Quads + Walkers showed incorrect information when viewed through the Analysis Visor
  • Fixed a number of collision issues onboard frigates.
  • Fixed a collision issue with base doorways.
  • Allowed Exocraft geobays to be built on top of other structures.

Thank you,

Hello Games

 

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Update to the Experimental branch, adds few more fixes :

Quote

Experimental Branch update 14/09 applies the following Experimental-only fixes:

  • Fixed an issue where Alien Multi-Tools change stats between 1.59 and 1.60
  • Fixed an issue that caused NPCs to all sound like Vy'keen
  • Fixed an issue that caused the quick menu to open when using arrow keys
  • Fixed an issue that caused base parts to be placed accidentally while navigating the build menu
  • Fixed some missing audio in the Quicksilver shop
  • Fixed a number of issues with some Quicksilver decals
  • Fixed an issue that could cause no dialog options to appear when talking to Nada after finishing the Atlas Path
  • Fixed a crash in region generation

I think NEXT was such a major overhaul they broke quite a lot of things previously fixed in earlier updates .. Must be hard keeping the procedurally generated balancing act going developing this type of game.

I'm just really happy they are still as dedicated to hammering away at the forge as they ever have been.

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A new Experimental version is up, and the fix list includes some old minor issues

https://steamcommunity.com/app/275850/discussions/0/2747650363466369304/

Edit : Updated the fix list below, Experimental was updated 03/10

Edit : Updated the fix list below, Experimental was updated 02/10

 

Latest changes on Experimental (03/10):

  • Fixed an issue that caused the Exocraft Summoning Station not to work if there wasn't a Geobay in the system.
  • Fixed an issue that could cause ships being teleported to landing pads to appear underneath the landing pad.
  • Fixed an issue where an incorrect icon was being used on the new Exocraft tip.
  • Fixed an issue that could cause a stutter when using the Analysis Visor for the first time.
  • Fixed an issue affected shared race tracks.

Latest changes on Experimental (02/10):

  • Fixed an issue where the Race Initiator was unavailable for purchase at the Blueprint Analyser
  • Fixed a performance issue with terrain generation
  • Fixed an issue where Geobays could only be built on terrain
  • Fixed an issue where players would be ejected into the roof of their freighter when exiting tall Exotic starships

 

Latest changes on Experimental (01/10):

  • Added a new Exocraft, the Pilgrim. Purchase the blueprints for the Pilgrim Geobay from a Blueprint Analyser.
  • Added an Exocraft Summoning Station that once built on a planet, allows all owned exocraft to be summoned from anywhere on that planet. Purchase the blueprints for the Exocraft Summoning Station from a Blueprint Analyser.
  • Increased the inventory size of all Exocraft.
  • Increased the base speed of the Colossus.
  • Added upgrade modules for the Exocraft, similar to the modules available for ships, Multi-Tools + the Exosuit. Upgrade Modules are purchasable for Nanites from the Exocraft Technician once their quest chain is complete. Modifiable stats include top speed, boost power, fuel efficiency, gun damage and more.
  • Expanded the Exocraft Quick Menu options to allow all owned and in-range Exocraft to be summoned, not just the current primary Exocraft.
  • Added the ability to customise your Exocraft with unique paint, decals and boost particle options.
  • Added specific technology to customise Exocraft handling, allowing drivers to spec their vehicles for grip or drift.
  • Added a speedometer display to the HUD while driving an Exocraft.
     
  • Fixed a number of issues with vehicle races, particularly in multiplayer.
  • Fixed an issue where Exocraft with laser upgrades could still not mine substances that required an Advanced Mining Laser.
  • Fixed an issue where Exocraft could not mine terrain resources.
     
  • Improved the visuals when highlighting objects with the Analysis Visor.
  • Fixed an issue where players could not lose a 5-Star wanted level.
  • Fixed an issue that prevented the Blaze Javelin from firing while zoomed in with the Combat Scope.
  • Fixed an issue where players who were on the other side of a portal at the launch of NEXT would see their portal return marker in an invalid position.
  • Fixed an issue where NPCs could use the wrong audio.
  • Fixed an issue where frigate cargo would be lost if inventory space wasn't available upon landing on the frigate.
  • Fixed an issue where expedition upgrades were not refunded when the expedition was cancelled.
  • Fixed an issue where players were unable to land on frigates owned by other people in multiplayer.
  • Added the ability to cycle between frigates when viewing the fleet.
  • Fixed an issue where freighters could not be purchased with other players on board.
  • Fleets can now be seen from the planet surface.
  • Added display of planetary coordinates to starship dashboard.
  • Fixed a number of issues with player position being saved incorrectly while on the other side of a portal in multiplayer.
  • Fixed an issue that caused players returning to a Base Computer via a teleporter to spawn inside the Base Computer mesh and be violently ejected.
  • Fixed an issue where players were being asked to build a beacon for the Base Scientist but didn't know the blueprint.
  • Fixed an issue that caused missions given by planetary NPCs to use a Trade Outpost for hand in rather than the NPC that gave the mission.
  • Fixed an issue that could cause Delivery missions to require the wrong substance at the hand-in step.
  • Fixed an issue that could cause missions that involved bribery to request an invalid item as the bribe.
  • Fixed an issue that could cause the Atmosphere Harvester to collect an invalid substance on specific rare biomes.
  • Fixed an issue that could cause Atmosphere Harvesters (and other similar remote gathering technology) to run out of fuel and empty its collection hopper when the player left the system.
  • Fixed an issue that could cause Automated Mining Units to mine an incorrect substance from terrain resource deposits.
  • Fixed an issue that caused base building warning messages to be displayed immediately after correctly constructing a building.
  • Fixed an issue that caused the 'Find nearest building' signal booster option to find only buildings of the same type as the nearest building.
  • Starships will now be placed upon available landing pads when teleporting back to the player's base.
  • Fixed an issue that could cause players to be ejected through their freighter's hanger when leaving some tall Exotic ships.
  • Fixed a number of other issues affecting starship landing and collision.
  • Fixed an issue that could allow multiple starships to be docked on the same landing pad in multiplayer.
  • Non-primary player ships are returned to the freighter when the freighter is called in, preventing them becoming permanently lost or broken.
  • Further improved the system to remove irrelevant bases from the teleport list.
  • Fixed an issue that could cause starship engines to sound too loud.
  • Fixed an issue that could cause the camera to swing wildly when launching the starship.
  • Prevented Quick Menu hotkeys from taking effect while other UI panels are open (eg during text chat).
  • Fixed a crash related to the Quick Menu.
  • Fixed a crash in AI ship behaviour.
  • Fixed a crash in the terrain system when reloading an autosave.
  • Fixed an issue that could cause poor performance on the Discoveries menu.
  • Fixed an issue that could cause excess memory usage on some AMD systems.

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New version just went public, should have the following fixes

https://www.nomanssky.com/2018/10/development-update-6/

 

Latest changes on Experimental (10/10):

  • Fixed an issue where items could fail to display in the Quicksilver shop.
  • Fixed an issue where Community Research missions could be given deadlines in the distant future.
  • Fixed an issue where players could get trapped when getting out of some ship types.
  • Fixed an issue where players could fail to be given the blueprints for Hydroponic Trays.
  • Fixed an issue where players could fail to be given the blueprints for the plants required by the Farmer.
  • Fixed an issue where players could fail to learn the Circuit Board blueprint at the correct time.
  • Fixed an issue where NPC missions might return to a building that had no NPCs in them.
  • Fixed an issue where players could fail to learn the Glass blueprint at the correct time.
  • Fixed an issue where players could fail to learn the Frigate Fuel blueprints at the correct time.
  • Missions from the Mission Board or planetary NPCs will now display their mission title on the Galaxy Map instead of their current objective, to help manage destinations when multiple missions are active.


Previous changes on Experimental (05/10):

  • Tessellation can now be enabled in the graphics options.

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The Abyss Update, v1.7 is now public :)

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

 

 

 @Arthmoor This is a really nice update, there are quite a few fixes not listed in the patch notes too for this, not least of which is the ability to get your head above water when swimming, and after diving when you come back to the surface target the underside of your hovering Nomad and you can get onboard it from below. Then continue zooming around the surface looking for more swimming creatures.

You can also see the swimming creatures under the surface now, from the comfort of the Nomad, anything not familiar you think needs scanning for the discoveries .. Jump out and go for a swim :) 

Some of the quirks with Frigates have also been fixed - Its all starting to feel real nice, but HG are still going to be pounding away at it .. As the woman in the video says there's more to come.

The new quest starts after you complete the Artemis story .. Or so I gather from Reddit posts anyway.

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Update 1.71 released yesterday, and further development notes here ..

https://www.nomanssky.com/2018/11/development-update-8/

"Update 1.71 is now released to all platforms, and the full patch notes are available to read below. It is hard to believe it is already November – this has been such an intense, productive, and emotional year for No Man’s Sky – and there are further strides to take in our journey before 2018 is out."

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Man, they've been updating at a mad pace, and now there's even more new content to play around with? Gonna have to fire up my save again soon and see what all is going on :P

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