Posted July 27, 2018
Hi,
while talking with a Stream friend I accidentally updated to NEXT experimental while tinkering with channel settings so here you go :-)
### Added 07/27/18 ###
MOST IMPORTANTLY BACKUP YOUR GAME FILES (BEST WHOLE FOLDER) BEFORE UPGRADING IN CASE YOU NEED TO GO BACK OR COME TO KNOW OF AN EXPERIMENTAL FIX IN HINDSIGHT BUT YOU WERE ON RELEASE BRANCH
%AppData%\HelloGames\NMS
####################
Some concrete answers:
- Milestones are still there.
- Atlas path and the alternative are still there in the mission logs.
- There are still sections sealed by Atlas passes on space stations including remembrance terminals.
- Old open missions are still in the log but haven't yet tried finish any of them.
- The whole discovery/achievements UI is almost identical to before, guild and race achievements and such included.
- The only thing you really lose is tech on all fronts - exosuit, ships, potentially freighter. Vehicles gone because base gone, as a matter of fact.
- Old tech will convert to "Obsolete Technology" which can be dismantled to nanites. Every now and then dismantling obsolete tech will yield new Technology Modules that are now required items for certain crafting further down the road.
- Some select few tech is preserved or converted like for example hazmat gauntlet, visor, multitool plasma grenades or ship/jump drives which may be converted to "colored" drives for specific solar systems.
- I couldn't count the Nanites before but they seem to be preserved as virtual nanites like a currency; no more space waste in the inventory, yay!
- Freighter is still there, some minor optical changes in colorization and such from the outside.
- Internal freighter layout of upper decks is different thus freighter base is gone. Whether freighter base resources will re-surface during base recovery or with a resource terminal I cannot yet say. I had all my valuable minerals and crafted items plus all plants/farming equipment moved to the freighter because I wanted to abandon/change my planetary base on 1.38 anyway.
- Higher-value tech/crafting items or trading goods like Aronium, circuit boards or the like are all preserved or converted to their new equivalents.
- All natural resources collected on planets seem to convert to their new unrefined and refined counterparts.
- The universe/biomes are re-generated. We already had this with 1.2 and/or 1.3 so we should be able to cope with this. Only hardship might be a very carefully chosen and beautiful planet you had for your base; but I had mine already ruined with the 1.3 environmental condition/weather changes which also changed flora/fauna to some degree. So not much loss here for me personally.
- Ship appearances might be a downer. 4 out of 6 ships almost came over as they were. With two I'm not sure, regrettably not having played before updating/not having reference screenshots. With "almost" I mean two ships got different colorizations, one got a bit of wear and tear and different wings; my beloved exotic S class fighter gladly came over in full, probably to some user protest and fixing in the 1.51 hotfix (keyword S-class ship appearance); I couldn't spot any major changes in form or color of the S. Regarding the last two I'm not sure of their previous looks.
- Upper space station decks to the left and right of the landing zone have been totally revamped to open spaces with cubicles, nanite traders and various aliens of the current system race all around.
- Multitool carried over in appearance and slot size, but most tech lost as noted before.
- Exosuit/ship/multitool/freigher UI is almost a 100 % same except a few nuanced changes like the practical left/right D-Pad commands to switch between cargo/tech/extended inventories.
- D-Pad-down menu totally revamped to cater for the new gameplay/crafting. You'll also find 3rd person view switch there.
- Trading terminals UI revamped. Feels more awkward to me now, you can no longer flip pages using controller shoulder buttons. Have to use up/down D-Pad now.
- Visor scanning UI has been totally revamped with marker rectangles in a "calmer" blueish fashion with slower scanning. There is also a tagging function for relevant points of interest you want to explore.
In summary I consider the transition not as drastical as I feared it would be. I think it is well bearable for a seasoned/veteran player; I even consider some throwback to be a new challenge for someone who had almost any tech out there piling up nanites. Losing tech like hazard protections requires you to be more careful again and also is an opportunity to learn the new crafting/material mechanics.
I'll add additional info or corrections as necessary.
Regards,
Markus
while talking with a Stream friend I accidentally updated to NEXT experimental while tinkering with channel settings so here you go :-)
### Added 07/27/18 ###
MOST IMPORTANTLY BACKUP YOUR GAME FILES (BEST WHOLE FOLDER) BEFORE UPGRADING IN CASE YOU NEED TO GO BACK OR COME TO KNOW OF AN EXPERIMENTAL FIX IN HINDSIGHT BUT YOU WERE ON RELEASE BRANCH
%AppData%\HelloGames\NMS
####################
Some concrete answers:
- Milestones are still there.
- Atlas path and the alternative are still there in the mission logs.
- There are still sections sealed by Atlas passes on space stations including remembrance terminals.
- Old open missions are still in the log but haven't yet tried finish any of them.
- The whole discovery/achievements UI is almost identical to before, guild and race achievements and such included.
- The only thing you really lose is tech on all fronts - exosuit, ships, potentially freighter. Vehicles gone because base gone, as a matter of fact.
- Old tech will convert to "Obsolete Technology" which can be dismantled to nanites. Every now and then dismantling obsolete tech will yield new Technology Modules that are now required items for certain crafting further down the road.
- Some select few tech is preserved or converted like for example hazmat gauntlet, visor, multitool plasma grenades or ship/jump drives which may be converted to "colored" drives for specific solar systems.
- I couldn't count the Nanites before but they seem to be preserved as virtual nanites like a currency; no more space waste in the inventory, yay!
- Freighter is still there, some minor optical changes in colorization and such from the outside.
- Internal freighter layout of upper decks is different thus freighter base is gone. Whether freighter base resources will re-surface during base recovery or with a resource terminal I cannot yet say. I had all my valuable minerals and crafted items plus all plants/farming equipment moved to the freighter because I wanted to abandon/change my planetary base on 1.38 anyway.
- Higher-value tech/crafting items or trading goods like Aronium, circuit boards or the like are all preserved or converted to their new equivalents.
- All natural resources collected on planets seem to convert to their new unrefined and refined counterparts.
- The universe/biomes are re-generated. We already had this with 1.2 and/or 1.3 so we should be able to cope with this. Only hardship might be a very carefully chosen and beautiful planet you had for your base; but I had mine already ruined with the 1.3 environmental condition/weather changes which also changed flora/fauna to some degree. So not much loss here for me personally.
- Ship appearances might be a downer. 4 out of 6 ships almost came over as they were. With two I'm not sure, regrettably not having played before updating/not having reference screenshots. With "almost" I mean two ships got different colorizations, one got a bit of wear and tear and different wings; my beloved exotic S class fighter gladly came over in full, probably to some user protest and fixing in the 1.51 hotfix (keyword S-class ship appearance); I couldn't spot any major changes in form or color of the S. Regarding the last two I'm not sure of their previous looks.
- Upper space station decks to the left and right of the landing zone have been totally revamped to open spaces with cubicles, nanite traders and various aliens of the current system race all around.
- Multitool carried over in appearance and slot size, but most tech lost as noted before.
- Exosuit/ship/multitool/freigher UI is almost a 100 % same except a few nuanced changes like the practical left/right D-Pad commands to switch between cargo/tech/extended inventories.
- D-Pad-down menu totally revamped to cater for the new gameplay/crafting. You'll also find 3rd person view switch there.
- Trading terminals UI revamped. Feels more awkward to me now, you can no longer flip pages using controller shoulder buttons. Have to use up/down D-Pad now.
- Visor scanning UI has been totally revamped with marker rectangles in a "calmer" blueish fashion with slower scanning. There is also a tagging function for relevant points of interest you want to explore.
In summary I consider the transition not as drastical as I feared it would be. I think it is well bearable for a seasoned/veteran player; I even consider some throwback to be a new challenge for someone who had almost any tech out there piling up nanites. Losing tech like hazard protections requires you to be more careful again and also is an opportunity to learn the new crafting/material mechanics.
I'll add additional info or corrections as necessary.
Regards,
Markus
Post edited July 27, 2018 by DarkLord79