No Man's Sky has had its share of headaches since launch, including an 89 percent drop in concurrent players a week after launch. The ensuing radio silence by dev team Hello Games has not helped. But the team has obviously been working on the game, as it has released a massive 1.1 update entitled Foundation.
The update adds numerous new features, including three game modes (normal, creative and survival), base building, farming, making camp, freighters, new resources and technology and a change to the UI. Temporal anti-aliasing and motion blur has also been added.
It isn't clear yet if disillusioned fans will try out the game again, which Sony has said didn't have "a great PR strategy." But Hello Games founder Sean Murray said in a tweet announcing the release that the patch is important to the team: "If you could have lived our lives over the last months, you'd know how meaningful this is."
Here is the massive list of patch notes:
- 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
- Fixed stats page in asian languages
- Fixed multiple issues with asian language formatting
- Multiple improvements and fixes to localisation text in all languages
- 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
- Added photo mode
- Large optimisations to the engine to accommodate base building
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
John Keefer posted a new article, No Man's Sky 1.1 Update Foundation adds plenty of new features
I played with it a bit last night. Hired a small freighter, did a little base building on it, explored a highly toxic planet.
Building is neat and easy.
Even on "normal" difficulty, resource management has been tightened up some. Recharging certain gear now requires different, or sometimes more restrictive, resources. Constructing certain things requires additional resources. Collecting some (especially new) resources now requires additional technologies and upgrades that I don't have yet. You also can't trivially farm titanium off of Sentinels anymore, which makes survival on hostile worlds more challenging.
Animals seem much more common on planets that have them. It's still a pain to find those last few when you're trying to scan them all.
Overall, in the couple hours I played, this seems like a major upgrade to the game. There's a lot more to do, and a lot of old game systems have been improved. That said, if you're looking for the game to give you a strong, driving purpose, you won't find it. It's still very self-directed.
Awesome, thanks for this
Man I think I suck at having money in this game. I've played for like 26 hours and I only have ~400k. It's nice having a new goal of saving up to buy a freighter while continuing to explore the universe.
Do you think you noticed any of the terrain/planetary algorithm changes? I can't tell if it's just my memory or placebo or what but most planets I've been to post-patch have seemed more interesting in ways that are impossible for me to quantify.
Money in NMS is one of those things you have to go out of your way to get. Check the station shops in each system to see if they have a high buy price for something good that you can farm up in that system.
Playing middle-man between ships on a station can be really profitable.
I think so, but it's hard to tell. It's been quite a while since I played, I've only been on three planets post-patch, and one of those was barren.
Some of the new minerals do have novel spawn patterns.
I definitely noticed it because I went back to a planet I'd previously visited right before the update... I didn't even recognize. It looked totally different. The landscape was more varied, the vegetation was more extreme and exotic looking. There were also probably 50% more creatures roaming around. Everything looks generally better and the PC version runs way smoother than before. This is an amazing update from what I've seen so far. Space looks way better too and there is a new effect on those capital ships which warp in at times.
I'm really enjoying it, took five tries to get a working ship in survival only to get shot down en route to a space station and lose everything.
Space combat is complete shit still I would assume.
Completely, no means of escape when seven pirates warp in and all unload on you. Auto aim seems to be improved which helps somewhat.
I have no idea how to make money in this game.
I was fairly far along before the patch, but also pretty broke. Now I want to save up to try out the new content but that seems like way too much money.
What I keep reading is find a station that buys dynamic resonator for 50k and just get them from ships that land for around 30k.
I'm with you though. 28 slot ship, 40 slot suit and only 400k credits.
You really have to farm to get money. You won't accumulate any meaningful amount just mucking about, which is somewhat irritating.
That's almost exactly where I am. It totally sucks.
1) If you find a planet with plentiful rare resources or items, farm the shit out of them.
2) See my post above about trading between ships on a station. Figure out which ships are buying at heavily inflated prices, buy those products from other traders, then sell them when the buyers cycle around again.
3) Collecting stacks of emeril, gold, and other valuable minerals can be modestly profitable.
Good to hear they're making honest improvements to the game, but I don't think I'll be picking it up unless they fine tune their procedural generation to the point that we consistently get interesting planets.
I remember seeing early youtube videos of the planets people started out on and all too many of them looked like barren rocks with some meager vegetation here and there. Apparently all the amazing footage in their official trailers are locations they created themselves by manually designing creatures and setting procedural generation variables (this was confirmed by Sean Murray for the first planet they showed with the dinosaurs).
They have tuned the generation algorithms to make planets more interesting. In reality, though, if every planet is "interesting" then very quickly it ends up that none of them are. After your 47th desert planet, they'll all start running together.
If you don't have enough ordinary and nice-but-not-really-exciting planets, you'll see too many cool planets too quickly, and they'll lose their luster. If you have too many ordinary and nice-but-not-exciting planets, it becomes too hard to find the cool planets and people get bored and/or mad. The latter is what was happening before this patch. Hopefully the patch has improved the balance.
Survival mode is brutal.