|The subject of this article is from the Living Ship update.
The information from this article is up-to-date as of 6 April, 2020.
The information from this article is is up-to-date as of 6 April, 2020.
|Update date||19 February 2020|
|Previous update||Next update|
|Update 2.30 on nomanssky.com|
Update 2.30 is the 75th official update to No Man's Sky.
- 1 Summary
- 2 Actual text
- 3 Living Ship: Introducting Update 2.3
- 4 Patch notes
It introduced a number of frequently-requested features and improvements to No Man's Sky Beyond. a new class of biological ship, a new story mission, mysterious space encounters, space NPCs. The previous update is Update 2.27.
2019 was an important year for No Man’s Sky. It was the year we brought the entire game into VR and much expanded multiplayer in the free BEYOND update. Everyone who owned the game was overnight able to play the entire game in virtual reality and it has been extremely cool to see VR and non-VR players joining up in the Nexus to explore, embark on missions and build bases together.
We followed Beyond with two more content updates last year, SYNTHESIS and BYTEBEAT, and we are starting 2020 as we mean to go on with another free release – the LIVING SHIP update releasing today.
The Living Ship update introduces the first new starship since ATLAS RISES. But this is more than just a ship – these are strange and beautiful creatures with lives of their own. A new series of missions will take players through the ancient Korvax experiments that led to the birth of these interstellar beings. 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…
These beautiful, organic, slightly psychedelic ships are uniquely grown (and as with everything in the No Man’s Sky universe, procedurally-generated). They can’t be upgraded in the same way as a traditional ship: each one is individually hatched, with a unique set of internal organs that determines its abilities. If you want a fast hyperdrive, you’ll need to nurture the right sort of life within your ship…
As much attention has been given to the interior of the ships as the exterior. Living ships house you within strange, organic cockpits, requiring players to fly their ship by grasping vein-covered tendrils. It looks and feels suitably unsettling to fly in VR!
The Living Ship update also brings a host of new discoverables to deep space, adding all-new space encounters to the off-planet experience. Strange new lifeforms and mysterious objects now wait between the planets, bringing more variety and unique experiences to space travel.
You might have noticed that since Beyond launched we’ve been experimenting with something new. We have been releasing regular feature updates every month or so, along with community missions and new content every week.
In previous years we have focused the team around one large update. We’ve been really proud of the work we did on these huge updates like NEXT or Beyond, but something always bothered us… there was normally 8 months or more where we were silent, and the community was left wondering if we would ever update the game again! Meanwhile there were smaller features that were ready earlier, but had to wait until all the other work they were wrapped up in was complete.
Whilst we continue to work on more radical things longer term in the background, in the meantime we are experimenting with releasing content we know the community would enjoy as soon as we’re able.
We are enjoying these more regular updates, and the community seems to appreciate them too. This January had more players on all platforms than any previous year, and the average player enjoys longer and more varied sessions across the board. Hopefully folks will be excited about the surprise of the Living Ship update too.
We hope players enjoy this new update, hopefully the first of many in 2020.
Our journey continues.
Living Ship: Introducting 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.
These biological ships have their own set of unique organic technologies, all procedurally generated for a customised, evolved loadout.
Origin Story Mission
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.
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.
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!
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 optimisations for terrain, cloud and water shaders for PSVR and PS4.
- 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.
- 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.
- 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.
- 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 thumbsticks.
- Significantly increased the distance players are able to move the camera in Photo Mode.
- Introduced a number of significant GPU optimisations to terrain rendering.
- Introduced a number of significant optimisations to terrain generation.
- Introduced a number of significant memory optimisations.
- Introduced some minor load time optimisations.
- Introduced some smaller optimisations and visual fixes to cloud rendering.
- Introduced a number of water rendering optimisations for PSVR.
- Fixed an issue that caused Proximity Switches to be activated by empty Exocraft.
- Fixed an issue that prevented decals from working when customising 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 centre of the galaxy.
- Fixed an issue that caused the kill count to reset in the final mission for the Armourer 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 Synchroniser.
- 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.