• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

No Man's Sky Update 1.03 Patch Details revealed (POSSIBLE SPOILERS)

FelipeMGM

Member
http://www.no-mans-sky.com/2016/08/update-1-03/

Hello Games will continually update No Man’s Sky this way. This is the first of many.

It will be available on Monday for press for review once it exits submission, and on launch for public on PC and PS4. We expect future updates like these to continue to be free.

For 99.9% of people, all you have to do is install the update before you begin to play.
If you had an early copy somehow, your save game will technically work post update, but you will miss out on new content and experiences if you don’t delete your save before updating (should be obvious why from notes below). We highly recommend deleting your save if you have played before updating your game (we won’t do this in future, but it’s a day zero update).

Servers will be wiped on Sunday and again Monday in the lead up to launch.

There is a lot of stuff and according to the website some might be spoilers, so I''l put here in spoiler tags (I dont really think they are spoilers tho)

Sean Murray said:
Beware these notes contain some spoilers. Here are some things our little team has been up to over the last four or five weeks:
The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.
The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger.
Diversity – Creatures are now more diverse in terms of ecology and densities on planets.
Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms.
Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets.
Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further…
Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds.
Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes.
Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.
Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed
Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources.
Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous
Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close
Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added.
Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon.
Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.
Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯\_(シ)_/¯
Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above).
Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added
Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight
Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans
Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)
Writing – The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me. I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.

And yeah, this final bit here seems pretty neat

Next up we’re adding the ability to build bases and own giant space freighters. Temporal AA and my new cloud rendering tech should be coming soon too. It will really change the game again, and enhance it visually.

This universe we’ve built is a pretty large canvas, we’ve got a lot of ideas. This is the type of game we want to be.
 
The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.
The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger.
Diversity – Creatures are now more diverse in terms of ecology and densities on planets.
Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms.
Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets.
Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further…
Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds.
Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes.
Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.
Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed
Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources.
Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous
Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close
Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added.
Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon.
Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.
Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯_(シ)_/¯
Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above).
Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added
Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight
Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans
Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)
Writing – The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me. I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.

Patch notes.
 

Hoo-doo

Banned
This sounds like a pretty hefty update packed with new stuff.

I'm in.

Temporal AA coming with the next patch? Awesome.
 
Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.

Hell. Yes.

This sounds like a pretty substantial patch.

Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)

This is huge, that pop-in was pretty rough. Cannot wait to play this.
 
That's actually a huge game changer as far as patches go. No wonder the streams seemed a little disappointing compared to we expected. I now understand why Sean didn't want anyone playing early.
 
Next up we’re adding the ability to build bases and own giant space freighters. Temporal AA and my new cloud rendering tech should be coming soon too. It will really change the game again, and enhance it visually.

.
 
I was already loving what I was seeing in the streams. It's crazy that it will be a lot more diverse and complex after this patch. I am hyped.
 
I'm really thankful for scanning whilst in your ship - anyone who's played knows this was sorely needed, otherwise where you initially choose to land was a bit of a crap shoot.

I'm trying to figure out what the planet rotation bit means.
 

EatChildren

Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
Yeah, these are pretty big fucking changes.
 

Nameless

Member
That's actually a huge game changer as far as patches go. No wonder the streams seemed a little disappointing compared to we expected. I now understand why Sean didn't want anyone playing early.

Actually the response in the spoiler thread was overwhelming positive. Some of these are absolute game changers, though.
 

Phloxy

Member
I don't mean to be cynical, but this seems a lot to make in just one month. Seems more like some stuff was added, some was left out on purpose so that only people who play it on official release get the real deal. Smart move either way.
 

FelipeMGM

Member
To me the most impressive part is that they did all of this changes in only 5 weeks!

These are some hard working fellas
 

Unicorn

Member
Holy fuck at things to come. Base building, cloud tech... Holy shit.


Also can someone compile a list of notes that doesn't contain big spoiler stuff? I'm scared.


I looked. Holy fuck they fixed all he shit people botched about from stream. Like. Wtfffffffffffff
 

OmegaDL50

Member
I'm curiois about the size of the patch; i mean, the game is 6GBs. Will it be big or small?

Oh man, I wonder how many gigabytes this patch will be, with such a huge amount of added content.

In the context of most patches that generally replace broken files and don't make duplicates. The worst case scenario the patch is 6GB which is the same size as the entire game.

The only time a patch would add to the size of a game is if it adds content that simply isn't available as part of the install (such as content expansions or DLC)

As long as Hello Games is smart about this and uses a Delta patching method which only replaces the files that need to be fixed the size shouldn't be too large.

Now if they do something like Mortal Kombat X which fucked patching process basically made folks essentially redownload the entire game. I don't think Hello Games would use this sort of method.
 

S1kkZ

Member
this game could challenge driveclub, when it comes to massive patches that upgrade and enhance the game. i can only imagine what this game will look like in 6 months from now.
 

Boke1879

Member
I hope this game gets constant updates if possible. Seriously in the next patch building based and owning freighters sounds amazing
 

legacyzero

Banned
HOLY SHITTTTTTTTTTT

untitledewuo3.png
 

MrDaravon

Member
As someone who has only been casually following the early leaked copy stuff a lot of these things seem fucking bananas, like huge gamechanging stuff, and a lot of it. What the fuck lol
 

Danlord

Member
I hope this game gets constant updates if possible. Seriously in the next patch building based and owning freighters sounds amazing

That is literally what Sean Murray has said he wants if the game is successful. He said he would love to continue supporting No Man's Sky if it was successful. I don't think there's any doubt it will be, so you can book it that Hello Games will be adding a LOT more content, and for free. That was another point. He doesn't want DLC, he wants to just add things.
 
I don't mean to be cynical, but this seems a lot to make in just one month. Seems more like some stuff was added, some was left out on purpose so that only people who play it on official release get the real deal. Smart move either way.

It's been talked about in the spoiler thread, but a running theory I have is that in order to get it out for an August release, they had to submit a core-feature finished build to get it Certified, whilst these changes have been in the works before that.

Like if they waited for these features to be finished before they submitted the game for certification, then it would've come out September >_>;
 

Tecnniqe

Banned
I don't mean to be cynical, but this seems a lot to make in just one month. Seems more like some stuff was added, some was left out on purpose so that only people who play it on official release get the real deal. Smart move either way.

Some of these changes defiantly seems like they've been in work for a long time as they seem almost crucial to the gameplay, so there might indeed have been delayed to finish them up while the disc's we're being printed.

Balancing and exploit fixing is always nice regardless.

It's been talked about in the spoiler thread, but a running theory I have is that in order to get it out for an August release, they had to submit a core-feature finished build to get it Certified, whilst these changes have been in the works before that.

Like if they waited for these features to be finished before they submitted the game for certification, then it would've come out September >_>;

Well its most likely the case but the whole going wild over what's essentially the core gameplay seems a bit weird then. As its supposed to be there from the start :)
 
That is a hell of an update and clearly changes the game quite abit. Really looking forward to seeing how they expand the game over time.
 

Kyoufu

Member
Inventory increase is huge as well as reduced pop-in when flying over terrain.

Heck, everything in this update is huge and game changers.
 
Sounds like it deals with a number of the problems you could see watching the streams. I think it's very hefty for a day one patch, making it seem like the game wasn't quite ready when it went gold.

I think it's interesting that they are already talking about base building. Sounds like they want to go down a Terraria, Starbound, Minecraft, etc route with the game.
 
Top Bottom