•General Gameplay ◦Fixed technology becoming instantly fully charged when repaired
◦Fixed ship appearing on incorrect pad in space station after loading
◦Added interactable objects that required certain tech to collect
◦Added shootable objects that require certain tech to mine
◦Rebalanced resource availability and technology charge requirements
◦Fixed initial game flow - where travelling to space too quickly after visiting the monolith could prevent the first atlas station notification appearing
◦Prevented player being prompted to scan for buildings before leaving the system after visiting the monolith
◦Prevented laser and melee attacks while in space from attempting to edit terrain
◦Improved calculation of resources received when mining terrain
◦Renamed Signal Scanners to Signal Boosters
◦Signal booster objects updated to search for playable bases, suit upgrade pods, and mineable resources
◦Removed signal booster from being distributed on terrain, as player can now build them
◦Improved accuracy of environment detection, fixing cases where it rained inside caves
◦Fixed galactic waypoints not loading correctly across saves
◦Removed atlas pass v1 requirement from doors in stations
◦Suit upgrade pods are no longer spawned in stations
◦Suit upgrade pods can now only be used once
◦Fixed collision in anomaly that was causing issues when exiting larger ships
◦Increased the number of different NPC character models generated per system
◦Fixed the game always remaining in day time for players who began their save prior to patch 1.03
◦Fixed a potential crash in foliage instance renderer
•Localisation ◦Fixed stats page in asian languages
◦Fixed multiple issues with asian language formatting
◦Multiple improvements and fixes to localisation text in all languages
•UI ◦Added new icons for specific types of primary resources
◦Fixed health bars not appearing on some targets
◦Added hazard and life support drain indicators
◦Fixed mission messages not appearing in a timely fashion
◦Beacons now notify the player that they will save the game
◦Fixed crash when creature IK animations were updated under certain conditions on the discovery screen
◦Improved navigation in discovery UI
◦Massive speed improvements to browsing huge discovery lists
◦Increased size of discovery storage
◦Added option to load "Earliest" previous save in Options menu
◦Fixed weapon naming
◦Added icon to remind players of the reload button when weapon is empty
◦Multiple fixes for viewing discoveries
•PS4 ◦Added photo mode
◦Large optimisations to the engine to accommodate base building
•PC ◦Added support for up to 8 mouse buttons
◦Fixed better order position history for mouse smoothing
◦Fixed bug where setting gamma to zero gave a fully bright rather than fully dark image
◦Fixed hard-limiting on save sizes, with appropriate warning about free space on boot
◦Player is now notified when shaders are being loaded
◦Fixed occasional crash on exit
◦Fixed performance of trail renderer for some AMD cards
◦Large optimisations to the engine to accommodate base building
•Generation ◦Added biome specific plants
◦Adopted new method of distributing resource plants on terrain, for more lifelike clumps of plants
◦Improved distribution of plant life across all terrain types
◦Introduced visual differentiation of red, green and blue star systems
◦Introduced new mineable terrain resources found only in red, green and blue star systems
◦Reduced average building frequency
◦Introduced planets with elevated building density
◦Introduced planets with no buildings or sentient life
◦Increased the proportion of lush and tropical planets
◦Decreased the proportion of lifeless planets
◦Fixed bug where multiple ships could appear, overlapping, at the player's start scene
◦Prevented certain building types being incorrectly placed underwater
◦Prevented multiple buildings occasionally being placed in overlapping positions
◦Prevented buildings occasionally being placed intersecting with the terrain
◦Improved and altered per-planet terrain resource generation, improving gameplay and visuals
•Creatures ◦Fixed elevation cache mismatches, causing errors in creature knowledge and pathing
◦Fixed slow memory leak in creature role allocation
◦Improved creature animation speeds
◦Fixed issues where some creatures turns had the incorrect frame count
◦Fixed occasional crash when interacting with creatures
•Atmospherics ◦Increased proportion of vibrant blue skies
◦Corrected cloud levels for clear skies
◦Improved average cloud level settings
◦Fixed cloud rendering while flying in your ship
◦Improved atmosphere depth when transitioning to space
◦Increased fidelity of atmosphere rendering on nearest planet
◦Improved atmospheric fog as you fly to a planet
◦Improved fog method for planets seen on the horizon
•Terrain ◦Improved terrain generation algorithms
◦Improved and extended blend areas between different terrain noise types
◦Terrains now generate more open spaces
◦Smaller features now appear at nearer lods to improve visuals in the distance
◦Fixed objects being placed on incorrect terrain material types
◦Improved resolution of distant planet terrain
◦Decreased differences between planet as seen from space and actual planet terrain
◦Fixed seams on planets when seen from space
◦Improvements to terrain material selection and terrain material blending
◦Terrain generation priority and cost calculation improvements
◦Fixed terrain generation angle calculations, which would previously prevent nearest region being generated first
◦We now generate caves on lower terrain lods to decrease visual differences in lower detail terrain
◦Introduced more varied and vibrant colouring to terrain for each biome
◦Decreased frequency of brown terrain colour selections
◦Changed texture scales to improve transition between terrain lods
◦Improved terrain colour combinations to add variety and better match terrain contouring
◦Improved terrain texture blending method to better retain vibrant colours
◦Improved settings for hue, saturation and value noise variation on terrain
◦Fixed a number of issues causing holes to be seen in the planet terrain
◦Fixed occasional crash when mining terrain
•Visuals ◦Fixed colour of muzzle flashes on player weapons
◦Added muzzle flashes to ship weapons
◦Added cockpit lighting for damage and weapon firing
◦Added debris to freighter explosion effect
◦Improved freighter cargo explosions
◦Improved photon cannon hit and space explosion effects
◦Improved turret explosion effect
◦Improved grass colour selection
◦Improved grass colouring method to match underlying terrain colour
◦Improved grass placement to match gradient of terrain, and rocky terrain slope patches
◦Improved lighting on grass
◦Improved alpha cutoffs and blending for grass in the distance
◦Improved colouring method for on-planet buildings
◦Fixed "pop" in lighting when flying between planets
◦Fixed incorrect lighting seen in shadow areas
◦Improved lighting method when rendering tree leaves
◦Fixed procedural texturing on objects with multiple overlapping textures
◦Fixed size of certain texture atlas normal maps
◦Fixed texture scaling on asteroids
◦Zinc plant is now more obvious when it has been gathered
◦Fixed occasional rendering errors due to precision on cockpit during warp
◦Fixed pulse lines not appearing when pulse driving out from planet atmosphere
◦Fixed shadowing artefacts on imposters
•Space ◦Improved asteroids to allow much denser fields
◦Improved explosion effects
◦Fixed scale of moons on the space map
◦Added freighter groups to the space map
◦Changed distribution of resources in asteroids
◦AI ships will now clear asteroids in their path
◦Planets are now scannable from space to see their resources
•Space Combat ◦Fixed bounty targets warping out too soon
◦Improved HUD indicators in space combat
◦Added damaged ship effect on AI starships
◦Added formation flying
◦Improved locking on passive starships
◦Improved AI combat flight patterns
◦Added new ship weapon technology
◦Holding brake whilst turning now activates drift for fast turns
◦Improved AI ship freighter attacking
◦Improved freighter targeting code when under attack by enemy ships
•Freighters ◦Fixed pulse drive to prevent travel through freighters
◦Improved docking code
◦Added hangar to the lead freighter
◦Added docking in freighters
◦Added icon to accessible freighter hangars
◦Added colouring to cargo drops to identify what is in them
◦You can now only pick up cargo drops that will fit in your inventory
◦Added auxiliary freight ships to freighter groups
◦Added alert lights and alarm audio for when freighters are in combat
◦Improved turret lights and explosions
◦Improved muzzle flashes on freighter turrets
◦Added indicator of cargo contents
◦Freighter Commanders now give rewards for rescuing them from pirate attack
◦Fixed collision on freighter cargo containers
•Audio ◦Updated the lush ambience to make the wind sounds less noisy
◦Ambient background fauna now checks for the presence of creatures
◦Added rain on foliage
◦Added rain on ship
◦Added freighter specific footsteps
◦When on a dead planet, no music will play
◦Round table prop now plays an appropriate sound
◦Added more music to the loading sequence and game start
◦Added audio to new base building props
◦Created sounds for new base building props
◦Added audio to freighter doors and internal freighter ambiences
◦Added freighter explosions
◦Added freighter alarm
◦Added ambient radio comms when approaching a freighter
◦Fixed missing sounds when in a space station due to the mix settings
◦Multi-tool upgrades now affect audio
◦Lots of minor mix changes
◦Changed some compression settings for PS4 audio to make the sub-channel audio play more reliably