Howdy Folks, today we are back with yet another huge list of bug fixes and changes to No Man's
Sky NEXT, the experimental branch went live with another one a few hours ago.
It is a little difficult to work out what version this will be, and that's because a
seemingly Playstation only patch was released a few days ago and listed as 1.56, so we're
going to assume that this new patch is 1.57.
Before we get into 1.57, I'll quickly go over the 1.56 changes, of which no official patch
notes were released on nomanssky.com, so if you are not a Playstation player, you may
wish to skip to the timestamp on screen now to get to the 1.57 changes.
Fixed an animation issue.
Added the base archive quest for old saves.
This appears at least to be the quests to gain the medium refiner and other such things
from the Base Terminal, but can't be certain.
Fixed an issue that prevented pre-NEXT saves from accessing the Base Computer Archive missions.
Addressed an issue where some non-existent base parts were showing in the Guide.
This is certainly handy, it was very annoying to see unobtainable blueprints, throughout
the entirety of Atlas Rises, and such a simple fix too, it required changing a single value
per item.
Addressed a bug that made melee boost jumping overly hard to do.
I love how this original bug was so loved that they now fix it when the bug doesn't
work properly.
Texture quality and streaming improved.
Made further adjustments to the farming timers.
This would be the initial one during the PC experimental, for example taking Solar Vine
from 48 hours down to 16.
Added fixes for crashing issues.
Added fixes for stuttering and lag issues.
Various performance and stability improvements.
It would seem that 1.56 was kind of the second part of 1.55 that I listed in a pinned comment
on the 1.55 video after they added more, I think they went straight to certification
for the consoles with 1.55 to move it along faster as it was extremely quick to come out
and then added the second part as a hotfix later.
If this is true it would make sense that they did not release official notes on the site,
as the 1.55 notes already include these changes, but why it wasn't listed as 1.55.1 is beyond
me.
And now on to the 1.57 changes.
Remember folks that these changes are as of the time of recording this video, in experimental,
so are not yet live, but will be live either by the end of this week or some point in the
second half of NEXT week.
Fixed an issue that prevented planets from being added to the Discovery timeline when
exiting certain ship models
This is an issue that seemed to arise from the 1.55 update, I didn't hear about it at
all before then, but glad they got on it quickly, it was an infuriating bug.
Fixed an issue that prevented players from using the Pulse Engine to escape between waves
of Sentinel space fighters
Very handy, the seemingly endless waves of sentinel ships were impossible to escape without
going into the Space Station, of which you may be very very far from.
Fixed an issue that could cause base NPC workers to become unresponsive after moving / deleting
your base
Definitely a good fix, a number of people had commented about this one.
Substantially increased the length of time fuel lasts in the hydroponic trays
I expect of course that this was an oversight when they increased the grow times, but they
have fixed it now so good good.
Fixed a crash related to creatures
Fixed a crash related to terrain generation
Both vague, but fewer crashes are always good.
Fix for an issue with PC shader compilation when the game is first booted which would
occasionally result in a crash
This one has always been around, long before Atlas Rises, but was rare and didn't result
in damage, so I wasn't too bothered by it.
Various performance improvements
Good good.
Various improvements to load times (approximately 5-10% improvement to Warp times, 30% improvement
to initial game load)
Oh wow, excellent!, the load times from warping and such had increased massively with the
NEXT update, so I'm glad they have made some optimisations there.
Fix to shader generation to boost performance on lower spec PCs
Fixed an issue that incorrectly limited the number of storage containers that could be
built on the freighter
This doesn't specify which way they have altered the limitation, but I expect it is how some
were being prevented from putting one of their containers or more on their freighter due
to the limit being reached.
Fixed an issue that could prevent construction in the freighter base
Fixed an issue that could cause the 'Nearby buildings' scan on the signal booster to fail
Fixed an issue that prevented exploration-focussed frigates from charging their scanners
Fixed an issue that prevented damaged frigates from being completely repaired
I thought this was fixed, it is for me but has heard from many that they still experience
the issue, hopefully, it's fixed for good this time.
Fixed an issue where players could start their game in inappropriate systems when starting
in multiplayer
I'm very curious what they consider inappropriate.
May something to do with systems without a space station and so unable to finish the
quests.
Marked icons are now automatically cleared on arrival at the marked target
I actually thought it already did this, though this is not good if it also does it for buried
items, as you kinda need it to remain there even when on top of it.
Fixed a number of cases where the HUD would prompt to mark icons that did not need marking
Improved target locking for ship PvP
Oooh, swish swish.
Improved the appearance of HUD markers on player ships
Fixed a number of visual issues around using the Analyser Visor in very specific circumstances
Improved the mapping of the Steam Controller
Removed an obsolete building product from the blueprint analyser
I have no idea what this part is and wish they had specified, personally, I just farmed
the Salvaged Technology and blindly purchased everything.
Combat music now triggers when fighting biological horrors
Oh cool! make it more dramatic, and get that adrenaline going.
Slightly increased the damage dealt by biological horrors
I'm fine with this, I quite like the idea of them being something you must avoid a hit
from no matter what makes them more challenging.
Fixed an issue that could cause expedition rewards to artificially increase after save/loading
Hmmm, had no idea about this and wasn't looking out for it, I hope I hadn't pointlessly gained
from this.
Fixed an issue where the Personal Forcefield could be deployed on 0% charge
I've got to say here, I had no idea it required charging, have yet to deep dive the multitool
blueprint tech.
Fixed an issue where the Mining Beam and other weapon effects displayed the wrong colour
in multiplayer
I did think it was odd when my mining beam was red.
Fixed an issue where the screen on the Multi-Tool would display the wrong ammo count for the
Blaze Javelin
Fixed an issue where the Multi-Tool was invisible in Photo Mode
Good Good, we go to a lot of effort to get our beautiful Experimental and Alien multitools,
I want it to be shown off, though the scale could be a little better, it does look a little
tiny against me.
Fixed an issue where the Personal Forcefield would remain in-world forever when cycling
Alt Weapon modes
Fixed an issue where meleeing while sprinting could cause an animation glitch
Improved the appearance of clouds in 4K/1440p modes
Clouds, ever the topic of discussion, but they do look beautiful don't they, especially
when they are having a weird contrast issue around the edges at twilight.
Visual improvements made to some exotic biomes
Always good, their lack of anything but strange minerals and flora can get old quick.
Visual improvements made to the space station technology merchants
Increased the visibility of underground toxic hazards
Visual improvements to buried technology modules
There was also something else.
I've heard from a number of people in the comments about the refining nanites mechanic
being patched.
These comments came just as 1.56 was released on the playstation and from what I can tell
has only been from Playstation players.
It's very possible that these are just trolls, but I like to be sure, so if anyone on the
playstation platform could let me know if they are currently able to refine Platinum
and Runaway mould into nanites, that would be fantastic.
I will of course as usual, update on this in a pinned comment when I get some replies.
The pinned comment will also be used as with the other patches if any more changes or bug
fixes are added to the experimental before the patch is released.
If you are curious what I am on about with the refining of Nanites you can check out
the refining Nanites video linked in the description from a few days ago where I had a look at
some methods to do it.
But really, the best method is to just find a vendor in a wealthy system that sells Runaway
Mould, buy it all and refine it to nanites.
If that seems to easy for you then gaining various things from missions and such to refine
to gold and silver, then to platinum and then to nanites is also an option, it feels less
'far too easy that way'.
And that's your lot, there are a fair few very noteworthy changes in there and then
a tonne of little ones that are just kinda nice to have.
I'm still collecting Procedural Tech Data from your modules, so if anyone is willing
to help, please do click the link in the description and submit the stats from any Ship, Multitool
and Exosuit procedural modules you have installed.
I currently have between 8 and 900 submissions overall, but need closer to 1 thousand per
section to be able to work out basic curves with any accuracy, so any help is most definitely
appreciated.
It's worth noting that in the last patch, patch 1.55, they reintroduced Trade Goods,
they may not seem it on first look, but Trading is still now the highest paying legit unit
making method, before the NEXT update, I made an extremely comprehensive guide on Trading,
and awesomly, it is still very relevant, the only thing that is outdated is what I refer
to in the guide as the system priming method.
In the guide it details a method of using Named Systems and Beacons to warp between
systems and then immediately head to the Trading Post that offers the greatest prices.
Well, the best method now is of course to create a base terminal at each trading post
in your route and simply teleport between them covering a huge amount of ground in a
tiny amount of time, with this change, I don't see why you could break a billion an hour,
as even with Warping in Atlas Rises and pulsing to each trading post, you easily hit 175million
an hour, I haven't done all of the maths yet, and am saying this here, as the guide is a
low priority due to the original being almost entirely still accurate, so I've linked it
in the description for those who wish to view.
If you need any help with anything don't hesitate to ask in the comments or via our Discord
linked in the description, if we can help, we certainly will, though of course, if it's
fixing a bug, well, I can't make a patch for you.
If you wish to help support Xaine's World, there is a Patreon with just 1 tier at a dollar
or more, a streamlabs link and of course a fantastic way to support the channel is to
simply share the content, sharing really does help get the word out.
Thanks for watching folks and have a fantastic day!
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