No Man's Sky -> 5.60_Relics_140919
Patch Notes from
https://www.nomanssky.com/relics-update/
5.6 Patch notes
COLLECT AND DISPLAY SKELETONS
Planetary fossil beds now contain a vast array of specific bone formations.
Each of these bones can be placed as a decorative base part, either individually or mounted on a display plinth.
Larger display plinths allow a collection of bones to be reassembled into a complete skeleton, allowing the design and reassembly of ancient and extinct beings.
Completed displays can be packaged into an easily transportable module, allowing them to be re-deployed in other locations, traded with other players, or sold on the galactic market.
A new planetary dig-site building has been added, serving as a hub for interested fossil collectors.
The icon for planetary fossils has been improved.
A small tutorial mission has been added to guide new palaeontologists.
A new palaeontology section has been added to the guide.
FOSSIL EXCHANGE
A fossil collector has been added to the Space Station.
Surplus fossils can be exchanged with the fossil collector, allowing players to target specific skeleton components for their designs.
The fossil collector will barter for items in their collection, allowing individual inventory items to be swapped.
RELICS EXPEDITION
Expedition Eighteen, Relics, will begin shortly and run for approximately six weeks.
Rewards include new posters, decals and titles; a living stone suit customisation set; the unique Basilisk Crown staff; a mysterious skeletal companion; and the exclusive Living Stone jetpack.
STONE GUARDIANS
Fossil beds are now watched over by a vigilant stone eye, ready to protect the bones from those who would exhume them.
Disturbing the vigilant eye may yield valuable rewards, but comes at the cost of awakening the guardians.
Two forms of stone guardian await - a huge living statue, and a whirling storm of re-animated rock.
Huge guardian statues have been added to relic worlds.
SKELETAL LIFEFORMS
A new and highly rare skeletal lifeform has been added to some planets.
Some planets are now home to the elusive titanic bone-worm…
QUALITY OF LIFE AND UI
Planets in your current system can now be marked from the discovery page, adding a marker to the starship navigation systems.
Added an accessibility option to increase the contrast in mission-critical UI panels.
Fixed an issue that could cause the camera to move erratically back and forth while inside high-ceilinged rooms in player bases.
Nearby NPCs that have specific unseen interactions will now be highlighted with a marker.
Added a new water state for ocean worlds with significantly larger waves.
Various volumetric and other atmospheric effects no longer play on planets without an atmosphere.
Story details from the In Stellar Multitudes mission now appear in the Journey Records page in the catalogue.
Reduced the number of corrupt drones that attack player settlements.
The space station marker is now dynamically offset, preventing the marker from obscuring the station while at a distance.
Fixed a number of minor text issues in some extractor UIs.
Fixed a number of minor text and icon issues in shop interactions.
Fixed an issue that caused companions that were set to use no accessories to have a random accessory assigned after re-summoning them.
Fixed an issue that caused the starship to too-aggressively lock on to markers when engaging the pulse engine.
An organic version of the Teleport Receiver has been added for use in living starships.
Fixed an issue that caused the repair requirements for several living starship technologies to all be the same.
Lingering on-screen display messages that report pulse drive errors will now clear as soon as a successful pulse drive engagement is detected.
SAVE SYSTEM
Significantly improved the compression used for saved games, improving filesizes and upload/download times for players in the cross-save beta.
Created a section for cross-save settings within the general Options menu.
Players in the cross-save beta are now alerted to situations where uploads are timing out, and can manually adjust how long the game will wait for a successful upload before detecting a timeout and cancelling.
COOKING
New fossil-related cooking recipes have been added.
Base storage container inventories are now accessible while cooking.
Fixed an issue that prevented access to the nutrient processor’s internal storage while on a freighter or the Exo-Skiff.
Fixed a number of issues while cooking the Exo-Skiff, including progress resetting or incorrect items appearing in various slots.
Cronos’ grill on the Space Anomaly can now be used by several players at once.
Fixed an issue that made it impossible to cook jellied eels.
ABANDONED MODE IMPROVEMENTS
Multi-Tools found in abandoned mode are now always free, but start with damaged slots.
Settlement-related missions will no longer start in abandoned mode.
Abandoned space stations now have access to Exosuit, starship, and Multi-Tool upgrade stations.
Additional salvage boxes have been added around abandoned space stations containing valuable upgrades and inventory expansion modules.
Purple systems are now unlocked automatically in abandoned mode.
In abandoned mode, crashed freighter containers and other buried caches can now contain additional valuable upgrades.
OPTIMISATION
Introduced a number of optimisations to planetary prop rendering.
Introduced an optimisation to dynamic physics groups.
Introduced a significant memory optimisation for nav mesh generation.
Introduced a number of minor texture memory optimisations.
Introduced an optimisation for loading large bases.
Introduced a number of optimisations for text display, particularly in the Journey Records pages.
Introduced an optimisation to the various catalogue and guide pages.
OTHER BUG FIXES
Fixed a number of issues that could occur when warping on board another player’s freighter.
Fixed an issue that could cause water creatures to be generated for a planet that would never have deep enough water for those creatures to spawn.
Fixed a number of mission blockers in They Who Returned.
Fixed an issue that could cause some bases to become invisible when constructed at the water’s surface on ocean planets.
Fixed an issue that could cause PC players to appear jerky in cross-platform multiplayer.
Fixed a rare issue that could cause players’ settings to reset in VR.
Fixed an issue that could cause NPCs to sink into the floor.
Fixed an issue that could cause a softlock when browsing the Exocraft inventory.
Fixed a rare hang on load when returning to a savegame that was saved while in an Exocraft after playing in multiplayer.
Fixed a rare crash related to camera shakes.
Fixed a memory-related crash on PlayStation 5.
Fixed a number of rare crashes related to mesh scaling.
Fixed a number of rare maths-related crashes.
Fixed an issue that could cause some planetary props to pop in.
Fixed a number of Mac-specific rendering issues.
Fixed a rare issue that could cause saves to reach a max size and stop saving on Nintendo Switch - saves can now expand as required.
Fixed an issue that could cause multiple ships to become docked to the same landing pad.
Improved the placement positioning of decorative base building props.
Fixed a number of text clipping issues in large popups.
Fixed an issue that could cause a teleport destination to have two copies of a mission marker added.
Fixed an issue that could make interactions difficult on freighters that were summoned a long way from the centre of the solar system.
Fixed a number of issues affecting markers and planet labels when entering atmosphere.
Fixed a rare issue that could cause empty systems to generate incorrect information about their potential Atlas Stations.
Fixed an issue that could cause the galaxy map to incorrectly choose a purple system as part of its path to a distant star when purple systems are not unlocked.
Fixed an issue that could cause players to start in a purple system when arriving in a new galaxy, when purple systems were not unlocked.
Fixed an issue that caused the water effects from the Nautilon submarine to remain in the world after summoning the sub to a new location.
Fixed an issue that prevented Exocraft laser effects from playing correctly in multiplayer.
Fixed an issue that could cause erratic torso movements in Sentinel mechs.
Fixed an issue that could cause the ship to hover as if above water when reloading on a planet.
Fixed a number of inconsistencies in creature descriptions, where creatures would be described as being from the wrong environment.
Fixed an incorrect texture being used for the Titan expedition in the expedition history screen.
Fixed a number of decals and posters from previous expeditions being missing from the catalogue.
Fixed an issue that caused a number of unusable and legacy items to be included in the catalogue.
Old World -> 76988
Patch notes from Steam
Old World Update: National Ambitions and Launch Offensive changes
Main Branch 1.0.76988 Release 2025-03-26
Headline Changes
New National Ambition system introduced to allow earlier selection of your final ambition
Launch Offensive changes
Continent is now the default map script
AI and performance improvements
Design
National Ambitions:
The final ambition is now called a National Ambition and may be offered early, after a player has completed 5 ambitions
The offer is triggered soon after the player reaches 70% progress towards one of the national ambitions
National Ambitions are not used for tier counting purposes i.e. they do not make regular ambition offers harder
All National Ambitions are listed in the Encyclopedia under their own category
Added new National Ambition '+250 Food, Iron, Stone, Wood and Money per turn'. This replaces the previous ambition to stockpile 2000 of each resource
Added new regular Ambition 'Control 4 Hamlet class improvements'
Adjusted ambition threshold calculations and ambition events to allow a greater variety of ambitions to be offered
Launch Offensive changes:
Offensive effects do not apply to the leader unit
Cannot launch offensive when on cooldown
Leader unit goes on new launched offensive cooldown
For team games, bonus orders from the offensive go to the unit owners
Continent map script changes:
Continent is now the default map script
Added new Extreme Terrain suboption 'None' and made this the default
Tribal Lands placement option removed
Other design changes:
Critical hits on cities are no longer possible
Stun is now possible when attacking a unit in a city without any HP left
Panic and Fireship effects now cause units that cannot retreat to become Disarmed instead of Stunned
Enlisted units by a Zealot leader now return to full health
Hidden units now always ignore ZOC
Money Boost tech card moved to Coinage
Free Trireme and Free Dromon tech cards removed
National ambitions now offered at 70% completion instead of 75%
National Ambitions event enabled in no events mode
Fire shrines now have adjacent modifier to any improvement in the Mine class (now also affects Laurion Mines)
Commander leaders always grant +10XP per turn to all units (previously units had to be idle)
Free improvements are now allowed on resource tiles with a generic improvement ping. Placing a free urban improvement on a resource removes the resource without harvesting it
Adjusted ambition threshold calculations so a greater variety of ambitions gets offered
Events where the AI offers Truce on breaching a city now trigger when the city is captured instead
Can no longer build roads and improvements in territory of an ally
Water tiles no longer need to be adjacent to land in order to transfer them from one of your cities to another
Units that earn XP past the maximum level convert that XP to training
Ezana's Evangelist trait only gives new units Christianity/Adept in city where he is governor (Wrath of Gods)
7 new events relating to Calamities happening to other players (Wrath of Gods)
Reduced other religion opinion penalty duration for Venerate mission (Wrath of Gods)
Increased chance of Scrub appearing on new Arid tiles on Ebbing Sea map from 2% to 10% (Wrath of Gods)
Eruption and Earthquake intensities tweaked (Wrath of Gods)
Made Calamities less common on the Rare and Very Rare settings (Wrath of Gods)
Wrath of Gods scenario now uses a customized map script with more Volcanoes (Wrath of Gods)
Programming
Rendering API change: Linux / Steam Deck now default to Vulkan. Windows supports Vulkan with a command-line switch -force-vulkan
Epic Mac build now runs natively when run outside of the Epic launcher, i.e. using alternative launcher such as Heroic
Improved UI responsiveness when cycling through workers
Performance improvements
AI combat improvements
Improved AI use of Launch Offensive
Improved AI order predictions when planning moves
AI is more aggressive in moving towards enemy cities when at war
AI more likely to place ranged units in forest when defending its territory with a Tactician leader
AI fort building now less common
AI tries harder to delay using anchored units so that land units don't get stranded
AI now less eager to build some wonders that are not very useful (e.g. Jebel Barkal without world religion)
AI cares a little more about culture
Invading organized tribes are less timid
Added ALLOW_CITY_CRITICAL_HITS to globalsInt, for use by modders
Mod manager no longer fully loads installed maps when fetching subscription info
Unit XP overflow into training uses TRAINING_PER_XP for consistency
Buildable projects now use a ProductionType such as YIELD_CIVICS. Non-buildable projects do not require this
iCivics has been renamed to iCost in project.xml
UI
Setup screen changes:
Removed Options Preset dropdown from Simple setup and added Event Level
Added Reset Options button to Advanced and MP setup screens
Added difficulty mode to Advanced setup screen
Simple setup settings are saved separately from advanced setup settings. Going back and forth between Advanced and Simple screens retains only nation and dynasty settings
Entering the setup screens with a premade map that restricts nation choices stored in the options file will no longer keep that map choice, to ensure all nations are shown
Enabled DLC no longer gets reset every time
Other UI changes:
Selected characters now appear in the upper right side of the screen and Ambitions in the upper left
Added Net Yield Change to specialist build tooltip, which takes modifiers into account and subtracts yields for any replaced specialist
Popup text minimum scaling reduced
Removed background UI blur when events are active
EffectUnit links now also include the effect icon by default
Timeline screen slider is now disabled while advancing by season or by year
Clarified City Site Number help text
Wonder legitimacy bonuses now named per culture tier to differentiate them
Can now queue the same tile multiple times without the unit executing the queued moves
When the last tile in a move queue is right-clicked, the unit executes the queue
Flipped luxury panel buttons
Tweaked alignment for scenario-specific goal info
Archetypes now shown in line of succession panel
Strategic resource icons for unit production shown on city categories when available
Temporary unit effects now show the remaining turn count on their icons
Changed all happiness/discontent yield displays to use relevant icon instead of signed text
Added worker list to tile tooltip when multiple workers are stacked
Selecting a character centers the camera on job-relevant city or unit
Research UI is now always shown regardless of selection
Added reminder for pillaged tiles
Added ability to hide improvement tooltips by holding CTRL
Timeline now shows map terrain changes over time
Timeline now shows current revealed-not-visible state for borders when it is set to show the current turn
With a land unit selected, hovering over a water tile in anchor range will show "Must end move on land tile"
Network games are now paused automatically when the game is over
Cannot surrender a multiplayer game if you are the last player remaining
World tile text now shows over city UI
Unworked wonders show Requires Worker text with worker selected
Right-click toggles tab panel menus off if already open
Improved unit strength tooltip text
Updated premade map descriptions
Removed some of the yield breakdown from the specialist tooltip and added modified total yield
Removed line break from event option tooltips that start goals
Removed 'New Event in Wizard' button from Event Browser
City links that do not open the city screen now pan the camera to the city when clicked (i.e. tribal raid notifications)
Starting a game using a parameter string no longer updates the options file with the game's settings
Added custom savegame prefix to standalone scenarios
Added more promotion and effectUnit information to encyclopedia
Updated credits
Updated Shapur's dynasty description to clarify that Strike applies to melee and ship units (Wonders and Dynasties)
Plague flies are only shown on units with the Plagued effect. Plague fog effect is confined to city territory (Wrath of Gods)
Wildfire visual effect is less extreme (Wrath of Gods)
Improvement pings are no longer removed by an occurrence rendering a tile impassable (Wrath of Gods)
Boosted plague fog visibility (Wrath of Gods)
Boosted volcano animation speed (Wrath of Gods)
Bugs Fixed
Fixed Korean text sometimes not displaying
Fixed text autosizing issues
Fixed popup text not updating immediately after changing scaling
Fixed assert when removing player ownership from a tile with a religion attached
Fixed forest on lake tile in Middle East map
Fixed bad city border preview on Old World Map by removing an urban tile to the west of Pella
Fixed a threading issue that could cause server-side exceptions
Fixed unit queuing bugs
Fixed units not being selectable through overlays
Fixed some UI elements not updating properly after undoing initial found
Fixed occasional opinion arrow misalignment in event popup
Fixed city recommendation assert
Fixed workers and ships in cities with no defenses not taking damage from attacks
Fixed clicks on parts of the UI selecting map elements behind them
Fixed Continents map script bug
Fixed Caravans being unable to travel through anarchy territory
Fixed improvements being repairable inside hostile territory
Fixed unit health bars appearing incorrectly for some attack previews
Fixed the Ignore Map Nation Starts option not working on some maps
Fixed Family Seat founding bonus not showing in the setup screens and in game before player has founded their capital
Fixed Road To overlay not updating when changing mouseover tile
Fixed flickering issue when hovering over build recommendations on some parts of the screen
Fixed bug where AI could still win in some cases when player achieves victory on the same turn
Fixed goal threshold bug incorrectly making ambitions invalid
Fixed Barbarian Horde MP achievement not working in hotseat
Fixed Greek and Assyrian capitol buildings not being shown when adjacent to rivers
Fixed Allow Negative Cognomens option appearing when no characters option selected
Fixed Free Court Minister encyclopedia entry with null icon
Fixed encyclopedia prompt showing on traits with no encyclopedia page
Fixed encyclopedia null references
Fixed succession law preview tooltip showing wrong law
Fixed Courtiers Added stat not increasing when recruiting an existing foreign courtier
Fixed Organized tribes not healing
Fixed some AI bugs
Fixed research UI not updating immediately when yield rates change
Fixed Carthage scenarios giving a lower-tier victory than earned if one of the goals was completed indirectly
Fixed Portrait Editor loading issue
Fixed portrait models potentially obscuring each other
Fixed unit cycle tooltip sometimes not locking
Fixed ship building on a tile that has turned to land
Fixed nested link issue in governor candidate tooltip
Fixed team color intensity slider
Fixed map timeline GIF palette not representing border colors correctly
Fixed citrus grove configuration
Fixed ZOC display exception
Fixed pillage notification links selecting units
Fixed some dropdown appearance issues
Fixed autobuild cities not repairing upon being founded with a damaged settler
Fixed bug in effectCity help text yield breakdown
Fixed occurrence effects after a new city has been founded
Fixed sporadic disconnections in network and server games when one or more player slots are open
Fixed pathfinding for hidden units
Fixed AI bug that caused it to sometimes move units back and forth between the same tiles
Fixed null pointer if an init phase EffectPlayer, i.e. from difficulty mode, uses miReligionOpinionChange (only affects mods)
Fixed aiUnitTraitConsumptionModifier help text bug (only affects mods)
Fixed repair yield purchase for Stateira (Wonders and Dynasties)
Fixed Flood not displaying correctly in some cases (Wrath of Gods)
Fixed Calamity level showing on in-game difficulty mode and game parameters tooltips, if the content is disabled in the current game (Wrath of Gods)
Fixed calamity postprocessing profiles overriding postprocessing settings from graphics settings i.e. Motion Blur (Wrath of Gods)
Fixed some rendering issues when terrain changes height (Wrath of Gods)
Fixed calamity effects being removed from rivers too early in some cases (Wrath of Gods)
Fixed eruptions displaying on volcanos obscured by fog of war (Wrath of Gods)
Fixed double legitimacy penalty when abandoning a Demand (Wrath of Gods)
Fixed trees removed from building improvements not being counted for demands (Wrath of Gods)
Fixed issue where some global calamities that target tiles were instead targeting all tiles (Wrath of Gods)
Fixed Wrath of Gods scenario victory event not triggering when next victory becomes impossible (Wrath of Gods)
Fixed Wrath of Gods scenario duplicate victory threshold events in some cases (Wrath of Gods)
Fixed Hurricanes not displaying correctly in some cases (Wrath of Gods)
Fixed wrath generation issues casued by Undo / Restart Map (Wrath of Gods)
Fixed mid and major raid Occurrences being invalidated (Wrath of Gods)
Fixed Calamities causing city sites to become impassable (Wrath of Gods)
Global Occurrence fixes (Wrath of Gods)
Text and event fixes