No Man's Sky

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gamerforever
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PostRe: No Man's Sky - Content update patch coming soon - Reveal at PS Ex? - 1.1 trailer released
by gamerforever » Sun Nov 27, 2016 11:19 am

We need a 4k update...

jawafour
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PostRe: No Man's Sky - Content update patch coming soon - Reveal at PS Ex? - 1.1 trailer released
by jawafour » Sun Nov 27, 2016 11:24 am

Saint of Killers wrote:Auto mining tools! :o :shock: :o

:o . I really want to play this now but I gotta go. Oh boy, later tonight I'm gonna walk back out into the galaxy :toot: .

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Victor Mildew
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PostRe: No Man's Sky - Content update patch coming soon - Reveal at PS Ex? - 1.1 trailer released
by Victor Mildew » Sun Nov 27, 2016 11:25 am

Reading the update now, this seems like a great update.

Hexx wrote:Ad7 is older and balder than I thought.
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PostRe: No Man's Sky - Content update patch coming soon - Reveal at PS Ex?
by HSH28 » Sun Nov 27, 2016 11:25 am

jawafour wrote:EDIT: Different buildings and space bases :o .. they look great! I'm hyper-excited!


Land bases and space freighters which you can build.

I can see the point of the freighters (to transport large amounts of goods to other systems), but I'm not quite sure from that video what the point of building a base on a planet is.

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Saint of Killers
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PostRe: No Man's Sky - Content update patch coming soon - Reveal at PS Ex? - 1.1 trailer released
by Saint of Killers » Sun Nov 27, 2016 11:27 am

jawafour wrote:
Saint of Killers wrote:Auto mining tools! :o :shock: :o

:o


You can set them on mineral nodes and... walk away! :o :shock: :o

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Saint of Killers
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by Saint of Killers » Sun Nov 27, 2016 11:37 am

There's a bit more info, other than the patch notes, in the link down below.

Patch notes

General Gameplay
Fixed technology becoming instantly fully charged when repaired
Fixed ship appearing on incorrect pad in space station after loading
Added interactable objects that required certain tech to collect
Added shootable objects that require certain tech to mine
Rebalanced resource availability and technology charge requirements
Fixed initial game flow - where travelling to space too quickly after visiting the monolith could prevent the first atlas station notification appearing
Prevented player being prompted to scan for buildings before leaving the system after visiting the monolith
Prevented laser and melee attacks while in space from attempting to edit terrain
Improved calculation of resources received when mining terrain
Renamed Signal Scanners to Signal Boosters
Signal booster objects updated to search for playable bases, suit upgrade pods, and mineable resources
Removed signal booster from being distributed on terrain, as player can now build them
Improved accuracy of environment detection, fixing cases where it rained inside caves
Fixed galactic waypoints not loading correctly across saves
Removed atlas pass v1 requirement from doors in stations
Suit upgrade pods are no longer spawned in stations
Suit upgrade pods can now only be used once
Fixed collision in anomaly that was causing issues when exiting larger ships
Increased the number of different NPC character models generated per system
Fixed the game always remaining in day time for players who began their save prior to patch 1.03
Fixed a potential crash in foliage instance renderer
Localisation
Fixed stats page in asian languages
Fixed multiple issues with asian language formatting
Multiple improvements and fixes to localisation text in all languages
UI
Added new icons for specific types of primary resources
Fixed health bars not appearing on some targets
Added hazard and life support drain indicators
Fixed mission messages not appearing in a timely fashion
Beacons now notify the player that they will save the game
Fixed crash when creature IK animations were updated under certain conditions on the discovery screen
Improved navigation in discovery UI
Massive speed improvements to browsing huge discovery lists
Increased size of discovery storage
Added option to load "Earliest" previous save in Options menu
Fixed weapon naming
Added icon to remind players of the reload button when weapon is empty
Multiple fixes for viewing discoveries
PS4
Added photo mode
Large optimisations to the engine to accommodate base building
PC
Added support for up to 8 mouse buttons
Fixed better order position history for mouse smoothing
Fixed bug where setting gamma to zero gave a fully bright rather than fully dark image
Fixed hard-limiting on save sizes, with appropriate warning about free space on boot
Player is now notified when shaders are being loaded
Fixed occasional crash on exit
Fixed performance of trail renderer for some AMD cards
Large optimisations to the engine to accommodate base building
Generation
Added biome specific plants
Adopted new method of distributing resource plants on terrain, for more lifelike clumps of plants
Improved distribution of plant life across all terrain types
Introduced visual differentiation of red, green and blue star systems
Introduced new mineable terrain resources found only in red, green and blue star systems
Reduced average building frequency
Introduced planets with elevated building density
Introduced planets with no buildings or sentient life
Increased the proportion of lush and tropical planets
Decreased the proportion of lifeless planets
Fixed bug where multiple ships could appear, overlapping, at the player's start scene
Prevented certain building types being incorrectly placed underwater
Prevented multiple buildings occasionally being placed in overlapping positions
Prevented buildings occasionally being placed intersecting with the terrain
Improved and altered per-planet terrain resource generation, improving gameplay and visuals
Creatures
Fixed elevation cache mismatches, causing errors in creature knowledge and pathing
Fixed slow memory leak in creature role allocation
Improved creature animation speeds
Fixed issues where some creatures turns had the incorrect frame count
Fixed occasional crash when interacting with creatures
Atmospherics
Increased proportion of vibrant blue skies
Corrected cloud levels for clear skies
Improved average cloud level settings
Fixed cloud rendering while flying in your ship
Improved atmosphere depth when transitioning to space
Increased fidelity of atmosphere rendering on nearest planet
Improved atmospheric fog as you fly to a planet
Improved fog method for planets seen on the horizon
Terrain
Improved terrain generation algorithms
Improved and extended blend areas between different terrain noise types
Terrains now generate more open spaces
Smaller features now appear at nearer lods to improve visuals in the distance
Fixed objects being placed on incorrect terrain material types
Improved resolution of distant planet terrain
Decreased differences between planet as seen from space and actual planet terrain
Fixed seams on planets when seen from space
Improvements to terrain material selection and terrain material blending
Terrain generation priority and cost calculation improvements
Fixed terrain generation angle calculations, which would previously prevent nearest region being generated first
We now generate caves on lower terrain lods to decrease visual differences in lower detail terrain
Introduced more varied and vibrant colouring to terrain for each biome
Decreased frequency of brown terrain colour selections
Changed texture scales to improve transition between terrain lods
Improved terrain colour combinations to add variety and better match terrain contouring
Improved terrain texture blending method to better retain vibrant colours
Improved settings for hue, saturation and value noise variation on terrain
Fixed a number of issues causing holes to be seen in the planet terrain
Fixed occasional crash when mining terrain
Visuals
Fixed colour of muzzle flashes on player weapons
Added muzzle flashes to ship weapons
Added cockpit lighting for damage and weapon firing
Added debris to freighter explosion effect
Improved freighter cargo explosions
Improved photon cannon hit and space explosion effects
Improved turret explosion effect
Improved grass colour selection
Improved grass colouring method to match underlying terrain colour
Improved grass placement to match gradient of terrain, and rocky terrain slope patches
Improved lighting on grass
Improved alpha cutoffs and blending for grass in the distance
Improved colouring method for on-planet buildings
Fixed "pop" in lighting when flying between planets
Fixed incorrect lighting seen in shadow areas
Improved lighting method when rendering tree leaves
Fixed procedural texturing on objects with multiple overlapping textures
Fixed size of certain texture atlas normal maps
Fixed texture scaling on asteroids
Zinc plant is now more obvious when it has been gathered
Fixed occasional rendering errors due to precision on cockpit during warp
Fixed pulse lines not appearing when pulse driving out from planet atmosphere
Fixed shadowing artefacts on imposters
Space
Improved asteroids to allow much denser fields
Improved explosion effects
Fixed scale of moons on the space map
Added freighter groups to the space map
Changed distribution of resources in asteroids
AI ships will now clear asteroids in their path
Planets are now scannable from space to see their resources
Space Combat
Fixed bounty targets warping out too soon
Improved HUD indicators in space combat
Added damaged ship effect on AI starships
Added formation flying
Improved locking on passive starships
Improved AI combat flight patterns
Added new ship weapon technology
Holding brake whilst turning now activates drift for fast turns
Improved AI ship freighter attacking
Improved freighter targeting code when under attack by enemy ships
Freighters
Fixed pulse drive to prevent travel through freighters
Improved docking code
Added hangar to the lead freighter
Added docking in freighters
Added icon to accessible freighter hangars
Added colouring to cargo drops to identify what is in them
You can now only pick up cargo drops that will fit in your inventory
Added auxiliary freight ships to freighter groups
Added alert lights and alarm audio for when freighters are in combat
Improved turret lights and explosions
Improved muzzle flashes on freighter turrets
Added indicator of cargo contents
Freighter Commanders now give rewards for rescuing them from pirate attack
Fixed collision on freighter cargo containers
Audio
Updated the lush ambience to make the wind sounds less noisy
Ambient background fauna now checks for the presence of creatures
Added rain on foliage
Added rain on ship
Added freighter specific footsteps
When on a dead planet, no music will play
Round table prop now plays an appropriate sound
Added more music to the loading sequence and game start
Added audio to new base building props
Created sounds for new base building props
Added audio to freighter doors and internal freighter ambiences
Added freighter explosions
Added freighter alarm
Added ambient radio comms when approaching a freighter
Fixed missing sounds when in a space station due to the mix settings
Multi-tool upgrades now affect audio
Lots of minor mix changes
Changed some compression settings for PS4 audio to make the sub-channel audio play more reliably

http://www.no-mans-sky.com/foundation-update/


Photo mode :toot:

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Green Gecko
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by Green Gecko » Sun Nov 27, 2016 12:47 pm

Please let's talk about the actual game in this thread now and use the other thread about its PR and marketing issues. That's largely about Shaun Murray and Sony and not the game itself as it was released and known for what it is ages after reviews etc.

I was not asked to say this and I don't own the game, I just feel the discussion is more enjoyable for the most people to be largely about the game itself, not the game it was not.

"It should be common sense to just accept the message Nintendo are sending out through their actions."
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Denster
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by Denster » Sun Nov 27, 2016 5:35 pm

Only here do we need separate threads.

Love this place! :fp: :fp: :fp:


:lol: :lol: :lol: :lol: :lol:


Is the other thread going to be relabelled as a discussion thread at some point?

In case people get salty?

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Psychic
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by Psychic » Sun Nov 27, 2016 6:11 pm

Denster your protest would've worked better if minutes before that post you hadn't told someone in the football thread to post in a seperate one.

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Denster
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by Denster » Sun Nov 27, 2016 6:47 pm

PsychicSykes wrote:Denster your protest would've worked better if minutes before that post you hadn't told someone in the football thread to post in a seperate one.


An existing one. That's been around for ages? Made specifically for the scottish football lot?


Disregarding that i was joshing and joined in with the good natured response to my post?

You want two threads? Be my guest. :lol:

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CuriousOyster
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by CuriousOyster » Sun Nov 27, 2016 8:25 pm

New update sounds awesome. Finally a photo mode! Base building/farming sounds great. Was gettting back into NMS this week anyway, cant wait.

Why do people who have no intention of getting back into this keep posting here, waste your time somewhere else :slol:

jawafour
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by jawafour » Sun Nov 27, 2016 8:26 pm

Saint of Killers wrote:There's a bit more info, other than the patch notes, in the link down below...

:o ... so many updates! I'm probably not gonna have time to play this tonight as I'm joining the epic live GRcade Mario Maker show at 21:00. And tomorrow night it's Mario Kart night. GR events impacting my NMS playthrough :x .

(... :wub: :toot: ).

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Eighthours
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by Eighthours » Sun Nov 27, 2016 9:51 pm

Denster wrote:Only here do we need separate threads.

Love this place! :fp: :fp: :fp:


:lol: :lol: :lol: :lol: :lol:


Actually, both rllmuk and Neogaf have separate threads for discussing the game and the controversy...

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gamerforever
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by gamerforever » Sun Nov 27, 2016 10:19 pm

Just booted it up - quite a few changes and i have only played 10 mins. I just hope hello games add 4k and hdr support and i will be looking to complete it.

jawafour
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by jawafour » Sun Nov 27, 2016 11:24 pm

gamerforever wrote:Just booted it up - quite a few changes and i have only played 10 mins...

Yep, I'm doing the same. There are a *lot* of changes; even beyond that huge list shared above. Some changes are small but they all impact the game and it's gonna take a while to establish just how much has altered!

From my sixty mins so far:

> The ship pod has been re-styled in places; and laser beams shine on the metalwork
> The mining beam sounds different!
> There is more variety in the planets in terms of how they look; some of the models have been updated, things can be arranged differently and there is greater colour variation
> I've seen a carnivore chase down a herbivore and kill it :o
> You can scan a planet prior to arrival and see some of the minerals it contains
> There are new minerals (i.e. Mordite) to be found
> The ship Pulse Engine is now charged by Iron rather than Thamium 9
> There are three creatures in the Space Station that I've just visited; and two of them were for hire (to do with the new building feature)
> New quick menu (dpad down)... enabling you to do lots of things including re-charging items without having to open up the main menu
> New building feature (dpad up)
> The animations are way better during ship battles; I got into a fight with one and the explosions were more impressive

...and lots more. I gotta break away now but I hope to find out more tomorrow evening!

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DML
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by DML » Mon Nov 28, 2016 7:54 am

Denster wrote:Only here do we need separate threads.

Love this place! :fp: :fp: :fp:


:lol: :lol: :lol: :lol: :lol:


Is the other thread going to be relabelled as a discussion thread at some point?

In case people get salty?


I think you've misjudged this one Denster and you're coming across as a bit of a div.

I'm unaffected by the games release, but there's no doubt that this whole release has been the gaming story of the year.

I think people should be allowed to discuss it how they want. I certainly want to hear what people think, because I find the backlash really interesting and kinda justified. Looking at the E3 reveal now, it's honestly worse than those famous Killzone 'bullshots'.

jawafour
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by jawafour » Mon Nov 28, 2016 9:05 am

I guess the good thing thing is that we now have an approach to keep (nearly) everyone happy. If you want to chat over the alleged misleading / omissions / lies then there is a dedicated thread to do that; and if you want to talk about playing the game then this thread is the place.

I've just realised that you can now board some of the freighter ships :o . This spoiler contains a little more detail.
PlayStation Blog Euro wrote:These ships can be found cruising through space and, upon boarding, players can choose to buy the loyalty of the ship’s captain to take control of them. Goods can be teleported to your freighter from on-planet, and stockpiled for trading, and owned freighters can be summoned from anywhere in the Galaxy.

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OrangeRKN
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by OrangeRKN » Mon Nov 28, 2016 11:00 am

Going to start over with this new update, it sounds great!

<3 base building

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Preezy
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by Preezy » Mon Nov 28, 2016 11:06 am

Very glad to see that Hello Games haven't just been counting their money and have actually produced something for those fans that stuck around.

I've still got NMS installed on my PS4 and I will return to it at some point, especially if the new features prove themselves to be worthwhile and not token gestures. Good stuff!

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Alvin Flummux
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PostRe: No Man's Sky - Foundation Update out now - Trailer within
by Alvin Flummux » Mon Nov 28, 2016 11:50 am

That sounds like a good update, but I'm going to need some kind of tracker for creatures that hardly ever appear before I'll feel safe getting back into it again. I'll just wait for one or two more updates before I dive back in.


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