General Gameplay-Fixed technology becoming instantly fully charged when repaired
-Fixed ship appearing on incorrect pad in space station after loading
-Added interactable objects that required certain tech to collect
-Added shootable objects that require certain tech to mine
-Rebalanced resource availability and technology charge requirements
-Fixed initial game flow - where travelling to space too quickly after visiting the monolith could prevent the first atlas station notification appearing
-Prevented player being prompted to scan for buildings before leaving the system after visiting the monolith
-Prevented laser and melee attacks while in space from attempting to edit terrain
-Improved calculation of resources received when mining terrain
-Renamed Signal Scanners to Signal Boosters
-Signal booster objects updated to search for playable bases, suit upgrade pods, and mineable resources
-Removed signal booster from being distributed on terrain, as player can now build them
-Improved accuracy of environment detection, fixing cases where it rained inside caves
-Fixed galactic waypoints not loading correctly across saves
-Removed atlas pass v1 requirement from doors in stations
-Suit upgrade pods are no longer spawned in stations
-Suit upgrade pods can now only be used once
-Fixed collision in anomaly that was causing issues when exiting larger ships
-Increased the number of different NPC character models generated per system
-Fixed the game always remaining in day time for players who began their save prior to patch 1.03
-Fixed a potential crash in foliage instance renderer
-Localisation
-Fixed stats page in asian languages
-Fixed multiple issues with asian language formatting
-Multiple improvements and fixes to localisation text in all languages
UI-Added new icons for specific types of primary resources
-Fixed health bars not appearing on some targets
-Added hazard and life support drain indicators
-Fixed mission messages not appearing in a timely fashion
-Beacons now notify the player that they will save the game
-Fixed crash when creature IK animations were updated under certain conditions on the discovery screen
-Improved navigation in discovery UI
-Massive speed improvements to browsing huge discovery lists
-Increased size of discovery storage
-Added option to load "Earliest" previous save in Options menu
-Fixed weapon naming
-Added icon to remind players of the reload button when weapon is empty
-Multiple fixes for viewing discoveries
PS4-Added photo mode
-Large optimisations to the engine to accommodate base building
PC-Added support for up to 8 mouse buttons
-Fixed better order position history for mouse smoothing
-Fixed bug where setting gamma to zero gave a fully bright rather than fully dark image
-Fixed hard-limiting on save sizes, with appropriate warning about free space on boot
-Player is now notified when shaders are being loaded
-Fixed occasional crash on exit
-Fixed performance of trail renderer for some AMD cards
-Large optimisations to the engine to accommodate base building
Generation-Added biome specific plants
-Adopted new method of distributing resource plants on terrain, for more lifelike clumps of plants
-Improved distribution of plant life across all terrain types
-Introduced visual differentiation of red, green and blue star systems
-Introduced new mineable terrain resources found only in red, green and blue star systems
-Reduced average building frequency
-Introduced planets with elevated building density
-Introduced planets with no buildings or sentient life
-Increased the proportion of lush and tropical planets
-Decreased the proportion of lifeless planets
-Fixed bug where multiple ships could appear, overlapping, at the player's start scene
-Prevented certain building types being incorrectly placed underwater
-Prevented multiple buildings occasionally being placed in overlapping positions
-Prevented buildings occasionally being placed intersecting with the terrain
-Improved and altered per-planet terrain resource generation, improving gameplay and visuals
Creatures-Fixed elevation cache mismatches, causing errors in creature knowledge and pathing
-Fixed slow memory leak in creature role allocation
-Improved creature animation speeds
-Fixed issues where some creatures turns had the incorrect frame count
-Fixed occasional crash when interacting with creatures
Atmospherics-Increased proportion of vibrant blue skies
-Corrected cloud levels for clear skies
-Improved average cloud level settings
-Fixed cloud rendering while flying in your ship
-Improved atmosphere depth when transitioning to space
-Increased fidelity of atmosphere rendering on nearest planet
-Improved atmospheric fog as you fly to a planet
-Improved fog method for planets seen on the horizon
Terrain-Improved terrain generation algorithms
-Improved and extended blend areas between different terrain noise types
-Terrains now generate more open spaces
-Smaller features now appear at nearer lods to improve visuals in the distance
-Fixed objects being placed on incorrect terrain material types
-Improved resolution of distant planet terrain
-Decreased differences between planet as seen from space and actual planet terrain
-Fixed seams on planets when seen from space
-Improvements to terrain material selection and terrain material blending
-Terrain generation priority and cost calculation improvements
-Fixed terrain generation angle calculations, which would previously prevent nearest region being generated first
-We now generate caves on lower terrain lods to decrease visual differences in lower detail terrain
-Introduced more varied and vibrant colouring to terrain for each biome
-Decreased frequency of brown terrain colour selections
-Changed texture scales to improve transition between terrain lods
-Improved terrain colour combinations to add variety and better match terrain contouring
-Improved terrain texture blending method to better retain vibrant colours
-Improved settings for hue, saturation and value noise variation on terrain
-Fixed a number of issues causing holes to be seen in the planet terrain
-Fixed occasional crash when mining terrain
Visuals-Fixed colour of muzzle flashes on player weapons
-Added muzzle flashes to ship weapons
-Added cockpit lighting for damage and weapon firing
-Added debris to freighter explosion effect
-Improved freighter cargo explosions
-Improved photon cannon hit and space explosion effects
-Improved turret explosion effect
-Improved grass colour selection
-Improved grass colouring method to match underlying terrain colour
-Improved grass placement to match gradient of terrain, and rocky terrain slope patches
-Improved lighting on grass
-Improved alpha cutoffs and blending for grass in the distance
-Improved colouring method for on-planet buildings
-Fixed "pop" in lighting when flying between planets
-Fixed incorrect lighting seen in shadow areas
-Improved lighting method when rendering tree leaves
-Fixed procedural texturing on objects with multiple overlapping textures
-Fixed size of certain texture atlas normal maps
-Fixed texture scaling on asteroids
-Zinc plant is now more obvious when it has been gathered
-Fixed occasional rendering errors due to precision on cockpit during warp
-Fixed pulse lines not appearing when pulse driving out from planet atmosphere
-Fixed shadowing artefacts on imposters
Space-Improved asteroids to allow much denser fields
-Improved explosion effects
-Fixed scale of moons on the space map
-Added freighter groups to the space map
-Changed distribution of resources in asteroids
-AI ships will now clear asteroids in their path
-Planets are now scannable from space to see their resources
Space Combat-Fixed bounty targets warping out too soon
-Improved HUD indicators in space combat
-Added damaged ship effect on AI starships
-Added formation flying
-Improved locking on passive starships
-Improved AI combat flight patterns
-Added new ship weapon technology
-Holding brake whilst turning now activates drift for fast turns
-Improved AI ship freighter attacking
-Improved freighter targeting code when under attack by enemy ships
Freighters-Fixed pulse drive to prevent travel through freighters
-Improved docking code
-Added hangar to the lead freighter
-Added docking in freighters
-Added icon to accessible freighter hangars
-Added colouring to cargo drops to identify what is in them
-You can now only pick up cargo drops that will fit in your inventory
-Added auxiliary freight ships to freighter groups
-Added alert lights and alarm audio for when freighters are in combat
-Improved turret lights and explosions
-Improved muzzle flashes on freighter turrets
-Added indicator of cargo contents
-Freighter Commanders now give rewards for rescuing them from pirate attack
-Fixed collision on freighter cargo containers
Audio-Updated the lush ambience to make the wind sounds less noisy
-Ambient background fauna now checks for the presence of creatures
-Added rain on foliage
-Added rain on ship
-Added freighter specific footsteps
-When on a dead planet, no music will play
-Round table prop now plays an appropriate sound
-Added more music to the loading sequence and game start
-Added audio to new base building props
-Created sounds for new base building props
-Added audio to freighter doors and internal freighter ambiences
-Added freighter explosions
-Added freighter alarm
-Added ambient radio comms when approaching a freighter
-Fixed missing sounds when in a space station due to the mix settings
-Multi-tool upgrades now affect audio
-Lots of minor mix changes
-Changed some compression settings for PS4 audio to make the sub-channel audio play more reliably