Foundation update released

There are 10 replies in this Thread. The last Post () by Michael.

  • After more than 3 months of silence all of a sudden an update was released.





    PATCH NOTES:
    General GameplayFixed 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


    LocalisationFixed stats page in asian languages
    Fixed multiple issues with asian language formatting
    Multiple improvements and fixes to localisation text in all languages


    UIAdded 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


    PS4Added photo mode
    Large optimisations to the engine to accommodate base building


    PCAdded 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


    GenerationAdded 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


    CreaturesFixed 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


    AtmosphericsIncreased 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


    TerrainImproved 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


    VisualsFixed 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


    SpaceImproved 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 CombatFixed 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


    FreightersFixed 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


    AudioUpdated 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

    signew.jpg


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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Interesting list, will be this enough to restore at least little reputation for this game?

  • thats a good question


    I know what I need a station for in subnautica... but i dont know what I need it for in no mans sky.
    And the way stations work and look like in NMS is about the same as in subnautica.... just like they have copied the idea and even the look of the station modules.



    five hours ago I opened a topic on reddit and asked why i need a station in NMS
    dunno... the topic is still empty

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • i am currently waiting for the first reddit topic telling "I tried to visit a friends base but couldnt see it".

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • lol yeah, I wonder if that's still the same.


    Base, teleport to your home planet and back to your freighter and in-freighter base building too, crew and all stuff to make the game more complete. Is the galaxy center still a fraud though ? Would be best if there was a point to your base and freighter, storage and all, as OP said, which should be as easy as making difficulty areas in the universe like stars closer than 1000ly (random numbers) to galactic center are x2 difficulty, then 500ly x5 harder/more enemies and such, and for the sake of the opposite people, more difficulty near the edge of the galaxy like beyond the spawning area , past 50k ly make it x10 harder xD Getting two hit killed when nearing the galactic core would give you a point to get better stuff.

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis

  • You know, the game's mistake would be trying to meet up with people's requests... No Man's sky's "mistake" was adding the pew pew part instead of sticking with being just a sandbox game, without the combat everything would make sense, the infinite exploring option, why there are aliens everywhere and everything so repetitive (not good for "action" but yes normal for sandboxing), now it adds the building theme to the exploring theme before. Explains why it lacks so much in combat having any purpose to fight at all, it was just a basic shitty addition to a sandbox game.


    No Man's Sky

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis


  • signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Yup, enough videos about them not being guilty. Neat tricks, like removing multiplayer a day before sale point, and that (twitter?) post "Its not a multiplayer game so dont seek for that experience" or so.


    Maybe ASA can get bribed too xD

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis

  • i tried to invest a quarter of an hour to check the new stuff out, hum what shall i say: Yes you can create neat bases with a bit of taste and luck you can really build nice castles :)
    However i didnt got the idea why i shall do it. As long as they dont bring multiplayer interaction to the game you feel quite lost in the big universe.

    signature.png

  • Yeh, and "survival" hard mode just gives you a horrible start on a planet you cant survive outside for more than a minute and you are far away from your crashed ship, but that's all.

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis