Jump to content


Popular Content

Showing content with the highest reputation since 09/04/2022 in all areas

  1. 2 points
    On both singleplayer and official servers I am forced to play on the lowest graphic settings despite the series x having hardware well above the recommended system requirements. I can't even read my own compass it's so low poly. However when I first got the game on my Xbox one, the graphics were perfectly fine, better than what we have to deal with on modern consoles. So I have no idea why this is happening, I'd love to be able to play this game but the playdough makes it unbearable.
  2. 2 points
    Ahoy there! You'll be happy to hear tickets are no longer auto-solved after submitting!
  3. 1 point
    Stop adding more stuff to the game and fix current issues. I hate to see this game disappear. Could be an amazing game just needs someone to fix the bugs. Black map, blurred compass, crashing game when character dies. Just a few things that need some attention. Not sure why you guys cant coordinate with Nitrado and figure this out. Even on official servers there are still loads of bugs. I’m certain I’m not the only one thinking or saying all this. Just sad…
  4. 1 point
    Ahoy Pathfinders! Get ready for another season of ATLAS! We’re starting off with a new map, Ship in a Bottle, the beginnings of our Sea Fort reconstruction, a whole collection of bug fixes, and several quality of life changes suggested by the community! A large focus of this season will be improving existing game features, so pathfinders can look forward to several changes throughout the season, including; the start of the modular ship design overhaul, a revamped trade system, factions, and much more! Servers will be going down to deploy the update tonight, Wednesday September 21st at around 7:00 PM PDT. Servers are expected to come back up within a few hours. Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. We apologize for any inconvenience and disappointment players experienced due to the Kraken Bowl grid not being online when advertised. We will be working on ensuring this does not happen again in the future. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing! Released Patch Notes v.551.2 New Content Ship in a Bottle New magics have been uncovered while exploring the ghastly island in the Maw. Pathfinders who incorporate these magics can shrink their ships to store them in special bottles. Some pathfinders have even reported that they can sometimes make a duplicate of their ships while they are in a bottle! Please note: Ship duplication has been disabled on the official PVP network for the first month of the season. To use the ship in a bottle system, players will craft the Ship Bottle Station and Ship Bottles from the Smithy. The Ship Bottle Station must be placed on the shipyard it will be used at. When interacting with the bottles in the inventory of the Ship Bottle Station, press the Right Mouse Button or Right Trigger(Gamepad) to access the options menu. These options are Bottle, Duplicate, and Recover. Bottle: Takes the ship that is currently anchored or in scaffolding in that shipyard and transfers it to the bottle. You can take the bottle out of the bottle station. Resource cost: 50 Solidified Essence. Duplicate: If the required resources are present in the bottle station, and you have an empty bottle, you may duplicate your ship. Resource cost: 50 Solidified Essence and 1 empty Ship Bottle. Recover: Restores the ship to the shipyard in scaffolding. Ship Bottle Station After learning the Master Shipwright skill, it can be crafted in the smithy. Resources: Gem: 60 Gold Coin: 270 Metal: 96 Stone: 110 Thatch: 134 Wood: 240 Ship Bottle After learning the Master Shipwright skill, it can be crafted in the smithy. Resources: Solidified Essence: 50 World Map The region layout has been updated, names of regions have changed, Freeport locations have changed, and temperature fluctuations within the regions have been reduced. The following regions will be open at the season launch: Pharos Mytroa Carribia Hakar Komolos Azuela Gelare Kalda Tortuga Kraken’s Lair Cervantes’ Rest Maw Waters The following regions will not be open at the season launch: Huawi Trackless Waters Unknown Depths Sea Fort Reconstruction The reconstruction of Sea Forts throughout the Atlas has begun. Pathfinders will find that the islands have been fortified and new visuals have been added. The new Sea Forts are currently only found in Carribia, the largest of the regions in Atlas. Additional Sea Forts will be added in upcoming patches. We can expect to see additional types of Sea Forts in the coming months. Bug Fixes Fixed an issue with the object text overlapping the repair tool tip pop-up menu. Fixed an issue with floating damage text not appearing for poison arrows. Fixed an issue with Flame arrows not displaying damage numbers when hitting a target. Fixed an issue with rivers flowing backwards. Fixed an issue with the workstation converting materials into the same type. Fixed an issue with players being able to mesh buildings into a mountain. Fixed an issue with the submarine crafting skill being missing. Fixed an issue with lanterns not being able to be lit. Fixed an issue with maxed out ground clutter density and/or distance causing players to crash. Fixed an issue where destroying an industrial wonder prevented the owning company from building another. Fixed an issue with the Industrial Lab and Great Temple buffs conflicting with each other. Fixed an issue with the camera collision when inside a submarine in third-person view. Fixed an issue with the death cache causing some non-stackable items to stack. Fixed an issue with the North Pole and Antarctica regions on the Overworld map not being accessible with a controller. Fixed an issue where it does not display the pop-up descriptions for all regions in the Overworld map mode when using a controller Fixed an issue about inconsistent text description for Torpedo Launcher Kraken Railing. Fixed an issue with random structures in the middle of the ocean. Fixed an issue with spiders losing stats when put in the Tame Hatchery. Fixed an issue with baby spiders having worse stats than their parents. Fixed an issue where the player’s head would change size when taking damage. Fixed minor art issues on the map. Fixed island coastline art issues. Fixed an issue where artifact keys could be dropped and moved within the inventory after picking them up from the player’s own corpse. Fixed a performance issue when attempting to place a great temple. Fixed an issue with accessibility of the Dragon Head on the Turtle ship Fixed an issue with the Hide Map Text feature (Default is now: F12) Fixed an issue with towers stacking on sea forts. Fixed an issue where Water Jugs could only be filled once. Fixed an issue where the poison debuff was removed by swimming. Fixed an issue where the ocean did not have light blue water along the Trade Wind path. Fixed an issue where Altar of the Damned building foundations could overlap each other. Fixed an issue where some resources were refunded when overwriting a Statue Base and Framework with a finished Statue. Fixed an issue where the Tame House and Hatchery were counting invalid tame types in the “Load Nearby X Tames” command. Fixed an issue where dead tames could be loaded into the Tame House. Fixed an issue where the “stop the bar” minigame did not appear when reloading a partially loaded Hydra Revolver. Fixed an issue with inconsistent text style for “ship” and “railing” for railing structures. Fixed an issue where the player can bucket water onto a cooking structure without putting it out. Fixed an issue where Dinghies made in the Tiny Shipyard weren’t being renamed after putting a name in the “Name Your Ship!” window. Fixed an issue where clients in non-dedicated sessions would crash when gridding. Fixed an issue where the host in non-dedicated sessions would crash when respawning at a bed while a client was connected. Fixed an issue where a player could bleed tames that are protected by an armored dock. Fixed an issue with players being able to go prone as soon as they begin their reload animation. Fixed an issue with the artifact key decay timer resetting when the player dies and acquires both old and new artifact keys. Fixed an issue with floating structures in the middle of the sea. Fixed an issue where damaged armors would share their depleted durability with other armors of the same type when dropped. Fixed an issue with overlapping text on the song stone when the verse book is dropped. Fixed an issue where tiger tames could bleed bosses for massive damage. Fixed an issue where the Macuahuitl could bleed bosses for massive damage. Fixed an issue where lava did not hurt the player. Fixed an issue where the last arrow that would break a bow would not fire. Fixed an issue where the description for the Chicken Egg incorrectly implies that they cannot be found in the wild. Fixed an issue where the player could bucket water onto a cooking structure without putting it out. Fixed an issue where tamed fire elementals were not rideable. Fixed an issue where poison arrows weren’t damaging some creatures. Fixed an issue where client players in non-dedicated sessions could not respawn without a bed placed down. Misc. Server grids will no longer be added to favorites when joining. Removing hats from spiders. Industrial Shack decay timer increased to 10 days from 12 hours. Bookshelves can now be placed inside modular ships Adjusted Crocodile taming affinity effectiveness. Updated the NPC portal art to enter Rookie Cove to remove the ring. Increased the maximum an item can be sold for in player shops from 100,000 to 1,000,000. Tame Cargo Ship Railing can now be crafted in the Smithy. Medicinal Herbs can now be placed in the Crew Silo. The Pegasus ship no longer has the same icon as the Majestic Kraken. Players can no longer activate Circular Slice from a crouching and prone position. Updated terminology in the single player options menu and warning messages. Decreased how bright lanterns are. Fertilizer can now stack. Players can no longer animation cancel the sword’s overhead slice. Increased Drake duration from 3 hours to 6 hours. Increased Drake stamina from 1000 to 1500. Removed the button to create a new character from the respawn menu. The create new character button was previously added to the server selection screen. Mortar Ship’s mortar damage has been reduced. Land Mortar’s damage has been increased. Companies are limited to three of each type of shipyard and armored dock per grid. Xbox Only Memory usage has been optimized. Memory leaks have been fixed. Graphics have been optimized for each version of xbox. Known Issues Xbox version’s respawn screen still shows the create new pathfinder button. Sea Fort defensive towers are sometimes shooting at their owning company. Sea Fort Taxation Banks can sometimes not be placed. Water spouts sometimes vanish rapidly after being dug up. Loading Screen Images are not up to date Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://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 View full article
  5. 1 point
    I confirm the words of NAL0. I play on PC in low memory mode. After the update, all models and textures of animals, characters and objects were broken. They look angular and plasticine.
  6. 1 point
    I am also on an Xbox Series X and playing on single player. Before the patch my graphics looks top notch and had me thinking of getting a 4K tv. After the patch, my compass is unreadable, weapons are like stick figures, and the game itself very blurry. Plays fine so far other than that. I hope y’all get it figured it and I love this game and believe in it and y’all! I’m gonna keep playing regardless to lend my support. :)
  7. 1 point
  8. 1 point
    Ahoy Pathfinders! With summer winding down, we have a new season to look forward to. A new season of ATLAS that is! Stay tuned for more details as we get closer to patch day! Upcoming Wipe The final day of the season will be Wednesday September 21st when we will be wiping both official servers for a fresh start. Servers are expected to go down at 7PM PDT and should be back up within a few hours. Unofficial servers are not expected to need to wipe at this time. A dedicated Kraken Bowl grid will be accessible September 14th - September 21st, so grab your crew and send this season off with a bang! To reach the Kraken Bowl, sail out from Tortuga in any direction across the grid line. PvE players should be particularly cautious, as the zone is PvP enabled for all who enter. We hope you’ll continue the journey with us as we make our way closer to exiting early access. Thank you for your support and happy sailing! Here’s a sneak peek at some changes headed our way! Live Dev Q&A Come meet the ATLAS Senior Game Designer and the Community Manager on September 15th at 12:00 PM PDT in our discord Stage voice channel! We’ll be answering many of the questions recently gathered from our discord community. Pathfinders will also have the opportunity to ask additional questions or for further clarification. For those who will not be able to make it, we’ll be posting a written version afterwards. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://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
  9. 1 point
    Atlas was, is and will always be nothing more than a scam. These criminal devs knew what they were doing. Its technically not illegal to call a game early access til the end of time. That way they don't need to fix anything ever. Just sell copies for full price and not offer a shred of customer support. This was a cash grab and we fell for it. Theres no other explanation left
  10. 1 point
    =INTRODUCTION= I've recently decided to come back and take a look at ATLAS after a very lengthy hiatus from the game. Not being into the "MMO" scene, I elected to go back to Single Player and see what changes have been made - on both the "Ocean" map and the Blackwood map - which was initially designed for smaller servers/Single Player. What is disappointing to see is that Single Player - a game mode that has been included from the start - appears to have been neglected in favour of "doubling down" on the multiplayer aspect which appears to be going catastrophically wrong, given the rather passionate responses I've been reading through today. Single Player is useful to people for many reasons. 1 - It allows people to play ATLAS either alone or, though a non-dedicated server (or even a small dedicated server), with a small group of friends and experience the storyline of ATLAS. 2 - It allows people to get a feel for ATLAS without the rampant toxicity multiplayer servers typically devolve into. 3 - It allows people to experiment with and/or design ships and bases that they may decide to employ on a multiplayer server. For those reasons alone, while it may not be "the focus" of Grapeshot Studios (which to me is seems like Wildcard but by a different name), Single Player should be maintained in the same manner as Multiplayer. The following is my opinion, some suggestion and recommendations which - while I am only one person with one opinion - may spark some more creative flare from a developer or a group that can take this further than I possibly could. =CONTENT= For the most part, given my several hours of reacquainting myself with the systems and mechanics, the "new" map that came with the Trade Winds update so far appears to be a significant improvement over the previous iteration. However there are still areas that require addressing. 1 - Ships of the Damned. This was one of the major reasons I stopped playing (from a Single Player perspective) ATLAS the first time around. SotD seem to ignore any damage resistance/modifier changes. They also still spawn in the *STARTER* zone. While a fully crewed sloop in multiplayer can probably outrun them (assuming good wind - which, granted I did not have in SP at the time of my encounter), my partially crewed Single Player sloop was sunk in 4 volleys by a Level 28 Brigantine. After searching high and low for a command line or mod to assist with SotD, I ended up disappointed. I understand that SotD and AotD are embedded into the storyline and the end-game resources so they cannot be removed entirely - however their number and power should be able to be managed by command line/in-game slider. There should be a map guide (or even a revision of the mechanics surrounding SotD) explaining the likelihood of SotD encounters and their relative power in the zones/regions - similar to what occurs for Wild Pirates - so players can make informed decisions. My recommendation for handling Ships of the Damned for Single Player and small Multiplayer servers is to either implement a slider (or command lines) that reduces the level, damage and group size of SotDs that spawn in and disable their spawning in the STARTER zone (at least), if not the zones immediately surrounding the STARTER zone, ENTIRELY. This gives the player(s) a bit of breathing room to get themselves established - so that when the player reaches the open ocean in either an AI-crewed (or player-crewed) Brig or Schooner (or something larger, provided they can acquire the resources from the starter zone/immediate zones) they at least have a chance to defend themselves if they're unable to avoid the ship. I would also recommend, especially for Single Player - but could also work very well in both an Official and Unofficial setting, that SotD only spawn in the regions containing, and immediately surrounding, the Stones of Power locales. 2 - Wild Pirates. This is not a negative, this is actually a commendation. I actually very much applaud of the addition of these AI pirates from not only a Single Player perspective but also from a PvE and PvP perspective. It gives PvE something to fight against on the sea (aside from SotD) and gives the PvPers something to practice against. From a Single Player perspective it implies that the player is trying to establish their own pirate empire. The map also advises the player on just how powerful the Wild Pirates are in the zones/regions before you enter them - so the player can make an informed decision about entering the zone. 3 - Stupidly high temperatures An island with an ambient temperature of 63 degrees. That's hotter than Dubai on a hot day. In fact, that's 7 degrees hotter than the highest recorded temperature. And these temperatures kill players trying to level. Not even swimming in the ocean works at these temperatures. Either a global temperature adjustment, or a command line/slider to manage how high (and also low) temperatures get. 4 - Blackwood This map was intended to be the ideal answer for small multiplayer servers and Single Player. After exploring the map and reading comments regarding Blackwood on Steam (I've not read the comments here) it is apparent that the upkeep of the map has been abandoned. Certain trees are missing textures, it's missing certain resources and certain spawns are tricky to find. At the very least, I would encourage an update to Blackwood to ensure that those who play on the map have access to the same content as the multiplayer game in a much more condensed size. This would also suit smaller multiplayer servers. However I do have an alternate suggestion: 5 - New Map: The New World A map with the same overall size as Blackwood, but modelled after the real world - much like what the multiplayer ATLAS is doing, but on a more compressed scale. Players start in the Caribbean freeport and the Americas on the western side of the map - with the expansive "Atlantic Ocean" (containing the Kraken's Maw - and 'Atlantis' in the depths) between them and Europe, Africa (and perhaps even a representation of Asia and Australia, if it would fit) on the eastern side with the polar caps hosting icy zones representing the Arctic and Antarctic regions at the top and bottom of the map. Where possible animals would be assigned to spawn on their respective land masses/biomes (i.e. Lions, Elephants and Giraffes in Africa, Wolves in the Americas and Europe, etc.). The Stones of Power can be spread throughout the world (such as ruins in South America and Africa, hidden away in ruined castles in Europe, etc) which encourages the player (or players) to sail and explore - to tame specific creatures they would need to head to specific biomes (which, with the ability to utilise the new 'tame transporter' ship, can be great to showcase what is possible in ATLAS). It would also give players several distinct choices on where to live (the Americas, Caribbean, Europe, the Mediterranean or Africa - or the north/south pole as they choose). This map would also include the necessary resources and requirements for end-game content (such as Atlantean ruins), and need to be able to be expanded upon (in terms of catering to future content). As referenced above regarding SotD, SotD would only spawn in certain regions, though especially in the oceans adjacent to Stones of Power and surrounding the Kraken's Maw - meaning a player or players can go 'hunting' for them with only a very minor chance of them appearing elsewhere - and certainly not as soon as you exit the starter zone. 6 - Gold This is more specific to Single Player, but more ways to find/earn gold would be a great addition. As Single Players *need* gold to manage the larger, more capable ships - even to use a Sloop to get off the starter island - one could find themselves essentially bottlenecked trying to find enough gold to afford a crew. I have no issue with the cost of AI crew, or their cost of retention, but coming up with the gold to pay for them to begin with was quite challenging. In my playthrough, very few bits of flotsam spawned in the starter area and I found myself having to use a raft (after already buying and prepping the ill-fated Sloop) to head out into the adjacent, more dangerous zone, to look for flotsam - to then head back to the starter area in order to get myself a crew. In SP, I suppose I am not penalised for staying on the starter island (with the exception of not having access to metal) so this might not be seen as much of an issue, but in a multiplayer setting - you don't necessarily want your players to base out of the starter island: you want them to leave and explore the larger ATLAS world (hence why there is now no metal on the starter islands). Even if, in SP specifically, one of the vendors in the freeport bought a stack of wood, thatch or stone for 1 gold. It's a lot of work (rates notwithstanding) for little gain but if a player is struggling and they're prepared to put in the effort, they can afford to get off the island with a crewed Sloop, leaving the starter zone behind them (though I would still return myself, especially if I was hosting a non-dedicated session with a friend - or if it was a private server). =CONCLUSION= Overall, I did find that ATLAS had fewer, less obvious bugs than when I last played - so it has clearly had some TLC applied. During my 5 or so hours getting reacquainted, I had no trouble with the way leveling now works, or the introduction to progression. I can not, obviously, speak to the balance of the wider multiplayer game as I personally would not seek to play ATLAS on such a scale - as I play with a small, close group of friends. From what I've been able to observe and achieve in my time, there is no issue with how things progress (with the exception of SotD and extremely high temps). If the 6 main points above were to be addressed and/or achieved this would put ATLAS in good stead when it comes out of Early Access. If "v1.0" does not contain methods to address or fix the issues listed above, the game cannot be considered "out of Early Access" when features it has had since EA launch do not function as intended across all game modes. Thank you for reading.
  11. 1 point
    I would like to suggest a structure that can be added to boats, unique per vessel, that can vary based on the size of the ship. The structure can be an animal pen that has limited space, each tame will still be counted toward total ship crew but each tame type would count toward a specific amount of space in the secure structure. The structure would need to be on the top deck of the ship. Example, the structure on a brigantine would have 10 effective animal slots. An elephant, giraffe or rhino would cost 5 slots. You could safely store 2 large creatures. A bear would cost 3, so 3 bears. Horse, cat, cow, bull and sheep would cost 2, so 5. Shoulder pets and chickens would be 1, so 10. This would be a way to store creatures for either long voyages or for safety. Each creature gets a unique ID associated with it. The stored creature would drop inventory (except saddle) and would have food storage slots for animals. Their effective weight would still count toward total ship weight, and the structure couldn't be destroyed by the radial menu while it has animals in it. It could still be damaged from PVP and ships of the damned, upon destruction it would release the animals and they'd be relatively injured and/or panicked. We are losing tames while crossing over zone borders. Tames start to glitch, go through ceilings, fly off vessels or sink to the ocean floor and die. This would prevent a lot of vanishing tames, tames lost at borders or those that end up dying when you are trying to get them on board. Sure, you can build a platform and walk them on board now but if you are out harvesting or adventuring you risk losing them when sending to a ship, or whistling them on to a ship. It's just unreliable and glitchy. There could also be a variety of stables, barns or other structures for bases where we could store tames. Same damage rules would apply, similar limits. Other games have structures like this where you can store pets, tames, livestock etc, in a somewhat safe place. (Life is Feudal comes to mind)
  12. 0 points
    I don't know if this is a known bug or if it is just Atlas being fucked up again. But, last night I placed four bears into a Tame House, three females and a male. Today I have four males?? WTF
  • Create New...