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http://www.nomanssky.com/atlas-rises-update/

Resumindo:

  • 30 hours of branching story and deeper lore
  • Procedurally generated guild missions
  • Much deeper interstellar trading
  • Star Systems have varying wealth, conflict and economies
  • Overhauled Space combat controls, weapons and AI
  • Portal stargates enable quick travel
  • Terrain manipulation for more complex bases
  • New farming and mining interactions bring increased depth
  • Increased biome variety and Rare exotic biomes
  • Analysis visor & discovery improvements
  • Galaxy map and many other UI improvements
  • New S Class ship designs
  • Low altitude flight and the ability to crash your ship
  • Crashed Freighters to salvage on planets
  • Joint exploration
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  • 11 months later...

Bem, hoje saiu um update. Tanta. Coisa.

https://www.nomanssky.com/next-update/

 

O TL;DR disto é grande...

 

PATCH NOTES

THIRD PERSON

  • 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
Edited by Mini0n
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2 anos depois, temos um jogo inteiro pelos vistos.

o Sean falhou redondamente ao início, estava claramente mal preparado para o mundo em que foi lançado, mas ao menos tem feito todos os possiveis para restaurar a sua reputação e o jogo que tinha visionado ao início. e se há coisa que o povo gosta são Redemption Stories, até porque raramente acontece. Vamos lá ver como vai ser o futuro.

Edited by cursed
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Also, vão haver eventos semanais, ao que parece. Completamente free e sem MTs.

A grande falha deste jogo foi, IMO, a Sony ter-se envolvido. Se esta merda tem saído com o stamp do Early Access no loading, não tinha sido a shitstorm que foi. Tinham estado à mesma 2 anos a fazer os updates e agora lançavam isto como final release e tinha sido bem mais tranquilo...

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Voltei a pegar no jogo. Muita coisa está diferente, para melhor. Diria mesmo que, em certos aspectos, parece um jogo novo. O que é certo é que a minha intenção era ter-lhe pegado meia hora, para ver as novidades, e quando dei por mim, já estava a jogar há 2 horas. :lol: 

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Eu ontem fui experimentar. Comecei num planeta bué giro, todo verdolas, mas com chuva ácida. E agora não se começa ao pé da nave... portanto fiquei à toa e acabei por morrer lol
Hoje começo de novo. :P

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Quote

NEXT Update 1.51

26 July - Hello Games
 
Hello everyone,

Thanks so much to everyone who has already spent time playing NEXT and letting us know about any issues you've experienced (and a special thanks to those who have opted in to the Experimental branch to help us verify fixes early). It's overwhelming to watch thousands of players begin or continue their journey across the universe.

We have now released update 1.51, which includes the fixes detailed below.

Bug fixes
  • Fixed an issue where players who saved after partially repairing some items of technology would be unable to load that savegame. Please note that if the game has not been resaved, then progress has not been lost and will be recovered.
  • Fixed a crash caused by memory corruption
  • Fixed a crash in the animation system
  • Fixed a crash when saving on a freighter
  • Fixed a crash when fleet expeditions end without their capital ship present
  • Fixed a number of memory leaks
  • Fixed an issue where warping in multiplayer could cause players to spawn on a planet rather than in space
  • Fixed an issue where freighter bases would be in the wrong position
  • Fixed an issue where the build menu could crash if there was nothing available to build
  • Fixed an issue where players would be unable to warp during the antimatter stage of the tutorial
  • Fixed an issue where the mission destination would be incorrectly reported as in another system at the Hermetic Seal phase of the tutorial
  • Fixed an issue where upgrade modules installed in the main Exosuit inventory would not be saved correctly.
  • Fixed an issue where portable refiners placed near each other would share inventories
  • Fixed an issue where the cockpit of some ships would continually open and close
  • Fixed an issue where new controls were missing from the controls page
  • Fixed a crash in creature routines
  • Fixed a crash when multiple players put ammunition into a refiner
  • Fix for occasional crash when receiving mission rewards
  • Fix for crash when adjusting anisotropic filtering settings in the graphics options menu
  • Fix for potential crash in geometry streaming
  • Improvements to texture caching for AMD GPUs
  • Fixed an issue where some players still had physical nanites in their inventory that could not be spent at vendors
  • Granted players nanites when they dismantle their Obsolete Technology - spend nanites on new upgrades in Space Stations
  • Added a tutorial mission to guide players through the restoration of their old base
  • Fixed an issue where players were unable to build Frigate Terminals in Creative Mode
  • Fixed an issue where S-Class ships changed appearance
  • Fixed an issue where players were unable to build the Base Cache on their freighter to retrieve compensation for the loss of their freighter base
  • Fixed an issue where some Exosuit technology was not converted to Obsolete Technology. Please note this does not apply retroactively to save games that have already been upgraded.
  • Improved the mapping of old substances to new substances during the save upgrade. Please note this does not apply retroactively to save games that have already been upgraded.

Thank you,

Hello Games

 

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1 hour ago, camurso_ said:

Mas este jogo, apesar de tudo, não continua a ser demasiado repetitivo e "parado"?

É um survival de exploração. Vai ser sempre um survival de exploração. Se não gostavas antes, não vais gostar agora.

Não é defeito, é feitio. É o tipo de jogo. Não vai mudar de tipo de jogo com updates, porque o objectivo do jogo é o mesmo.

Edited by Mini0n
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3 minutes ago, Mini0n said:

É um survival de exploração. Vai ser sempre um survival de exploração. Se não gostavas antes, não vais gostar agora.

Não é defeito, é feitio. É o tipo de jogo. Não vai mudar de tipo de jogo com updates, porque o objectivo do jogo é o mesmo.

Não foi isso que perguntei.

O que perguntei é se, por exemplo, passavas muito tempo "sozinho" e se tinhas que andar sempre a fazer a mesma coisa (tipo, explorar planetas, sacar recursos e vender noutro local e não passava disso).

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1 hour ago, camurso_ said:

Mas este jogo, apesar de tudo, não continua a ser demasiado repetitivo e "parado"?

 

5 minutes ago, Mini0n said:

É um survival de exploração. Vai ser sempre um survival de exploração. Se não gostavas antes, não vais gostar agora.

Foi precisamente isso que perguntaste.

 

2 minutes ago, camurso_ said:

O que perguntei é se, por exemplo, passavas muito tempo "sozinho" e se tinhas que andar sempre a fazer a mesma coisa (tipo, explorar planetas, sacar recursos e vender noutro local e não passava disso).

O "sozinho" agora "resolveu-se" com o multiplayer. Mas se não tiveres amigos a jogar, continuas sozinho.
Tens de andar sempre a fazer a mesma coisa porque é um survival de exploração. É assim que este tipo de jogos funciona. Minecraf-style.

Podes vender recursos, fazer melhores, comprar naves, fazer bases, explorar ruínas, mas não deixa de ser o mesmo tipo de jogo: rinse and repeat de survival.

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