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    ATLAS Patch: v410.2

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    Ahoy Pathfinders!

    The upcoming patch will be more focused on fixes and balance passes as we continue to look into combat and also develop the farmhouse and warehouse system. SoTD issues among other bugs have also been fixed. 

    We’d like to thank our community for all of your feedback thus far. As we continue to engage with the community, we’d like to introduce a survey to help us better quantify community sentiment regarding certain changes to our patches. We would be grateful if you could fill out the survey for v.410.2 here: https://forms.gle/tvcdYcDqhBPP3bRY7

    The Patch is scheduled for tonight, 9/01 at 8:00 PM Pacific Time Zone. 

    Please see below for the detailed Patch Notes of our latest update, v.410.2
     

    :anchor: Released Patch Notes :anchor:

    Combat

    • Shield bash can no longer be used while in the air
    • Bug Fix: Soft Spots Feat now only affects Two-Handed Mace
    • Bug Fix: Brass Knuckles no longer affect shield bash damage

     

    Construction

    • Structures can no longer be built on tables
    • Grills, Crop Plots, Water Pipes, Paintings, Flags, and Buoys can no longer be built in Freeports

     

    Crafting

    • Cloth Armor and Simple Bed may now also be crafted at the Loom
    • Waterskin may now also be crafted at the Tannery
    • Wood Wall/Floor/Ceiling/Roof, Repair Hammer, and Storage Boxes (including large) may now also be crafted at the Smithy
    • New Skill added to Artillery Tree: Captain of Renown
      • As a master of both crew and artillery, your exploits as a pirate are known far and wide. Recruits seek you out allowing you to craft artillery that comes manned for an extra bit of coin.
      • Requires BOTH Gatling Studies from the Artillery Tree
    • New Crafting Recipes added to the Smithy: Manned Cannon, Manned Large Cannon, and Manned Puckle
      • These recipes cost the same resources as their unmanned variants plus an additional 10 gold coins
      • Crew will spawn at them after 30 seconds and man the station

     

    Explosive Barrels

    • Explosive Barrel projectiles that don't explode on impact can be defused
    • Explosive Barrel toss distance increased by 50%
    • Tossed Explosive Barrels no longer stick to players, creatures, or the sides of structures
    • Catapult reload time for Explosive Barrels changed to 2 seconds
    • Bug Fix: Barrels placed or tossed onto ships will now explode when their timer expires
    • Bug Fix: Explosive Barrels shot out of cannons will no longer instantly stick to the water

     

    Golden Age Ruins Creatures (Fire Elementals, Rock Elementals, and Cyclops)

    • XP awarded after creature's death instead of per hit
    • Damage dealt to ships increased by 100%
    • Damage dealt to players decreased by 20%

     

    Ships

    • Increased the range of Ship Ammunition Container from 30m to 40m
    • Bug Fix: Ships no longer leave behind their frame when destroyed
    • Bug Fix: Ships of the Damned should now behave normally

     

    Submarines

    • Bug Fix: Horse cart weapons can no longer be fired from submarine
    • Bug Fix: Grenades can no longer be thrown from Submarines

     

    Tames

    • Cows can be ridden by equipping a Tier 2 Saddle

     

    Warehouses and Farmhouses

    • Reduced exclusion radius for placing Warehouses from 2km to 800m
    • Increased the weight limit in the Warehouse from 50,000 to 250,000 and increased max inventory items from 40 to 100
    • Added 'Transfer All,' 'Transfer Half,' and 'Transfer Amount' option to Warehouse and Farmhouse inventory, similar to how stacks may be split in player inventory
    • Warehouses, Farmhouses, and Stone Farmhouses no longer use Wood or Thatch as fuel and instead use Coal/Oil, which last 60/120 seconds per unit
    • Warehouses now transport Wood and Thatch
    • Warehouses no longer transport Oil or Coal (This solution will be iterated on soon)
    • Bug Fix: Warehouses and Farmhouses no longer have crafting inventory section that falsely implies you can craft in them

     

    HScdBVR.gif

    :wheel:

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    Natter n' chatter on Discord: https://discord.gg/playatlas
    Hear ye, hear ye on Twitterhttps://twitter.com/sailtheatlas
    Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
    Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame

    Edited by ATLAS

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    I still don't understand why they can't add a fleet commander skill, so you can control 3 or more ships from the lead ship. It makes perfect sense for small companies, and the title is  in keeping with naval and pyrate lore.

    • Like 1

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    troll devs :(

    People were complaining about shield being op and boring so you bring back cannon barrels? I can only think that you thought the barrels would help with the lag. If everybody can blow each other up easier, or quits the game because design choices don't make any sense, then less lag, right?

    Edited by eeeceee

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    just waiting to play again till "trade winds" is implemented. if i cant put an npc on the wheel and send it to some far off grid, im not even gonna bother. hopefully the devs don't take the easy route and just make "better wind highways"... automated shipping or bust.. but we will see. hopefully they dont kill atlas again prematurely.. but by the looks of what ppl are saying with barrels.. idk lol

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    all the modifications and adjustments and new content and they still cant find a use for a tier 1 saddle

    • Like 1

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    Turns out, generic saddles go on leatherwings. We made them tamable on DasServer and they were already set to use them.

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    Incoming flyer nerf

    edit: the rest of the update looks good, and cows are great, so thanks

    Edited by eeeceee

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    7 hours ago, Rofelo said:

    Guys you were really close to fixing the warehouse and farmhouse, but then you made it worse making it so they need to be built near coal and oil (which isnt on every island) to remain functional without player interaction.

    If the goal is automation remove the fuel cost, but if you have to program in some sort of fuel just use fiber in the mean time.

    You take your elephant, you farm some trees, you cook your food, you get coal to power your farmhouse. So when you go get the materials out of the farmhouse you bring coal with you to drop off, easy.

    REMOVE BARRELS AND THATS ALL. aint fun! remove them

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    warehouse still can't place,you need to issue a hotfix to delete existing ones,their distance does not match

    Edited by Boy

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    You guys want to put (regular) arrows back in the game.....or?......... I don't remember reading about arrows being taken away.

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    Guest lowbizzle

    Posted

    Whats up with the arrows!?!?... seriously!

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    Guest lowbizzle

    Posted

    Whats up with the arrows!?!?... seriously!

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    Do you guys test anything? all arrows, fire arrows xbow bolts are wiped, from inventory, ships storage and there isnt even an option to craft them anymore WTF

    • Like 1
    • Haha 1

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    Guest wheelsx

    Posted

    Crashing when I click the skills tab after the update

     

    ---------------------------
    The UE4-ShooterGame Game has crashed and will close
    ---------------------------
    Fatal error!



    VERSION: 410.2
    AtlasGame.exe!AShooterPlayerState::GetDataListEntries() (0x00007ff7dc4ba7e7) + 119 bytes [d:\atlassvn\projects\shootergame\source\shootergame\private\shooterplayerstate.cpp:2122]
    AtlasGame.exe!UDataListPanel::InternalNormalRefresh() (0x00007ff7dbc69aeb) + 0 bytes [d:\atlassvn\projects\shootergame\source\shootergame\private\datalistpanel.cpp:900]
    AtlasGame.exe!UDataListPanel::RefreshDataList() (0x00007ff7dbc663f8) + 0 bytes [d:\atlassvn\projects\shootergame\source\shootergame\private\datalistpanel.cpp:460]
    AtlasGame.exe!UUI_SkillTreeMenu::InitializeSubMenu() (0x00007ff7dc6fa9ad) + 0 bytes [d:\atlassvn\projects\shootergame\source\shootergame\private\ui_skilltreemenu.cpp:40]
    AtlasGame.exe!UUI_Hub::GetOrCreateSubMenu() (0x00007ff7dc667e7d) + 0 bytes [d:\atlassvn\projects\shootergame\source\shootergame\private\ui_hub.cpp:836]
    AtlasGame.exe!UUI_Hub::ShowSubMenu() (0x00007ff7dc6668e1) + 0 bytes [d:\atlassvn\projects\shootergame\source\shootergame\private\ui_hub.cpp:474]
    AtlasGame.exe!UUI_Hub::ClickedButton() (0x00007ff7dc667a63) + 0 bytes [d:\atlassvn\projects\shootergame\source\shootergame\private\ui_hub.cpp:791]
    AtlasGame.exe!UPrimalUI::execClickedButton() (0x00007ff7dcb66deb) + 139 bytes [d:\atlassvn\projects\shootergame\source\shootergame\classes\primalui.h:36]
    AtlasGame.exe!UFunction::Invoke() (0x00007ff7dd122dc7) + 15 bytes [d:\atlassvn\engine\source\runtime\coreuobject\private\uobject\class.cpp:3916]
    AtlasGame.exe!UObject::ProcessEvent() (0x00007ff7dd16d148) + 0 bytes [d:\atlassvn\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:931]
    AtlasGame.exe!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() (0x00007ff7dbbfabe4) + 0 bytes [d:\atlassvn\engine\source\runtime\core\public\uobject\scriptdelegates.h:397]
    AtlasGame.exe!UButton::SlateHandleClicked() (0x00007ff7dd61a7cc) + 0 bytes [d:\atlassvn\engine\source\runtime\umg\private\components\button.cpp:164]
    AtlasGame.exe!TBaseUObjectMethodDelegateInstance_RetVal_NoParams<UButton,FReply>::Execute() (0x00007ff7dd64a352) + 12 bytes [d:\atlassvn\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:543]
    AtlasGame.exe!TBaseDelegate_RetVal_NoParams<FText>::Execute() (0x00007ff7dbcddf9a) + 6 bytes [d:\atlassvn\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1112]
    AtlasGame.exe!SButton::OnMouseButtonUp() (0x00007ff7dd2cf98b) + 17 bytes [d:\atlassvn\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:240]
    AtlasGame.exe!FSlateApplication::ProcessMouseButtonUpEvent() (0x00007ff7dd2320e0) + 23 bytes [d:\atlassvn\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3724]
    AtlasGame.exe!FSlateApplication::OnMouseUp() (0x00007ff7dd231bbf) + 12 bytes [d:\atlassvn\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3674]
    AtlasGame.exe!FWindowsApplication::ProcessDeferredMessage() (0x00007ff7dd0d10ad) + 12 bytes [d:\atlassvn\engine\source\runtime\core\private\windows\windowsapplication.cpp:1343]
    AtlasGame.exe!FWindowsApplication::DeferMessage() (0x00007ff7dd0d176b) + 74 bytes [d:\atlassvn\engine\source\runtime\core\private\windows\windowsapplication.cpp:1634]
    AtlasGame.exe!FWindowsApplication::ProcessMessage() (0x00007ff7dd0ced93) + 41 bytes [d:\atlassvn\engine\source\runtime\core\private\windows\windowsapplication.cpp:737]
    AtlasGame.exe!FWindowsApplication::AppWndProc() (0x00007ff7dd0ce31f) + 0 bytes [d:\atlassvn\engine\source\runtime\core\private\windows\windowsapplication.cpp:599]
    USER32.dll!UnknownFunction (0x00007ffb73ac5c7d) + 0 bytes [UnknownFile:0]
    USER32.dll!UnknownFunction (0x00007ffb73ac5672) + 0 bytes [UnknownFile:0]
    AtlasGame.exe!FWindowsPlatformMisc::PumpMessages() (0x00007ff7dd0dc3c6) + 41 bytes [d:\atlassvn\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:800]
    AtlasGame.exe!FEngineLoop::Tick() (0x00007ff7dbbe38f1) + 0 bytes [d:\atlassvn\engine\source\runtime\launch\private\launchengineloop.cpp:2725]
    AtlasGame.exe!GuardedMain() (0x00007ff7dbbde21c) + 0 bytes [d:\atlassvn\engine\source\runtime\launch\private\launch.cpp:140]
    AtlasGame.exe!GuardedMainWrapper() (0x00007ff7dbbe640a) + 5 bytes [d:\atlassvn\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
    AtlasGame.exe!WinMain() (0x00007ff7dbbe6538) + 8 bytes [d:\atlassvn\engine\source\runtime\launch\private\windows\launchwindows.cpp:209]
    AtlasGame.exe!__tmainCRTStartup() (0x00007ff7debb406d) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
    KERNEL32.DLL!UnknownFunction (0x00007ffb73187bd4) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ffb7512ce51) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ffb7512ce51) + 0 bytes [UnknownFile:0]

    ---------------------------
    OK   
    ---------------------------
     

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    First, I’d like to mention I play on Xbox when there are only 3 official servers, one pve, a (EU)pvp, and a (NA) pvp. Second, this game is such a good idea, great foundation, and a great vision despite all its bugs but I would recommend it to a friend if barrels are such and issue and since there’s barely anywhere to build a base anymore. Now on to my comment/suggestions. As much as barrels should be removed, I feel like big companies or companies who have been around since the beginning have too much land and they just store ships and animals at free-ports. 

    I thought being able to claim and island and tax it was a cool idea until i realized all the islands were all taken, sure I could use explosive barrels and take the island over, but I’m a solo player... they would just gear up and retaliate from one of their 3 other claimed islands or the dozens of lawless islands they have blocked other players from building on. Maybe companies can only claim one island, owner ship could rotate more frequently, giving other players or late comers a shot at own land for a bit, that  would cause people to be a little kinder unless they want someone to attack, or companies can only claim two islands, that way if one does get attacked they have a chance to fight back but it’s their last lifeline, so they either retaliate, make peace, or make their last stand.

     If a company allowed to claim, say, 4 islands, I find it a little ridiculous that the same company could potentially just build stone walls all the way around any lawless island. If they own land in a lawful region they shouldn’t be dipping their toes in lawless regions cause that just looks bad for the company. Maybe claiming land could be end game material where after you’ve visited the fountain of youth once and have grown old again and have done all the quests then you can claim land.

    Edited by Alienking

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    9 hours ago, Rofelo said:

    Guys you were really close to fixing the warehouse and farmhouse, but then you made it worse making it so they need to be built near coal and oil (which isnt on every island) to remain functional without player interaction.

    If the goal is automation remove the fuel cost, but if you have to program in some sort of fuel just use fiber in the mean time.

    lol.. lazy lazy ass.. just go farm oil and put it in your farms 😄
    1k oil last 33h, put 10k if needed and you can forget about fuel for farm for 14 days

    Edited by Helgard

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    Until you fix the barrel bomb terror the fixes and advancements you do will not matter.

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    As far as I checked - right now distance between warehouses got less than 500m. But anyway - some player placed his warehouse around 200m from my base, so I still keep my in storage box.

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    Why farmhouses now need to use coal and oil as fuel befuddles me. The game will be a complete resource grind without effective use of farmhouses and how they generate materials by using wood/thatch. I live in a lawless region and I'm forever having to re-build ships because they get barrel blasted when I'm offline.

    Just last night me and a company member were discussing how much of a grind this game would be without the farmhouses as they currently exist and well, you guys took the wind out of our sails. I will now need to farm coal and oil in order to produce fuel for me to be able to use the farmhouses for other resources which is going to be a pain in the ass. I hope that the farmhouses that were generating coal continues to do so otherwise most of my time is going to be spent resource grinding which I already do enough of.

    I'm enjoying the game but there are a few things that gets changed in updates which effect the QOL for smaller companies and solo players.

    EDIT: This problem isn't as bad for me as I first thought as most of the farms in my area generate coal so the farms self propagate with resources. I feel for those that don't have access to farms that generate coal. I just hope others have the etiquette to leave a lump of coal in the farmhouses and don't just loot everything like they did when I logged back on after the update 🙂

    Edited by Amorphis2k

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    And they forgot about life in Pve altogether ??! Give us back the old PVE map with its former content and the number of servers! REMOVE farms and warehouses, they are not needed on the PVE, and they are not needed at all, they only littered the landscapes of all the islands! They killed the idea in breeding animals, and an interesting piece of content!!!

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    8 hours ago, Enki Anunnaki said:

    just waiting to play again till "trade winds" is implemented. if i cant put an npc on the wheel and send it to some far off grid, im not even gonna bother. hopefully the devs don't take the easy route and just make "better wind highways"... automated shipping or bust.. but we will see. hopefully they dont kill atlas again prematurely.. but by the looks of what ppl are saying with barrels.. idk lol

    Ib4 its the airships, that bring the contents of your warehouses to a new stucture once an ingame day 🤣 (fuelled by skulls maybe?)

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    So this patch officially broke the game. Is it worth waiting to see if it gets fixed or should I just uninstall again? I've only been back on for about 4 days since I last gave up in April. I would honestly be happier if I had never heard of Atlas at this point.

    • Haha 1

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    why in the heck did they keep barrels shooting from cannons it needs to be taken out.....................

    • Like 2

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