A Sentinel update. I’ve been wanting that storyline enhanced. Now why didn’t that occur to me when guessing what the squirt gun emojis meant.
And an even bigger surprise… “There is also a new Expedition launching next week, with a tonne [sic ] of new rewards.” I expect the Sentinel enhancements to play a part, as Settlements did after that patch drop.
Yesterday I go the urge to play NMS again (good timing) and have started a new save, so I’m still in “awakenings” script and haven’t seen a single sentinel.
How does the story start and where? Is the combat fun? Difficult? Exciting? None of the above?
I stopped reading the patch notes as soon as I got to FSR…30 seconds later, 30fps becomes 60fps on mostly maximum for every setting. On a rx480. A gfx card I purchased for £75. And it works in VR as well - much smoother (though blurry).
You will need a settlement to access the sentinels story line. Fully growing a settlement takes some time.
I have enjoyed it. For my secondary, not fully upgraded file, the battles are a bit intense. Had to fly away a few times to recoop shields.
Runs well on my old RX 580
I found combat more varied than before. Depending on the save, I usually just level up one or two weapons and never switch. But this time, there were different enemies at different distances, walking or flying, with different sizes. I could not just “melee shotgun” everything, I actually had to switch weapons.
But I recommend to draw the fight to the edge of the settlement. One of the attackers left deep craters. Don’t make me pull out my flat iron.
Doesn’t work. I retired 10 years ago, and I still don’t have enough time. Covid prevented me from going out of the house for the best part of 2 years, and there still wasn’t enough time.
You just have to face it. You have more games available than you have life left. You can’t do it all.
The same thing is happening with TV. The recent explosion in high-quality TV channels has led to the availability of far more good shows than I could ever watch.
Perhaps I could copy my personality into an AI. Then the AI could play games and watch TV, while I get on with real life?
Ok, you persuaded me. I’ll ditch the new save and go back to my old save - that should save 500 hours or so. That way I can finish skyrim. aha ha ha. he he. nope.
Which reminds me, I have a tv-box filled with 200 hours of TV to watch. And all those books…
NMS combat looks fun then, time to go back to my old settlement and see how those crazy Vy’keen are getting on.
Fixed an issue that could cause freighter bases to fail to load after warping in a freighter.
Fixed an issue that caused an empty copy of the player’s freighter to spawn in a system after warping.
Fixed an issue that could prevent building within a player freighter.
Fixed an issue that caused inappropriate technologies to occasionally be found in the inventory of newly purchased freighters.
Fixed an issue that could cause all Multi-Tools to become Royal Multi-Tools after reloading a save with a Royal Multi-Tool equipped. Pre-existing Multi-Tools have been completely restored to their correct appearance. Unfortunately, some newly acquired Royal Multi-Tools may have changed appearance.
Fixed an issue that changed the Multi-Tools offered in shops and space stations. Weapon caches at the same coordinates will now offer the same tools as before 3.80.
Fixed an issue that caused some saved Multi-Tools to change appearance.
Adjusted the autoaim strength of the Blaze Javelin, to make pad aiming behave more consistently.
The Blaze Javelin now does a degree of piercing damage to armoured Sentinels, so that damage is done to the drone as well as the armour plating if the plating is destroyed in one shot.
Slightly reduced the effect of gravity on Pulse Spitter projectiles.
Slightly increased the base damage of the Pulse Spitter.
Adjusted the fire rate of Sentinel drones, so that recently shot drones will attempt to retaliate more aggressively.
Sentinel drones now attempt to keep further away from the Minotaur when in combat.
Fixed an issue that could cause Sentinels to respawn in a loop while fighting inside a settlement when using PlayStationVR.
Fixed a number of issues where Sentinels would fail to spawn around settlements.
Fixed an issue that prevented stun effects from being correctly applied to creatures on derelict freighters.
Fixed an issue that prevented stunned creatures from dying.
Fixed an issue that caused some stunned entities to briefly enter an invalid navigation state after recovering.
Fixed a number of issues with the Cloaking Device third person effects on Xbox and PlayStation platforms.
Reduced the movement levels of the reconstructed drone during interactions.
Fixed an issue that caused procedurally generated Exosuit shield upgrades to offer extremely high protection against incoming damage, rather than values within the correct range.
Fixed an issue that could very rarely cause some technologies to generate without any stats.
Fixed an issue that caused the jetpack to be disabled in Photo Mode.
Fixed an issue that prevented the jetpack effects from appearing when using the default backpack.
Fixed an issue that caused the jetpack to be visible in first person.
Fixed an issue that could cause the transition effects to fail to play when exiting the starship.
Fixed an issue that caused a small glowing cube to occasionally slowly float across the Space Station.
Fixed an issue that caused the wrong full-screen effect to be applied when using the Analysis Visor.
Fixed an issue that could cause Exosuit-specific shield messages to display while using an Exocraft.
Fixed an issue that caused insufficiently specific text to be displayed as a mission notification when interacting with the reconstructed drone.
Fixed a number of naming consistency issues with the reconstructed drone.
Fixed an issue that could cause a popup with incorrect data to become stuck and block the UI.
Fixed a mission text issue.
Introduced a number of memory and performance optimisations to creature and Sentinel navigation.
Fixed a crash related to multi-axis rotation of base parts.
Fixed a crash related to Steam Input.
Fixed a physics-related crash.
Fixed a crash related to NPC starships.
Fixed a crash related to Sentinel’s guarding buildings.
Fixed a crash related to using weapons in multiplayer.
Ok so I just woke up after a massive storm all night and I have no idea what is going on
Trailer soon to come
Be prepared to go OMG!!!
Updated Steam Deck and this happened got a message that a nearby shelter was under attack
Playing it on Steam Deck now and I think many will be pleased with what I just experienced
A new class of starship has been added, the Solar Sail ship.
Solar starships come in a wide range of procedurally generated variations. They can be found all across the galaxy, but are more common in outlaw systems.
The Solar-class starship comes with unique technologies for a fast and efficient Pulse Engine.
All ships now come with a high-capacity cargo inventory. The starting size of the cargo inventory varies according to ship type and class.
The ship cargo inventory can be upgraded at the starship salvage station.
The maximum number of saved ships has been increased from 6 to 9.
Players may now change their primary starship from the quick menu while in the freighter hangar.
The companion management quick menu option has been moved into the ‘Utilities’ section of the menu while flying a starship.
Summoning other ships, including the freighter, now has its own dedicated sub-section of the quick menu.
While on a planet, players may occasionally see groups of frigates enter the atmosphere and pass by on their own missions across the universe.
An audiovisual cockpit alarm has been added to the ship, to alert pilots to dangerous situations.
OUTLAW SYSTEMS
A number of star systems across the galaxy have been taken over by pirates. These systems can be identified on the galaxy map with a Conflict or Economy scanner.
Outlaw systems have a unique space station, with their own assortment of NPCs.
Visit a Bounty Master aboard an outlaw station to undertake a range of procedurally generated piracy missions and earn unique rewards.
Purchase illegal goods from the black market traders aboard outlaw stations. Illegal goods can be sold for a large markup in regulated space.
The maximum stack size for all trading goods, illegal or otherwise, has been increased.
In regulated systems, space station authorities will periodically scan incoming ships for illegal goods. Sentinel interceptors may be deployed to deal with non-compliant pilots.
A new technology is available, the Cargo Probe Deflector, to attempt to fend off unwanted cargo scans.
Earn Forged Passports while working for pirate factions.
These counterfeit starship registration documents can be used at Station Cores in regulated space to increase or reset reputation levels with the system authorities.
Outlaw stations cannot be warped to directly from regulation space stations, and vice versa.
Outlaw stations have their own technology merchant, specialising in suspicious aftermarket upgrades.
The rewards for destroying starships – freighters, Sentinels, pirates or traders – have been diversified and improved.
The rewards for saving a freighter from pirate attack have been improved.
A new series of narrative missions have been added for outlaw systems. Complete these missions to earn unique customisation and title options.
CLOTH SIMULATION
Support has been added for cloth simulation.
Fully customisable cape and hood options have been added to the Appearance Modifier. Some options are available by default, while others must be earned via missions or expeditions.
EXPEDITION: THE BLIGHTED
Expedition Six, The Blighted, will begin soon.
The Blighted expedition will take players on a treasure hunt across a distant galaxy as they trace the routes of these mysterious pirates.
The Blighted expedition offers the chance to earn an exclusive starship trail; pirate-themed base decorations; your own personal wayward cube/Geoff; a unique cape customisation, and much more besides.
SPACE COMBAT
Sentinel, pirate and trader ships now have energy shields that must be depleted before the ship itself can be damaged.
Different grades of ship come with different strength shields, and shields that recharge at different rates.
Player starship weapons deal different damage levels against shielded or unshielded targets.
The starship combat flight model has been improved for in-atmosphere combat.
Pirates can now attack while the player is flying within a planet’s atmosphere.
Sentinel interceptors will now respond to crimes committed while flying in a planet’s atmosphere.
Pirate ships will occasionally make attacking runs on planetary structures. Players who drive off or eliminate these raids will be rewarded.
Space combat has been rebalanced to allow for more challenge for high-end players while remaining accessible to those in starter or non-combat ships.
Players now have the option to enable a combat autopilot for the starship. This setting can be found within the Controls section of the options menu and can be used as a hold (to apply additional alignment assistance towards your target on request) or as a toggle (to constantly apply auto-alignment towards your current target).
The heat capacity of the Phase Beam has been increased.
The Phase Beam can now leech shield energy from hostile ships and transfer it to the player’s shield.
The Photon Cannon now cools down faster after overheating.
All starship weapons now decay heat much faster if the burst is stopped before the weapon overheats.
Fixed an issue that caused the name and visuals of hostile ships on the starship target screen to be incorrect.
Fixed an issue that caused the shield bar on the starship target screen to be incorrect.
Fixed an issue that caused the heat bar on the starship weapons screen to be incorrect.
Fixed an issue that caused the cooldown bar for the Infra-Knife Accelerator to be invisible.
The Positron Ejector has had its base firing speed slightly reduced.
The Positron Ejector has had its heat capacity reduced.
The Positron Ejector now deals slightly ineffective damage to starship shields.
The Infra-Knife Accelerator has had its base firing speed slightly reduced.
The Infra-Knife Accelerator has had its range and base damage increased.
The Infra-Knife Accelerator now deals additional damage to unshielded targets.
The Infra-Knife Accelerator has had its heat capacity reduced, but now cools down significantly faster.
The Cyclotron Ballista has had its base fire rated reduced.
The Cyclotron Ballista has had its dispersion reduced and its heat capacity increased.
The Cyclotron Ballista now deals extremely high damage to starship shields, but low damage to starship hulls.
The Cyclotron Ballista now disables hostile starship engines on hit, causing them to drift slowly.
Starship rockets now do additional damage to unshielded starship hulls, but significantly reduced damage versus energy shields.
The starship HUD now more clearly reports weapon heat levels.
The off-screen target indicator has been moved to a central position around the starship reticle.
The tethered mouse flight model has been tweaked to make ship control more precise and responsive.
Damage potential readouts now include an additional readout for damage versus energy shields, if shield and hull damage levels are different.
Fixed an issue that caused the speed readout on the starship screen (but not the actual maximum speed of the starship) to be artificially increased by manoeuvrability upgrades.
SQUADRONS
Players with a freighter may now recruit NPC ships to their own personal squadron.
Your squadron is managed from the Manage Fleet terminal on the bridge of your capital ship.
Players may unlock up to four slots for their squadron.
Your squadron is automatically summoned during space combat, and may be summoned or dismissed at any other time from the Quick Menu.
Your squadron will assist in space combat, taking your lead in attacking hostile targets.
Squadron pilots and their ships can be upgraded using nanites.
VISUAL EFFECTS
Significantly improved the visual effects for the Photon Cannon, Cyclotron Ballista and Phase Beam.
Improved the visual effects for the Infra-Knife Accelerator and Positron Ejector.
Improved the impact effects for NPC ship laser impacts.
Improved the visual effects for large ship engines.
Improved the visual effects for NPC ship and freighter warp-ins.
Fixed an issue with underwater jetpack trails.
Significantly improved starship and asteroid explosion effects.
Improved the visual impact of player starship muzzle flashes.
Improved the visual and audio impact of the starship cockpit alarm.
Improved the visual impact of starship cockpit hit warnings.
Fixed an issue that caused damage effects to intrude upon the cockpit view when piloting in first person mode.
Improved the projectile and muzzle flash effects for NPC starships.
OPTIMISATIONS & BUG FIXES
Introduced several very significant memory optimisations, improving stability and performance especially on base consoles.
Introduced a significant optimisation to texture memory usage.
Introduced an optimisation to creature and Sentinel navigation.
Introduced a significant optimisation for bases and settlements.
Fixed a crash related to input settings.
Fixed several threading crashes in the UI.
Fixed a crash related to technology item popups.
Fixed a crash related to base building.
Fixed a crash that could occur when using a mineral extractor.
Fixed a rare crash that could occur during warp.
Fixed a rare crash in the Appearance Modifier UI.
Fixed an issue that caused many underwater creatures to spawn without their correct procedural settings, dramatically reducing water lifeform variety.
Fixed an issue that could prevent particular rare planetary creatures from ever spawning.
Fixed an issue that could cause the Livestock Unit to fail to harvest products from specific exotic creatures.
Fixed an issue that caused the [ The Sentry ] to appear angry when shot by the player.
Fixed an issue that caused [ The Sentry ] to report the player’s position to hostile Sentinel drones.
Fixed an issue that could cause the Sentinel Quad companion to prevent other Sentinels from spawning.
Fixed an issue that could cause Sentinels to stop spawning during combat, leaving no progression through the wanted levels.
Fixed an issue where a generic ‘Evade Sentinels’ hint would be displayed during missions that encouraged confrontation with Sentinels.
Fixed an issue that could cause bases to lose their base computer, and restored the base computer to all affected bases.
Fixed an issue that could cause players to get stuck underneath or on top of buildings and other structures.
Fixed an issue that could cause multiplayer bases to display in the teleporter UI when multiplayer was disabled.
Fixed a multiplayer exploit that could allow bases to be synced from blocked players in ambient sessions.
Fixed a rare issue that could cause players to teleport outside the bounds of a Space Station.
Fixed a rare issue that could prevent interaction with various NPCs and objects in multiplayer.
Fixed an issue where summoning the Sentinel Quad companion aboard the Space Anomaly could cause desyncs with other players.
Fixed an issue that could cause mission destinations to be desynced in multiplayer.
Fixed an issue that caused the starship cockpit pitch indicator to show an incorrect angle.
Fixed an issue that caused the starship cockpit pitch indicator to render incorrectly at various HUD scales.
Fixed an issue that could cause the Inventory page to auto-open onto an inventory that could not currently be accessed.
Fixed an issue that caused the Exocraft technology tree to be clipped at the sides.
Fixed a visual issue with the LODs at Sentinel Pillars.
Fixed a number of UI overlap issues with the base building menu.
Fixed a misleading ‘Attempt to Download’ message displaying on the Community Expedition UI when that was not the correct error.
Fixed a number of issues with the UI and popups when attempting to warp to a new galaxy.
Fixed an issue that could cause a long delay when transitioning to/from some freighter interactions, such as colour customisation.
Fixed an issue that could cause a long delay in a dialogue sequence if the player received a new item in the middle of the sequence.
Fixed an issue that could cause player hands to disappear when getting into the ship in VR.
Fixed a visual issue with the Emergency Light base building objects.
Fixed a visual glitch with door animations in several base building wall pieces.
Fixed an issue that could cause consumable reward items to all generate the same rewards if redeemed in a short time window.
Fixed a number of issues with NPC ships when flying close to the player, for example when using the starship communicator.
Fixed an issue that could prevent corrupted Sentinels from spawning at scrap heaps.
Fixed an issue that could cause mission destinations to go missing or jump to new locations after save/load.
Purchasable frigates will no longer attempt to call the player on the starship communicator during space combat.
Fixed a mission issue that could spawn too many Sentinel Flares into a player’s inventory.
Fixed an issue that caused the starship to take ground impact damage when crashing into another starship.
Just seed the RNG with the current time, you did? Think you could get away with it for something as unimportant as this, you did? Learn the errors of your ways, you did? Good!
It was a glitch where one of the elements, from one of the vendors in the space station, (specifically the blue cube behind the exosuit upgrades), would break and hover about the space station. It eventually got patched out, but players grew affectionate for it. In fact, they begged and they pleaded community-wide, from Twitter to Reddit to Discord servers and - likely through Zendesk, I’ll assume…
“PLEASE, THAT WAS NOT A GLITCH. BRING IT BACK, SEAN!”