Expeditions Revisited


Hello!

One of our biggest surprises in 2021 has been the popularity of Expeditions. It’s been absolutely lovely to watch folks play No Man’s Sky in new ways (like working together to escape a hellish planet, which prompted this lovely Eurogamer article), and to surprise players with unexpected rewards (like the moment the Normandy from Mass Effect warped into No Man’s Sky for the first time in Beachhead).

 

We have always wanted starting a new expedition to be an exciting refresher, a way for experienced players to find a new perspective on No Man’s Sky, or for new players to find a part of the universe they hadn’t yet experienced. But this very busy year, and the limited-time nature of the expeditions, has meant that it has been difficult for some people to participate in them.

As a one off, we wanted to give people who missed out on any of this year’s expeditions another chance to experience the unique challenges and rewards they offered over this Thanksgiving and Christmas period, when life slows down a bit and hopefully gives us all more free time! We’ve even managed to bring back the Normandy as a reward for those who missed out, which I know so many have asked for.

We’ll be starting on the 24th November with another opportunity to play Pioneers, the very first expedition. Starting an expedition is as simple as starting a new game. Instead of loading a save, choose Community Expedition from the mode select screen and begin your journey!

 

Expedition Schedule
Alongside the expedition, we are also releasing a small update with a number of bug fixes and quality of life improvements. See below for the full patch notes.

Each expedition will run for two weeks, and they have been tweaked to account for this shorter time window. Each expedition has also been given a new starting planet and route through the galaxy. They will run back-to-back, as follows:

Expedition 1 (Pioneers): 24th November – 7th December

 

Expedition 2 (Beachhead/Normandy): 8th December – 21st December

 

Expedition 3 (Cartographers): 22nd December – 4th January

 

Expedition 4 (Emergence): 5th January – 9th January

 

Development Update
This marks the end of another busy year for our small team, as we celebrated No Man’s Sky’s 5th anniversary with 4 major updates! This now takes us to 17 large releases, as well as countless smaller updates, community requests, and hotfixes – a huge amount of work for such a small team. We are very proud to have been on this adventure with you, and humbled that we are able to continue taking No Man’s Sky to new and exciting places.

 

The 5th anniversary year started in February with the Companions update. We were delighted to see all the screenshots of players exploring the universe side-by-side with their newly adopted alien creatures. We loved the reaction of the community as people began breeding creatures and sharing their eggs, with the weird and wonderful (and colossal) creatures that players brought into existence never failing to surprise.

 

 

Expeditions in April introduced a brand new way to play No Man’s Sky. We have always loved the magic of starting afresh – vulnerable, trapped on a planet, a whole universe of possibilities ahead of you. Expeditions brought new ways to experience that feeling, as well as bringing the community together and allowing everyone to feel what it’s like to be in a hub world. We are very excited for the future of expeditions and all the different possibilities they contain!

 

 

In May we released Prisms, and dramatically refreshed the No Man’s Sky experience with a range of new visual features. We have always wanted everyone to have a real sense of wonder whenever they set foot on a new world or stare up at the stars, and we were so pleased with the way Prisms made the journey across the universe feel exciting and new, even to veteran players. No Man’s Sky has never looked better, with reflections, new texture effects, more planetary details, improved lighting, new skies, new warp effects, creature fur, and much more besides.

 

 

September saw the release of Frontiers, which not only overhauled the visuals and mechanics of base building, but also allowed for players to become Overseer of their very own procedurally generated alien settlement. We wanted to make it easier for newcomers to build beautiful bases, as well as open up new possibilities for the experienced building community, and we have been dazzled by the outpouring of creativity that we have seen from you all.

 

 

Looking back on all that, it’s an amazing achievement and testament to the hard work of a small group of people. Already work has started on some exciting plans for 2022 and there are no signs of us slowing.

Over the Holiday period the No Man’s Sky merch will be on sale periodically here with a 15% discount.
An extra 15% will be applied if you use the code ATLAS at checkout.

Black Friday (25th-29th November)
Boxing Day (26th December)
New Year’s Day (1st January)

Thank you all for your support, newcomers and veterans alike. We have one of the best communities in all of gaming and that is never taken for granted.

Our journey continues.

Sean

 

3.73 Patch Notes

  • Fixed an issue that could cause protected terrain edits inside a player’s base to occasionally be overwritten when downloading a large number of terrain edits from other player’s bases.
  • The base computer can now be picked up and moved within the bounds of the base.
  • Improved the clarity of messaging when placing a base computer in an invalid location.
  • Fixed an issue that could cause audio problems on PlayStation 4.
  • Wiring mode now has access to rotation and free place options.
  • Fixed an issue that caused the HUD message that accompanies entering a base to trigger too frequently.
  • Fixed an issue that caused the personal refiner audio to continue to play forever if the refiner ran out of fuel.

 

  • Fixed a collision issue with timber roof corner base parts.
  • Fixed a number of snapping issues with basic shape adornment parts (cubes, pyramids, cylinders, and so on).
  • Fixed a number of collision and terrain carving issues with small paving parts.
  • Fixed a collision issue with one visual variant of the timber wall with windows.
  • Fixed an issue that could cause base part preview holograms to be offset.
  • The Pipe and Curved Pipe building parts have been combined into a single new Pipe part that adjusts shape contextually.
  • Fixed a snapping issue with ByteBeat Cables.

 

  • Introduced a significant memory optimisation for PlayStation 4.
  • Introduced a number of significant base-building physics optimisations.
  • Introduced a significant base-building networking optimisation.

 

  • Fixed a number of rare issues that could cause planetary objects to have no collision.
  • Fixed a rare issue where grass could grow around the edges of settlement building interiors.
  • Fixed a rare issue that could cause NPCs in settlements to hover above their chairs.
  • Fixed a number of base-building LOD issues.
  • Fixed a number of snapping issues with inner pieces.
  • Fixed a number of issues that could cause settlements to be incorrectly classified on the CBAS scale.
  • Fixed an issue that could cause players to fall out of their freighter while constructing new rooms on board.

 

  • Fixed a number of issues that could occur when collecting rewards after a fleet expedition had finished.
  • Fixed an issue that could cause the Armourer mission to become blocked if players destroyed the targeted depot from the air, or before the mission had begun.
  • Fixed an issue that could cause creature-related missions from the Nexus to pick inappropriate planets.
  • Fixed an issue that allowed base part duplication mode to duplicate non-buildable parts.
  • Fixed a rare issue that could prevent players from completing the construction of a settlement marketplace.
  • Fixed an issue with base reporting.
  • Fixed an issue that caused the “Spawn Beneath Your Skin” milestone of the Emergence expedition to fail to find any valid target when using the Target Sweep.

 

  • Fixed an Xbox-specific crash that could occur when loading corrupted save data.
  • Fixed a rare issue that could cause very large player bases to crash when loading.
  • Fixed a Xbox-specific crash that could occur when running out of audio memory.

The post Expeditions Revisited appeared first on No Man's Sky.

Source: No Man's Sky

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Just made 33K nanites with food made from a single Bio Dome of Fungal Mold - and how that compares t...

So I started a new Permadeath save after my previous PD save grief period ended and I wanted to try different ways of doing things. There’s a nice cooking guide that I read a few years ago if anyone’s interested. TLDR at the end

https://www.reddit.com/r/NoMansSkyTheGame/comments/g4fynb/lazy_cooking_for_nanites_guide_updated/

So the simplest way is using 200 fungal mold and turn them into 50 delicious vegetable stew with at least 4 nutrient processors. I built 16 so I could get it done faster (4 full runs at a time). Total harvest from the bio dome was 1296 fungal mold that became 324 delicious vegetable stews.

With 55k nanite I went to the anomaly and gave them all for Chronos to taste and now I’m at 88k nanites, 33k richer than before. It takes 20 minutes for the whole cooking process to happen from fungal to stew, so I spent around 40 minutes as it took me 2 runs on the 16 nutrient processors. The first part is a very chill thing to do – fill the processors and wait. I took my time to read a nice book in the intervals of filling processors. There’s also mods that makes refining and cooking instant, so that’d save a lot of time for PC players.

The second part is giving it to Chronos and that is too repetitive. Took me some 25 minutes to give it all to him and I paused at every 1/3 of the way because it was very boring. I spent an hour scrapping A class cheap ships (eventually s classes too) and while I got a little more nanites and lost some cash it wasn’t as tedious as giving him all that stuff. But considering that the first part you’re relatively “free” to do other stuff, it goes like 25 minutes of super boringness against an hour of regular boringness so it still is a better alternative, at least for me.

Scrapping ships have their additional perks tough – enough storage augmentations and you can make quite some cash getting an eventual s class ship to 48 slots, gaining a 100+million units surplus in the process while still hoarding some S class upgrades from the eventual S class ships you’ll stumble upon.

TLDR: So if I’ve got my fleet all patched up I’d go for delicious vegetable stews, if I want some upgrades then it’s ship scrapping time.

submitted by /u/Luisectoid
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