Howdy Folks, Today I have for you the biggest and most important of all the changes & patch
notes in No Man's Sky NEXT aka Patch 1.5, I won't go through everything as it would
be a 40 minute long video, these patch notes are absolutely huge, but I've gone through
everything more a few times and focused on the changes you really need to know about.
So let's get started.
Multiplayer has been added finally, and I really like how it's been added for the most
part, when you start the game, the first screen is now a 2 option menu, you can either play
the game normally, or you can join another person's game.
If you choose to join another's game, you get a list of your friends on whichever platform
you're playing who are playing No Man's Sky and either choose to join one of their games
if they have less than 4 people already in their party or join a random players game.
I have not been able to find a setting that prevents another from joining your game, but
considering only those on your friends' list are allowed to specifically choose yours,
you should probably ask a friend before joining his or her game, though the random traveller
option is a strange one.
Community Engagement is another game changer, with weekly content and community events being
added, these events will, of course, be completely free to all players and involve special missions,
likely for teams.
After doing some team mission fun on the launch day stream, I can confirm that the fun attribute
has been maxed.
These missions and such will reward special stuff including customisations.
Which brings me to the NEXT thing, not only do we have avatars, but we have highly customisable
avatars!
Oh yes, you can pick your race from Anomaly, Gek, Vy'keen, Korvax or Traveler, and then
proceed to choose your Head, Torso, Armour, Gloves, Legs, Boots and Backpack.
Each of those options has various base models which you can then colour to your liking.
Base Building is another absolutely huge aspect of this update, and sure, we had base building
before, but now, not only can we build anywhere on a planet surface, but we can also have
multiple bases each, multiple bases on a planet and therefore system, with different owners,
you can build with your friends, and you can build far greater than ever before with a
hugely increased complexity limit.
Expect some serious and comprehensive guides on base building in the very near future,
after all, it's like... my thing.
Third person view is now a thing and I tried it right away, it's actually pretty awesome
and doesn't take long to get used to, it also doesn't really hinder you when aiming either,
not by much at least, and the best thing is you can quickly toggle it via your action
menu, go to the config icon and toggle to your hearts content.
Third and First person can be chosen now for Onfoot, InShip and Exocraft.
Freighter Fleets, yes yes, FREIGHTER FLEETS, if you are bringing your save over from before
the patch and you had a freighter, it is now your capital freighter in which you will lead
your fleet, if you don't have a freighter to bring over or are starting a new game you
will get a free capital freighter, one of our group Sparrow was given a 33 slot A class
Dreadnaught capital freighter for free upon bringing over his freighter-less save.
With that bad boy, you can then buy all those small freighters you often see warp in with
other fleets to be added to your own.
These freighters include those we saw pop up in the ARG and have some amazing new designs,
once you buy one or many, they will automatically warp in with your capital freighter as you
summon it, they can be individually boarded, though for some reason it appears that only
the owner can board, but I think this is a bug.
Upon boarding, depending on the Frigates stats you may be offered some resources or other
such items it has gathered in your absence, my Frigate that was high in the Industrial
attribute gave me 100 pure Ferrite as I landed.
You can also send these Frigates out on missions to gain greater rewards.
In all honesty, the part that took me a little were the views from the outer walkways, Ringed
Planets, my absolutely humungous Capital Destroyer class freighter below and another planet below
that, it was quite honestly breathtaking, this game has an outstanding aesthetic.
Crafting has been almost completely overhauled, as have resources.
The craftable trade goods like the Stasis Device and Fusion Ignitors have been reworked
a little but the blueprints are still there along with their underprints, but the base
resources are almost entirely different, some have had their names and tooltips changed
while others appear to be gone.
Almost every single tech blueprint you had is now gone, any tech you had built is now
a placeholder called 'Obsolete Tech', this is likely to be the most controversial move
as it has rendered a huge amount of work by loyal players preparing for the update a largely
wasted effort.
The base units for most tech remains, but their upgrades have been stripped and new
tech is now available in numerous different and interesting ways that I'll be covering
very soon.
It is kind of a crushing blow to long-standing players of No Man's Sky that worked hard to
obtain all those blueprints, I personally warped to over 100 different systems in the
pursuit of just a single one of them, but the tradeoff of this new system in my eyes
is worth it.
Blueprints in some cases are now procedural, meaning that you can get a completely unique
tech blueprint, that alone is just very very cool, I'll be testing the living hell out
of this system.
The Analysis Visor has been overhauled and now gives far greater use, you can scan fauna
and flora as before for some units and discovery goodness, but you can also now see the resources
around you more easily as well as locate hidden buried artefacts which contain super useful
stuff.
Waypoints can now be locked on to provide an easier experience in traversing to them.
The beginning of the game has expectedly been overhauled.
Overhaul appears to be our word of the day!
With a completely new beginning to a fresh save, it will walk you through many of the
new features including the base building and such, so with such a huge change to the game,
a fresh start might be a good idea if you have a save slot free.
Dramatically Improved Visuals is mentioned in the notes and they didn't fail to deliver.
The terrain is far more detailed and varied, with planets having a far more natural terrain
generation, instead of before when you'd have a bunch of similarly shaped ponds, lakes or
oceans every so often, you now have unique oceans, varied sizing and continental shapes.
A hill is no longer just a smooth bit of terrain, it has divets and rocks have a more rough
and detailed structure.
Ships have had a massive amount of detail added as well as wear and tear shown via worn
paint and grime
Asteroid fields are far denser and contain a greater variety of resources.
Planets now look amazing from space and actually like what they do on the surface, you see
an ocean from space, it will have an ocean there.
Clouds look amazing, well most of the time, there are certainly some bugs with the clouds,
but I have faith they will be ironed out in the coming weeks.
The UI has been overhauled too, but not in such a way that it will be confusing, it simple,
informative and unintrusive.
The Build Menus and Quick Menus have been streamlined with greater functionality.
You can finally split stacks of resources in your inventory by picking them up and then
dropping the desired amount from the stack.
Space Stations are a big enough subject for a video of their own, which is what you'll
get rather soon, but for the moment, they have been changed in a big way and for the
better.
They now have a huge marketplace with multiple vendors and helpful folks providing you with
Blueprints and modules for sale via Nanites, you can also customise your appearance here,
it's free too which is nice, the classic trade terminal and band of friendly aliens are still
there too.
Loads of stuff to do in stations now.
Also, while we're on this subject, Nanites are now a fully fledged currency and do not
take up your inventory space, instead they are tallied up by your unit count along with
the interesting new currency 'Quicksilver'.
From what our friendly neighbourhood NothGhost said, if you have any Nanite Clusters still
in your various inventories, just leave them in your exosuit, save and completely shut
down your game, then when you load back in they should have been added to your currency
tally with the rest, it's just a bug that they weren't added initially.
Also, Space Stations are no longer guaranteed to be present in each system, some systems
are now completely abandoned, this is just a frankly badass addition, there has always
been a thought of why the entire galaxy has already been completely discovered, you go
to a system, it says you are the first to ever arrive and bam, space station and lots
of buildings on the planets, this is now no longer the case and makes for a very exciting
and immersive experience of entering a completely wild and empty system.
Buried ruins are now a thing that you can uncover with your terrain manipulator for
some bitchin-ass treasure.
Xenomorphs dangit, Xenomorphs are in the game and let me tell you they hit like a truck,
they will dart at your with some impressive speed and can be a real issue when they come
at you in great numbers, but where there is danger, there is also treasure, by breaking
the egg like capsules, you will incur there rath, but also uncover a very valuable egg,
so be sure to pick them up.
Music is another big thing, some amazing new music has been added, it seemed difficult
to beat the original, but that opening track is truly something to listen to, Paul Weir
has composed some breathtaking piano work, really, be sure to chill and appreciate it
when you first log in.
Gestures have been added and I upon hearing about them didn't really think anything of
it, I mean, it's just an emote, but it is very fun and allows for some great and immersive
photos such as this, as well as some hilarious photos such as this.
There aren't a huge amount of gesture animations, but there is certainly enough to add some
silly fun to your travels with friends.
Real-Time Missions, Scheduled Missions, Multiplayer Missions, Missions, Missions, Missions, and
they are actually pretty awesome, especially the multiplayer missions.
As I said before regarding the Xenomorphs, our party of 4 all joined this mission to
murder them horribly for some nanites and it was a lot of fun taking on the waves of
Xenomorphs appearing at an alarming rate from eggs, but we took control of the situation...
and murdered them all horribly, it was great!
So fun in fact that we then decided to take on the sentinels and their new armoured variants,
as you see, now, a sentinel drone floating about a planet isn't all that, he'll go down
fairly easily, but his buddies won't take as long as before to give him aid, they will
also now come with armour, and that armour is a bitch.
Our group of 4 was quickly overwhelmed by dogs and then multiple walkers all sporting
armour.
Even using our ships to support the ground troops, we ended up retreating when the second
wave of walkers showed up.
Improved speed of airlock doors opening on freighters.
This, this bad boy was needed, oh so badly, the airlock on the old freighters was utterly
terrible.
Longitude and Latitude are now visible on the analysis visor.
I think you'll agree that the ability to pinpoint a location on a planet is pretty damn fantastic!
You can now summon all of your ships on a planet surface, no need to head to your freighter
to switch, just use the quick menu to summon it.
Scanning ships now show their slot count as well as their price and class, this is rather
handy and not as big as the other points in this video, but worth mentioning.
Those damned whip lash plants now come with a warning, and that warning will serve as
a contract on their Viney faces, they will not survive!
there is now a text chat for multiplayer, which is a great addition.
Improved Tree Density, oh yes, they are not lying, planets now have forests, better than
before, remember those huge trees from the E3 demo, well, we now have them in game, huge
forest with huge trees, yay!
Improved Water surface and foam shaders, improved water reflections to better match terrain.
I must say that the water looks amazing, and as SWORD showed on his stream last night,
you can even dip the wings of your ship into the water while flying, soooo cool.
Which brings me to the true low fly.
You can fly as low as you want to the ground now for some very cool valley flying fun!
Improved beach blending and visuals.
Yup, it's just better really, beaches, whoop!
Added more varied underwater and underground objects.
This one has been a big hope for me, specifically the underwater, I have yet to check it out,
but when swimming for extended periods of time, I'd always been a little disappointed,
so I'm really looking forward to going super deep in these new even deeper oceans and seeing
what's there, though that'll have to wait until I've got the appropriate breathing tech
as all my previous underwater tech is now, well, gone.
Improved creature pathfinding, Improved creature response to feeding, herd behaviour for creatures.
Some great improvements here, more unpredictable, more dynamic, great!
New hazardous Fauna, New hazardous Flora.
I can confirm this for sure, some hazardous flora nearly got me earlier!
Different ship classes use different amounts of launch fuel.
My s class ships all used 25%, so I can only imagine that this means lower classes will
use more and as starship fuel is now a thing you need to craft, be aware of what your situation
is, but it's not too bad, as before, you can gather all the materials from a planet surface.
Increased the number of Exosuit Cargo slots available to purchase.
This is something many have been asking for, more inventory space, and we got it.
Also, Increased crafted item stack size in the Exosuit to 5, this is a massive improvement
to inventory management, it has hugely increased the storage capacity of the Exosuit's main
section moving the Cargos default use to more resources, which are still capped at stacks
of 250 in the Exosuit's main inventory.
Ship weapons can be used against ground targets, Splash damage added to ship weapons when used
against ground targets.
The splash damage is a rather cool addition, meaning if you happen upon a group of filthy
trolls all huddled up, plotting their next attack, you can shoot them all for huge damage
and laugh as you fly away.
Crit Points on sentinel drones and quads, Sentinel drones can repair quads and walkers
in battle, Improved quadruped behaviour, pouncing, evade, Improved walker behaviour with different
attack modes, extra armour plating added to sentinel arriving in combat.
All of this leads to greatly enhanced gameplay when facing sentinels, they are far more challenging
than before and so, more fun.
So that is a whole lot of stuff, and it's about 30% of the patch notes, there's lots
of other cool stuff in there, but before we finish, there is also a bunch of fixes and
such that are worth hearing.
Firstly, just a whole lot of optimisations, lots of them, which have resulted in many
things including faster frames, at least for me and a bunch of folk I've spoken to and
new things like the increased complexity limits, improved textures and more.
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 issues with loading some particularly large saves
Fix for superconductive lock bug OK, we can stop there for a second, that superconductive
lock issue was a serious one, it was affecting people with 500 or so hours in a save file
and rendering their save almost unusable, once it hit, it spread through the save like
cancer.
Every portal you charged up would have a single use and then be completely unusable permanently,
all harvesters and similar technology just wouldn't work.
I'm very happy this has finally been fixed, though I'm a little annoyed it took until
this patch to do so.
Fix for edited terrain regions repeatedly regenerating themselves unnecessarily
Another big one, this prevented the construction of my bat cave, my beautiful, beautiful bat
cave.
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
The rest is just those optimisations I was on about, so there you have it, an incredibly
long list of exceptional changes and new features that essentially gives us a new game with
all the best parts of the old.
If you would like to read the entire patch notes with all the ones I didn't mention here,
the link is as always in the description.
Also, if you are a diehard fan of no man's sky, just getting back into it or a completely
fresh face, and are not yet subscribed, I'm going to be focusing pretty much all my effort
for a while discovering every last facet of how this game now works and compiling all
my findings into comprehensive instructional and informational guides.
As well as that I'll be streaming a lot as I can't get all my info from game files alone.
All of this, of course, takes pretty much all of my time, so any support is massively
appreciated, whether it be through my Patreon, Stream Donations or even just sharing my videos.
We just got a whole new game to explore folks, and that makes me very very happy.
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