No Man's Sky NEXT

vurt

serial 𝓶𝓸𝓭𝓭&#12004
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April 18, 2011
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3,263
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The land of rape and honey
Full changelog for NEXT

Third person camera for walking, jetpacking, swimming and in-ship flight
New player models
Completely reworked animation system
New animations for players, as well as NPCs and creatures
System and animations for gestures
Character customisation
Player character turns to look at points of interest
New get in / out of vehicle effect
Interactions show the player character where appropriate
Warping in ship is in third person
Resized various deployable tech to better fit third person mode

Missions

Real time missions
Scheduled missions
Multiplayer missions
Completely overhauled tutorial
New mission types – photography, feeding, freighter combat, archaeology, and specialised hunting missions
Guild envoy missions

Bases

Bases can be built anywhere
Players can own multiple bases
Hundreds of new base parts
Increased base complexity / size limits
Joint base building
Improved teleporting and selection between teleport destinations
Improved terrain editor modes and options to be more intuitive
Toned down saturation intensity of palette choices for colouring base building parts
Base terrain editing now stops when you hit the limit rather than overwriting old edits
Bases can now be deleted
Improved system for placing base building parts
Increased base building radius and made it expandable
Disabled base auto uploading, and added manual controls
Enabled downloading more than one external base from other players

Freighters

Frigate fleets feature – including missions, upgrade system, system combat and exploration assistance
Overhauled base building inside player freighters
Reworked and added procedural textures to freighter bridge hologram planet
Redesigned path from freighter hangar to bridge
Improved speed of airlock doors opening on freighters

Crafting and Resources

Reworked and rebalanced all core substances and resources
Deployable tech can now be picked up
Added refiner based crafting system
Added Craftable ammunition
Improved damage falloff on mining beam

UI / UX

Additional markers visible in analysis visor
Points of interest can be tagged from analysis visor
Latitude / longitude displayed on analysis visor
Improved HUD layout
HUD lines dynamically hidden with the corresponding UI elements
Improved notification layout
Improved build menu
Improved quick menu
Inventory stack splitting
New repair interface
All player owned ships can now be summoned
Added system for repairing damaged inventory slots
Backpack showing in your inventory will now match customised character backpack
Backpack bars display hazard protection and life support
In-ship map now highlights enemies
Improved docking indicators when flying
Completely reworked shop UI
Nanites no longer take up inventory slots
Scanning ships shows their slot count
Save slots are now sorted by timestamp
Galaxy map can show multiple markers for each system
Added dynamic suit protection inventory icon
Inventory full notifications now take into account cargo slots
Fixed camera voxel to star voxel in Galactic map
Can pin base building recipes on the HUD
Added danger icons to tentacle plants
Improved tech and product pinning, with more detailed guides to obtaining the build requirements
Improved compass
Improved HUD marker icons for objects of interest
Added multiplayer text chat on PC

Graphics and Planet Generation

Improved fog and increased draw distance
New terrain generation system for improved navigability and more varied earth-like and alien landscapes
Reduced situations where cave props can be spawned above ground
Improved particle systems fading out over distance
Added support for extremely large biome props
Improved and increased variety of clouds and cloud shadows seen from space
Improved planet surface rendering from space
Improved terrain lods and visuals when flying in from space
Improved colour selection during planet generation
Improved sky and fog colour selection
Tightened triplanar texture blend areas
New colour mapping system to create more varied and atmospheric visuals
Improved tree density
Tree size variation
Added empty systems, with no current inhabitants
Added abandoned systems, with derelict space stations
Improved storm visuals
Improved textures for ship, NPCs, and buildings
Added planetary ring system
Increased asteroids density in space
Improved space visuals
Added support for larger bodies of water
Character shadows for first person gameplay
Adjusted TAA settings to reduce shadow blurring on terrain
Added particle effect when flying above water
Splash particle effects
Inventory and pause menu now uses depth of field to blur in-game camera
Balanced intensity of lights in the Atlas station
Updated model of hologram backpack in suit upgrade chamber
Improved water surface and foam shaders
Improved water reflections to better match terrain
Improved imposter visuals and lighting to better match nearby objects
Switched object and terrain fading to use Blue Noise to give smoother transitions
Improved compression on some textures generated in-game
Improved terrain texture blending and selection
Improved sand and cave colour selection
Improved beach blending and visuals
Brightened cave interiors, especially at night
Improved storm effect fading as you enter buildings
Added gun model for ships
New high quality tree models and textures
Fixed an issue with landing pad UVs
Improved drone, quad and walker models
New drone texture effects
Added more varied underwater and underground objects
Improved appearance of Gravitino Balls
Major improvements to biome object placement
Improved crystal placement
Improved marker distances for gameplay props
Added terrain objects which cannot be destroyed by player ships
Improved colours, brightness, saturation of creature textures
Tweaked rock textures
Improved scale of underground objects
Tweaked poison blob particle effects
Improved cave biome glowing plant lights
Optimised cave biome prop performance
Improved bushes and underwater plants
Improved asteroid texture balance
Improved abandoned slimey diffuse colours
Improved under-foot dust effects
Improved heavy air in caves
Improved scale of gameplay plants
Improved toxic grass diffuse texture
Tweaked mountain fragments on certain biomes
Improved vertex displacement on flags to make them wave nicer
Improved smoke and damage effects on ships and distress beacons
Modified frequency of wordstones, crates, underground props and damaged machinery
Improved rare gem collection effect
Improved ship trail effects
New engine effect for ships

Space Stations and Buildings

Overhauled space station interior
New space station marketplace
New style for stairs in space station
Redesigned look of teleporter in space station
Added variation to building interior layouts and props
Added a small ramp to the drop pod for easier access
Improved building frequency
Added LOD system for base building parts to increase draw distances and complexities

Exploration, Fauna and Flora

New underground ruins building type
Buried technology modules and blueprint analysis
Overhauled signal booster and navigation data input
Procedurally generated technology
Procedurally generated products
Improved creature pathfinding
Improved creature response to feeding
Herd behaviour for creatures
Improved scales and maximum sizes of creatures
Improved sentinel drone behaviour, proximity indicator and escape gameplay
Improved matching of creature body parts to their role
Coprite improvements
New hazardous fauna
New hazardous flora
Improved scan ranges for biome specific plants
Added new armoured drone type
Must use the terrain editor to mine resource deposits
Improved Colossus speed and fuel tanks / consumption
Different ship classes use different amounts of launch fuel
New name generation system for planets / ships / weapons / creatures
Increased variety in creature descriptions
Nada + Polo’s tasks are now tracked in the Mission Log
Fancier descriptions for planetary weather conditions
Changed starting Exosuit inventory size
Increased the number of Exosuit cargo slots available to purchase
Increased crafted item stack size in the Exosuit to 5

Controls and Combat

Climbing traversal more challenging and rewarding
Added ability to slide down cliffs
Player movement is more dynamic
Air resistance simulation for jetpack navigation
Multi-tool manual holstering / unholstering
Ship weapons can be used against ground targets
Splash damage added to ship weapons when used against ground targets
Improved low level flight, with destruction of terrain objects with which you collide
Fixed jitter on physics debris pieces
Stopped player colliding with tiny rocks on scorched biomes
Crit points on sentinel drones and quads
Combat scope module for the Multi-Tool
Personal forcefield module for the Multi-Tool
New grenade types
Improved weapon alternative mode, also with better HUD display
Sentinel drones can repair quads and walkers in battle
Improved sentinel quadruped behaviour, pouncing, evade
Improved walker behaviour with different attack modes
Extra armour plating added to sentinels arriving in combat
Fixed placement of off-planet markers and improved pulse drive flight towards marked destinations

Audio

Updated creature vocals
New third person foley for player and NPCs
Additional loading music and a new track when starting normal mode
Revised ship engine sounds
Added low flying ship sounds
Revised underwater sounds
Improved combat audio and overhauled Quad and Walker audio
New NPC vocals
New Frigate audio

Stability / Balancing / Fixes

Fixed a number of issues with atmospherics and water rendering on the horizon
Fixed text clipping issues in some languages
Fixed certain cases where opening the settings menu silently changed resolution
Fixes for several uncommon out of memory crashes
Fixed transition between lighting when flying to space
Fixed and improved a number of situations for flattening terrain around buildings
Fixed cases where terrain tiles could be missing or slow to appear while flying around or into planet
Fixed crashed freighters having underground treasure too low to mine down to
Prevented dead planets ever having atmospheres
Prevented some story-critical buildings being placed underwater
Fixed lighting issues with double sided leaf shaders
Fixed repetitive tiling textures on some foliage leaves
Fixed issues with loading some particularly large saves
Fix for superconductive lock bug
Voice chat quality and reliability improvements
Fixed scan events for players who have managed to go off-grid
Fix for edited terrain regions repeatedly regenerating themselves unnecessarily
Fixed rocks showing up as the wrong colour on frozen biomes
Fix occasional hang in asynchronous IO
Fixes for non-instance LODs
Added geometry streaming system
Made numerous memory savings to improve overall stability
Made the damaged machinery turn off the sparks and smoke effect when you have finished the interaction
Rebalanced AI ship damage
Balanced ship to ground target damage
High performance(1440p) and High Quality(2160p) rendering modes added for Xbox One X
Made numerous grass and foliage rendering optimisations
Optimised per-frame renderer memory usage
Optimised various engine components using async compute
Various optimisations
Various miscellaneous bug fixes

Discuss :)
 
Joined
Apr 18, 2011
Messages
3,263
Location
The land of rape and honey
Don't know, the only thing I was interested in was the exploration. And it became stale quite fast, with no sense of wonder or discovery the game was supposed to bring.

Some mods brung more to the game in terms of kind of planets, or creatures and that was fine, for a time.

Anyway, building a base felt like exactly the opposite of what the game was about.

I will try it because I am somehow an optimist, but I am not holding my breath.
 
Joined
Jan 15, 2018
Messages
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you can teleport to (and from, i guess?) the base so its not as stationary as it might sound. I never really got that far, or i did but didn't do any base building at all, it's optional..

One thing i still don't like with the planets is the lack of forests, there are occasional spots of trees, but never so dense or so big that it can be called a forest. It does seem to have changed with NEXT though, like tree size and variations (which was ridiculous before).

There's now also underwater exploration, something i personally love in all games that has it. I hope the underground areas are more interesting than before because they really sucked, haven't seen anything about it though..

Sending out large AI controlled fleets sounds great :)
 
Joined
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The base is built to a "home" planet and you can get back to it, and have your ship get back to it too. But returning to where you were to go on exploring means flying back to that place. It was a bit breaking the "Wanderer" mythos they tried to spin.

You can build bases in Freights so that makes a bit better because you use it as an actual carrier but it would be a smaller base.

Again, mods changed and added a lot on that point, as they added "forests" with trees of different size covering large and dense areas.

Yes, your points are rights and I really hope they will nail it in the end. They mentioned more stuff in the exploration area and new objects underground. That would be great because after the 3 first planets I remember not bothering exploring a single cave or water body.
 
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There is a story now. It helps to understand the background and ties everything together to make it more coherent.
So, now it is a mix of those two, you can follow the story and leave it to follow your own way and return to it when you want or if you want. Nothing is mandatory actually.
 
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Played around with it for a little while and it seems improved. The third person addition is rather well done - and the game definitely looks better.

Didn't have much time, though - but I'll be playing it eventually.
 
My impressions after 2-3h;

It's certainly better, the graphics looks a lot better, love having actual clouds, the scale of things is a ton better, nice to have bodies of water and rivers. Lighting seems better (i think the clouds actually changes lighting in real-time.. it also seemed like rain came from the actual clouds). It's just missing the lush forests now and it will look like actual planets :)

Gameplay feels pretty much the same, but a bit deeper.

Performance seems to have taken a hit.

Not entirely sure i should be playing this just yet.. this is a huge change and there will be fixes, tweaks and additions for sure. I'm very picky about this, i really prefer to play when there's little to no chance of the game getting any more updates. Might go back to playing ELEX and finish that one.
 
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The question should be whether graphics mods are supported so that a market can be opened.
 
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nonmmo stuff - yay!
mmo stuff - get off my property.

mmo? this is a singleplayer game but can be played with 4 other people or whatever it is, doesn't interest me that much tbh.
 
Joined
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Messages
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Location
The land of rape and honey
The question should be whether graphics mods are supported so that a market can be opened.

I was surprised when i looked the other day on nexus that it has so many mods.. it seems to be possible to even put in new meshes. downloaded some tools but haven't really started modding it yet.
 
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I was surprised when i looked the other day on nexus that it has so many mods.. it seems to be possible to even put in new meshes. downloaded some tools but haven't really started modding it yet.

There are a lot of Mods, some are adding planet types, trees, creatures, some changing the gameplay, like free flight, changing the graphics in general.

But beware with NMS they are really really version sensitive and as this version adds a lot in terms of meshes, items and gameplay it would be be better to wait.
 
Joined
Jan 15, 2018
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Quite happily surprised at the moment. The gameplay got better and deeper, they have added lot of things to do. It looks way better, feels better.
Sentinels are more dangerous with more kinds of them but I guess than when you are fully upgraded they will be a walk in the park like before. Talking about that, the progression of the updates is more interesting. It takes work and time as it should. They have added some few nasty surprises in places you were way to safe before. Not saying more.
Do not know how much time those nice additions will get me stuck in the game but I have always had a soft spot for exploration games and this one is getting better and closer from what it was announced at start.
Oh, and the MP part is really not intrusive at all, so great for me who does not want my exploration being spoiled by "Dudes" and "LOL"
 
Joined
Jan 15, 2018
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So, I gave up playing this on my Z35 Predator.

One, because it's too hot in my room and I'm sweating like a pig - and two, because I hate the stretched UI.

So, I decided I would kick back and play it in my living room - on my 4K TV with a controller.

The game is an incredibly good fit for that experience, because it's just so…. chill and mellow.

Even better, it's not as hot in my couch - and I can more or less breathe without feeling like I'm doing a reverse dragon's breath.

Still undecided about the gameplay - and I'm NOT a fan of the pointless grindy shit for basic functionality - but I seem to recall that's only really a thing in the beginning, and that you'll soon reach a stage where you don't have to worry about basic stuff.

But it feels very much like a space exploration game of the modern age. Now, there's still not much in the way of meaningful content - but I didn't expect it.

It's sort of what I want from Star Citizen - except without the actual content and fidelity of simulation, but that's not so bad.

For a coop game, this could be very interesting.

As an added bonus, I find myself able to enjoy Witcher 3 very much in the couch as well - so maybe I'll actually finish it - this time :)
 
Bad faith there :) It is a max of 16 players spread all over the place, which is hellish huge, and only if you want to when you start a new game. If you do not group you have nearly no chance to see any of those 16 guys but as a floating orbs, something already existing before. Only if you group (up to 4 people in one group) you can see the guys.
I am by no mean a MP guy but I can live with this level in that kind of huge place.
 
Joined
Jan 15, 2018
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Dafuq? Is "streamed" a synonym for "refunded"?

Anyway, GOG release does not contain the stupid mmo part.

No MMO-part has even been advertised for this game. I guess you must be new to PC games? Multiplayer actually means you play with a small group of people, in the early days of MP PC gaming it meant connecting PC's over the network, 2-4 people or so playing some games together. Not every game which is MP is also MMO, thankfully..

MMO = massively multiplayer online.. there's your difference.

I now have 29 hours in MP, only once i have seen another player. It was quite surprising and i didn't first understand it was another player. I had just gotten my Freighter and one of the "NPC"'s acted strange, it moved around a lot.. jumping etc. Duh, took me a few seconds to understand "ah, its another player on my ship!" This is my type of MP ;)
 
Joined
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