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No Man's Sky ‘Living Ship’ update now available

Mista

Banned



Hello Games has released the “Living Ship” update for No Man’s Sky, which introduces a new style of airship to the game defined as “strange and beautiful creatures with lives of their own.”

Here is an overview of the update, via its official website:
Living Ship: Introducing Update 2.3

Explore space from a different perspective with the Living Ship update. Introducing a new class of biological ship, a new story mission, mysterious space encounters, space NPCs, and more.

  • The Living Ship – Living Ships are a new class of rare, sentient starships to add to your fleet, growing in dozens of procedurally-generated variations.
  • Organic Technologies – These biological ships have their own set of unique organic technologies, all procedurally generated for a customized, evolved loadout.
  • Origin Story Mission – A new series of missions, Starbirth, will take players through the ancient Korvax experiments that led to the birth of these sentient starships. Players who wish to incubate, grow and ultimately fly their own living ship should visit the Space Anomaly and follow the call of the Void Egg…
  • Organic Cockpit – Pilot your sentient ship from its strange, organic cockpit. Grasp vein-covered tendrils to suggest directions to the living craft, and examine the unsettling details in full 360° in VR.
  • Space Encounters – Experience rare encounters with mysterious space objects and strange new lifeforms while pulsing through a star system. Investigating these may often yield rewards—or more dangerous encounters!
  • Space NPCs – NPCs now have the potential to hail your communicator in space. These alien lifeforms often stock specialty items for sale—but some may need assistance, or approach with more questionable intentions…
  • Quality of Life – Managing items in the inventory has become easier with a new shortcut to instantly divide a stack in half. Multiplayer exploration has been streamlined with the ability to warp as a group. Team up with friends and strangers on the Space Anomaly, then choose your exit destination to continue your journey together. Game performance is improved across the board, with a focus on runtime optimizations for terrain, cloud and water shaders for PlayStation VR and PlayStation 4.


And here are the full patch notes:
Living Ship

  • Introduced a new style of starship, the Living Ship.
  • These ships have their own exclusive range of organic technologies and cannot be upgraded by conventional means.
  • Adjust your playstyle to the restrictions and benefits of these organic techs, or hatch and evolve new procedural upgrades to grow your own custom ship.
Missions

  • Incubate your Void Egg and learn about the origin of the Living Ships with a new mission chain, Starbirth.
  • Completing these missions will hatch the Void Egg into your own procedurally generated Living Ship.
  • Additional ships may be hatched from subsequently incubated eggs.
Space Encounters

  • While using the Pulse Engine to fly between planets, there is a chance of encountering strange objects in local space.
  • Drop out of pulse-flight to begin the encounter.
  • A large range of strange objects and exotic rewards await…
  • Different encounters have different chances of occurring based on the characteristics of the solar system.
Trader Hails

  • As well as strange objects, players may also encounter passing trader ships.
  • These will hail the player while using the Pulse Engine and may need assistance, offer to trade, and more…
Quality of Life

  • If players are in a group but do not have a Nexus mission active, then when taking off from the Space Anomaly they can now choose to exit directly to the system of any other player in their group.
  • Fixed a number of issues that caused planetary charts and others scans to pick from too narrow a range of buildings. Players should no longer be sent repeatedly to the same building when using multiple charts.
  • Fixed an issue that caused distress signals to occasionally lead to a crashed ship site with no crashed ship.
  • Added an instant split button to allow players to quickly divide stacks of items in half.
  • Players can now hold down buttons to increase or decrease stack sizes, rather than having to press repeatedly.
  • Fixed an issue that prevented the Exocraft Summoning Station from working if placed within a base.
  • Improved the range of the Exocraft Summoning Station, so that it allows Exocraft to be summoned from anywhere in the system.
  • Planets that you have discovered no longer need to be repeatedly rescanned to see their resources from space.
  • Fixed an issue that caused the planetary resources popup to flicker while pulsing towards a planet.
  • Fixed an issue that made it difficult to enter Space Stations from tight angles.
  • Allowed starships to reverse during atmospheric flight if stuck in other geometry.
  • The automatic Launch System Recharger now functions while the player is sitting in the cockpit, if the ship is landed.
  • Improved VR swimming controls for VR devices that use thumb sticks.
  • Significantly increased the distance players are able to move the camera in Photo Mode.
Optimizations

  • Introduced a number of significant GPU optimizations sations to terrain rendering.
  • Introduced a number of significant optimizations to terrain generation.
  • Introduced a number of significant memory optimizations.
  • Introduced some minor load time optimizations.
  • Introduced some smaller optimizations and visual fixes to cloud rendering.
  • Introduced a number of water rendering optimizations for PlayStation VR.
Bug Fixes

  • Fixed an issue that caused Proximity Switches to be activated by empty Exocraft.
  • Fixed an issue that prevented decals from working when customizing Exocraft appearances.
  • Fixed an issue that caused the Analysis Visor UI to judder in VR.
  • Fixed a number of issues that made it difficult to warp to the center of the galaxy.
  • Fixed an issue that caused the kill count to reset in the final mission for the Armorer if players entered a building during combat.
  • Fixed an issue that caused Carbon Planters to be unavailable for purchase.
  • Construction-style missions from the Nexus will properly mark the desired construction site if players leave the planet mid-mission.
  • Fixed a number of issues that prevented items from being taken out of or put into Storage Containers.
  • Fixed an issue where pirates would occasionally ask for wildly incorrect amounts when bargaining for peace.
  • Fixed an issue that could prevent special mission Portals on the Artemis path from functioning correctly if they were left while in an active state.
  • Fixed an issue that could cause a ship docked at a Trade Outpost to be placed underneath the landing pad when loading into the game.
  • Fixed an issue that caused the filter icons to be incorrectly aligned in the Galaxy Map.
  • Fixed a rare crash that could occur when warping to a base after having used a Portal.
  • Fixed a bug that allowed Nexus missions to be restarted from the mission log.
  • Fixed a number of issues that could cause Nexus missions to select inappropriate star systems.
  • Fixed an issue that could cause Nexus missions to send players to the wrong building.
  • Fixed an issue that could occasionally cause visual elements of the Personal Refiner to render in first person.
  • Fixed an issue that caused the Personal Refiner not to stop animating when refining was complete.
  • Fixed an issue that caused the names of unknown planets to be revealed by their moons.
  • Improved the position of HUD markers in the Analysis Visor UI.
  • Improved the positioning of the ship repair UI in VR.
  • Fixed an issue that could cause the ship crosshair to judder.
  • Fixed some minor text issues in missions objectives and the Guide.
  • Fixed an issue that could cause filters to apply incorrectly on the Space Station, Space Anomaly, frigates and freighters.
  • Fixed an issue that made the Space Anomaly too green when using HDR.
  • Fixed an issue that prevented the VR eject handles in ship cockpits from lighting up when the player first enters the ship.
  • Fixed a rare issue that allowed players to equip weapons in the Space Anomaly.
  • Fixed an issue that prevented Solar Panels from playing their audio.
  • Fixed an issue that could cause the torchlight to flicker while moving.
  • Fixed an issue that could cause recently used interactions to be reset shortly after loading.
  • Fixed an issue that caused an empty black dialogue box to appear when leaving a planetary Technology Merchant.
  • Fixed an issue that caused the Nutrient Processor’s inventory to be incorrectly labelled.
  • Updated the visuals of the Bytebeat Cable so it is distinct from the Teleport Cable.
  • Fixed an issue with the Bytebeat Switch that caused the On Arpeggio Note output to fire when not playing an arpeggio.
  • Fixed an issue with the Bytebeat Switch that caused note colours to be reversed.
  • Fixed an issue with the Bytebeat Switch that caused triggers to be sent for parts that are not active in the Synchronizer.
  • Fixed an issue in the Bytebeat that caused visuals to go out of sync when editing tempo.
  • Fixed a number of minor glitches when scrubbing in the Bytebeat UI.
  • Fixed an issue that caused pirate probes to always fail when the Pulse Engine was active.
  • Fixed an issue that caused the Pulse Engine tutorial to incorrectly appear in the middle of combat.
  • Fixed a text mismatch in the standing rewards, where Mercenary and Explorers Guild standing rewards were mislabeled.
  • Fixed an issue that could cause the Surveying Tutorial to move on before the player had actually learned the Survey Device.
  • Fixed an issue that prevented the Show HUD binding from working on PC keyboard controls when piloting a ship.
  • Fixed an issue that caused a number of building parts to be unknown when starting a Creative Mode game, including industrial Silos.
  • Fixed an issue that caused Black Holes not to warp players if they were somehow approached on foot.
Gematsu
 
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I played this game for 30 hours at launch before hitting a wall I just couldn’t keep pushing through. Been sitting in my Steam library ever since

Might finally be time to try it again
 

Ovek

7Member7
I was one of the few people that quite liked no mans sky on launch, it had a sense of loneliness and isolation that I really liked.

Props to Hello Games, they could have stopped developing this after the first big update and called it a day.
 

jaysius

Banned
I didn't know what "living ship" could mean, I got excited that maybe you could have a massive ship and all the AI on it would be moving around and doing neat things.

This is a neat twist I guess, many sci-fi series have dipped their toes into aliens using organic ships.
 

Birdo

Banned
Living, organic ship?

What if you piss it off?

f6cf5a2059f40e8971e45d4a2e4b1690.gif
 

scalman

Member
thats was not expected. im surprised lets try it . no GOG version yet on pc , ps4 allready getting it.
allways thought it would be perfect for VR but is it worth it still to try VR on PS4 , or wait for new PS5 VR? or just try it on PC with Oculus Quest ?
 
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dorkimoe

Member
I need to get back into this, got really hooked last fall and then stopped, too scared to go back and have no idea what i am doing again
 

Miles708

Member
What's the size of this update?

I was one of the few people that quite liked no mans sky on launch, it had a sense of loneliness and isolation that I really liked.

Props to Hello Games, they could have stopped developing this after the first big update and called it a day.

You and me both. I've achieved very little in No Man's Sky 1.0, but i really liked it when I was in the right mood.
You felt like you were light years away from anything. Everything you knew was so incredibly far, and you were all alone. A tiny nomad traversing a colorful, infinite nothingness.

I still think it's very much worth it to experience it in it's initial iteration, at least for a couple of hours, before going all-in with updates. It also makes the galaxy feel techologically evolving.
 
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what is the story progression like now?

I played it very early when it first came out, you would make it do the end and had to start over again like a new game plus. I did that about 4 times not believing there was no ending then gave up

did not go back for the major updates and upgrades
 

scalman

Member
but how to get or buy or grow that living ship and where ? can you do it from new game start or its much later in game ?
update notes saying they very rare, so i guess i will never see those as most stuff in game because its so huge
the-void-ship-2.png


now just imagine what modders could make with that ...hmm
 
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buizel

Banned
but how to get or buy or grow that living ship and where ? can you do it from new game start or its much later in game ?
update notes saying they very rare, so i guess i will never see those as most stuff in game because its so huge
the-void-ship-2.png


now just imagine what modders could make with that ...hmm

when you get to the anomaly you can buy the egg for Quicksilver. doesnt take far in story to get to anomaly
 

Grieves

Member
Great! I needed an excuse to sink another couple hundred hours into this game.

I got a random encounter last night with an NPC but he didn't seem to have much to sell.

I wondered why I suddenly got some Quicksilver last night. Hopefully it will be enough to buy an egg as I don't do community research.
 
Is it weird that this actually moved No Man’s Sky up in my to-purchase list for the future? Living ships—the one thing on my wishlist I didn’t randomly expect the game to add.
 
This game is a handful of features away from being the better Elite Dangerous :(
It lacks a massively open online world where you are able to trade with people. It also lacks small towns or outposts containing a small population of NPC's.
I feel if the game has the above then it would be a must play for me. Currently own it but have not touched it in ages.
 

buizel

Banned
It lacks a massively open online world where you are able to trade with people. It also lacks small towns or outposts containing a small population of NPC's.
I feel if the game has the above then it would be a must play for me. Currently own it but have not touched it in ages.

It's pretty massively online , you can join anyone or meet at a hub or run into players randomly. It happens far more often than you might think now.

There are small outpost buildings with NPC's and NPC's also wander planet-wide and you can meet them in space too. But yeh wish it had towns.

It's come leaps and bounds though since version 1

so you buy what seed ? and how you making it as you want or its just random shapes, stats ?

its a alien seed you buy. not sure, apparently you gotta nurture it good. ??? raise my pokeyship
 
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Connxtion

Member
so you buy what seed ? and how you making it as you want or its just random shapes, stats ?
Yup unfortunately :/ costs 3,200 Quicksilver and then you have incubate it so it hatches in to a random ship. (Don’t like the one you get buy another 3,200 egg)

I play creative and all this quicksilver crap should be unlocked. In fact everything should be unlocked to play about with. (unlocking items individually in creative is stupid, should be available from the getgo)
 
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Dr.Morris79

Member
Yup unfortunately :/ costs 3,200 Quicksilver and then you have incubate it so it hatches in to a random ship. (Don’t like the one you get buy another 3,200 egg)

I play creative and all this quicksilver crap should be unlocked. In fact everything should be unlocked to play about with. (unlocking items individually in creative is stupid, should be available from the getgo)
It's just part of the game. It's not Minecraft.
 
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