No Man's Sky Beyond update arrives on August 14th



Despite a rocky launch and negative initial reception, Hello Games has been continually working upon improving 2016's No Man's Sky. The team's latest major content update, titled Beyond, has just been given a release date, set for later this month. Announced back in March, Beyond will have three major additions to the core game: VR support, new changes to the online function that will "encourage players to meet and play together", and a "mystery" feature, which hasn't been revealed yet. The free update will be available on all current platforms, when it rolls out on August 14th.

Beyond will contain three major updates rolled into one larger free release. These changes are a mix of features we’ve been dreaming of for a while, and a reaction to how we have seen folks playing since the release of NEXT.

An expanded Online experience will bring a radical new social and multiplayer experience which empowers players everywhere in the universe to meet and play together.

Meanwhile VR support will bring the entire game experience to life in virtual reality. Grab the joystick and thruster to fly your starship over an unexplored alien planet as you peer out of the cockpit at the view below. Reach into your backpack to grab your multitool, touch it to switch to terrain manipulation, and carve out intricate shapes with unprecedented control. Play in multiplayer and casually wave to your non-VR friends or fist bump your VR peers. Anything possible in No Man’s Sky, NEXT or any other update will soon be ready and waiting as an immersive and enriched VR experience.
 

Tom Bombadildo

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As usual in these threads, I'd like to say how glad I am Hello games didn't just abandon ship after their shit practices and awful launch, and actually bothered to at least improve upon their initial release. These big updates have been quite nice.

I'm excited to see how the VR aspect turns out, that sounds like it could be a great addition if it's properly developed and not just some shoe-in.
 

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Awesome! Glad to see Hello Games has a new update just over the horizon.

Been hoping for a release date for a while now, I plan to start a new save when this update drops so I can relearn all the new mechanics that have changed since NEXT.
 
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kumikochan

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99 percent of developers can take an example from Hello games. Hello games got a lot of deserved shit for what they did but the funny thing is every big studio now these days is doing exactly the same and aren't getting the same shit Hello games got. For all the shit they got well they're the prime example of a developer that does care about the game they make. They're still giving free updates and DLC after all this time just because they care for the customers they still have and because they have the passion to do so. I can only congratulate Hello games for sticking with it despite all the hate they got and instead of abandoning ship like all companies do these days they stuck with it and changed their ways. Almost every big studio can learn from them how it needs to be done and can be done.
 

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99 percent of developers can take an example from Hello games. Hello games got a lot of deserved shit for what they did but the funny thing is every big studio now these days is doing exactly the same and aren't getting the same shit Hello games got. For all the shit they got well they're the prime example of a developer that does care about the game they make. They're still giving free updates and DLC after all this time just because they care for the customers they still have and because they have the passion to do so. I can only congratulate Hello games for sticking with it despite all the hate they got and instead of abandoning ship like all companies do these days they stuck with it and changed their ways. Almost every big studio can learn from them how it needs to be done and can be done.
There's taking a bite that's too big to chew and then there's trying to create a dynamically generated universe. This would've been a tall order for seasoned veterans, let alone a small indie studio trying to make a name for itself. I'm glad that they stuck to it and made the game better over the years, I reviewed it back when it was new and I've got it installed ready for when VR support drops. I'm eager to give it another spin and see all the new content they're planning to add.
 

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I tried it at launch, and I tried it again last year, the game had already been improved a lot.
reworked HUD and menus, third person view, multiplayer could meet, create your base, etc.
I had lot of difficulties continuing it, I felt lost with the new interface. I think starting a new game/save would be better to get all the tutorials with new features and menus.
 
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If they keep updating like this I might just buy this (I was interested at first, but didn't have good enough hardware (I do now)/heard all the crap people had to say about it at launch/thereafter)
 

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I refunded at launch, but this game always seemed like a perfect fit for VR, so I bought it again in a recent sale when this update was announced. It's definitely quite improved from its launch state, and I look forward to even more improvements with Beyond.
 
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https://wccftech.com/no-mans-sky-update-2-4-exo-mechs/
https://www.nomanssky.com/exo-mech-update/

No Man’s Sky update 2.4 adds mechs and visual improvements to the game.

The Minotaur
  • Added a new planetary Exocraft, the Minotaur Heavy Exosuit Hybrid.
  • Acquire the plans for the Minotaur Geobay at the Construction Research Station aboard the Space Anomaly.
  • The Minotaur allows exploration in even the most extreme environments, with a unique hazard protection upgrade that keeps the pilot safe from environmental damage.
  • The Minotaur comes with its own set of upgrades and technologies.
  • Blueprints are available to purchase from Iteration: Perses on the Space Anomaly.
  • Upgrade Modules can be found at the Exocraft Technology Merchant at your local Space Station.
  • Other specialist Minotaur abilities include the ability to upgrade its mining laser with Terrain Manipulation capabilities, and the ability to collect or harvest rare planetary resources such as Storm Crystals without leaving the safety of the cabin.
Exocraft Hazard Changes
  • Exocraft no-longer grant immunity to planetary hazards by default. External environmental conditions will now drain the player’s hazard protection, though at a reduced rate from on planet.
  • Specialist technologies have been made available at Iteration: Perses on the Space Anomaly that allow Exocraft to be upgraded to prevent environmental damage
New Exocraft Technologies
  • Perses now also offers the Icarus Fuel System, an Exocraft upgrade that recharges the engine during daylight.
  • The Exocraft Scanner has been improved. Performing a standard scan will now reveal all nearby points of interest – i.e. all those that would be revealed by using the Analysis Visor.
  • Added an Orbital Exocraft Materialiser. This is a new freighter module that will allow all Exocraft to be summoned while the freighter is in-system.
Exocraft Quality of Life and Other Fixes
  • Added new decal options to Exocraft customisation.
  • Exocraft cockpits now match the customisation of their exterior.
  • Improved the light cast by the headlights of all Exocraft.
  • Increased the base speed of the Roamer, Nomad and Pilgrim exocraft.
  • Tweaked a number of Exocraft cameras to improve visibility.
  • Increased the speed and acceleration of the Nautilon submarine, and tweaked its camera positioning.
  • Fixed an issue that caused the Exocraft fuel efficiency stat not to increase fuel efficiency.
  • Fixed an issue that caused the Exocraft speedometer to flash during a storm.
  • Fixed an issue that prevented items in the Exocraft inventory from being available for crafting.
  • Added a coordinates readout to the Exocraft HUD data.
  • Tweaked some early game rewards to give players access to an Exocraft earlier in a playthrough of the Artemis story.
  • Reduced the blueprint and construction cost of some Geobay blueprints.
  • Improved the Guide entry for Exocraft, including tweaking when it becomes unlocked and adding a mission to the Guide page to walk players through the Exocraft unlock and upgrading process.
  • Fixed an issue that caused the Exocraft mining laser to be ineffective when used on minable objects.
  • Fixed an issue that caused Exocraft to turn invisible when saving and charting at a waypoint.
  • Fixed an issue that caused the object health indicator to either appear in the wrong position or not appear at all when mining objects in an Exocraft.
  • Fixed a soft-lock that could occur when the Inventory auto-opens to the Exocraft page and no Exocraft is present in the system.
  • Fixed an issue that caused the position and icon of the network player marker to be wrong when the player is in an Exocraft.
  • Fixed an issue where Exocraft could sometimes fall through planetary terrain.
  • Fixed an issue where the Exocraft customisation camera could be incorrectly positioned when swapping between Exocraft types.
  • Fixed an issue where exiting an Exocraft could cause a fade to black transition if the ship camera was set to first person.
Graphical Improvements and Options
  • GTAO: improved performance by avoiding oversampling on distant objects.
  • GTAO: modified attenuation heuristic to avoid over-darkening of thin objects, particularly noticeable on grass.
  • GTAO: modified reprojection filter to improve AO temporal stability. This reduces flickering on moving objects, particularly noticeable on grass.
  • 3D rendering resolution can be now scaled as a factor of the window resolution. This means UI can render at a higher resolution to the 3D game view, offering more options for improving performance while keeping UI crisp. Additionally, the in-game resolution may be scaled larger than the actual screen resolution, allowing for greater image quality than possible when rendering at the monitor’s native resolution.
Base Building Quality of Life
  • Added a new base part, the Electrical Cloaking Unit. This can be placed to hide power lines when outside of build mode.
  • Added the ability for console players not using VR to disable local base complexity limits (PC players could already adjust the Base Quality setting). This may come at a performance cost when viewing large, player-made, structures.
  • Added a Quick Menu option to immediately return to the Space Anomaly when visiting a featured base.
  • Fixed an issue that caused incorrect planet information to be displayed when previewing bases in a different galaxy.
  • Fixed an issue that could cause players to become stuck when warping to a featured base if the base computer had not loaded in time.
  • Fixed a number of soft locks that could occur when interacting with base parts that were outside the local complexity limit.
Bug Fixes
  • Fixed an issue that prevented AI ships from ever landing on player-owned landing pads.
  • Fixed an issue with the transition to a new galaxy that caused it to be entirely white.
  • Fixed an issue that prevented the Blaze Javelin from being cycled while cooling down.
  • Increased the distance at which damaged frigate icons are displayed on the ship HUD and compass.
  • Added a timeout sequence to the start of Nexus missions to discourage players from going AFK on board the Anomaly after readying up.
  • Extended the time during which weekend missions are active to 9AM GMT on Mondays.
  • Added some additional graphic warnings when low on hazard protection or life support.
  • Fixed an issue that caused diplomatic frigates to award units as a substance rather than directly.
  • Fixed an issue with the trails on certain Royal ships not lining up correctly with their engines.
  • Fixed a number of graphical glitches that could occur when warping in a starship.
  • Fixed a graphical issue that affected the Bytebeat envelope rendering on console.
  • Improved the readability of the currency readout when browsing tech trees.
  • Added a recovery fix for players who lost their Void Egg after they come back through the Portal at the end of the final Starbirth quest.
  • Fixed a rare crash in the lighting system.
  • Fixed an issue that caused the audio environment to be set incorrectly while on Atlas Stations.
  • Fixed an issue where Armoured Clams could be destroyed with the Terrain Manipulator.
  • Fixed an issue where Weekend Event missions could sometimes have partially encrypted descriptions at the Nexus.
  • Fixed an issue where player models could sometimes inherit their scale from ships or Exocraft.
 
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https://wccftech.com/no-mans-sky-update-2-4-exo-mechs/
https://www.nomanssky.com/exo-mech-update/

No Man’s Sky update 2.4 adds mechs and visual improvements to the game.

The Minotaur
  • Added a new planetary Exocraft, the Minotaur Heavy Exosuit Hybrid.
  • Acquire the plans for the Minotaur Geobay at the Construction Research Station aboard the Space Anomaly.
  • The Minotaur allows exploration in even the most extreme environments, with a unique hazard protection upgrade that keeps the pilot safe from environmental damage.
  • The Minotaur comes with its own set of upgrades and technologies.
  • Blueprints are available to purchase from Iteration: Perses on the Space Anomaly.
  • Upgrade Modules can be found at the Exocraft Technology Merchant at your local Space Station.
  • Other specialist Minotaur abilities include the ability to upgrade its mining laser with Terrain Manipulation capabilities, and the ability to collect or harvest rare planetary resources such as Storm Crystals without leaving the safety of the cabin.
Exocraft Hazard Changes
  • Exocraft no-longer grant immunity to planetary hazards by default. External environmental conditions will now drain the player’s hazard protection, though at a reduced rate from on planet.
  • Specialist technologies have been made available at Iteration: Perses on the Space Anomaly that allow Exocraft to be upgraded to prevent environmental damage
New Exocraft Technologies
  • Perses now also offers the Icarus Fuel System, an Exocraft upgrade that recharges the engine during daylight.
  • The Exocraft Scanner has been improved. Performing a standard scan will now reveal all nearby points of interest – i.e. all those that would be revealed by using the Analysis Visor.
  • Added an Orbital Exocraft Materialiser. This is a new freighter module that will allow all Exocraft to be summoned while the freighter is in-system.
Exocraft Quality of Life and Other Fixes
  • Added new decal options to Exocraft customisation.
  • Exocraft cockpits now match the customisation of their exterior.
  • Improved the light cast by the headlights of all Exocraft.
  • Increased the base speed of the Roamer, Nomad and Pilgrim exocraft.
  • Tweaked a number of Exocraft cameras to improve visibility.
  • Increased the speed and acceleration of the Nautilon submarine, and tweaked its camera positioning.
  • Fixed an issue that caused the Exocraft fuel efficiency stat not to increase fuel efficiency.
  • Fixed an issue that caused the Exocraft speedometer to flash during a storm.
  • Fixed an issue that prevented items in the Exocraft inventory from being available for crafting.
  • Added a coordinates readout to the Exocraft HUD data.
  • Tweaked some early game rewards to give players access to an Exocraft earlier in a playthrough of the Artemis story.
  • Reduced the blueprint and construction cost of some Geobay blueprints.
  • Improved the Guide entry for Exocraft, including tweaking when it becomes unlocked and adding a mission to the Guide page to walk players through the Exocraft unlock and upgrading process.
  • Fixed an issue that caused the Exocraft mining laser to be ineffective when used on minable objects.
  • Fixed an issue that caused Exocraft to turn invisible when saving and charting at a waypoint.
  • Fixed an issue that caused the object health indicator to either appear in the wrong position or not appear at all when mining objects in an Exocraft.
  • Fixed a soft-lock that could occur when the Inventory auto-opens to the Exocraft page and no Exocraft is present in the system.
  • Fixed an issue that caused the position and icon of the network player marker to be wrong when the player is in an Exocraft.
  • Fixed an issue where Exocraft could sometimes fall through planetary terrain.
  • Fixed an issue where the Exocraft customisation camera could be incorrectly positioned when swapping between Exocraft types.
  • Fixed an issue where exiting an Exocraft could cause a fade to black transition if the ship camera was set to first person.
Graphical Improvements and Options
  • GTAO: improved performance by avoiding oversampling on distant objects.
  • GTAO: modified attenuation heuristic to avoid over-darkening of thin objects, particularly noticeable on grass.
  • GTAO: modified reprojection filter to improve AO temporal stability. This reduces flickering on moving objects, particularly noticeable on grass.
  • 3D rendering resolution can be now scaled as a factor of the window resolution. This means UI can render at a higher resolution to the 3D game view, offering more options for improving performance while keeping UI crisp. Additionally, the in-game resolution may be scaled larger than the actual screen resolution, allowing for greater image quality than possible when rendering at the monitor’s native resolution.
Base Building Quality of Life
  • Added a new base part, the Electrical Cloaking Unit. This can be placed to hide power lines when outside of build mode.
  • Added the ability for console players not using VR to disable local base complexity limits (PC players could already adjust the Base Quality setting). This may come at a performance cost when viewing large, player-made, structures.
  • Added a Quick Menu option to immediately return to the Space Anomaly when visiting a featured base.
  • Fixed an issue that caused incorrect planet information to be displayed when previewing bases in a different galaxy.
  • Fixed an issue that could cause players to become stuck when warping to a featured base if the base computer had not loaded in time.
  • Fixed a number of soft locks that could occur when interacting with base parts that were outside the local complexity limit.
Bug Fixes
  • Fixed an issue that prevented AI ships from ever landing on player-owned landing pads.
  • Fixed an issue with the transition to a new galaxy that caused it to be entirely white.
  • Fixed an issue that prevented the Blaze Javelin from being cycled while cooling down.
  • Increased the distance at which damaged frigate icons are displayed on the ship HUD and compass.
  • Added a timeout sequence to the start of Nexus missions to discourage players from going AFK on board the Anomaly after readying up.
  • Extended the time during which weekend missions are active to 9AM GMT on Mondays.
  • Added some additional graphic warnings when low on hazard protection or life support.
  • Fixed an issue that caused diplomatic frigates to award units as a substance rather than directly.
  • Fixed an issue with the trails on certain Royal ships not lining up correctly with their engines.
  • Fixed a number of graphical glitches that could occur when warping in a starship.
  • Fixed a graphical issue that affected the Bytebeat envelope rendering on console.
  • Improved the readability of the currency readout when browsing tech trees.
  • Added a recovery fix for players who lost their Void Egg after they come back through the Portal at the end of the final Starbirth quest.
  • Fixed a rare crash in the lighting system.
  • Fixed an issue that caused the audio environment to be set incorrectly while on Atlas Stations.
  • Fixed an issue where Armoured Clams could be destroyed with the Terrain Manipulator.
  • Fixed an issue where Weekend Event missions could sometimes have partially encrypted descriptions at the Nexus.
  • Fixed an issue where player models could sometimes inherit their scale from ships or Exocraft.
Nice, I don't have to hide power lines underground. now it's just plug n play!
 

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