No Man's Sky

There is something painfully sad about a man building everything from a strip club to a Taco Bell in a videogame where no one will ever interact with them. But such is the path that YouTuber Boid Gaming has embarked upon—a path to fill his No Man's Sky galaxy full of empty KFCs, McDonalds, and, yes, even a monolithic Pepsi can. This dude loves brands.

I wish I could understand what motivation there is for such an endeavor, but I can only guess that Boid Gaming, after getting to the center of No Man's Sky's galaxy and realizing there is no meaning or purpose, has gone absolutely mad. For several months, he has been showcasing his intergalactic fast food restaurants on his YouTube channel.

Here's a dramatic reveal of a Kentucky Fried Chicken.

There's a surprising level of artistry here, in that each of his fast food restaurants definitely captures their aesthetic while still feeling suitably sci-fi. The No Man's Sky Foundation update introduced base building, but the tools aren't too complex, so putting together a rather nice looking McDonalds is a win in my books. But with each video I watch, I get a little sad seeing how empty these establishments are. They should be full of people, but instead, just like No Man's Sky, they're lifeless. I mean, can you even call it a strip club if no one is stripping inside of it?

And I don't even know where to begin talking about this giant Pepsi can he built. But I like to imagine that, millions of years from now, some civilization will discover its existence and send a manned mission to see it in person, triggering the conception of a giant, fizzy, god-baby.

Boid Gaming has a lot of impressive builds on his YouTube channel you should check out—especially if you just love brands. You can also check out this complete list of everything he's made so far and download his bases into your own version of No Man's Sky.

No Man's Sky - contact@rockpapershotgun.com (Dominic Tarason)

nmspatch

Another day, another No Man’s Sky [official site] update. Hello Games have had their noses to the space-grindstone ever since launch, with the recent Atlas Rises (1.30) update bringing enormous> changes to the procedurally generated space-sim sandbox. This Tuesday, they rolled out another update, and a slew of minor changes. Patch, 1.38, (full notes here) gives top billing to save system improvements, expanding the number of usable slots to five, each of which can have a separate difficulty setting assigned.

(more…)

No Man's Sky

Developer Hello Games has overhauled No Man's Sky's save system to try and make it easier to manage saves between game modes. 

The new system has five save slots. If you select an empty slot you'll be taken to the game mode select screen before you start a new game, and there's no limit to how many saves you can have for a particular game mode: you could have five saves from the same mode if you like. Any existing saves will map to the five slots.

Also, each save has two sub slots, one for auto saves (when exiting your ship, dying, purchasing a Freighter or claiming a base), and one for manual saving at save points or beacons.

Hello Games has twice patched issues with save games in the past couple of months, so here's hoping the new system is bug-free.

The new patch makes a number of other changes, the most interesting of which is to the player's Analysis Visor. The visor can now scan farm plants and see their remaining growth time, scan ships at a distance and see their class, type and value, and judge the approximate distance of resources discovered with the Scanner, another player tool. 

An army of bugs are squashed, too, including errors in the mission system that would make it impossible to complete delivery missions or randomly change mission requirements when you spoke to NPCs.

Read the full patch notes here.

No Man's Sky - HG_Hohbes


Hello!

Thanks for all your continued feedback - we’ve been listening carefully and have continued to make a number of improvements and today we're releasing Patch 1.38. In this patch we’re introducing an overhauled save system, which makes managing saves between game modes much easier. Read on for full patch notes!

New save system
  • You will now be presented with 5 save-game slots (each of which can be used for any game mode). Your existing saves will be mapped into these slots
  • Selecting an empty slot will start a new game, allowing you to then pick which game mode to play from the mode select menu
  • There are now two sub-slots for each save-game - one for auto saves, one for manual saves
  • Starting a new game with no existing saves will take you directly to mode select

If you experience any problems with the new save system, be sure to let us know!

Improvements & changes
  • Made the temperature range of dead planets more varied
  • In-flight weather effects now vary in strength based on height
  • The Analysis Visor can now be used to scan farm plants and see the remaining growth time
  • Analysis Visor can scan ships to determine their class, type and value at a distance
  • The Analysis Visor can be used to see the approximate distance of resources discovered with the Scanner
  • Added error message when no outpost is found by the economy scanner
  • Added the ability to skip black bars when discovering a planet or solar system
  • Prevented the cursor being reset to the center of the page as you switch between pause menus
  • Trade outposts now provide hazard protection
  • Added a chance for pirates to spawn earlier than usual when a player warps into a certain systems, to add more variety to exploration and trading
  • Galactic map now respects user mouse sensitivity settings
  • Galactic map now respects user control inversion settings
  • Prevented trade terminals having a negative quantity of stock
  • Made trading terminal stock values replenish over time
  • Separated stock levels for trading posts and space stations in the same system
  • Lush biomes in survival mode now occasionally exist without an aggressive sentinel presence
  • Reduced cursor UI slowdown when using a pad
  • Improved NPC ship target selection in space battles, prevented them reacting to accidental player fire
  • Added exotic ship audio for AI and NPC ships
  • Added ability to transfer items to and from containers in your base or freighter
  • Added tooltip text to explain the planet icons on the discovery page
  • Added ability to sell items from ship cargo slots at terminals
  • Storms on humid/lush planets are no longer toxic; humid/lush planets now have a chance of their rain being very hot. Note: no new storms have been added, and the frequency of storms has not been adjusted. Humid planets that previously had freezing rain storms in 1.3 have had that storm type changes to heated rain.
  • Added ability to transfer items from cargo slots during maintenance interactions
  • Improved trading by giving NPCs independent stock levels
  • Made NPCs who give directions refer to a wider spread of locations
  • Added ability to rebind the discard key

Bug fixes
  • Fixed an issue where some delivery missions would continuously tell players to visit other systems
  • Fixed an issue where the requirements to complete some missions could change as you spoke to NPCs
  • Fixed scaling issues with creature feeding icons
  • Fixed an issue where mining units would occasionally incorrectly produce Heridium
  • Prevented mining units being placed inside each other
  • Fixed an issue where base parts, including storage containers, built outside the base building radius in unlimited building mode would not be transferred when the player moved to a new base
  • Fixed an issue where storm-prone planets could be labelled as ‘Mild’. Storm frequency has not been adjusted - the text should now more accurately describe weather conditions.
  • Fixed an issue where the terrain manipulator audio would occasionally continue after terrain editing completed
  • Fixed an issue where the terrain manipulator hologram would remain in one location after subtracting from the terrain
  • Fixed an issue where the terrain manipulator would occasionally create longer lines than intended
  • Fixed an issue where the ship crosshair would appear at incorrect times
  • Fixed the Upload All button on the discovery page not deactivating after being used
  • Corrected button prompts in the ship combat wiki
  • Restored Spectral Class to the galaxy map text
  • Prevented users occasionally falling outside the trading post platform when exiting their ship
  • Prevented traders from attacking pirates which are far out of their range
  • Fixed an issue where NPC ships would stop outside the entrance of freighters and space stations in systems with no trade routes
  • Fixed an issue where smaller freighters and containers could not be destroyed
    Corrected Roamer and Rover inventories appearing incorrectly in the transfer window
  • Added protection to allow the Mind Arc step of the Artemis story to be completed even if a player deletes their base
  • Fixed issue where a blue eye icon would occasionally appear over the crosshair
  • Fixed an issue where the Space Anomaly could remain in the player's home system indefinitely
  • Fixed an issue with dismantling tech on ship compare screens not correctly destroying the tech
  • Fixed an issue where unbinding a key would exit the control menu
  • Fixed an issue where selecting a new key binding could accidentally result in it being set to a mouse button
  • Fixed an issue where the Space Anomaly mission had no objective text in the log.
  • Fixed an issue where some players who should have been able to restart distant missions were unable to do so
  • Fixed an issue which could cause excess stacked inventory items to be lost
No Man's Sky - contact@rockpapershotgun.com (Graham Smith)

Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time.>

No Man’s Sky has changed a great deal since the initial release, switching from a pure, lonely exploration experience to a game with base building, harder survival-based modes, rudimentary multiplayer and a lot more. I still prefer that original lonely exploration, though. (more…)

No Man's Sky - contact@rockpapershotgun.com (Philippa Warr)

No Man's Sky

No Man’s Sky [official site] patch 1.37 has added a new (but toggle-able so therefore optional) ship control scheme for mouse and keyboard.

Hello Games say: “This option can be toggled, and changes ship controls to be cursor based, meaning you’ll be able to direct your ship easily using your mouse”. Pip says: “I just booted up the game and hopped in my ship, immediately becoming distracted by the new interface which is less ace piloting and more kind of like pulling a ball through the air using an elastic band?”

It might take some getting used to is what I’m saying. (more…)

No Man's Sky - HG_Hohbes


Hello!

Today we’re releasing Patch 1.37, which introduces a number of improvements including a new ship control scheme for mouse & keyboard players, an upload all discoveries option and improved trade prices. This patch is available now!

New mouse & keyboard control scheme

In this patch, we’ve added a new ship control scheme for PC mouse & keyboard players. This option can be toggled, and changes ship controls to be cursor based, meaning you’ll be able to direct your ship easily using your mouse. In addition, PC mouse and keyboard players can now look around the ship’s cockpit by holding the ALT key. Note: This new option will be active by default, and can be toggled off by visiting the General Options menu.

Other changes and improvements
  • Allowed economy Scanner to be used from the Quick Menu to locate an outpost
  • Improved prices trade outposts offer for trade goods
  • Added ability to hold backspace to delete text in text entry fields
  • Improved pagination of tech and product build windows
  • Improved pricing of freighters and freighter trade-in values
  • Added economy information to the galactic map for systems the player has already visited
  • Added a quick menu option to scan for outposts using an economy scanner
  • Increased tech fragment rewards for tech debris
  • Added a penalty to standing for killing civilian ships
  • Updated and improved terrain editing effects
  • Changed farmer missions to count plants grown anywhere towards requirements, including outside of player bases
  • Improved rewards given from factory and harvester buildings to avoid awarding known recipes
  • Improved fog and weather effects in low flight mode
  • Reduced FPS when the game is not in focus
  • Added categories to the item transfer window
  • Added a new send window to aid in transferring items
  • Improved planet temperature ranges
  • Improved storms on lush planets
  • Improved price comparison text on the ship purchase screen
  • Added “Upload All” button on the discovery page
  • Improved trade product pricing
  • Improved price modifiers for different economy types
Bug fixes
  • Players who find themselves a long way away from their mission destination can now use the log to reset the mission. The mission log will highlight missions and destinations over several thousand light years away with a red icon. Holding R3 or the middle mouse button over this icon will reset the mission to the most recent safe stage, allowing progress to continue.
  • Fixed an issue where some players did not receive all of the portal glyphs. If you experienced this issue, the next time you find a portal glyph, and that were previously missed should be restored.
  • Restored missing Atlas Seed blueprints to affected players
  • Fixed an issue that caused players to skip certain Atlas Stations
  • Reduced chance of multiple missions sending you to the same destination
  • Fixed landing of S-class ships
  • Fixed an issue in displaying temperature modifiers on hot planets
  • Fixed an issue with a particular Factory Raid mission which would prevent completion
  • Prevented failed timed missions remaining on the mission board indefinitely
  • Fixed issue where certain missions would incorrectly show markers in the galactic map
  • Fixed issue where planters on a player’s freighter would break whenever the freighter was moved
  • Fixed an exploit with teleporting between systems to trade
  • Prevented gas harvesters being constructed on planets with no atmosphere to harvest
  • Fixed number visibility when moving inventory items
  • Fixed an issue where player could not build item stacks in creative mode
  • Fixed issue where the economy description on the galactic map had untranslated text
  • Fixed issue where units would function incorrectly for players with more than the maximum amount
  • Fixed issues where maintenance components would require different repairs after rebooting the game
  • Fixed an issue where delivery missions were occasionally failing to register as complete
  • Prevented bounty missions failing if you choose not to attempt them immediately
  • Prevented terrain editing effects showing while you are in your vehicle



EVE Online

Welcome to our list of the best space games on PC. Short of training to become an astronaut or hitching a ride on a deep space probe, your gaming PC is the best way to leave Earth behind and journey through the cosmos. Whether you're trading or pirating your way around the Milky Way or being hunted by a monstrous alien on a stricken orbital station, these are the best space games you can play on PC right now. From survival horror and 4X strategy to deep simulators that let you live another life among the stars, there's something here for every wannabe astronaut.

Homeworld Remastered Collection

Year 2015Developer Relic/Gearbox Software

One of the best singleplayer RTS campaigns ever made, and beautifully remastered by Gearbox. The sight of thousands of your ships streaking across the game’s vividly colourful space-scapes is hugely dramatic. And battles are tense and tactical, with many types of ship to command, including colossal battleships. The Remastered Collection looks great on modern PCs and comes complete with the original Homeworld and its sequel.

Tacoma

Year 2017Developer Fullbright

The crew has mysteriously abandoned the Tacoma lunar transfer station, and you’ve been sent to investigate and recover its precious AI, Odin. This atmospheric sci-fi mystery from the makers of Gone Home is wonderfully written, with a cast of rich, nuanced characters telling a compelling story through interactive AR recordings. Exploring the hyper-detailed station is a delight thanks to the game’s extraordinary attention to detail, and the more you learn about Tacoma, the deeper the mystery gets.

Elite Dangerous

Year 2014Developer Frontier Developments

An entire galaxy is your playground in this space sim. Starting with a basic ship and a handful of credits, you shape your own destiny. Do you become a fearsome pirate? A master trader? An explorer? The beauty of Elite is being able to play in a way that suits you. From thrilling dogfights to gentle exploration, there’s something for everyone. And its ships are all an absolute dream to fly, whether it's a nimble fighter or a heavy duty cargo hauler.

EVE Online

Year 2003Developer CCP Games

Live another life—in space! There’s nothing else like EVE Online on PC, a massively multiplayer RPG where everything is controlled by players. It’s a living galaxy in which thousands of capsuleers fight, trade, mine, and explore together. Break away from the relative safety of your police-patrolled starting system and you’ll find a ruthless, cosmic Wild West, where piracy, espionage and scamming are rife. Whether you’re fighting in a massive space war, where thousands of real-world dollars hang in the balance, or just exploring New Eden on your own, EVE is an unforgettable experience.

Star Wars: Empire at War

Year 2006Developer Petroglyph

Developed by Petroglyph, a studio founded by Westwood veterans, this real-time strategy is one of the best Star Wars games on PC. The streamlined interface and accessible systems might turn off some hardcore strategy fans, but in the thick of its chaotic, thrilling land and space battles the game is irresistible—especially if you’re a Star Wars fan. And hero units like Darth Vader and Luke Skywalker only add to the excitement.

Duskers

Year 2016Developer Misfits Attic

Despite being viewed entirely through a retro-futuristic computer interface, Duskers is one of the scariest, most tense sci-fi horror games on PC. In it you pilot a fleet of drones searching derelict spaceships for fuel, upgrades, and clues about why the galaxy is so mysteriously devoid of life. The ships you board are crawling with strange creatures, which makes looking for clues in those narrow, dark corridors an especially nerve-racking experience.

The Dig

Year 1995Developer LucasArts

A mission to divert an asteroid heading for Earth goes awry, sending a group of astronauts to a distant, seemingly abandoned world. Some of the puzzles are maddeningly obscure, even for a LucasArts point-and-click adventure, but the colourful, bizarre planet feels genuinely alien. Great voice acting too, with X-Files star Robert Patrick playing the lead character.

Universe Sandbox 2

Year 2014Developer Giant Army

This space simulator lets you become an all-powerful cosmic deity, manipulating replicas of real galaxies and solar systems and witnessing the (often catastrophic) results of your meddling. Increase the mass of Jupiter and you’ll see the rest of our solar system being sucked into it, or delete the Sun and watch Earth and the other planets drift away confused.

Event[0]

Year 2016Developer Ocelot Society

Stranded alone somewhere near Jupiter on an old luxury starship, your only hope of returning home is an AI that has serious emotional problems. You interact with Kaizen using your keyboard, and sometimes it'll be willing to help you. But then it'll change its mind and decide the best thing to do is close the airlock and trap you outside the ship until you run out of air. A clever adventure with the understated mood of a '70s sci-fi film.

Mass Effect 2

Year 2010Developer BioWare

If you’ve ever fantasised about being Captain Picard, in command of your own starship, exploring the galaxy, meeting weird aliens, being confronted with cosmic dilemmas, then Mass Effect 2 is that in game form. It’s part Star Wars space opera, part brilliant Star Trek episode, and one of the best sci-fi games on PC. It doesn’t have the freedom of Elite and is largely a linear experience, but it takes you on an unforgettable journey around the galaxy, visiting bizarre planets and getting involved in the lives of the aliens who live on them. We love the whole series, but we all agree that this is our favourite.

Stellaris

Year 2016Developer Paradox

Developed by Paradox, of Crusader Kings and Europa Universalis fame, this sci-fi epic puts the ‘grand’ in grand strategy. Explore the universe, form alliances with alien factions, and engage in the odd large-scale space battle. The multitude of systems makes Stellaris a powerful story generator, and you never know what strange beings you’ll meet among the stars.

Alien: Isolation

Year 2014Developer Creative Assembly

Amanda Ripley, daughter of Ellen, is hunted through a dilapidated space station by a xenomorph in this incredible survival horror. Taking its cues from Ridley Scott's original 1979 film, it's a masterpiece of slow-burning tension. And the station itself, Sevastopol, is a great example of lo-fi sci-fi, with chunky retro-futuristic tech and eerie flickering lights. One of the most faithful movie adaptations ever, and a great horror game in its own right.

No Man's Sky

Year 2016Developer Hello Games

This is one of the most dazzlingly colourful sci-fi universes on PC, and being able to seamlessly transition from space to the surface of a planet is an impressive technical feat. The addition of features like base-building and a mission system in recent updates give you a lot more to actually do when you touch down on these worlds, and the procedural generation algorithm has been tweaked to make for weirder, prettier planet surfaces.

Star Wars: TIE Fighter

Year 1994Developer Totally Games

A rare opportunity to be the bad guy in George Lucas’s beloved space opera. With a variety of Empire-themed missions—dogfights, escorts, attacking capital ships—and a story to follow, it’s one of the best Star Wars games LucasArts ever published. Of course, you can replace this entry with Star Wars: X-Wing if you’d prefer to play as the boring old Rebel Alliance.

FTL: Faster Than Light

Year 2012Developer Subset Games

FTL mixes turn-based and real-time strategy together to capture the experience of captaining a Star Trek-style spacecraft. It’s a strong roguelike, too, with a backdrop of a familiar yet fun sci-fi universe that comes with its own semi-humorous lore and a neat set of narrative beats that make the journey to its finale endlessly exciting. Being able to name your ship and crew makes it all the more heartbreaking when they die together in enemy space.

Wing Commander: Privateer

Year 1993Developer Origin Systems

Fans of the series will argue endlessly about which Wing Commander is the best, but we love Privateer’s darker feel. It’s a rich sandbox in which you can be a mercenary, a pirate, a merchant, or a mix of all three. You jump between systems looking for bounties to hunt and ships to rob, and the first-person dogfights are a thrill. There’s a linear story, but the real joy lies in doing your own thing and carving your own path through the stars.

 EVE: Valkyrie

Year 2016Developer CCP Games

If you have a VR headset, this is the game to play on it. In Valkyrie you get to experience EVE Online’s famous space battles from the more intimate perspective of an individual fighter pilot. The feeling of being strapped into a cockpit, hurtling through space at immense speeds, is a visceral one. And the combat has been tuned specifically for virtual reality.

Kerbal Space Program

Year 2015Developer Squad

Wrestle with gravity and the laws of physics as you build your own spacecraft and attempt to explore the cosmos. A robust, compelling sandbox of possibilities that’s as funny as it is clever. Escaping Kerbin’s atmosphere and landing on the Mun (without exploding) for the first time with a ship you’ve built yourself is about as satisfying as PC gaming gets.

Take On Mars

Year 2013Developer Bohemia Interactive

If you like your space games a little more grounded, try Arma developer Bohemia’s Take On Mars. It’s a space exploration and colonisation simulator largely based on real astro-science. You can build a Curiosity-style rover and explore the surface of the red planet or construct your own Martian colony. A game for folk who want the sci without too much of the fi.

 Sins of a Solar Empire

Year 2008Developer Ironclad Games

Mixing real-time strategy with 4X elements, Sins is a game of galactic conquest. Choose a faction, gather resources and become a mighty space-lord. Commanding its real-time wars is thrilling, but combat isn’t always the answer: you can use diplomacy to conquer systems too. A refreshingly slow-paced RTS with some truly massive space battles to stare slack-jawed at.

Space Engineers

Year 2013Developer Keen Software House

Harvest asteroids for building materials then craft them into floating bases, flyable spaceships, and more besides. You can hover around the map with a jetpack or build a gravity generator to walk safely on the surface of bigger asteroids. One of the best co-op build-’em-ups on PC.

Starbound

Year 2013Developer Chucklefish Games

Terraria-esque survival with a science fiction twist. Hop between randomly generated planets on a starship, hunt alien creatures for food, build colonies and underground bases, and try not to die in the process. A brilliant sci-fi sandbox with a charming art style. Playable races include robots, beings made of solar energy, ape-like creatures, and colourful wingless birds.

SpaceEngine

Year 2010Developer Vladimir Romanyuk

Do you like feeling small and insignificant? Then play SpaceEngine, which features, incredibly, the entire universe. Or at least the bit we know about. Focus on Earth, then pull back at top speed, and you suddenly become aware of how you’re on a tiny speck of dust hurtling through an endless void. The tech is remarkable, allowing you to travel effortlessly between galaxies and land on planets. But besides exploring, there isn’t much else to it.

No Man's Sky

In the fifth patch since No Man's Sky's massive Atlas Rises update last month, developer Hello Games has fixed an annoying save issue and added more variety to the way ships handle.

Some players were previously unable to save their game if they'd played for a very long time, which must have been infuriating. Now there should be no more issues.

On the ship handling side, different types and classes of ships now have distinct handling styles, which could give players more incentive to save up for a new craft. "Each individual ship now has procedural handling and speed characteristics, based on their type and class," Hello Games said.

There's a whole cargo hold of other tweaks under the hood, many of which relate to improving the user interface (which is now easier to navigate with the keyboard) and fixing visual anomalies, such as large white markers showing up permanently over certain buildings. Read the full list of changes in the patch notes.

When I wrote about a previous patch I asked whether now was a good time to jump on board. The response was a resounding yes, with people saying it's now close to the game they wanted when it launched. It's good to see it being continually supported, and hopefully it will only keep improving from here.

If you're interested in more reading about the current state of the game, check out Chris's deep dive (written pre-Atlas Rises).

No Man's Sky - HG_Hohbes


Hello!

Patch 1.35 is here and introduces a number of quality of life tweaks and changes, while also fixing some of the remaining issues you’ve reported to us. The patch is available now, and here's what it includes:

Features and changes
  • Introduced ship handling variances between types/classes. Each individual ship now has procedural handling and speed characteristics, based on their type and class
  • Handling is now displayed as a value on the ship statistics screen
  • It’s now possible to craft multiples of the same product at once
  • Added the ability to craft more of the same product on top of an existing stack
  • Improved transferring items between inventories
  • Added a toggle to switch from buy to sell screen on the trading menu
  • Added variance in handling between ship types
  • Improved the appearance of popup menus
  • Improved speed and smoothness of user interface page transitions
  • Reduced the amount of resource required to repair tech in Survival mode
  • Improved visuals for editing terrain
  • Improved display of critical warning messages
  • Added message to notify the player if they select a portal glyph they have not yet learned
  • Added additional information to the quick menu when the player attempts to charge something with insufficient resources
  • The quick menu will now automatically close after selecting an option
  • Alien words which have been translated are now highlighted in interactions
  • Improved messaging when portal glyphs are rewarded
  • Improved user interface navigation using Q, E, W, S and A and D keys
  • Added ability for player to enable torch while in caves
  • Improved galactic map saturation, colours and effects
  • Added an option in the galactic map to toggle user waypoints
Bug fixes
  • Fixed an issue preventing players with very long play times being able to save
  • Fixed an issue where black dots would occasionally appear while looking into the sun
  • Added audio when interacting with portals
  • Prevented hazard effects showing while teleporting or warping
  • Prevented mission log opening when you unpin recipes
  • Prevented players being able to scan creatures through the terrain
  • Fixed an issue causing extremely distant points of interest to show when scanning
  • Removed large white marker which would occasionally show up permanently over buildings
  • Fixed an issue where visited buildings would not correctly update their icon
  • Fixed an issue where visiting a building would not correctly mark nearby waypoints as visited
  • Fixed an issue where scanning buildings would not also scan nearby waypoints
  • It’s no longer possible to lose the Atlas Path by using a black hole
  • Denying the Atlas Path will no longer show you the Atlas Path
  • Balanced the damage potential of the Scatter Blaster upgrade
  • Players will no longer be directed to the anomaly in systems where it can’t spawn (e.g. when an Atlas Station is present)
  • Prevented portals from being incorrectly left enabled at times they shouldn’t be
  • Removed grass from bases created prior to the Atlas Rises update
  • Completed freighter salvage missions will no longer be incorrectly re-added to the mission log
  • Fixed issue where your base teleporter can be duplicated and incorrectly labelled in teleporter location lists
  • Prevented incorrect distant paths being drawn in the galactic map
  • Fixed an issue where galactic map paths would draw incorrectly
  • Fixed an issue where players could manipulate mission boards to get multiple of the same mission type
  • Fixed an issue where system race was being displayed incorrectly when talking to mission NPCs
  • Fixed an issue that caused general ship handling to overly effect ship boost handling
  • Spoiler warning: Fixed an issue where some players were not rewarded the Remembrance recipe at the conclusion of the story
  • Fixed some rare crashes
If you come across any issues, don’t hesitate to report them to us over at our help centre!
...

Search news
Archive
2017
Nov   Oct   Sep   Aug   Jul   Jun  
May   Apr   Mar   Feb   Jan  
Archives By Year
2017   2016   2015   2014   2013  
2012   2011   2010   2009   2008  
2007   2006   2005   2004   2003  
2002