NMS HOT POST


Big list of fixes in today's (03/11) Experimental Patch

  • Plaque interactions will no longer loop back to the first piece of history for that planet’s race after completing every interaction.

  • Abandoned building interactions will no longer loop back to the beginning of the first story after completing every interaction.

  • Players joining a friend’s game directly from the frontend but without a valid save slot will now have the option to customise their difficulty settings.

  • Fixed an issue that could cause invalid text to appear in various mission information fields when several Planetary Drop Pod missions were active at the same time.

  • Fixed an issue that could cause all planetary Drop Pod missions in the same system to complete when loading a save where one had been recently completed.

  • Fixed an issue that clamped the craftable amount for an item at the size of its current stack – crafting amounts can now be adjusted up to the current free inventory space.

  • Fixed an issue that caused some UI elements to overlap the bottom of the inventory screen.

  • Fixed a number of issues that could cause the shortcut button to take players directly to a newly unlocked guide entry to fail to work correctly.

  • Fixed a number of issues that could cause inventory numbers to spill outside of their icon in particular languages.

  • Fixed a rare issue that could cause invalid items to be awarded from derelict freighter containers.

  • Fixed an issue that could cause the wrong inventory to be increased when unlocking new slots.

  • Fixed an issue that could cause some journey milestone guidance missions to become stuck in a loop.

  • Fixed inventory readability issues caused the background to be too transparent in VR.

  • Fixed an issue that could cause the shortcut button to take players directly to a newly discovered mineral/plant/creature to fail to work correctly.

  • The shield strength, hull strength, and combat manoeuvrability of hostile starships now scales correctly with the space combat difficulty setting.

  • Fixed an issue that could allow players to interact with hidden inventory items while using the expanded inventory.

  • Fixed a rare issue that could leave some Multi-Tools with unremovable broken technology after that technology was repaired.

  • The non-functional companion summoning options have been removed from the starship Quick Menu.

  • Fixed an issue that could cause the Stasis Device and the Fusion Ignitor crafting steps to spill beyond the edges of the screen.

  • Fixed a collision issue affecting some Alloy door parts.

  • Fixed an issue that caused the living frigate “Feed” options to appear when talking to standard frigate captains aboard your freighter.

  • Fixed a number of visual glitches that could occur while using the Appearance Modifier.

  • Fixed a number of rendering issues affecting Oculus/Meta VR headsets.

  • The visual quality of FSR 2’s Ultra Performance mode has been increased.

  • Fixed a number of particle flickering issues in VR.

  • Fixed a rare hang that could occur when summoning the Space Anomaly using a hotkey.

  • Fixed a crash related to playing custom ByteBeat tracks.

submitted by /u/_No_Mans_Skywalker_
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Yeah, this day 1 player's first 4.0 impression: 👍👍👍

I’m sympathetic to people with finely-maxxed setups that got borked by the update — it’s happened to me before — but so far I’m all thumbs up on 4.0.

The hugely expanded inventories are nice. Losing the double-stacked exosuit upgrades is too bad, but not many people are (yet) talking about the fact that you can now un-install tech upgrades (“repackage”) so they can be reinstalled later. That’s a HUGE improvement; it means you can transfer upgrades between ships or multi-tools, and you can revise your exosuit upgrade sets for different purposes. You could have one for combat, with shield/health/etc, and one for exploring, with hazards/etc… even specific sets for specific environments.

Monstrously expanded inventories are nice, and stack sizes on a lot of mid-sized elements doubled (like 5 to 10, or 10 to 20), meaning lots of small stacks could combined into fewer somewhat larger stacks, which was nice.

And yeah, renaming saves is something I’ve been begging for since day 1. I wish I could rename them straight from the menu instead of having to actually go into them to do it from the options screen, but hey, I’ll take it.

Still hoping we’ll get more exploring updates soon… the core remaining problem for me is there’s no reason to explore planets, since they’re the same everywhere you go, and not much to do in the endgame as a result… but hopefully HG has also done a lot of under-the-hood stuff here that will make more ambitious future updates and expansions possible.

I kind of like that they didn’t enumerate all of the small QoL updates they did… discovering them will also be fun in a way.

Thanks HG!

submitted by /u/TomatoManTM
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Galaxies, hopped.

It is finished. I can’t remember when I started, but Galaxy 128 was 6 months ago. I arrived in Galaxy 255 last night, dropping a base computer in each one behind me. Solo. Mission accomplished. I’ll make my way to Galaxy 256 after a break.

I’m sure it can be done faster but managing a job and a relationship has a pesky way of getting in the way of an endeavor like this.

99% of my bases are in 3 star economy, Yellow star systems. Either Paradise planets (no predators) or empty/dead planets. All my bases are next to Portals for easy access to any part of any Galaxy if ya got the Glyphs.

Props to my broken multi-tool, my Living Ship, and the Endurance update with the planetary scanner. Absolute gold. It really sped up the last 50 or so hops.

I’m settling down in Galaxy 250. Willing to transport anyone who has a specific Galaxy in mind.

Have fun interlopers.

submitted by /u/fnordskiddoo
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