Bij het bezoeken van een basis van andere spelers is mijn pro meerdere keren gecrashed door de grote hoeveelheid van die communicatie modules. Ik hoef sowieso NMS maar op te starten en mijn ps4 lijkt wel een opstijgend vliegtuig. Bij andere games nergens last van.quote:Op dinsdag 17 juli 2018 16:00 schreef RickoKun het volgende:
[..]
Die ps4 pro van mij schokt (qua FPS) al met die kleine poep basis van mijTerwijl het allemaal nou ook weer niet zó grafisch hoogstaand is.
Performancedingetje. Zal z.s.m. opgelost worden.. wat ze altijd al snel hebben gedaan.quote:Op donderdag 19 juli 2018 09:09 schreef Rolstoelvandaal het volgende:
[..]
Bij het bezoeken van een basis van andere spelers is mijn pro meerdere keren gecrashed door de grote hoeveelheid van die communicatie modules. Ik hoef sowieso NMS maar op te starten en mijn ps4 lijkt wel een opstijgend vliegtuig. Bij andere games nergens last van.
Herkenbaar. Je bent echt in the middle of nowhere.quote:Op donderdag 19 juli 2018 12:16 schreef Dutchguy het volgende:
Het leuke van deze game vond ik vooral het onmetelijke en desolate gevoel dat je er van kreeg. Alsof je overal voor het eerst kwam. Ik hoop dat dat gevoel met multi-player niet eraan gaat.
Daar heb je inderdaad een punt.quote:Op donderdag 19 juli 2018 13:55 schreef Crutch het volgende:
[..]
Herkenbaar. Je bent echt in the middle of nowhere.
Maar dat gevoel zal vast erger worden wanneer je een tijdje wél multiplayer hebt gespeeld en vervolgens naar een planeet gaat in een ander stelsel waar niemand is.
Ja.quote:
quote:NO MAN'S SKY TO BEGIN WEEKLY UPDATES
Big game, little additions.
Following the release of the No Man's Sky NEXT update, Hello Games will introduce weekly updates to the game, with a focus on community challenges.
The updates will take the form of events or missions, with item rewards offered for those who take part in them. As creator Sean Murray described it to IGN, "this is not a loot box thing, it's not a microtransaction thing, it's 100% free". The first weekly update is currently expected to launch a week after NEXT's release on July 24.
The emphasis seems to be on getting players to somewhere in the game's galaxy, rather than complete a rote activity, a move Murray says was inspired by the community, which has been organising in-game events and meet-ups itself for some time.
Along with weekly updates, a new website, Galactic Atlas, is expected to be launched today. The website will display in-game events on the Galaxy Map, as well as include Portal Glyph addresses that will allow players to visit specific locations without having to warp there manually.
Alongside its function for challenges, the Galactic Atlas will allow players to create their own points of interest, pointing their fellow Travellers to their favourite planets, bases, or anything else they might want to show off.
Hello Games will recognise the community-created Galactic Hubs - portions of the galaxy systematically explored by large numbers of players - on the Atlas. Leaderboards will also be added for players will the most discoveries in a certain area.
Hello is keen to point out that these weekly updates will come on top of, rather than instead of, the major free content updates No Man's Sky has received since release.
But before those little weekly updates, there's the matter of a very big one. NEXT, the latest major update to the game, will add four-player multiplayer, extended base-building, a third-person viewpoint, character customisation and much more.
Bron: http://www.ign.com/articl(...)it&utm_medium=twitter
quote:28 CHANGES COMING TO NO MAN'S SKY WITH NEXT
There are a lot of small steps behind this giant leap.
No Man's Sky is getting its first major update in a year, and it adds a lot to the cosmic exploration experience. Hello Games has already revealed the headline additions coming in the NEXT update, with a very clear focus on responding to players desires. Multiplayer, upgraded base-building, character customisation - it's essentially a wishlist drawn from comments sections internet-wide.
But after getting our hands on the upcoming version of the game and talking to creator Sean Murray, we spotted lots of little details - both part of those headline changes and beyond - that had been added, all of which add up to make NEXT an even bigger step for the game than we first thought. Here's everything we noticed:
Alone, Together
Full multiplayer is finally coming to No Man's Sky, and the first thing you'll notice is that the once-lonely galaxy is a lot sillier when playing with friends. Who would have thought walling someone into a cave with a terrain manipulator and laughing at their misfortune was the tweak this game needed?
Parties can be up to four players large, with everyone bringing their items and ships along for the ride.
There's no range limit on your party. While you'll appear in the same place as the player you join, you can then blast off into space and head halfway across the galaxy, while remaining in the same game.
While a party's set up by joining a single player's game, they aren't a host. Everyone has equal privileges, and can get the party to take part in their missions, wherever they are in the story.
The one restriction is that all players have to be using a save file in the same game mode, Normal, Creative or Survival...
... But if you don't have a compatible save, we're told you can join another player as a guest, presumably with standardised equipment.
The focus is very much on playing together, but you can attack your fellow players. It might be more trouble than it's worth - when I blew up someone's ship, they respawned halfway across the planet, which was a bit of a faff for everyone.
Starships are strictly assigned to the player that owns them, and they're still all one-seaters, so you can't pick up passengers.
But you can share almost everything else - transferring items across inventories now gives you the option to send any item to any player in your party.
A player can also activate Photo Mode while the rest of the party carries on playing, meaning you can stage some lovely shots.
If one player owns a Capital Ship they can accept new multiplayer missions.
From what we've seen, the new missions err on the side of simple, tasking the party with everything from combat challenges to scanning set numbers of creatures.
Building Bases, Going Places
Bases can now be built anywhere - and I mean anywhere. Underwater, up mountains, on floating rocks. It's worth scouting for the most impressive location.
Bases can now be built out of up to 20,000 individual pieces, meaning you can build giant, sprawling complexes - we saw one with buildings at the top and bottom of a ravine, with a staircase that took minutes to climb between them.
Base building also comes with a mission tree now, keeping you building by rewarding you with new pieces for old ones.
Whoever sets the initial base piece owns the whole building but in multiplayer, any party member can add to a base owned by another party member.
You can also base-build within a Capital Ship owned by a party member.
Incidentally, landing a whole party's starships in a freighter will seemingly be the easiest way of getting to new systems together.
If you're rich in units, you can buy a whole fleet of freighters, and a new mission list lets you send them out on various missions, which play out in real time.
Those freighters don't just disappear - they head to the specific system where the mission takes place. If you really wanted to annoy a party member, you could trick them into landing on a frigate, then send it on a mission in a distant system, blasting them into space with your laughter ringing in their ears. Just a thought.
Get the Look
The game's added a third-person viewpoint, and it wants you to know that - in our game, it became the default on-foot view.
It's easy to change, however - the contextual menu you use to recharge systems or recall your ship now also lets you switch from third to first person at any time.
With the third-person mode and multiplayer comes another addition - you actually have a customisable player model now.
You can change your look at any time from a new terminal. That terminal can be found in every space station, and can be built in your bases and freighters.
You can change your helmet, suit, even your species. Changing to a short species like the Gek will lower your first-person view appropriately.
Speaking of your view, the HUD's been tweaked a little, with a sleeker contextual menu and less intrusive pop-ups when you pick up items and materials.
Perhaps the nicest little change is the ability to repair critically damaged systems piece by piece. Instead of having to stockpile all the materials needed, you can plug in what you have and leave to find more, freeing up inventory space.
A new scanning view also helps show off a new addition - worlds can now be peppered with buried treasure, which you can uncover with the terrain manipulator and crack open for various rewards.
Bron: http://www.ign.com/articl(...)o-mans-sky-with-next
quote:No Man's Sky's NEXT update is big
All the details from next week's huge overhaul.
No Man's Sky ambitious NEXT update is out next week, coming to PC, PS4 and, for the first time, Xbox One. It's been a year in the making and is, it's fair to say, big.
Right now, I've only had around 30 minutes with the latest version, so it's impossible to fully appreciate its scope - but, as someone that's already accrued hundreds of hours with the game and it's three previous updates, it's already clear that NEXT marks a significant new chapter for No Man's Sky.
The first, most striking aspect of NEXT is, unsurprisingly, its visual overhaul - and, as the recent trailer will attest, it's genuinely remarkable just how different No Man's Sky looks. Its massively improved lighting, better atmospheric effects, and increased draw distances, alongside a gorgeous new cloud rendering systems, improved textures, better water, an optional new third-person camera, and more, combine to create a much more subtle aesthetic.
Perhaps more than anything though, it's the newfound sense of scale that impresses, with the game now sporting a more "earth-like" planetary generation system. Mountains tower above undulating valleys, populated by looming trees, larger architectural "props", and notably improved fauna. Creatures feature more nuanced animations, improved AI, and a broader range of sounds, all of which help sell the illusion of life just that little bit harder.
But Hello Games' changes go beyond mere aesthetic tinkering, and it's surprising just how much has, in the last year, been tweaked and enriched. It'll require a lot more time to properly gauge the true impact of NEXT, but here are a few early observations: the entire opening of No Man's Sky has been once again reworked to make for a more accessible introduction to the game's sometimes opaque systems - which have only grown more complex through the previous three major updates.
Your first task is still to gather resources to repair your downed ship - and, to be clear, the fundamental loops that drive the game haven't changed, even if the depth of activities around them certainly have - but even in the early moments, there's ample evidence of the sheer breadth of NEXT's additions, such as the introduction of a refinery, which enables the creation of new resources out of those mined from planets.
Crucially, No Man's Sky's structural reworking gives much faster access to some of its more interesting tools. Now, not only do you get a ship in the opening hour, you're given access to the the likes of the terraformer - enabling you shape the earth at will, useful for carving out spots for bases or escaping a planet's harsh environment - as well as access to base building. Notably too, freighters - the vast starships that essentially act as giant, portable bases - are no longer the domain of the super rich, but will arrive early on as a freebie.
That's important, as No Man's Sky places renewed emphasis on freighters; improved versions of these, with betters stats, can be found around the galaxy as play progresses, and have been redesigned so that customisable areas (now basically a large hangar, waiting to be filled with rooms) are front and centre, giving a much greater sense of ownership and personalisation.
Additionally, your freighter is where you'll encounter the new frigate system. This wasn't a feature I saw myself during my playtime, but is described as something like Monster Hunter's Palico system. You can buy frigates - up to 50 in a fleet, which will be visible around your freighter - and each can have its own specialisations. Frigates can be sent on procedurally generated missions which play out in real-time, and can be followed across the galaxy or simply left to complete their mission, reaping the rewards of a successful adventure.
Freighters are also home to the new procedurally-generated multiplayer quest system. Now, you're able to form wings and set out across the galaxy, working together to complete the likes of dogfighting missions and more. And speaking of multiplayer, it's impressive just how well integrated it is, feeing like a natural extension of the experience, rather than something awkwardly bolted onto the existing core.
Resource gathering no longer feels quite so much of a chore when you've up to three other friends in a party; creative collaboration on building projects and the likes is a joy, and simply exploring the galaxy with friends in tow makes for a much less lonely place. And there are plenty of well-considered touches too, such as being able to mark points of interest for others to see, and easily dropping resources straight into friends' inventories.
NEXT's additions go much further though: building has received a major overhaul, with a greater focus on construction using individual pieces (floors, walls ceilings, etc.) to make more elaborate, more distinct rooms and layouts - and I was especially taken with the way room pieces now automatically carve out the landscape, meaning it's easy to build cosy planetary bases underground, built straight into the rock.
And, of course, with restrictions lifted in terms of base size and placement - you can now build anywhere on a planet - there's much greater scope for creativity. And you can finally have multiple bases, meaning you don't have to undo all your previous work if you find a appealing new planet on your travels, and want to make a new home.
Even a relatively brief time with NEXT impresses, with its procession of subtle adjustments, welcome quality of life features, and bigger additions such as multiplayer - although it's hard to tell if the game's weighting has been shifted enough to move its focus away from the sometimes fiddly survival and resource gathering core loops that put off some at launch. Answers to these questions will come in time.
And speaking of things to come, Hello Games has one last surprise, in the form of its post-launch plans for NEXT. With three massive updates under its belt, the team is keen to adopt a schedule of smaller, regular updates, to ensure a consistent run of new experiences. To that end, it's implementing something akin to a live events programme, in which players can work to achieve certain community goals in order to earn a second currency that can be spent in a new in-game rewards shop. This currency - and Hello is keen to stress that this is all free, and that there will be no micro-transactions - can be used to purchase the likes of emotes, customisation parts, and eventually unique ships and vehicles.
That's still not all though; this will be joined by a new Galaxy map system, enabling players to scrutinise No Man's Sky from afar. It's a way of highlighting just how much of a living, changing space it is, thanks in large part to the tireless efforts of the game's remarkably engaged community. It will show the likes of galactic hubs and just how far afield the surroundings systems have been explored, as well as player discoveries, and even community-provided points of interest - whether these be screenshots, stories, or poems.
It certainly seems that the studio efforts over the last year have brought even more scope, scale, and depth to No Man's Sky's galaxy - and I can't wait to see and share more.
Bron: https://www.eurogamer.net(...)g-next-update-is-big
PCgamer:quote:“Worlds now have buried treasures you can find with the scanner.”
quote:Speaking of cosmetics, you can also customise your player character, either taking on the form of a space traveler in the human astronaut vein, or as one of the game's NPC races, like the Gek or the Vy'keen.
Uit een interview met Sean Murray.quote:And we're changing what we're doing. After the release of Next, we're going to start communicating directly with the community loads more, and we're going to start dropping weekly content, weekly community missions and rewards and stuff like that. Really catering to them, which is something we've always wanted to do, but it just didn't feel like we could.
Bron: https://waypoint.vice.com(...)erything-no-mans-sky
Universum krijgt weer een reset, multiplayer en nog veel meer toevoegingen. Klinkt als genoeg dingen om niet smooth te zijnquote:Op vrijdag 20 juli 2018 15:41 schreef Nick-GizMo het volgende:
Nu alleen hopen dat het smooth release word
SPOILEROm spoilers te kunnen lezen moet je zijn ingelogd. Je moet je daarvoor eerst gratis Registreren. Ook kun je spoilers niet lezen als je een ban hebt.Eerste leakSOONY
quote:Op vrijdag 20 juli 2018 22:21 schreef DKUp het volgende:
Er is wel meer gelekt nuSPOILEROm spoilers te kunnen lezen moet je zijn ingelogd. Je moet je daarvoor eerst gratis Registreren. Ook kun je spoilers niet lezen als je een ban hebt.Eerste leak
Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe
Don’t take my kindness for weakness and then expect me to treat you the same
Ah dat boeit nietquote:Op zaterdag 21 juli 2018 10:21 schreef DKUp het volgende:
[..]
Yep, gameplay![]()
Maar helaas Xbox One-beelden op 720P![]()
Echt tof dat we kunnen spelen als ieder rasquote:Op zaterdag 21 juli 2018 10:33 schreef Nick-GizMo het volgende:
[..]
Ah dat boeit niet
Nog 3 dagen
Maar ff erbij zetten :
Part 1 -
Part 2 -
Part 3 -
Part 4 -
Part 5 -
Part 6 -
Wel spoilers denk ik
Voor mij is vrijwel alles nieuw! Heb de 1ste update niet eens meegemaaktquote:Op zaterdag 21 juli 2018 17:48 schreef DKUp het volgende:
[..]
Echt tof dat we kunnen spelen als ieder ras![]()
![]()
Ik ga het wel weer oppakken om mijn schip flink te upgraden en mee te kunnen kopen.
Eigenlijk ook wel zin om met anderen te spelen
En guilds![]()
Oh, dan is het helemaal een nieuwe ervaringquote:Op zondag 22 juli 2018 01:27 schreef Nick-GizMo het volgende:
[..]
Voor mij is vrijwel alles nieuw! Heb de 1ste update niet eens meegemaakt
Als dit weer fake is he dan ga ik dit spel ritueel verbrandenquote:Op zondag 22 juli 2018 10:37 schreef DKUp het volgende:
[..]
Oh, dan is het helemaal een nieuwe ervaring![]()
AI van fauna is flink verbeterd.
Dit is de Xbox One (X) disc versie. Waarschijnlijk nog zonder de Day One Next patchquote:Op zondag 22 juli 2018 10:50 schreef Doublepain het volgende:
[..]
Als dit weer fake is he dan ga ik dit spel ritueel verbranden
Teveel info ineens, kan niet handelenquote:Op zondag 22 juli 2018 10:37 schreef DKUp het volgende:
[..]
Oh, dan is het helemaal een nieuwe ervaring![]()
AI van fauna is flink verbeterd.
Als het dezelfde leaker is, dan heeft ie wel een update gehad van 4.8gbquote:Op zondag 22 juli 2018 11:04 schreef DKUp het volgende:
[..]
Dit is de Xbox One (X) disc versie. Waarschijnlijk nog zonder de Day One Next patch
Ja, dezelfde leaker. Next staat op de disc, maar meestal komt er op de dag zelf nog een update overheen.quote:Op zondag 22 juli 2018 20:32 schreef Nick-GizMo het volgende:
[..]
Teveel info ineens, kan niet handelen
[..]
Als het dezelfde leaker is, dan heeft ie wel een update gehad van 4.8gb
Stond Next niet op de disc al?
Wel jammer dat streamen niet kanquote:Op zondag 22 juli 2018 21:09 schreef DKUp het volgende:
[..]
Ja, dezelfde leaker. Next staat op de disc, maar meestal komt er op de dag zelf nog een update overheen.
Misschien is dat die 4,8GB.
Wat is er veranderd dan? Want ze lopen nog precies op dezelfde manier rond te niksen.quote:Op zondag 22 juli 2018 10:37 schreef DKUp het volgende:
[..]
Oh, dan is het helemaal een nieuwe ervaring![]()
AI van fauna is flink verbeterd.
Ze bewegen anders, stampen, audio update van de dieren.quote:Op zondag 22 juli 2018 22:25 schreef RickoKun het volgende:
[..]
Wat is er veranderd dan? Want ze lopen nog precies op dezelfde manier rond te niksen.
quote:
15:00 vanmiddag las ik.quote:Op dinsdag 24 juli 2018 07:04 schreef lord_bono het volgende:
[..]
Is er een release tijd bekend eigenlijk?
SPOILEROm spoilers te kunnen lezen moet je zijn ingelogd. Je moet je daarvoor eerst gratis Registreren. Ook kun je spoilers niet lezen als je een ban hebt.SOONY
- Minor text fixesquote:
quote:PATCH NOTES No Man’s Sky Update 1.5 Next
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
Jazker, dat hebben we dan ook meteen gedaanquote:
Welke modus doe jij?quote:Op woensdag 25 juli 2018 09:00 schreef jogy het volgende:
Alles ziet er toffer uit, goed gedaan van Hello Games.
Ik had overigens wel een uitdagende start, zat op een planeet die me meteen leeg liet lopen op hittebescherming en ik wist ff niet wat ik moest inzamelen om het op peil te houden. Was bijna dood voor ik überhaupt een grot kon vinden en uit kon vogelen wat ik nou moest halen
. Ondertussen heb ik wel mijn vliegtuig gerepareerd en zit ik op een eerste basis
. Mijn oudere savegame lijkt overigens nog wel oké te zijn dus misschien ga ik daar ook wel mee verder. Weet het nog niet.
Het probleem met deze game is dat de tijd zo vlug gaatquote:Op woensdag 25 juli 2018 09:35 schreef DKUp het volgende:
Ziet er vet uit!
Vandaag een nieuwe start maken.
gewoon normal, ik had alleen een beetje pech met de beginplaneet denk ik. (Of geluk want het was wel spannendquote:
Ja dat herken ik.quote:Op woensdag 25 juli 2018 10:10 schreef Nick-GizMo het volgende:
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Het probleem met deze game is dat de tijd zo vlug gaat![]()
Was gisteren ineens 23.30
Volgens mij begint niemand meer op een “veilige” planeet.quote:Op woensdag 25 juli 2018 10:14 schreef jogy het volgende:
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gewoon normal, ik had alleen een beetje pech met de beginplaneet denk ik. (Of geluk want het was wel spannend)
Oh joh. Heftig wel. Het was een redelijke stoomcursus a la wtfbbq, zeker als je echt helemaal nieuw bent denk ik dat je nog wel een paar keer sterft voor je het door hebtquote:Op woensdag 25 juli 2018 10:16 schreef DKUp het volgende:
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Volgens mij begint niemand meer op een “veilige” planeet.
quote:Sean Murray
Thank you all so much for playing the game, and for giving us feedback. Today has been overwhelming.
A build is already being prepped with the first round of fixes and improvements - it’ll hit PC experimental soon.
De stoffen zijn ook veranderd en soms bijna niet te vinden. Doodgaan is niet gek in het begin en als je weinig doet aan het ruimteschip.quote:Op woensdag 25 juli 2018 10:17 schreef jogy het volgende:
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Oh joh. Heftig wel. Het was een redelijke stoomcursus a la wtfbbq, zeker als je echt helemaal nieuw bent denk ik dat je nog wel een paar keer sterft voor je het door hebt.
Standaard.quote:
Blijf toch wel gruwelijk die foto'squote:
Ja je kan ze gewoon tegenkomen. Had vandaag ineens 1 persoon in mijn sessie.quote:Op woensdag 25 juli 2018 19:19 schreef Doublepain het volgende:
Hoe werkt multiplayer? Kan je elkaar gewoon tegenkomen nu?
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