Patch 1.12

First of all, thank you to everyone who’s been playing the Foundation Update. Your feedback has been incredibly helpful, keep it coming! 

Following are the notes for our latest patch: 1.12, which addresses some of the main issues we’ve seen reported following the launch of 1.1 (Foundation).

Patch notes

  • [PC] Following reports of some people experiencing issues with the game while unsupported mods are installed, we’ve added mod detection which will show a warning screen on loading when mods are detected. A mouse click or button press will dismiss this screen. We have also introduced a new method for mod installation which should prevent player’s games from breaking when a new update is released. For details please see the ‘DISABLEMODS.TXT’ file in the \GAMEDATA\PCBANKS folder.
  • [PC] Allowed remapping of the build menu and quick menu commands to support Azerty keyboards.
  • [PC] We’ve enabled a temporary workaround for the SLI issues people are experiencing. If you are running in SLI, please disable TAA and the game should run. We are looking into a more permanent solution to this issue.
  • Fixed an issue which, in some rare cases, prevented NPCs from giving you mission critical dialogue.
  • Fixed a bug which could cause core items to be transferred from exosuit inventory to starship inventory.
  • Fixed a number of rare crashes (if you continue to experience crashes, please send a crash report and include your crash dumps).
  • [PC] Fix for monitor detection on PCs with 3rd party remote desktop or screen sharing applications.
  • [PC] Running the game via the .exe file should no longer give Steam Init errors.
  • Fixed an issue where underwater buildings could spawn without doors which in rare cases would mean the NPC missions could not be completed. (Note: If you are still being pointed to missing facilities during the NPC questlines, you can either claim a new base and re-build the NPC terminal, or if you have a Freighter, remove the NPC terminal from your base and rebuild it in the Freighter. The NPC should then give you new coordinates. We are still working on a more permanent fix for this issue).

This update is live on both PS4 and PC! If you continue to experience issues, be sure to let us know by submitting a bug report.

Enjoy!

Foundation Update Incoming

Hello,

This week Hello Games will be releasing an update to No Man’s Sky. We’re calling it The Foundation Update, because we have added the foundations of base building, and also because this is putting in place a foundation for things to come.

Detailed patch notes will follow, and release will be soon.

Coming from five years of intense development, immediately after No Man’s Sky released the team spent six weeks updating the game with 7 patches across both platforms (the last of these was 1.09 on Sept 24th which you can read about here http://www.no-mans-sky.com/log/). These fixed many of the most common or critical bugs and issues post-release.

In the nine weeks since then our small team has been hard at work on development, testing and certification for the Foundation Update. It won’t be our biggest update, but it is the start of something.

The discussion around No Man’s Sky since release has been intense and dramatic. We have been quiet, but we are listening and focusing on improving the game that our team loves and feels so passionately about.

Positive or negative feedback, you have been heard and that will truly help to make this a better game for everyone.

This update will be the first small step in a longer journey. We hope you can join us.

Thank you,

Hello Games

Development Update

Hello,
Over the last few weeks since No Man’s Sky released we’ve been inundated with feedback and discussion about No Man’s Sky.

 

No matter what feedback you gave us, you have been heard and we are listening carefully. Thank you.

 

Here’s what we’ve been busy with in the weeks since release:
• A community/support management team has been brought on board.
• Support issues raised are been categorised by that team, and we are fixing them in order of priority.
• We’ve released a bunch of patches for PC and PS4.
• We’ve written up patch notes for all those patches. You can find them here.

 

What matters now, as always, is what we do rather than what we say. We’re developers, and our focus is first on resolving any issues people have with the game as it is, then on future free updates which will improve, expand and build on the No Man’s Sky universe.

 

This is a labour of love for us, and it’s just the beginning.

 

If you have suggestions please mail feedback@hellogames.co.uk

 

Thank you,
Hello Games

PS4 Patch Notes 1.07

Since No Man’s Sky on PS4 released a couple of weeks ago the team has been incredibly busy. We’ve gathered all the support requests to support@hellogames.co.uk, but we’re also tracking posts on Reddit, PS4 forums, twitter and anywhere we can find online.

 

Right now the team is fully focused on categorising and fixing support issues in order of priority, based on the number of people they are affecting. The information and crash dumps you’ve posted have been indispensable in helping us track down and fix these issues.

We’ve now released 7 patches (1.07 just got posted), and hopefully they really improve the experience for everybody. As you can see it’s been a huge amount of work for a small team. We appreciate your patience and understanding.

 

This week expect at least one more major update, which will enter testing on Wednesday. Once all our support requests have been answered then we can begin improving the game with new features :)

 

See below for combined notes from 1.04, 1.05, 1.06 and 1.07 (which were incremental and each launched within a day or so of each other).

 

Objectives and stuck without Hyper-drive Issues

  • Player no longer able to redeem your pre-order ship at a point which would then prevent you learning the hyper-drive blueprint (and if you have done this, we save you).
  • Player no longer able to bypass being sent to find hyper-drive tech by reloading a save in game at a very specific point.

 

Getting Stuck in the world

  • It was possible for players to save their game stuck under the terrain, leaving them stuck. This was caused by getting shot down in atmosphere, and their ship reaching ridiculous speeds as it crashed to the planet. This has been resolved.
  • Whilst it won’t happen anymore, if you are currently already stuck under the world, we detect this and do our best to rescue you.
  • Fixed a couple of other low repro bugs that could result in you falling through the world and getting stuck underground.
  • A raycast in some space stations could hit a very specific point that would put the player inside the floor.
  • Fixed an issue that would cause your ship to be thrown in the sky at high speed when taking off (in rare cases could in turn lead to getting stuck).
  • Fixed an issue that would cause your ship to get stuck in terrain and prevent you from taking off, if the player managed to out run generation of terrain LOD 1, and land inside an overhang.

 

Gameplay

  • Some players were unable to achieve the extreme survival journey milestone, this has been resolved.
  • Fixed an issue where some players had some technology types being reported as “already known” when they weren’t actually known.
  • Under some circumstances a message was sometimes misinforming you that you learnt a blueprint when you hadn’t, this has been fixed now.
  • It was possible you could use up all available slots for waypoints on the galaxy map and be unable to set new waypoints. This is much better now.
  • There was a bug that could cause objective markers to disappear when you loaded a previous save. This is fixed now.
  • Fixed a rare issue when scanning creatures that would cause all planets to show as 100% complete even if you had only completed one.

 

Save / Load

  • Fixed a bug what could cause some corrupt save games to not be loaded, this is now fixed.
  • Fixed an issue where saves made with the system clock set in the future could cause problems.

 

Crash Fixes

  • Fixed a crash that would sometimes happen when warping into a system with a space battle in progress.
  • Fixed a crash that could happen when interacting with an NPC.

 

Tweaks and Improvements

  • It is now easier to scan flying creatures.
  • Fixed height and weight stats being the wrong way around for creatures.
  • Gek towers can no longer be interacted with repeatedly.
  • The ‘You have unredeemed items’ message will now only show for the first 5 minutes.
  • Fixed getting 0% charge on Photon Cannon when buying a new ship and constantly being prompted to charge it.
  • Reduce Suit VO for life support warnings and only do life support VO on 25% and 50%.
  • Fixed grave being transferred to the new star system after you warp.
  • Fixed toxic protection 3 (theta) from having the wrong name.
  • Fixed incorrect marking of sea caves under floating islands.
  • Turning down music and SFX volume in the options will now work correctly (mutes the VO also).
  • If you change ship or multi-tool and then revert to previous save the ship should now be the one you had at the time.
  • Atlas station collision improvements to prevent you from bumping into them too much.
  • Fix for the stars not being discarded during load/warp (causing duplicate stars).

 

Crash after warping

  • Occasionally at random the game would lock up after a warp. This was due to very specific timing in hardware (a threading specific bug) – meaning that unfortunately for some people it was regular, and for others they would never be able to recreate it. This was our most reported crash during gameplay, and has now been resolved.

 

Game failing to save until you died

  • If the player died, and then loaded the game ten times without saving, and then died, player progress wouldn’t be saved from then on until you died again. This is fixed now! This was also causing player’s saves to grow in size.

 

Crash fixes in scanning

  • Quite a rare crash, but in certain scenarios it was possible to scan from space or on planet and crash the game.

 

Crash warping inside a freighter

  • When warping into a battle sometimes the player warped into the inside of a freighter and everything went crazy :( – This is fixed now.

 

Stranded in Space Station

  • If you died in your ship while in atmosphere of a planet with a damaged ship, you could respawn in a space station with your launch thrusters and pulse engine damaged. If you did not have the resources to fix them then you could no longer take off and be stuck there. This will no longer happen.

 

Loading Corrupted Save Files

  • Some players have corrupted save files, we’ve been working with them to still load saves even if they are corrupted (this can happen for many reasons outside of the games control). This fix has allowed many players to still load their save even if they have become corrupt.

 

Crash fixes for next three most commonly reported issues:

  • As the player gathers a huge amount of discoveries, there was a threading issue that becomes more prevalent the more discoveries you have, and could cause the game to crash.
  • If you had collected a large number of blueprints, in a specific order it was possible to crash the game when you received a new blueprint. This has been fixed.
  • Players who set a large number of waypoints could find themselves in a situation where they could crash the game in the Galactic Map, this is remedied now (PS. A better waypoint system is coming).

 

Overall these fixes should remedy around 80% of our current support requests. We’re working on the next 20% right now. If you are still experiencing issues please do click the support button on http://www.no-mans-sky.com/

PC Support

Sorry you are having issues on PC. Let’s try to resolve your problem. Let’s just check some things first…

 

*Firstly do you meet our min spec?*

OS: Windows 7/8.1/10 (64-bit versions)

Processor: Intel Core i3

Memory: 8 GB RAM

Graphics: nVidia GTX 480, AMD Radeon 7870

Storage: 10 GB available space

*Requires OpenGL 4.5, Intel cards are not supported.

*Core 2 CPUs and below are not supported

 

*Secondly, have you updated your drivers for your GFX card?*

AMD

nVidia

 

*Thirdly, have you restarted Steam and No Man’s Sky?*

We updated to include the VC++ Redist 2010 (which was causing many issues).

 

*Still having problems?*

Please mail support@hellogames.co.uk

 

 

Thank you.

Gameplay Support

 

We’re tracking a number of issues, bugs and crashes that players are reporting with No Man’s Sky, and working to resolve as soon as possible.

 

The number of people players, and length of average play session, has been far more than our small team could have anticipated. That said, we’re working quickly to adapt.

 

We sincerely apologise to anyone affected in the meantime.

 

Here are some things to be aware of:

  • We’ve brought a new QA team on board today (larger than the entire Hello Games team!). This will complement the existing Sony QA team.
  • We are working on fixes for the most critical issues, which will be in a patch in the near future.
  • We will be moving to a ticketed support system next week, and have hired someone to manage this starting Monday.
  • Some information will be posted in the Sony forums here http://community.us.playstation.com/t5/Games-Services/bd-p/22190
  • Or contact Hello Games here support@hellogames.co.uk

 

Workarounds

Here are some workarounds for some known issues:

  • If you believe you are stuck, or can’t reach your ship, be aware you can jetpack forever whilst pushing against any surface
  • If you have made a mistake – you can revert to any of your two previous saves in the Options Menu
  • If you have left your ship somewhere inaccessible, you will be able to summon it from landing pads or beacons found at most buildings or points of interest (marked by question marks)

 

It has been reported that some players have not received a pre-order bonus. In most cases so far, the player has either not redeemed their bonus correctly from the PS store or from the Options Menu. Also sometimes players have received the bonus, but the name displayed in-game was incorrect. The Alpha Vector ship is named Domanish S84 in-game, and (in the US) the Rezosu AZ65 is named Final Shadow XIV in game.

 

It has been reported that using the pre-order bonus ship will leave some players stranded, if they purchase or transfer to a new ship that does not have a hyperdrive (if done very early in game). In most cases the player is actually able to continue (107 of the 135 reports emailed so far). The game already detects the player needs a hyperdrive and directs them to a nearby NPC who will give the player the hyperdrive they need. Some other players were able to resolve this issue by restarting their console.

 

Hopefully this helps some players. If you still are having issues, please contact Hello Games support here:

support@hellogames.co.uk

 

For those this does not help, please know we are working to resolve these issues as soon as possible in a patch. This will include crash fixes also.

 

Thank you,

Sean

What do you do in No Man’s Sky?

WHAT DO YOU DO IN NO MAN’S SKY?

We’re coming up to launch and I’m feeling nostalgic, so I went back and I dug out some old builds.

Here’s some screenshots just a few weeks in:

First Screenshot

 

Here it is 6 months in:

312

Sitting down to write the first lines of code five years ago, I had such a clear picture in my mind of an emotion I wanted you to feel. To wander around an alien planet, and to feel you had discovered it.

 

Then I rewatched all the footage we’ve released so far:

E3 2013 (5 minutes of gameplay) 

PSX (5 minutes of gameplay) 

IGN First (18 minutes of gameplay) 

Colbert (8 minutes of gameplay) 

IGN First (25 minutes of gameplay) 

14 more Videos on IGN explaining what you do!

 

You guys – THAT IS WHAT YOU DO IN NO MAN’S SKY!

We planned it from the start, but you can play the game now, and you can have those moments yourself. Lots of little details have changed (so many, SO MANY, for the better!) but the game looks and plays just as we aimed to. The thing I’m so proud of though, is that I’ve managed to gather the most talented team I’ve ever worked with, and they’ve done some of the best work of their lives, to help make this happen.

 

Here is what No Man’s Sky definitely is:

  • Exploring a universe of pretty procedurally generated worlds, with beautiful creatures
  • Trading with NPCs
  • Combat against robots/mechs and cool space battles
  • Survival/crafting in a universe sized sandbox
  • An awesome procedural soundtrack from my genuine favourite band (check the NMS album out here)
  • For one small moment, you might feel like you’ve stepped into a sci-fi book cover

 

That means this maybe isn’t the game you *imagined* from those trailers. If you hoped for things like pvp multiplayer or city building, piloting freighters, or building civilisations… that isn’t what NMS is. Over time it might become some of those things through updates.

 

For instance, freighters and building bases *are* coming! Read about updates coming here.

 

At launch though, it’s an infinite procedural sci-fi-space-survival-sandbox unlike anything you have ever played before. If you decide to play it, you’ll see just how closely it plays to those trailers, and to our original vision. It’s a weird game, it’s a niche game and it’s a very very chill game.

 

Reddit and NeoGaf actually have really good guides to what the game is and isn’t, gathered from interviews I’ve done.

Reddit

NeoGaf

This game might not be for everyone, I expect it to be super divisive, but I’m sat here watching playtesters right now who weren’t supposed to be in, but just wanted to play and chill out. I can’t wait for you to experience that for yourselves.

 

If you want to see even more of the game before you buy it, then we’re going to stream an hour, once the first update is live. I’ll try to keep it as spoiler free as I can.

Livestream – 7.30PM GMT Monday

 

Love,

Sean

Update 1.03

Update 1.03

When we went gold five or six week ago, we posted on twitter, and literally every reply was like “hope you are going on a nice holiday!”. Some of us have, but I didn’t want to, not yet. I pictured myself somewhere staring out the window thinking about this game I’ve been working on for five years.

We’re under a pretty intense spotlight right now, and hopefully it’s easy to imagine how hard it would be to switch off from that, or how deeply we care about people’s first impression of the game.

In fact most of us were back here the day after we went gold, working on this update. We’re already proud of what we put on a disk, but if we had time, why not continue to update it?

 

Hello Games will continually update No Man’s Sky this way. This is the first of many.

 

It will be available on Monday for press for review once it exits submission, and on launch for public on PC and PS4. We expect future updates like these to continue to be free.

 

For 99.9% of people, all you have to do is install the update before you begin to play. 

If you had an early copy somehow, your save game will technically work post update, but you will miss out on new content and experiences if you don’t delete your save before updating (should be obvious why from notes below). We highly recommend deleting your save if you have played before updating your game (we won’t do this in future, but it’s a day zero update).

 

Servers will be wiped on Sunday and again Monday in the lead up to launch.

 

Beware these notes contain some spoilers. Here are some things our little team has been up to over the last four or five weeks:

  • The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.
  • The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger.
  • Diversity – Creatures are now more diverse in terms of ecology and densities on planets.
  • Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms.
  • Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets.
  • Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further…
  • Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds.
  • Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes.
  • Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.
  • Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed
  • Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources.
  • Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous
  • Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close
  • Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added.
  • Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon.
  • Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.
  • Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯\_(シ)_/¯
  • Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above).
  • Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added
  • Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight
  • Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans
  • Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)
  • Writing – The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me.  I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.

 

I grew up reading Carmack’s .plan files for Quake, so it’s fun to be writing one of my own :)

 

Next up we’re adding the ability to build bases and own giant space freighters. Temporal AA and my new cloud rendering tech should be coming soon too. It will really change the game again, and enhance it visually.

 

This universe we’ve built is a pretty large canvas, we’ve got a lot of ideas. This is the type of game we want to be.

 

Love,

Sean

An update on No Man’s Sky

Hello, Sean here, working super, super hard on No Man’s Sky.

Every day, the game is getting better and better, and despite all the late nights (and early mornings) we’re all working to get it finished and in your hands, it’s amazing to see it all coming together.

You might already know this, but we had to delay the game from its original June release date. It’s now August 9 in north America, and August 10 in Europe. We knew that people would be disappointed, and we’ve certainly heard a lot from some who decided to tell us all about that. But we’ve also heard some super nice words of support as we make the final push.

I’ve said it before, but No Man’s Sky is the hardest thing I’ve ever worked on. It’s even bigger than you can imagine. This is a type of game that hasn’t been attempted before, by a smaller team than anyone would expect, under an intense amount of expectation.

And despite all of that, development is genuinely going well. This is the hardest working, most talented team I’ve ever worked with, and I’m so proud of what we’re doing. For all our sakes though, we get one shot to make this game and we can’t mess it up.

So that’s what we’re doing right now, and every day I feel more sure it was the right decision. Thank you so much for your support and patience. The universe will be yours very soon.

Another month of IGN First

So we have come to the end of a second month of IGN First for No Man’s Sky!

Hopefully you’ve enjoyed the new footage we’ve been able to share, as well as the behind-the-scenes interviews with our team.

We’ve closed the month with our biggest interview to date, a wide-ranging 60 minute ‘Unfiltered’ conversation with IGN’s Ryan McCaffrey, where Sean looks back at the game’s early development (including the flood that almost cancelled the game), his path through the industry, encounters with the likes of Elon Musk and Steven Spielberg at last year’s E3 expo, and much more.

As well as an extended chat with Sean, there were interviews with our talented Art team and close collaborators Dave Gibbons and James Swallow to discuss the game’s approach to Lore.

IGN First

There was also a whole solar system to share. We showcased a 24 hour time lapse and some never-before-seen planets, over 20 minutes of brand new, continuous gameplay, a first look at crafting, while IGN provided new impressions of the game from two hours’ play.

We also tasked them with surviving on a freezing cold planet and filmed the results!

The team has been really proud of what we’ve been able to share, and we want to thank IGN for their support for bringing it together a second time. It’s been a blast!

shape

Where you can pre-order No Man’s Sky

You can pre-order No Man’s Sky ahead of release on June 21 in North America, June 22nd in the Europe, and June 24th in the UK in the following ways.

On PS4, it’s available:

On PC, you can get it through: