NEXT Patch notes - Steam Experimental [POTENTIAL SPOILERS!]


Looks like both the ‘experimental’ and ‘public’ branches have been updated to the above ‘internal’ build ID linked above.

I have yet to see details posted, but I expect them soon.

Experimental - 3180166 > 3183843 (SteamDB)
Public - 3155370 > 3183843 (SteamDB)


Another internal dropped as well


I just got a 29.2 Mb download on Steam. Don’t know what it does yet.


Info for the update is now available:

Development Update
Patch 1.62 is live on all platforms today, with the patch notes available below. The next update will see the continuation of Polo’s research missions, as well as high priority quality of life improvements throughout the game.

In the meantime, we are keeping up the pace here as we work towards another large update. Hopefully we’ll be able to share some previews of that ahead of time!

Thank you so much,

Patch 1.63
  • Added a new Exocraft, the Pilgrim. Purchase the blueprints for the Pilgrim Geobay from a Blueprint Analyser.
  • Added an Exocraft Summoning Station that once built on a planet, allowing all owned exocraft to be summoned from anywhere on that planet. Purchase the blueprints for the Exocraft Summoning Station from a Blueprint Analyser.
  • Increased the inventory size of all Exocraft.
  • Increased the base speed of the Colossus.
  • Added upgrade modules for the Exocraft, similar to the modules available for ships, Multi-Tools and the Exosuit. Upgrade Modules are purchasable for Nanites from the Exocraft Technician once their quest chain is complete. Modifiable stats include top speed, boost power, fuel efficiency, gun damage and more.
  • Expanded the Exocraft Quick Menu options to allow all owned and in-range Exocraft to be summoned, not just the current primary Exocraft.
  • Added the ability to customise your Exocraft with unique paint, decals and boost particle options.
  • Added specific technology to customise Exocraft handling, allowing drivers to spec their vehicles for grip or drift.
  • Added a speedometer display to the HUD while driving an Exocraft.
  • Fixed a number of issues with vehicle races, particularly in multiplayer.
  • Fixed an issue where Exocraft with laser upgrades could still not mine substances that required an Advanced Mining Laser.
  • Fixed an issue where Exocraft could not mine terrain resources.
  • Fixed an issue where the Race Initiator was not available at the Blueprint Analyser.
  • Improved the performance of terrain tessellation on PC (EXPERIMENTAL).
  • Improved the visuals when highlighting objects with the Analysis Visor.
  • Fixed an issue where players could not lose a 5-Star wanted level.
  • Fixed an issue that prevented the Blaze Javelin from firing while zoomed in with the Combat Scope.
  • Fixed an issue where players who were on the other side of a portal at the launch of NEXT would see their portal return marker in an invalid position.
  • Fixed an issue where NPCs could use the wrong audio.
  • Fixed an issue where frigate cargo would be lost if inventory space wasn’t available upon landing on the frigate.
  • Fixed an issue where expedition upgrades were not refunded when the expedition was cancelled.
  • Fixed an issue where players were unable to land on frigates owned by other people in multiplayer.
  • Added the ability to cycle between frigates when viewing the fleet.
  • Fixed an issue where freighters could not be purchased with other players on board.
  • Fleets can now be seen from the planet surface.
  • Fixed an issue where frigates would revert their colours to blue and white.
  • Added display of planetary coordinates to starship dashboard.
  • Fixed a number of issues with player position being saved incorrectly while on the other side of a portal in multiplayer.
  • Fixed an issue that caused players returning to a Base Computer via a teleporter to spawn inside the Base Computer mesh and be violently ejected.
  • Fixed an issue where players were being asked to build a beacon for the Base Scientist but didn’t know the blueprint.
  • Fixed an issue that could cause Delivery missions to require the wrong substance at the hand-in step.
  • Fixed an issue that could cause missions that involved bribery to request an invalid item as the bribe.
  • Fixed an issue that could cause the Atmosphere Harvester to collect an invalid substance on specific rare biomes.
  • Fixed an issue that could cause Atmosphere Harvesters (and other similar remote gathering technology) to run out of fuel and empty its collection hopper when the player left the system.
  • Fixed an issue that could cause Automated Mining Units to mine an incorrect substance from terrain resource deposits.
  • Fixed an issue that caused base building warning messages to be displayed immediately after correctly constructing a building.
  • Fixed an issue that caused the ‘Find nearest building’ signal booster option to find only buildings of the same type as the nearest building.
  • Starships will now be placed upon available landing pads when teleporting back to the player’s base.
  • Fixed a number of other issues affecting starship landing and collision.
  • Fixed an issue that could allow multiple starships to be docked on the same landing pad in multiplayer.
  • Non-primary player ships are returned to the freighter when the freighter is called in, preventing them becoming permanently lost or broken.
  • Further improved the system to remove irrelevant bases from the teleport list.
  • Fixed an issue that could cause starship engines to sound too loud.
  • Fixed an issue that could cause the camera to swing wildly when launching the starship.
  • Prevented Quick Menu hotkeys from taking effect while other UI panels are open (eg during text chat).
  • Fixed a crash related to the Quick Menu.
  • Fixed an Xbox One-specific crash in networking.
  • Fixed a crash in AI ship behaviour.
  • Fixed a crash in the terrain system when reloading an autosave.
  • Fixed an issue that could cause poor performance on the Discoveries menu.
  • Fixed an issue that could cause excess memory usage on some AMD systems.


Yet another experimental is live

It is a tessellation toggle, not clear if it’s just for pc or going to be on consoles as well


When I try turning on tessellation, the ground near the player is completely transparent. Is there something else I need to set up to make this work?


I turned it on, set it to Ultra, and restarted my game. There were a few frame jitters right at the start, then everything settled down, and ran as normal. There doesn’t seem to be any visible difference.

I’ve tried it ON and OFF twice each, now. I can’t see any change.

I’m leaving it off, in case it’s a resource hog.


I got my graphics problem figured out - Tessellation requires a fairly recent graphics driver and mine was a few months old.


Didn’t HG state they were trying to bring it to console? Can’t remember for a certainty.


I don’t see a tess option in my graphics settings. But can confirm ship is on landing pad returning from space station.


This is good to hear! Small things make a big difference


Correct me if I am wrong but, I believe this is tessellation. It caught my eye immediately because I do not recall ever seeing this level of shadow on the ground before. The surrounding land is pretty much the same for me as it has been. My terrain quality is on medium.


I used to have the same issue with tessellation as @Waldo3000, invisible terrain. I also had older drivers (past experience has given me an “if it aint broke, don’t fix it” philosophy), so I tried updating those. Well I lost about 10% performance in some locations even without tessellation enabled. Then I turned it on (in the config, I’m not on experimental)… Performance dropped in half and, like @Polyphemus, there was no noticable change at all.

Naturally I rolled everything back. Maybe my Win7, 960 gtx system just can’t do it (though I’m unaware of any technical reasons why). In any case I need all the FPS I can get, so I’ll live without it… Can’t really miss what I never had.


Yeah, I wouldn’t expect the Win7 drivers to be up to par…


Tessellation came to console a few updates back, has been a nice addition. Best way to really highlight it to someone who may not be familiar with how the process works, is dig a tunnel with terrain manipulator. With tess turned off it will be a perfectly square or spherical tunnel, with tessellation on it gives your tunnels a much more naturally eroded feel.


Tessellation off, quality high.

Tessellation on, quality ultra.

The lighting has changed a little between shots - it’s not exactly the same time of day. But I can’t see any difference in quality.


The difference is noticeable to the left of your avatar. My understanding is it’s a shading effect that adds depth.


Look down! The ground near you is bumpier in the bottom shot. Tessellation distance is usually fairly short for performance reasons.

@sheralmyst Yup, generally it uses the texture bumpmaps/heightmaps to add more polygon detail, instead of just using them to shade flat surfaces.


@sheralmyst, @Argh, you are both people I trust, and whose judgement I respect.

So if you say you can see a difference, I must accept that there is one.

But I still can’t see it. In terms of quality and definition, both pictures look pretty much identical to me.

Maybe that’s why I never became a professional photo editor.


Just look straight out from your left elbow…the terrain has more shadow and dimples…deeper creases. As @Argh pointed out, the difference is nearby. Think small.