As we're all aware by now, when a game goes gold that doesn't mean that development has finished. At the very least bug fixes, tweaks, and patches are the order of the day for most releases. This week sees the release of No Man's Sky, the ambitious new sci-fi game from Hello Games. And with it comes a substantial day one update that changes a lot of what's already in the game. Which means for those that somehow got to play the game early, they'll need to restart on a new save to take advantage of it.
In a new post over the official site, Hello Games founder Sean Murray goes over the thinking behind the update. And in a nod to the notes written by id Software's John Carmack for Quake, he also goes through all the changes.
Which, if you plan on picking the game up, can be seen as a littler spoiler-y.
The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.
The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger.
Diversity – Creatures are now more diverse in terms of ecology and densities on planets.
Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms.
Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets.
Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further…
Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds.
Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes.
Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.
Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed
Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources.
Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous
Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close
Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added.
Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon.
Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.
Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯\_(シ)_/¯
Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above).
Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added
Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight
Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans
Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)
Writing – The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me. I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.
This is the first major update of many planned for No Man's Sky.
Posted 11:39am 09/8/16
Posted 03:33pm 09/8/16
1 - Find creature
2 - feed it coffee beans
3 - wait for it to s*** and collect said s***
4 - ???
5 - Profit from hipsters drinking my expensive as f*** coffee.
I ordered my copy from GOG. Can't install it yet :(
Posted 04:32pm 09/8/16
Posted 05:07pm 09/8/16
Posted 05:09pm 09/8/16
Posted 05:14pm 09/8/16
Have confirmed that EB Games Toowong is open from 10-4 tomorrow.
Posted 11:38pm 09/8/16
I mean they've fixed and improved everything he complained about, as well as adding loads of other stuff, plus needs a new save game to be used!
Excited to play this, sounds like it's got some kind of story-esque campaign to play through which is nice.
Posted 12:09am 10/8/16
Posted 05:50am 10/8/16
Posted 06:45pm 10/8/16
Posted 06:50pm 10/8/16
Posted 10:11pm 10/8/16
Yep me too mate, bit of a Jacksepticeye fan as well. But I had seen JackFrags also play the beginning of NMS earlier for 45 minutes, and it simply bored the living Christ out of me. I actually dislike the art style, whereas some rave about it. I found the grind to be mind numbingly boring that I would drink your vinegar piss for entertainment.
I also observed that it is a very empty universe with the exception of the odd NPC ship flying by or a goofy alien speaking gibberish to you as you learn ONE word every hour or so! FFS how long will it take to communicate with these bastards? The whole game just did nothing for me, even the creatures looked s***.
Maybe I am spoilt by loving FPS games too much and games like BF1 really do interest me cause I can kill people and blow s*** up! :)
Posted 10:29pm 10/8/16
This game seems pretty much what it was advertised to be, and people who arent normally into these games bought into the hype (a lot of it self created) and are surprised when the game is exactly what it was designed to be and not whatever they imagined it and built it up in their mind to be.
Posted 12:31am 11/8/16
Robbaz has a go at NMS
Posted 06:53am 11/8/16
Apparently all players are in the same shared universe, so I guess it's multiplayer and co-op! How does that work architecturally?
Posted 10:13am 11/8/16