v1.09
- The game is now much more robust at recovering corrupted save files.
- It was possible for players to circumnavigate obtaining the Antimatter blueprint using very specific steps, leaving some players stranded in their second system. This is no longer possible.
- PC and PS4 galaxy generation more robust during compiling.
- Exosuit messaging system no longer confuses “on planet” and “docked in station” visor notifications, removing all doubt as to the location of the player’s Starship.
- Improved framerate when scanning colossal structures such as Space Stations or Outposts.
- Fix for some terrain resources being indestructible and therefore unmineable.
- Exosuit messaging system now able to correctly differentiate between resource types. Deposits discovered by scans will now display as the correct element.
- Gek Factory door manufacturing standards have been improved; they no longer take critical hits from Grenades.
- Drone vandalism detection improved. Wanted level now increases when destroying Factory doors however powerful the players Multitool may be.
- Pulsedrive systems now fully offline during warping.
- Players are no longer able to open crates of any type if their inventory is full, no matter the contents, preventing loss of resources.
- When interacting with a Terminal, it will print out the players Journey progression. Some strings in this print out where cut-off in Asian languages, these now display correctly in all supported languages.
- Fixed an occasional bug within the Exosuit system that caused controller prompts to display the wrong button.
- Changes to player Standing with the Gek, Vy’keen and Korvax now display correctly within the stats menu.
- Fix for loss of resources when transferring fully stacked items between the player’s Starship and Exosuit in a specific order.
- Fix for stacking products exploit. Resources salvaged from dismantled technologies now fill inventory slots as expected.
- Exosuit and Starship messaging system now always displays the correct number of collected resources.
- Discovery menu improvements, including fixes for incorrectly displayed planet names and creatures displaying as their molecular structure.
- Discovery menu now supports planets with an abundance of life. Specifically, planets featuring 15 creature types can now reach 100% completion.
- Multitool Beam Coolant and Exosuit Aeration Membrane upgrades now increase their respective stat wheels as expected.
- The player can no longer buy multiple products when they do not have enough slots to do so, preventing loss of both the unit cost and the extra products.
- Japanese localization fixes. Including: scrolling text issues, overlapping prompts in the ship messaging system and Multitool names displaying incorrectly.
- Fixed clipped text on save game restore buttons in all supported languages.
- Fixed errant title bar on the menu screen.
- Player Standing now updates in real time when interacting with members of the Gek, Vy’keen and Korvax races.
- Minor fix for saves of a duration less than 2 minutes displaying as “1 minutes”.
- Improvements to various settings within the options menu, including advancements in mouse smoothing and refined gamma settings allowing for increased tenebrosity.
- Fix for creature generation crash.
- Fixes to prevent FPS spikes when encountering momentary performance bumps on PS4.
- Fixed a rare issue where pressing and holding a button would cause the game to crash under specific circumstances.
- Creature footfall now audibly echos within caves.
- Fix for perpetual day time if the player updated in a specific order.
- Bump shader version numbers for patch 1.09
- Fix for a rare situation where a player’s save could get stuck in a crash loop due to saving at very specific point in planet generation.
- Improved detection of available PC CPU cores and optimised settings for low-end CPUs with few CPU cores.
Foundation Update (The content that was meant to be at Launch)
https://blog.eu.playstation.com/2016...nd-freighters/Immediately after No Man’s Sky released the team spent six weeks updating the game with several patches (the last of these was 1.09 on 24th September) These fixed many of the most common and critical bugs and issues.
In the nine weeks since then our small team has been hard at work on development, testing and certification for this first update.
Update 1 adds base building, and it’s a foundation of things to come.
You can also read very in depth patch notes here.
Firstly, we have introduced three game modes:
• Normal mode is the original chilled exploration experience.
• Creative mode allows players to explore the universe without limits, and build the biggest base they can (more on this below).
• Survival mode creates a much more challenging endurance experience.
Secondly, the update brings base building to the game, allowing players to start building a homestead on a planet of their choosing. Bases are used for shelter and storage, but we’ve also introduced farming crops and you can hire NPCs from Space Stations to research new tech and products for you. Players can teleport back to their base at any time.
Having a base from which to explore the No Man’s Sky universe unlocks many new abilities and features. Players can also build equipment in the field, such as save points (essential for Survival mode), way points (to permanently mark and return to your discoveries), mining harvesters (to gather resources in your absence) and Signal Scanners (to find nearby resource deposits).
Freighters are the third key update being introduced in Update 1. 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.
There’s a number of other improvements to the game too, including requested tweaks such as Stackable Products, larger inventories, a quick menu and more.
Been reading about this but didn't bother posting. To little too late type of thing.
The underlying gameplay would still be complete garbage, no matter how much they try to polish it up.
The fact that people are even willing to give the game a second chance shows how far the hype dug into people. This game is fucking bad, and will remain bad.
Shows how much gaming has fallen, tbh. We're in an age of mobile cash grabs, "early access games where people shovel $20-$60+ and the dev no longer have to actually release the game 99% of the time", "episodic games" and so on. People normally wouldn't stand for it even a handful of years ago.
And developers know that now, since people continue to shovel money into their pockets for doing nothing. If I worked 20 days on a game and made $2-7m+ and there's barely anything in it..why would I need to do anything else? lol. I honestly see this as more of a 'try to repair our image" at this point.
Hello Games cleared of False Advertising
https://www.asa.org.uk/Rulings/Adjud...x#.WD7SoKIrLBK
I would maybe buy this for 15 bucks.
Probably not but I'd consider it.
$10 would be a good pricepoint.
Steam had it on sale for $40. Still not worth it for the lack of content and quality of life.
Did you even give a glance at the notes? Because yeah, the "base gameplay" is still bad, which is why they pretty much ignored it and branched it out into two different modes. One of those modes honestly seems fairly interesting to me. I pretty much completely avoided the hype cycle. I feel like you're just bitter and completely unwilling to even entertain the concept of anything about the game being good.
And I'm not saying it is good. I'm saying i may be willing to try it and find out once I'm done with other games on more interested in at the moment.
The new difficulty modes are variations of the same incredibly flawed system and little more then number value tweaks. Neither addresses the problem of an inherently poor design down to the core.
That statement definitely proves you didn't so much as look at the notes.
Let's put it this way, it's going to take at least 7 more of these 'foundation updates' so to speak to sway people back to this game and to see actual improvement because the current one didn't really fix much with the game people had gripes about. If I play it now start to finish, I'll still have the same subpar experience I would have had on launch. Whether you fell into the hype trap or not, it didn't live up to any expectation. The first hour is cool, obviously the novelty will wear off eventually, with NMS, it was damn near the second you realized you pretty much did a "circle" in terms of planets and the 'content' available "Hey.......this is bullshit."
For a $5-10 game? Sure! Full Price? I got more for buying a $60 Eroge with no actual gameplay lol. It's a nice update considering they essentially gave us a full priced tech demo so it still will take time for it to go to "actual game" status. I wish I was exaggerating, but not even currently available mods were able to do ..anything with the game similar to how minecraft gave you the basics and mods enhanced gameplay dramatically.
And it's not that I'm hating on it, it just...really wasn't a good game. Very few companies get taken to court over false advertising. SE would be dead in the dirt if this was at all common lol.
That's fair enough criticism, and at least you have the idea of "it could be good at some point."
Admittedly, I have no idea how good the base building mechanic actually is, but from patch notes, I'm fairly optimistic. Creative mode seems like it has a much more inherently cohesive gameplay loop than normal mode, which is why I'm genuinely confused at Krandor's statements. Exploring out from a central hub in order to gather resources, bring them back, and expand your base to attract more people and farm more resources is still a grinding loop, but it's one that actually encourages the exploratory spirit they seemed to want to promote. The normal mode's goals are constantly at odds with that, because you just want to stay on planets long enough to get the resources needed to continue to the next point rather than actually explore them. They could certainly fuck all of this up, but in my opinion, creative is more in line of what I expected the game to be.
I do agree that it is (or definitely was, at least; again, no idea about now) a bad game, but it does have the seed of an idea that clearly resonated with people. There's a reason it got so hyped, and it's not entirely Sony or HG's fault (though it is for not tempering those expectations back down). But, I prefer not to judge a game based on what was promised or what it could be, and focus on what it is.
imo it's going to be a very long time before the game is really worth playing. luckily i got it for free so I didn't invest anything, so I don't mind waiting, but I can definitely understand where people who paid full price for such a stinker are coming from. im pretty shocked that they managed to dodge the false advertisement charges.
The reasoning behind how they dodged them is fucking hilarious. Since the game is procedurally generated, it was decided that all the shit they're being called out could technically be in the game, people just haven't seen it yet.
Ignoring that alot of that stuff (like the giant sandworms) doesn't exist in the games files, and thus could never actually appear.
Also how multiplayer doesnt exist, that can't be procedural. Plenty of people recorded themselves in the same spot unable to see on another.
Edit: also how he stated the game would not take place in a sky box, but in a actual working solar system. But none of the planets move or rotate, each planet has it's own skybox.
The ruling is specifically related to the games page in the Steam store, so alot of those don't come in to play.