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Showing content with the highest reputation on 02/09/2019 in all areas

  1. 4 points
    This is another reason that the playershops need to be able to be placed in your claim, and not just in freeports. Player Shops should be NPCs that you buy and place on your claim, and sell anything for any amount of any resource. If you can make a legendary pick, you can sell it for 2k gold, or 10k fiber, or 5k sugar...whatever price and resource you want. Have a store inventory chest, and you can have one vendor that sells tools, blueprints, resources, or ship parts, or you can spend a bit more gold and get separate vendors for each different class of item, pulling from the same chest, and run your own shopping mall. It could even be set up so if you are in a high traffic area, you could allow other companies to place their vendors in your 'mall', with your taxes giving you a cut of their profits. As is, most people don't even visit other islands in their grid, once they get the discovery point, if that island doesn't have any resources they can't get on their home island. This would give a reason to explore, and discover new shops, with the ones with the best gear, or best price for resources, and give them a chance to be a destination people go to. If I know that the shop in A7 trades sugar for aged wood, and I'm in D9, I'm going to make a trade trip there, and the same thing if I know that a shop in G11 has legendary tools for cheap, I'm going to make the trip that way instead. Give people a reason to visit each others islands, and encourage trade, plus it stops the freeports from getting overcrowded.
  2. 3 points
    Hey, wir sind eine kleine Deutsche Company, die gerne ein Stück Land (Küste/Strand) in O13 Thundra abgeben würden , an einen kleinen Deutschen Clain der noch auf der Suche nach Land ist. Bitte niemanden der schon Bauland irgendwo besitzt. Einfach im Discord anschreiben Nanaki#8546
  3. 3 points
    - Dolphins chance to jump has been reduced to 20%. Thanks devs ! You solved the most important issue of Atlas ! - Fixed crew on puckle gun taking damage from fire aoe buffs This puckle defence never worked well, cant we get autoturrets and X-plants like in ARK ? - When gunports are closed they now reduce their specific snapped-cannon weight by 60%, open-ports are default cannon Well, you try to adress the front-shotgun-oneshot-everything issue, but this is not the solution. - Large Cannons now do 30% less damage against Ship planks and Ship Well, this makes large cannons pointless vs regular ones. I am not sure, but they did about 30% more damage than regulars before the patch ? So now they do the same ?
  4. 2 points
    Can you guys finally fix the animals and crewmembers and even players falling through boats and floors? Every serverrestart our tames, crew (and we sometimes as well) are dead because they fall either through two or three decks or two or three floors, animals as well as crew, and it's starting to get old. I know this isn't ark, but you're using a lot of the same code, and I've only seen this happen in ark once or twice in over 1300 hours. Please fix this!
  5. 2 points
    Please add a white outline to the red 'X' that marks the players location on the map. It is sometimes impossible to see your location on the map in certain lighting when you're standing on an island that has been claimed by other companies and is covered by red circles. Adding a white outline to the X is such a simple change that would make navigating on land much easier.
  6. 2 points
    I was in the Polar region, Literally the only one on the server. I come to a a fairly large island. the only human structures I saw were claim flags which covered the island, a couple banks and with taxes set 30%. The claims were protected for 20 days before they could be challenged. Disgusted I left my ship anchored of my ship and bed returned to base. I have been up there a couple times never more than 3 player on the server (there are 4 islands) and The other main island is just is claimed it does have a couple minor structures but still 30% rate most of the places. Now even the most remote regions of the game are blocked from new players building, or even harvesting material with out a handicap. A couple players can render a region near unplayable with no more effort than visiting once a week. In PvE claims should require upkeep and the higher the taxes the higher the upkeep. Discourage people from claiming land and doing nothing with it. I am going to head over to the one lawless polar server so I can collect resources without taxes. I have not been to the other 29 polar regions but I doubt they are much different. Tundras are almost completely claimed, the rest of the biomes have been claimed for a while. We only have land because it was gifted/traded from other players, without even other players on, can't even negotiate with them. I don't mind active regions having claims, but when everything is claimed, foundation spammed and/or walled off and 5 or less players on the server, none responding to chat, this game does not look good for the long term.
  7. 2 points
    I can't believe you actually did this .. Way to ruin all PVP in the game. Get a mount that pulls a cart, stick a swivel turret on it, put on an NPC.. You now have something that can oneshot aimbot you from 180 degrees at a sizable distance, that is basically impossible to kill due to insane defense and mobility and hp regen... Great game design guys.. Very smart... Jesus. The massive list of reasons this breaks the game : 1. NPCs are aimbot Guys.. You can't have NPCs aiming better than players.. 100% accuracy every time, with a gun that kills in a SINGLE HIT through PLATE.....PLATE! Now all you've got is a bunch of fake PVPers riding around aimbotting everyone with their NPCs. So stupid. 2. There is nothing to stop the cart moving You've given us NO WAY to stop these carts moving. Are you stupid or something? You don't put something in the game with NO COUNTER.. You're basically forcing people to use this noskill anti-pvp method.. And it is anti-pvp because the NPC is doing all the killing. 3. NPCs have too much defense/hp. I remember I was shooting an NPC in plate with a flintlock, and it did 6 damage... 6. Why is this so much higher than say...A player's defense?.. You can't have these near immortal gods mounted on these turrets, whilst also give them aimbot accuracy. It now removes sniping them off the back as an option. IF you can even hit them moving at that speed. You've basically provided NO real options to deal with this trash.. It is embarrassingly bad game design. To kill that NPC, i'd probably need to hit it with 15 flintlock shots... 15.. Meanwhile, it can insta-kill me from miles away with something that is supposed to be a shotgun spread. 4. They move too fast. Have you tried shooting someone off a moving horse; I mean, this is your only option; and you're not going to be able kill them in one, because they'll be wearing plate.. So what is the problem here? You shoot at them, they have the mobility to just get in cover easily, assess the situation, and then charge out and use the aimbot.. All the while you're taking half an hour to reload. 5. NPC/tames regenerate like wolverine Can't kill the mounts because they take too many hits, and regenerate health. Can't kill the aimbot NPC for pretty much the same reason. Your only viable option is to shoot the person off the mount; however that doesn't work either because of their mobility. There is no permanence to the damage you put on them, so you can't even whittle them down.. No. You can do NOTHING. 6. Too much range. Guys.. It ONE SHOT AIMBOTS. You can't have it hit for fking MILES. What are you thinking.. Literally, 180 degrees from the back of the cart is a deadzone for a significant distance.. It is just the most tactless tripe I've ever seen. Fakest PVP ever. 7. Too much damage It one shots in full plate.. Need I say more? 8. Too much mobility They can do everything whilst going at full speed.. You'd think moving at such a high speed you impact the accuracy of someone trying to aim.. But no, not the aimbot NPCs. This is just killing the game.. As if they didn't have enough stuff killing the game, you now have this.. === In conclusion.. You can't hit them, even if you did you can't kill them, you can't defend against them; and you can't stop them. What you have here is something so broken, that the only counter is to use It yourself.. I ask : Where is the weakness?... Where is the counter?... It does EVERYTHING well. You've just added a complete noskill way to win pvp.. You don't even have to aim. Remove swivels from mounts until you figure something out. Or atleast don't let them move and fire at the same time. You outright gimped explosive barrels which were significantly MORE balanced than this trash.. I expect to see swift action for something this broken.. But I bet I never see it.
  8. 2 points
    Is there any way to get a cleanup, particularly on the bug report forums, removing posts about stuff that is fixed, or people just not understanding mechanics? As is, there's 253 pages of bug reports, and only 5 of those pages have any votes on them, with the majority of first few pages being things that have been fixed already. It's kinda hard to get any visibility and votes on any new topics with the way it stands. Alternatively, change the bug report and feedback/suggestion subforums to be like the discussion forums, so that the most recently active posts are at the top of the forum, instead of making people sort through 250+ pages to upvote a post that applies to their issue/idea.
  9. 2 points
    On PvE its easy . The only content i did not see (and maybe never will) is the Kraken. Even solo'd Hydra. I own all u need (Gale, couple Brigs for different purposes, etc.) and its a relaxed life here on my Isle. I only took 2 Land and 1 sea claim and taxed them with 5% (all i need). PvP is a different story. I switched from PvP to PvE after 3 days, cuz i got gangbanged a lot, so i understand your pain. And Knzvgame is right, MMO does not mean its only playable with a large guild. It means, that a lot of people play at the same time.
  10. 2 points
    I solo just fine on pve. I have 2 crewmayes but they are weekend warriors. I have like 6 claim flags. 1 brig 1 galleon 3 schooner 4 sloops. I have an Outpost in lawless. I have about 350hrs in game. I have lost ships to griefers as well It's not that bad.
  11. 2 points
    The devs seems so locked into the idea of a survival game set to the sadistic setting, that removing anything unwanted, must be replaced by something else unwanted.
  12. 2 points
    I will not be a first one who write it but... ...well maybe someone do really enjoying to explore damned world. I just wrote my track from border to closest island on I6... I had to avoid for like 15-20 ships of damned while I was sailing there. I understand that sailing must be a challenge somehow. That just to go through endless ocean is boring and it must not be easy and simple. But THIS ^^ situation is not fun either. SotD this like spoil the atmosphere of the game (they looks like some circus ship with clowns crew were damned... or maybe Xzibit pimped them). They do not serve any purpose just swimming in random circles. And we have like ocean filled with them. I mean - how many of them in each grid? 50? 100 maybe? I like to dive into the atmosphere of the game but in this case... I feel like we live in some kind of cursed world where thousands of sail-mans were doomed and forced to live they agony on neon ships - do useless random circles in the ocean... I don't feel I enjoy to discover this kind of LORE.
  13. 2 points
    I have helped many new players who were killed or died not knowing that they have to add a bed to their boat to respawn near their boat.. I kid you not. I have seen so many brand new players rage quit within 30 minutes of buying the game. Many of them shouting and or writing profanities before they declare they are getting a refund for the game they just bought. Some players do not react like this and just restart over again. I have been able to help some brand new players by meeting them in the starter zone bringing them a bed to put on their raft / ramshackle boat (since they did not know), full sets of armor, metal tools, and basic necessity items (i.e. water jar) since they literally just lost it all. Having a quest to show brand new players how to place a bed on their boats or just having the starter raft / ramshackle boat come with a premade bed on it would help these brand new players a lot. This would also help the developers as people are far less likely to rage quit and get a refund.
  14. 2 points
  15. 2 points
    Had something similar yesterday and rly was gettin pissed, cuz u cant even make a short bathroom run sometimes and this is annoying af!
  16. 2 points
    - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources. So you were just about to release player vendors and now you make it so no one will actually trade? I really don't understand this. Seems completely counter intuitive.
  17. 2 points
    While I have been having fun in game, I see you are still forum warrioring. As already stated, this game is not about scheduling an appointment to make certain someone is not offline when you show up to raid nor is it about sitting on their doorstep waiting to see if they are busy raiding someone else or sailing before you begin your assault of their base. Your mindset is so pve that I still think one of the pve servers would best fit your playstyle. Well, unless your 'fun rules' involves having something to constantly whine about on the forums, then I see the pvp server being a good fit for you. Some of your definitions certainly differ from mine. For example, griefing to me is not playing the game according to the mechanics and raiding a base. Griefing tends to involve someone going out of their way to annoy someone and it often involves repeat behavior. In this situation, offline griefing to me would be someone that attacks your base nightly not allowing you time to rebuild when there is little reward (materials) to gain. Now.... if there is a set purpose in this action such as you attempting to establish in a territory of this other company then even the term 'griefing' here might be subjective as not allowing you a foothold might just be a good defense strategy in this SURVIVAL game. Someone that has a different play schedule (for whatever reason, time zone, work schedule ect) that doesn't bother to schedule an appointment to make sure you are home to raid your base is certainly a player vs player (PVP) action as they are not attacking an NPC camp/base nor are you being raided by an NPC company. You need to think outside the context of a player vs player 'fight' where two people are actively engaged in combat. You were raided by another player, not an NPC. As I can tell you are someone that simply wants to twist for purpose of arguing (your statement that 'I' place my fun value on raiding offline when I already stated my company does NOT go out of our way to raid someone offline), I have little doubt that you will see anyone's point but your own as you appear to have a very biased visible agenda.
  18. 2 points
    No point in making suggestions either. The minute you do, yours is cycled straight to the bottom of the list. And let's be honest, who starts by reading the last page of suggestions?
  19. 2 points
  20. 2 points
    I don't understand the cannon weight with gunports change. It doesn't make any sense or serve any purpose.
  21. 2 points
    They simply schould add some tips and a short guide.
  22. 2 points
    Folks that suggest the magical cure of somehow preventing offline raiding aren't living in the real world. These servers you play on have many different players living in many different time zones. What is sleep time for some is day time for others. It simply doesn't work for servers that cater to multiple time zones. Also the idea that players can dock a ship in a magical garage and then it goes poof and vanishes when they log off obviously has not taken balance into account. Any suggestion that ships should be taken out of the world when the owner goes offline is ridiculous and lazy. If you want to protect such ships build defenses and this is a legitimate area the developers can improve on. Currently players have to build their own large structures which not only adds to the server load and render lag but they often aren't very effective in any case. I think it would be nice if the devs gave us some pre-packaged defensive structures such as pre-made cannon towers and the like. Sure the role players will scream about less creativity but who gives a fk if it actually works. The same could be true for harbors or at least harbor walls. Instead of having players spam silly giant gates everywhere give us a pre-made harbor wall that is expensive but is solid and far easier to render.
  23. 2 points
    The easiest answer is to straight up remove the ability to offline raid, the company i'm in in J13 has lost a galleon that we had to babysit for 2 months straight because the top 3 guilds on NA Krakenmaw constantly every single night would come in and barrel our ships, this is one of the 3 companies with 100+ people coming in and raiding a company of only 30, our company barely manages to keep 20 people on per day because people have gotten tired of being raided 24/7 by these large companies who are openly duping resources, blueprints, gold, and ship parts and BRAG ABOUT IT on twitch, one of the people doing it literally had a dev in their channel watching them do the duping and have had nothing happen to them. Companies like mine are sitting in our bases playing legit with dwindling players while these large companies freely cheat their way to ruling the game, and I hate it because we went from being a game with 50,000 people per day to 1 month later being a game with only 11,000 players across all official and unofficial game servers. Jat and the rest of the dev team need to focus on wiping the entire official world servers and using that wipe to instantly and easily catch the duping players and banning them en-mass I've stopped playing the game as of 2 nights ago when my company lost our galleon that we had over 200 pvp kills to a douchebag in a large company glitching firejars and fire arrows onto a ship from in the ocean and sinking the gally before returning 12hrs later with a zerg of 150 people who proceeded to server lock our zone causing crashes and rollbacks every 10 minutes for 14 hours which thankfully ended in our 30man alliance fighting off the 150 man crew. Not a single part of that experience was fun nor was it something I wish to experience. This isn't ARK SURVIVAL EVOLVED but the developers are treating this like a HARDCORE SURVIVAL SIM which this was never advertised as, it was advertised to us as a fucking 40,000 player per server pirate themed MMO where we could go into towns filled with AI, fight mythical monsters and other players on the open seas on ships that we built. Instead we get ARK where we grind for days on end to build a ship, have a cheating company come by when we're sleeping, delete our ships and steal our small plot of land in a few minutes by glitching flags and forcing all of us who play legit to respawn in a freeport and start the entire nightmare over again. And if you actually manage to join a company you get to enjoy being told what you can build, how you can build it, and being told you're never allowed to touch the resources in the resource chest of the base because those 6 different materials you spent week after week farming nonstop are only allowed to be used by the admins to make their own personal battleships with personal medium, large, swivel cannons with masterwork decks and sails. And you're never allowed to leave the base because youre now the the company slave, your job is to farm all day, sit in a tower guarding their ship, and if a tame or ship gets sunk while you're taking a piss or getting something to eat you get to enjoy hearing them scream at you that it all your fault and if you ever do it again you're kicked out of the company. All of this had made me not want to play the game anymore after 553 hours of gameplay. And in all reality the devs don't care because if they did care CSTG, No No No! SoV would all have been banned from the game for being dupers, hackers, racists, and griefers using exploits to put barrels inside ships to blow them up. But instead anytime anyone ever complains on the reddit or these forums the posts and threads are instantly deleted which tells me I should have gotten a refund on the game the night it came out because I cannot support a company that doesn't honor it's Terms of service.
  24. 2 points
    Yes this probably wouldn't be a bad idea since the ramshackle sloop already comes with just about everything else. Adding a bed wouldn't make that much difference in terms of balance.
  25. 2 points
    Damn, i made a back sided Gali with 72 large cannons an hour ago... *smile* Kidding. And yea, 30% seems a bit harsh. But i already know that these Devs are unable to balance things out, they bounce from one extreme to an another...
  26. 2 points
    released patch notes v218.31 - Fixed mortars shooting through ceilings that are one wall high - Fixed placing large cannons on the back gunports of a schooner - Fixed an issue where being mounted on a swivel cannon and pressing M would bring up a floating map and compass - Fixed armour pieces floating in view when equipping them whilst mounted on a cannon that is on a bear/horse harness - Players can no longer knock out enemy NPC crew manning puckles using the feat "Target Soft Spots" (also applies during peace phase) - Crew can no longer be dismounted from puckles using a blackjack even though they are immune to melee damage (also applies during peace phase) - Magic Mythos has been disabled v218.30 - Magic Mythos enabled on the Official Network. Bonus 2X Harvesting, Taming, XP, and Treasure Gold v218.29 - Limited the slope campfires can be placed on - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Modified offsets for unboarding the Tortuga so players don't get stuck. - Disabled Magic Mythos bonus rates on Official Network v218.28 - Fixed an issue with stone walls clipping through the floor when placed in wood half walls. - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle (NPC's should no longer dismount with legitimate builds) - The serpent boss, Anacthyon, added to Blackwood - Magic Mythos enabled with 2X Harvesting, Taming, XP, and Treasure Gold v218.27 - Fixed a bug that allowed players to gain massive height when running into the corner of a raft or dinghy - Fixed a bug that allowed players to gain massive height when climbing really tall ladder set ups - Fixed a bug which allowed players to base on top of submarines - Fixed a bug which allowed seated npcs to shoot puckles through walls - Ended 2x Magic Mythos Event v218.25 - Enabled 2x Harvesting, Taming, XP, and Gold on our Official Network - Fixed rope ladders so that they can now be rotated when placed on wooden catwalks - Fixed 2-handed weapons able to used interchangeably, bypassing the weapon equipment timer using the Q hotkey. - Fixed a bug where critical strike could be used with other weapons by removing the buff if you switch to a different weapon. - Fixed a bug where projectile mesh wasn't showing correctly for singleplayer. - Fixed a bug which would cause players to throw out their gear by accident at low server fps when using "O" instead of "E" to unequip currently equipped gear. - Fixed a bug which allowed diving platform to be placed on top of a cargo rack. v218.24 - Fixed a case where ships would enter a broken state where it visually appears to be unanchored, but you wouldn't have been able to move it. - Releasing a ship from a shipyard now has an activation timer - Fixed a bug which would cause players to throw items out of their inventory when rapidly pressing E to equip them - End of Magic Mythos event on Official Servers - Critical Save Changes to Non-ATLAS Dedi/Blackwood which fixes the following, but may require a save wipe: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map Additional info on Blackwood/Non-ATLAS Dedi changes: v218.21 - Prevented the hotbar from outlining red with broken items when at the ship wheel - Fixed a bug which prevented melee attack with weapons whilst carried by Lion - Fixed a bug which caused players to lose most control of their characters after dying to exhaustion when shoveling (was previously solved by relogging) - Fixed a bug where buoys would not provide light and be desynced on the ocean at high waves - Fixed a bug which would not allow players to change the name of the ship if they hadn't previously given it a name (this only occurred when pressing accept without naming it, rather than cancel) - Fixed a bug where the reload mini game would not take effect when mounted on creatures - Multiple Misc Blackwood Level related fixes (floating foliage, ocean water transitions, holes). v218.21 - Fixed a crash which would occur when attempting to open a Dinghy's inventory - Fixed Advanced Able Mapmaker being unlocked by the wrong skill - Fixed Ship Max Level being erroneously counted by the Shipyard's current health rather than the total health. - Fixed dedicated servers not using passwords on Blackwood - Fixed a case when searching for Blackwood servers would cause only one to list at a time - Fixed a bug where corpses with inventories would not calculate their correct weight - Fixed a bug which wouldn't allow you to select the Home Server to change to on Unofficial Networks - You can now plant an assortment of seeds in Blackwood - Fixed multiple islands on Blackwood being marked as non-buildable - Fixed a bug where beds would sometimes not function on Blackwood - Fixed Shipwrecks spawning on the coast of islands in Blackwood - Fixed multiple foliage and terrain bugs with Blackwood - Moved the 'Exit to Main Menu' button to the bottom of the pause menu options v218.15 - Fixed a client-side crash (https://pastebin.com/U3QN7KyQ) - Blackwood content moved to optional DLC, for those who do not plan to play it and want to save the install size (10GB): https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/ - Added multiple treasure map locations per island for Single Player and Non-Dedicated Game Modes v218.14 - Client-side fix for Treasure Map crash v218.13 - Blackwood is available! An example command line for running a dedicated Blackwood server: start ShooterGameServer.exe Blackwood? -log -server -NoSeamlessServer exit - Character and inventory import/export for Single Player and Non-Dedicated Servers (optional for hosts) - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP, Harvest Rates and Gold! v211.32 - Further optimizations for structure replication in multiplayer networking v211.31 - Improved how servers replicate structures on ships leading to large performance gains, particularly in areas where there are many boats and many clients, such as docks and large fleet battles. - Magic Mythos has now ended on the Official Network v211.21 - Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option). - Fixed Kraken sweeping players off their ships when the ships are knocked back - Improved client performance when numerous players are nearby - Wheel Skins now work for singleplayer/host - Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text. - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest) - Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest) - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates v211.15 - You can now password protected Non Dedicated Multiplayer Servers, some notes: If the session is password protected no direct joins will work unless the person has previously successfully inputted the password If they fail to enter the password, they'll have to restart the client before they can have another chance to join. You are unable to host a Private Match at the same time as a Password Protected Session at this time. - Fixed a case where players weren't able to respawn on beds in Non Dedicated Multiplayer after transition - Fixed a bug which would cause player arms to disappear after mounting the submarine v211.0 - Non Dedicated Mode is now available v210.2 - Settlement owners can no longer raze claims on PvE. - Settlement Owners can place down multiple banks on their island, so settlers can supply it to help upkeep with gold - Settlement Owners now have the option, on Claim Flags, to prevent anyone but Company Admins from removing items from a tax bank v210.13 - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates - Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks. v209.499 - Fast Decay has now been enabled for Settlement Owners - Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay - Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay v209.497 - Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true - Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats. v209.491 - Magic Mythos bonus rates have been disabled - Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live) v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours. v209.46 - Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however they may clear with this change after 5 days, as company data is loaded - Fixed "leave Company" button v209.43 - Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game - Fixed a bug where players would temporarily enter combat state upon transition v209.4 - Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150) - Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company - Added an Admin Command to Single Player: cheat DoLeaveTribe - Forest Colouring can now be crafted and applied to items - Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name - Demolishing buoys will no longer leave the sign floating behind 209.36 - Fixed a bug which caused silos to pay crew that weren't on the same team v209.35 - Reverted the Claim Flag height limit on Official Servers v209.34 - When replacing invalid claimflags, you can now place them within the green ring of your original flag - Claim flag height limit has been increased to 6500 units above sea level v209.31 - Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval! - Company Island Point Limit has been increased by 100 - Tax Banks can only be placed by Admins or above in companies. - Fixed certain level creatures not receiving experience points in Single Player - Fixed underwater trenches not loading properly in Single Player - Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state - Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map - Discovery on the map now temporarily disappear beyond a certain zoon distance on the map (zooming back in will have them reappear) - Important: Claim Flags now have a maximum height limit when being placed. Claim Flags that were previously placed which exceed this limit will indicate as such on the HUD. Those which exceed the limit will be able to place a 2nd claim flag in a viable location. This will destroy your old flag and drop it's entire inventory into a loot cache (2 hour expiration time) on the ground. Next Wednesday, we'll be deploying an update which will force destroy any legacy flags which exceed the height limit. The limit is 4k units above sea level which is approximately 16/17 walls and only admins or above will be able to replace the flag. - New configurable ini setting for Claim Flag height limit [/script/shootergame.shootergamemode] MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions. v209.1 - Added activate sail turning as a keybind (default: Left Shift) - Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold). Crew on Land: 1st priority: Resource Box and Food larder 2nd priority: Silo 3rd priority: Claim Flags Crew on Fully Anchored Boats: 1st priority: Silo 2nd priority: Claim Flags 3rd priority: Resource Box and Food larder - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed. - New option on claim flag which allows turning off crew gold and food payment - Fixed an edge case which allowed you to fire cannons through walls - Fixed a bug where Crew was taking gold/food from a flag before they took it from a resource box/larder when dealing with Crew on Land. - Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer - Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended 208.21 - Fixed a bug which would cause players to be stuck when unmounting creatures - Cleared up the pinwheel text on Claim Flags, so they now indicate what it'll be changed to. v208.2 - Fixed invalid discovery points value on server v208.11 - Fixed a client side crash v208.1 - Single Player Beta Mode Note: Whilst not a formal system, Singleplayer users can play on any world json they want, by just replacing these files: \ShooterGame\ServerGrid.json \ShooterGame\ServerGrid\ (the map images) When doing so, please back up your SavedAtlasLocal folder, and then delete your save data using the in-game save delete button. - Claim Flags now have a toggleable setting in Settlements mode which allows Settlement owners to choose whether to pay and feed the NPC Crew for allies or everyone settled on the island. This will be displayed in the top-right hand corner HUD. A single + means ally crew will take gold/food from claim flags. ++ means everyone will take gold/food from the claim flag. A lack of + means that only the settlement owner's crew will be able to take good/food from claim flags. - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! - Future proofing landscape optimization (large patch) Just some further information on the update size, the reason it is so large is because a technical change went in place to improve the logic surrounding landscapes (not related to single player). Something we plan to improve more on in the future. This optimization will basically allow us to reduce the current install size of the game by, hopefully, ~33%. The way it works in technical terms is that all the landscape variants of the same shape will use one map, with material variants, rather than each having a redundant copy of the large maps themselves. This means we won't have to have all those additional copies, thus reducing the effective size of landscapes (which together comprise over 50% of the game's install size) v207.999 - Crew gold payment and food can now be done via your Company's claim flag. Crew that are on an island or on a fully anchored ship within Settlement range are eligible. Berries are the only food that can be used in the claim flag (there is a greatly extended spoil timer on berries in a claim flag for further QoL). Crew will still seek out payment and food from nearby food larders and payment boxes and if there are none nearby or they are empty, they will take from the claim flag. - Increased SoTD XP: Schooner approx 20% increase Brig approx 50% increase Galleon approx 100% increase 207.998 - Fixed Ghostship not appearing/disappearing - Increased step height for Elephants and Rhinos to 110 to allow to climb half wall steps, and helps with other obstacles both would realistically be able to step over - Golden Age AoD now drop less gold, have a larger respawn radius around players/tames and a longer respawn interval - Fixed cases where players would be dismounted from the swivel gun when firing on a ship v207.997 - A claim flag can longer be placed on a fully anchored ship during peacetime. - Grog: Damage bonus changed from +6% to -3%, duration changed from 600s to 300s - Rum: Now instead of giving 15 waters, it removes 20 water - Target soft spots - Cooldown increased from 15s to 60s and torpor bonus reduced from 35% to 28% - Critical strike - Cooldown increased from 20s to 60s and damage bonus reduced from 2x to 1.65x - Target weakness - Duration increased from 10s to 24s - Reduced the following armor stat scales by 30%: Health Melee Damage Stamina Fortitude Intelligence v207.996 - AoD on GoldenAge now drop gold when killed. Scales with level. - AoD now have a non-weighted random spread up to level 120 on GoldenAge servers - AoD are now immune to anything except gun (non-puckle), melee damage and tame damage. - Fixed cannons shooting thru overhangs - Increased sword damage by 50% - Increased mace damage by 35% - Increased pike damage by 15% - Increased spear damage by 20% - Increased throwing knife damage by 20% - Increased gun effectiveness against creatures 12.5% - Reduced med kit self heal 20% - Reduced tiger and lion head hitbox bone damage multiplier to 1.5x - Increased minimum island points on PvE from 30 to 70 - Increased max island points on PvE from 150 to 250 - Increased max island points on PvP from 250 to 320 - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! 207.994 - Fixed multiple cases where players would become unbased (slide off ships) due to certain structures. v207.992 - Company Rank settings are no longer the default option on E for climbing ladders if you're an admin or owner of a company - Improved Ghostship appearance logic - Fixed a bug which allowed clients to complete a musical sheet without even having to play a track - Updated Equatorial tags and temps for Giraffe breeding, as it now spawns in the bog. - Hid and cleaned up text overlap issues with the Sextant/GPS when inside menus 207.991 - Fixed bolas releasing creatures prior to their timer ticking down entirely. v207.99 - Fixed a bug which prevented tames and crew on ships from not having their claim timer refreshed on PvE. To refresh their timers, you will need to board the boats they're on. - Fixed a bug which would result in the XP Curse lasting permanently (retroactive) - Fixed a bug which prevented firing cannons which were placed on the top deck above gunports - Beds can only be used to spawn on after their initial respawn cooldown has cleared v207.981 - Inactive PvP boats will now automatically destroy after 4 weeks of inactivity - Enabled auto-destruction for decayed structures on Official Servers. - Sunken ships will always destroy after 5 days on Official Servers. This will clear the icon from your maps too, as long the area where the boats were sunk have been revisited. - Gunports can now be opened again without cannons (i.e you can now fish out of them again) - Fixed some invalid cannon placements / shooting edge cases. - Open gunports will obstruct firing from any cannons that are not explicitly linked to them, either by dismounting the shooter or blocking the projectile. - Fixed a Sail placement exploit. - New game.ini mode for Sunken Ships [/script/shootergame.shootergamemode] DestroyDeadShipsIntervalTime=0 // Defaults to 0, meaning sunk ships would last forever and set to 2592000 for officials. v207.972 - Fixed an issue where NPCs on a Galleon's front NPCs would not replicate, due to the Captain being all the way in the back. This would have previously shown Missing NPCs, even if they were stationed. v207.971 - Updated localization for German, French, Turkish, Ukrainian, and Swedish. - Gunports will no longer open if they do not have a cannon snapped to it - Cannons using gunport-snaps now check for near-by freely-snapped cannons before snapping, in order to prevent multiple cannons shooting from one gunport. - Fixed the Global Ship Limit counting Sunken Ships v207.95 - Increase torpedo ammo weight to 12 - Increase the torpedo launcher weight to 240 - Reduced the weight bonus torpedo launcher receives from closed gunports to 20% - Bola CC duration reduced to 6 seconds on players - Bola release time now reduced to 0.5 seconds when removing it from a player - Torpedo crafting costs updated. Reduced by approximately 20% and updated metal to require 2 types of ingots. Mythos requirement unchanged. - Flame damage now eliminates ballista harpoons - Improved server performance on Golden Age grids as AoD enemies will only be networked to clients once they've awoken. - Ballista Harpoon reload time has increased - 2x Magic Mythos is now active with bonus rates for Harvesting, XP, Taming, and Gold. 207.93 - Mortar and Pestle slots increased to 40 - Soap Blueprint added to Cooking Pot and Grill - Large Storage Box slots increased to 100 - Small Storage Box slots increased to 40 - Sugars now stack to 500 (increased) - Thatch now stacks to 1000 (increased) - Grenade weight increased to 5 - Firegel, Gunpowder, Blasting powder, Mythos and Coral can now be stored in the ship resource box. - Reduced Grenade damage to players by 33%, to NPC Crew and Creatures by 10% - Increased Playershop health to 12000 - Reduced base damage of Blackjacks by 10% and reduced the Fall Swing damage by 65% - Doubled stamina cost of shield bash - Fire Elemental now takes 50% more damage from Shotguns and 100% more damage from Ballista - Fixed ""Fail" sound line for the medkit using male voiceline for female characters - Fixed being able to place wallhooks on demolishable resources to prevent floating structures - Fixed being able to place triangle foundations on top of beds - Player Name is now included in the tribe log when scuttling ships or demolishing it via a shipyard - Fixed a bug which allowed you to move whilst bola'd - You can now base on non-allied PvE boats, and we've added an actionwheel entry to force non-allied characters off of your ship in PvE 207.91 - Torpedo Damage reduced by 45% - Boats will no longer sink when overweighted or overcrewed if they are fully anchored (green anchor) - Settlement Mode: Claim Flags now appear on the World Map for the grid region you're currently on - Submarines docked on hangars now retain their colour after server restarts - Prevented firing from gunports if the gunport has not fully opened. This is to resolve crews being dismounted as they were blocked for firing too soon - Quest skills are blacked out with a silhouette when not learned - Cocoa can now be crafted properly in irrigated grills - Fixed FPV reload animation playing when switching from TPV to FPV with the Crossbow - Fixed an issue where servers that were running for more than 4 days consecutively without reboot would have choppy water on the client. v207.9 - Networking range for players on ships is now the same as players not on ships (~34,000 units) - Networking range for unseated NPCs on ships are now about 18,000 units, and seated NPCs are now about 9,000 units. - Fixed Crows no longer flying to attack. - Fixed Shipyards at max storage capacity (300) fail to create ships. - Fixed being unable to gain any stamina after sailing to another server with a stamina debuff active from using any feat, for example, "reload overdrive" feat on a ship. Previously you would have had the debuff permanently until you die and respawn v207.81 - Improved third person view offset so that it now positions at the average head height rather than the center of the character's capsule. This should improve how it feels when the camera is brushed up against a collision in the world. v207.8 - If a launched torpedo hits within the first 3.75 seconds of being fired, it will do significantly reduced damage - Torpedo overall damage reduced by 20% - Torpedo overall projectile lifespan reduced by 10% - Torpedo and Torpedo Launcher crafting cost has been increased - Fixed hotkey assignments to save on relog - Readjusted Marker UI location when minimap is open to prevent overlap - You can now use "prying eyes" to look inside lock chests if they are your own company's boxes - Cannons/Puckles will no longer fire in peacetime if the structure does not own the claim and the target is a player or tame - Significant shoreline data memory optimization v207.7 - Fixed harvesting boost from giving more resources than intended - Fixed some unharvestable rocks and adding Fiber to missing freeports - Moved sextant GPS/Speed/Direction from above the hotbar to below the sextant compass widget - Prevented using Lucky Loader when in the middle of a reload - Fixed Harvest Boost and other skills from resetting their cooldown upon death - Crafting that requires 'water' as a resource will now consume 100 water, rather than the entire container - Fixed Grill not being able to use water containers as a crafting resource - Fixed overlapping text with Reservoir and Grill - Hydra is able to reliably break down trees - Fixed an issue with fishing rod where it would destroy itself when the item had broken v207.6 - Added JSON object library. - Added blueprint interface for anonymous communication between mods. - Added helper functions for: Searching for creatures by ID. Retrieving filtered class lists. - Re-enabled UObject counter in the devkit v207.5 - Fixed an issue with dropped ship cargo being incorrectly calculated v207.45 - Optimised Fog of War memory usage. - Added a new slider: Ship Draw Distance (note: changing this will require a client reconnect to take effect). This setting changes the distance at which non-core ship structures and seated characters will draw for clients. If you wish to revert this, move the slider all the way to the right, alternatively, slide to the left for higher performance (particularly in large-scale ship battles). - Looking at boats through a spy glass will force maximum draw distance on non-core structures and seated characters. v207.41 - Fixed some server-side crashes - Fixed double harvesting feat - Ship of the Damned will now lose agro if they have not dealt damage for some time - Ship of the Damned Galleons now have cannons on the front - Decreased the time it takes for Ship of the Damned to respawn on Golden Age Ruin servers by approximately 75% (previously 1 hour, now 15 minutes) - Fixed being able to drag players inside the Ice Dungeon v207.2 - Fixed a server-side crash v207.2 - Enabled Ship Structure Weight to the item tooltip - Fixed a client crash caused by crop plots - Giant Tortuga: Added step damage to prevent getting stuck on trees. Increased step height to prevent getting stuck on small obstacles and helps to more easily get out of water. Decreased tail swing range as attack missed at old max range. - Fixed combat state not being unset with gamepad - Fixed displayed ingredient requirements for Unthinkable Delicacy. Notable differences: 25 animal meat -> 10 cooked prime meat 10 Magic Marrow -> 10 Mythos added 50 hunger requirement to feat description - Updated Cargo container and Dinghy hangar to respect activation rank - Updated Shipyards and Scaffolding to respect activation rank - Server option to force disable structure prevention volumes Server Launch params: ?DisableStructurePreventionVolumes=true or in GameUserSettings.ini [ServerSettings] DisableStructurePreventionVolumes=true v207 - Fixed a bug which impacted Ship of the Damned's ability to sail - Updated the quest description for 'Veteran Explorer'. It now takes 25% of all DPs, rather than 50%. - Crossbow damage reduced from 65 to 55 - Faster reload skill effectiveness have been reduced by the following: Pistol - 25% less effective and Blunderbuss/Rifle: 75% less effective - Fixed merchant ships from sailing through islands Mega Update 2: Into the Ice! (v206.1) New Quests: Into the Ice: When you have collected all the Power Stones, head deep into a Polar Ice Dungeon to discover what lies beneath... Master Cartographer: Get at least 40% of the ATLAS Discovery Zones Skills and Feats: Feat: Instant Hotbar Equip, unlocked after completing "Master Cartographer" quest. Feat: Harvest boost, unlocked after completing "Into the Ice" quest. New Levels: Ice Dungeon: Found in the polar region, can only be entered if players have unlocked all the 9 power stones New Islands: Multiple equatorial and polar islands added to the ATLAS! New Boss Fight: Snowman Activated lights in boss arena now power a shield that maintains the Snowman's ice armor. Killing a round of minions will disable the shield, prevent minion spawns for a short duration, and allow the ice armor to receive damage. When minion cooldown is over, shield reactivates. When ice armor reaches 0, Snowman's health can be damaged directly and no more minions will spawn until the next health state. Upon entering each new health state, 1 extra minion will spawn at a time, and an increased amount of minions will be required to be killed for the shield to be deactivated/start minion spawn cooldown. When in the last health state and ice armor is destroyed for the final time, chaos ensues, and minions will continue to spawn until the boss is killed. Progress of minions to kill and ice armor are shown via floating hud. New Structures: Offensive Structure: Torpedo Launcher and torpedoes. Skill is obtained after completing "Into the Ice" quest. Building Structure: 3x4 Medium Gates Utility Structure: Ice Box - a high-insulation box for generating ice in cold areas. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. New Resource: Ice - Generates over time in cold zones inside of the Ice Box. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature and the half negative effects of armour weight debuffs for a short duration (15s per ice cube, max of 5 mins). Ice can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Relatively heavy. New Cosmetics: Player: Hydra Hide Armour Set, and Cyclops Heavy Armour Set Ship: Hydra Steering Wheel, and Bone Skin Steering Wheel New Attachments: Boat Attachment: Cargo Racks (reduces the weight of items inside of its inventory, has a maximum carrying capacity and can only be accessed when a boat is anchored. Each cargo container will slow down your boat. At maximum cargo carrier attachments, a boat's speed will be reduced by a total of 40%. Able to replace and pick up new cargo containers out at sea). Cart Attachment: Large Storage Box (reduces the weight of items inside of its inventory, does not work on ships) New Item: Fishing Net: Can only be used when sitting. Equips on the back slot. Will begin automatically catch fish when boat has met minimum sailing minimum velocity New Weapons and Ammo types: Ballista Ammo Type: Boat Harpoon (can be used to attach and reel in other ships) Weapon: Spear Gun and Spear Bolt (can only be used unwater) Weapon: Crossbow and Crossbow Bolt (multiple shots, cannot be used underwater) New Creatures Olfend: Can be tamed and bred. Used to collect, store, and shoot water to put out fires. Rare creature is found in the desert biomes. Giant Tortugar: A giant turtle carrier. Can be tamed and bred. Capable of being an armored organic vessel and able to carry 1 driver and 3 passengers. Very rare creature found in the new equatorial islands. New Features: Company: Map markers Company: Announcements Boats: Can now be unclaimed and claimed Controls: Full gamepad support New Quality of Life Improvements: UX: Revamped Skill Tree UI UX: Adjusted 3rd person aiming so there is less likelihood of foliage clipping UX: Sextant Buff Corner Mini Map is now hidden by default and can be revealed by pressing the H key. Sextant Mini Map can be permanently enabled by turning on the option in Advanced Settings Combat: Players now have the option to turn dual wielding weapons off by holding the TAB key and the hotbar key to equip the new pistol, rather than duel wield it. Combat: Gun hotbar equip time now scales (improves) with the various reloading skills Combat: You can now attack from the run-state (but not whilst running). Previously when attempting to attack whilst running, you would have had to pause, then attack. Now you can go straight from a run into an attack. Structures: The grill can now be attached to water pipes Controls: You can now use the F key as an option to pick up all items from the floor within a certain radius Ship: Pressing the F key whilst driving the ship, now allows you to access its inventory menu Bug Fixes: Skills: Fixed skills showing up in the wrong order on the skill tree Ships: Fixed a bug which prevented ships from reversing when they bumped into shores Ships: Fixed pressing right click to zoom in on the compass when sitting at a wheel of a ship Ships: Can no longer place a Steering Wheel inside the sail mast Building: Fixed a bug which prevented Water Reservoirs from irrigating grills if gathering water from a non-lake source Building: Fixed vertical encroachment check on the bookcase so it fits in 1-high wall rooms Resources: Fixed a bug where brain coral and fire coral were incorrectly labeled Map: Multiple level fixes (holes, waterfall transitions, soil types, etc) Creatures: Fixed a case where creatures would be stuck in the flee state whilst bola'd Creatures Fixed a case where creatures would appear to stand up briefly just after being bola'd UX: Fixed a bug which prevented you from seeing the HUD of a dropped item UX: Scaled the size of ammo texts on ammo containers to make them more readable and changed CanisterShot to Canister Shot Misc: Fixed icons for: Cooked Prime Fish Meat, Explosive Barrels, and Instant Equip Misc: Disabled male voice on female characters when using a repair hammer on damaged planks Misc: Fixed multiple cases where players shoulder disappears when harvesting with new anims Misc: Fixed manual targeting aim location not replicating to clients Balance Changes: Combat: Reduced sickle damage against creatures and players Combat: Sprint/Charge weapons have been disabled and will be re-added to the game as enhanced feats Ships: Small Weight Sail weight bonus increased from 515 to 1000 Ships: Medium Weight Sail weight bonus increased from 920 to 2500 Ships: Large Weight Sail weight bonus increased from 1300 to 4000 Ships: Small Handling Sail wind effectiveness increased from 101 to 118 Ships: Medium Handling Sail wind effectiveness increased from 101 to 118 Ships: Large Handling Sail wind effectiveness increased from 101 to 118 v104.91 - Crab can no longer throw characters when the weight of either/both carried characters is greater than the crab's maximum carry weight - Crab can no longer jump when it's carry weight is greater than 40% of its max weight v104.82 - Further enhancement and tweaks to skill tree UI v104.81 - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward - Magic Mythos 3x Holiday Weekend Event is now enabled on Official Servers: bonus 3x Harvest, XP, Taming, Crop growth, Gold multiplier, Breeding and Raising of creatures. v104.8 - Fixed a bug which prevented salted prime meat from generating in a preserving bag v104.78 - Fixed an edge case where some players were unaffected by the XP clamp 104.73 - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, and Taming rates for the weekend. - Further optimisations for bUseNewStructureFoundationSupportChecks - Reduced the maximum and minimum amount of experience which can be earned via execution - Crafting Bonus on items is now capped at 60% on Official Servers - Any character which was above level 100 will now be reverted to level 100. - One time character respec for any character that had their XP reduced back to 100. - One time destruction of all crafted items with a crafting bonus of over 60% on Official Servers. - Grappling Hook 3rd Person view is now offset to the side when aiming. - New server Game.ini configs: [/script/shootergame.shootergamemode] RemoveItemsOverCraftingSkillBonus = 0.6 MaximumCraftingSkillBonus = 0.6 OldPlayerDataMaxXP = 2956920.0 The above config options can be used to to cap the crafting skill bonus, destroy any items over the crafting skill bonus, and reduce player max experience to value on load. v104.65 - Optimized bUseNewStructureFoundationSupportChecks resulting in server performance gains and elimination of multiple stalls for structures. (These gains will be present on Official Servers) v104.61 - Creatures no longer require the desired temperature after they reach 10% maturity - Added scaling weapon slotting time by the reload skill (to align with the skill on the pistol) - Reload time on pistols is reduced to 60% when all three pistol skills have been acquired - 10% damage increase to pistols v104.57 - Fixed a bug with purchasing blueprints from Player Shops v104.56 - Skill UI redesign (first pass, more work to come with it!) - Fixed misalignment with female first person hand view v104.55 - Ending Magic Mythos event on Official Servers - Fixed an exploit with the Guillotine v104.52 - Large Cannons not snapped onto Gunports on Servers using bDontRequireLargeCannonsToSnapOnShips=true will now fire correctly. v104.51 - RMB or Middle Mouse Button will now "drop" a grenade - Grenade physics tweaked slightly be weightier, damage radius increased 15%, and grenade explosions now move with ships properly - Stationed NPC's aside from puckle are now properly melee-damageable - Added server option to allow large cannons to not require snap on ship: Game.ini ShooterGameMode bDontRequireLargeCannonsToSnapOnShips=true - Fixes for cyclops Cloth boots and Kraken Hat not being rewarded - Switched from Add New Item to Increment Item Quantity for Milk and Wool from Cow and Sheep to prevent being limited to Max Item Quantity if the player had no exiting stacks of the item given. - Increased max amounts at full yield from 60 to 80 for Cow and 100 to 200 for Sheep. - Melee Combat, fixing two bugs related to blocking: Setting traces to use zero instead of complex collision groups on clients so that clients properly see hits Fixing mistaken/unclear orderings for block determination that led to servers failing to correctly identify and pass along a block if the client-based block didn't succeed (such as in the cases where the client couldn't land a hit due to the collision group) - Added a "turn off" option to ballista and catapult - Fixed floating characters on standable tames such as elephants - Fixed a bug where clients would see characters that had been grapple pulled off tame still move with their tames as if they were mounted resulting in a weird flight-like state. - Added option to hide the pause menu's Server Info Panel 104.33 - Fixed an issue with leatherwing's grab - Large cannons should now properly snap to all gunports - Large cannon snaps now require floor/deck underneath - Nature's touch cooldown now has unique icon - Coral item now has correct coal-type item category icon - Reduced Golden Age creature spawns by 60% and increased their respawn interval by a factor of 3 - The extra Water-structure foundation checks now only check against other Water-structures, and do not apply for Settlement Owners - Item Skins are no longer eliminated when Trading v104.2 - Hid the unclaim boat button as it's not ready for public release yet - Fixed an issue where Large Cannons were being destroyed on the destruction of a gunport they were snapped to - When demolishing a non-ship/core type structures on a non-fully-anchored boat, resources will not be returned to you. This will be indicated to you via the demolish HUD. The boat must be fully anchored to get resources back for non-ship/core type structures. v104.14 Balance Changes - Crab can no longer grab crew off stations - Ship claim time reduced by 5x when a ship is unanchored. - Large Cannons can now only be placed in gun ports when on ships. Existing Large Cannons that have been placed on decks or ceilings will not be functional and will need to be demolished. - Small reduction in Large Cannon damage - One-time doubling of acquired Discovery Points for all previously existing player profiles - Players will now get 2 Discovery Points per regular discovery rather than 1 - Quest Discovery Points have also increased by approximately 2x - Lighthouses will check for nearby enemy players before being able to be successfully placed - Large Gateways, Gates, and Large walls will check for nearby online players before being able to be placed unless on Settlements during peacetime. - Core Structures will check for nearby online players before being able to be placed during Combat Phase on Settlements - Flotsam gold reward gold increased by 20% - Crew Payment Interval doubled (this means that you'll need to pay them less gold) - Shipwreck Gold Reward doubled - Creatures able to be equipped with armour along with Crew are now able to equip gear above common quality. - Any structure that checks for enemy foundations when placed in water now has a 4x enemy foundation check radius (such as pillars and shipyards) - There is now a creature specific cooldown on Nature's Touch QoL Changes - Increased spoil timer on SotD loot. - Reduction in Blizzard Sound Effect volume - Crewmembers will no longer eat Water Jars from the food larder or their inventories - Transferring materials with a filter on now transfers all children types too. For example, filtering HIDE will transfer Leather, Fur, Hair, etc. - Transferring items of a higher than base quality will now automatically go into the hotbar space Bug Fixes - The Accordion song, “A Mockatoo Once Told Me” will now appropriately apply the buff to players in the area - Fix to the movement of elevator when manually operated - Fixed a crash on transition - Submarine now consumes fuel consistently after crossing a world border - Kracken should no longer aggro onto ships/players outside of the barrier - Fixed an issue related to ships transitioning with players when a catapult was used - Fixed a basing issue which could occur when crabs jumped off ships - Fixed an issue caused by opening the feats wheel then pressing “i” which caused the mouse cursor to be placed on screen. - An unraised noose on a ship will no longer cause a player to take damage upon transferring - Fixed an exploit related to harvesting from crop plots - Fixed an issue with crop plots unintentionally being able to be stacked - A player’s bag will no longer spawn above the cave if they die completing the Powerstone quest - Items inside a loot bag will now register the correct weight - Fixed a visual bug related to the cloth Cyclops Helmet skin - Cannons can no longer be placed right beside another (to address stacking three cannons inside a gun port) - The sextant compass buff will no longer be removed upon logging out - Fixed Hydra Spawn on H6 - Cleaned up levels from Mnt_R_PVE and reworked spawns on Cay_H - Cannonballs will no longer pass through own collision - Gateways and Gates can no longer be placed in Freeports or Golden Age Ruin servers - Alloy will now be correctly detected from a resource repair box Misc - Settlement Owners on our PvE Networks can no longer set rules on building offensive structures - Rectified an inconsistency when painting decks and ceilings on ships - Adjusted the Chest Width slider for females in the character creation screen - Corrected Hide Cyclops Armour name in BP description v103.32 - Improved logic for fixes related to items/blueprints changing into Engrams. v103.31 - Fixed another case where items/blueprints could change into Engrams. v103.3 - Fixed a bug which would have caused items/blueprints to change into Engrams. v103.2 - Fixed a bug which would have caused items/blueprints to change into Engrams. v103.0 - Player Shops only cost upkeep on Non-Lawless PvE-style Homeservers. (Technically in Official PvP too, but only on the non-lawless homeservers that are effectively PvE regions) - Servers can use this server config value to scale the player shop upkeep: Game.ini: [/script/shootergame.shootergamemode] PlayerShopGoldUpkeepMultiplier=0.08 Default value is 0.08, for a 92% reduction from the previous rate. - Player Shops are now limited to 70 slots - You are now allowed to build more than one player shop per team on an official homeserver, now you can build as many as you want to pay the upkeep for. - War Declaration cost has been reduced to 40k gold and 500 of each additional material, rather than 1000. - Ability to respawn on your current server when you die on a lawless/freeport server that isn't set to be your home server. - Water creatures will no longer lose their targets close to the water surface. - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, Taming, and Gold rates for the weekend. v102.62 - Fixed a client-side crash v102.61 - Optimizations for creature food consumption and structure tagging v102.5 - Fixed some rare crashes. - Stationed NPCs (on boats and land) no longer take damage from guns on Official Servers. - Added a new Game.ini ShooterGameMode config bool: bSeatedNPCIgnoreGunDamage=1 v102.47 - You can now reveal unconscious targets contesting your own claimflag (pinwheel option activated on your claimflag) v102.46 - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, Taming, and Gold rates for the weekend. v102.45 - Fixed issue where tames could be given move-onto-ship points that were outside the bounds of the ship, or nearly outside. - Fixed issue where tames could potentially fall endlessly and drown when moving-onto-ship. - Made 'move-to-ship' pinwheel option more accurate on clients, so it will check to see whether a creature can truly fit on its side nearby. Offset creatures on boats were the culprit for them floating off/sinking through the world! v102.4 - Fixed a server crash - Re-enabled Red Alert and the ability to return the crew to their previous seat following a Red Alert (can be activated using Right Shift) on Official Servers v102.38 - Fixed creature "drift" on ships for client - Fixed issue where creatures could disappear or erroneously die in some cases when moved onto ships, re-enabled move to ship functionality for Officials. - Added cooldowns to activate or reset Red Alert state (clients get a corresponding message onscreen when they try to execute the order during the cooldowns). - Fixed issue where crew melee swings on ships couldn't hit their targets. - Red Alert temporarily disabled on Official Servers whilst we investigate an issue related to its stability. v102.1 - Hand Harvesting Skills now affect tool usage as well. - Fixed Climbing Picks sometimes sending the player off into infinity. - Ended the Easter Event. Bunny hat skin applications and skinned items will still exist. - Significantly optimized the networking of character movement on ships. - Fixed a bug where you couldn't see another player turning their character on a ship if they weren't moving. - Fixed a server crash. - Fixed issue with resources not respawning near shipyards/docks. - Fixed an issue where mortars and lighthouses may not have had their activity tags updated properly. - Fixed issue that would cause characters (including creatures) based on a ship to "drift" off the ship over time. v101.32 - Possible fix for shoulder creatures disappearing or flickering post-transition. - Placed Water Reservoirs will now show their water richness percentage on the HUD. - Water Reservoirs will now gain water from rain. - Fixed Treasure Maps generating locations stuck in the world. Will not effect existing Treasure Maps. - Empires PvE mode will now have a 2 week declaim tag period of claim flags (was previously 6 hours for test purposes). - Disabled 'Move To Ship' pinwheel action for non-crew tames on Official Servers until we have resolved issues related to the feature. - Fixed Island Points totals getting de-synced/displaying incorrectly for Companies. The Hoppening Patch Notes (v101.1) - Treasure Chests now include Easter Eggs and Chickens (both wild/tamed) will drop them over time. - Easter Eggs can be used to purchase crafts of a Bunny Hat (they stack, so you can purchase multiple crafts and keep them even after the event ends!) - Eggs can be thrown at players to cause a post-process ‘yolk’ effect and at wild creatures to slow them down. - Easter Bonus: Egg Maturation speed increased by 3x - Increase player speed by 10% across-the-board - Water Reservoirs now automatically generate water if they are placed on fertile soil. How quickly they generate water depends on the soil type and biome, indicated on the HUD when you place or look at the water reservoir. - You can now self-heal with the medkit. How much healing you get is dependent on a new Self-Healing Skill (though you can Heal yourself without the Skill, you'll only get 10% effectiveness) - Killing the Krakens now completes the respective Quest for everyone in the combat zone, not just the people who have got all the Power Stones / Essences. (not retroactive) - Fixed Treasure Maps sometimes generating stuck into the world geometry (not retroactive) - Spikeshot now has a 15-second Defuse timer that begins upon impact. - Company limit on PvP server has been increased to 75. - Mermaids should now properly target players on ships (they should then sing to lure the players off the ships). - Reduced Submarine max weight to 1000 - Submarines move 33% slower and uses 50% more fuel - Submarine is unable to move laterally when overweight/overcrewed, can still move longitudinally. - No longer able to place explosive barrel item directly onto the water. Must have them carried and then tossed into the ocean. - Increased % scale for Cannon Reload skills, increased from 10 -> 20 -> 30 to 33% -> 66% -> 100% - Armour equip timer has been reduced to 5 seconds - Melee weapon equip timer has been reduced to 5 seconds - Gun equip timer now matches the reload time (when not completing the mini-game or having the special skills, we'll be updating the skills in the future so that they reduce the equip timer). - Updated creature breeding biome tags so that creatures can always be bred in biomes they're found in. v100.8 - Fixed multiple cases where players would get stuck in structures after reloads, respawns, or fast travels. - Fixed a bug where player flags would be merged into companies if they didn't have a company previously. Creating your own company when you own a flag will still merge the flag, however joining an existing one won't merge over the flag. - Significant improvements for raft sail-mounting control - Possible fix for 'ghost islands' appearing when transitioning between servers - Submarine is now unlocked when defeating the Kraken, regardless if you have collected all the power stones as an individual. - Readjusted (increased) gold dropped from Whales, so that their total reduction was only 17.5% rather than 35%. - Active Settlement wars should now show up on the map for everybody, regardless of team and regardless of how zoomed out you are. v100.7 - Possible fix for tamed Creatures falling through structures on server load/overtime. - Fix for creatures over spawning when wandering out of spawn areas. - Increased structure check on creature spawns to prevent them from spawning inside bases on Lawless servers. May still occur in areas with a large open space, such as a big pen. - Fixed a case where Army of the Damned were being destroyed but did not count towards your objective, therefore made it impossible to dig up certain treasure chests. - Eliminated some D3D hung crashes - Adjusted mythical shipyard crafting requirements so they can be crafted at smithy - Maximum tax on PvP is now 30% - Barshot projectile has had it's range and speed increased so that it's closer to a regular cannon ball - Water Reservoirs now hold 12,000 water and Barrels hold 4,000. - Whale health has been increased by 20% and gold reduced by 35% - Ballista reload time has been increased - Elevators now rise at 3x the rate and can carry 2x more -- may cause some clientside jittering when moving on top of the elevator (known issue that we're working on). - Medkit spoil timer increased to 12 hrs - Increase durability of grappling hook by 2x - Increase earthworm spoil time to 1 hour - Increase the stasis range of Mermaid so they're easier to find - No cooldown on placing cannons in PvE - Reduced creature harvesting for berries - Ramshackle sloop weight capacity has been reduced to 1200 - Raft weight capacity as been increased to 1600 v100.6 - Giraffe now harvests 6x thatch again - Fixed an issue where structure check was allowing players to build when there was no foundational support - Improved bola offset for feeding Elephant and Giraffe - Fixed a bug which allowed you to take items from the trade window of another person in the same company as yourself - Fixed a case where player inputs would 'stick' on sails that they had just unmanned v100.5 New server commandlines: ?SuppressSettlementName=true Suppress the capability to rename settlements except for server admins. ?SuppressJoinNotifications=true Hides all the join/leave notifications on a server regardless of client options. v100.43 - BattlEye update v100.4 - Fixed some issues where characters were able to contest Flags out of range, and where they weren't showing up with the "Flag Range Sonar" action. Also increased the time of the Flag Range Sonar to 30 seconds. - The flag Contesting range has been lowered to 10k for Colonies mode, down from 15k. - Official Servers now have a much lower repopulation prevention radius for resources and creatures (approximately 25% the previous range) v100.33 - Fixed blueprint number-of-crafts-remaining erroneously appearing on engrams - Added a text to craftable item icons indicating how many times it can be crafted based on the resources in the inventory - Adjusted the position of the item icon stat label to not overlap with the quantity label - Doubled the size of the quantity label on the gameplay HUD item crafting indicator to be more readable - Fixed a camera blip when grappling hook attaches in TPV - Fixed the Melee Camera Animations checkbox option to work again v100.31 - Can only select Freeports/Lawless as home servers now on the Official Network - Claim resume timer is now 10 seconds after contesting has ended - Claim contesting requires placing a flag in range of the enemy flag - WALL Lantern resource consumption rate reduced by 75% - Max Tax rate on PvE set to 20%, and is only additive on PvE (doesn't reduce the taxee's resources) - Improved Grappling Hook functionality resulting in better interactions with Floatsom, and when climbing down. - Freeports and Lawless Servers have a unique display icon in the server map grid. v100.1 New Features and Content - Redesign: ATLAS World - 40% more islands/landmass & new world map layout. - Redesign: Claim System - Colonies: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players or smaller groups. Previous mode now known as Empires and PvE will be a modified version of colonies. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab - New Environment: Eastern Tundra now has its own visual design, no longer using the Western Tundra style - New Weather: 'Snow' weather systems for Polar and Tundra - New World Phenomenon: Aurora Borealis light display which will result in a harvesting bonus, visible in particular regions. - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. Use the claw arms to help harvest the ocean floor and explore (demolish) player shipwrecks. Also equipped with a harpoon (uses ballista bolts) as a new underwater weapon which will ramp up oceanic combat. - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - New Item: "Guillotine". Hanging your foes in a noose taking too long? Off with their heads! - New Item: "Large Wall". Equipped with parapets and ladder snaps so you can now build a proper defensive perimeter! - New Item: "Small Gates". 2-wall high gate structures for wood and stone. - New Item: "Player Shops". Players can set up automated shops, listing loot for sale and naming their own gold coin prices. - New Item: "Settlement War Declaration". Tied to the War System. Drag over a settlement on the ATLAS map to declare war on them! - New Item: More tame tokens for more mythical creatures! Allowing players to have limited-time tames of the Fire Elemental, Rock Elemental, and Gorgon. BONUS: Rock Elemental and Cyclops are rideable! - New Feature: War System - Declare war on your enemies! - New Feature: 1 'Mainline Quest' involving gathering 9 trench stones and defeating the hardmode Kraken! - New Feature: 7 more ‘Quests’ which upon successful completion will provide their own unique Skill unlock - New Feature: Curses. Tied to the execution of players - New Feature: Player-to-Player secure trading system - New Feature: Procedurally Generated Shipwrecks which players can explore for items and blueprints. They can be found by diving deep into the ocean, or looking out for their visual indicator on the surface of the water, or successfully completing the sextant mini-game which will point you in the direction of nearby shipwrecks. - New Feature: Human Catapult. Player characters can now be deployed into battle using a catapult. - New Cosmetics: Peg Legs, Hook Hands, and Multiple Armor sets to customize the look of your company and crew! Can be purchased at the cosmetics vendor. - Redesign: Squads (Ship) of the Damned will now come in multiple size variations with different stats and difficulty levels. - Redesign: Grappling Hook has been revamped, better physics & rappelling mechanics, and players will be able to realistically swing using them. - Redesign: Explosive Barrels. Can now be carried in hand, thrown overboard to sink and will explode when they collide with anything underwater (Depth Charge!). Balance Changes - The higher quality shipyard used when building a ship, the more level ups a ship will be able to obtain. - Ships can now level up their total damage output (which effects all cannons on a ship) and their total resistance, as new upgradable stats. - All tamable creatures made breedable, with no exceptions except for Mythical Creatures. - Various spawner adjustments & fixes across all islands - Reloading now changed to have the mini-game appear back to back, rather than through various points of the animation. - Vitamin debuffs have been removed and will only cause health loss when a player has a vitamin surplus or deficiency. - Increased smithy inventory slots to 130. - Increased weight of catapult from 12 to 84. - Adjusted the crafting quantities on higher tier blueprints so they don't require as many resources as before. QOL Changes - Territory map will now display allies as teal-coloured - Character creator now has a Height slider to make it easier to set your character's desired height - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Global territory message updating - Currently contested claims will be indicated on the minimap - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way. - Toggle ladders button for ship captain, defaults to L key. - Company Groups have been increased to 10 - Players cannot accept alliance invites unless they're an admin - Company Log can now be sorted - New group permission which acts as an effective 'company owner'. Only the true company owner can set/unset that specific group rank. Misc - Improved Server and Client performance - Visual feedback for players being unable to board unallied boats on PvE - Full body animations for harvesting - More realistic old age wrinkles - Additional face sliders for character customization - Dive suit overlay has been adjusted so it's easier to see when underwater - Commodities trader can only be found on the Merchant Ship on PvP servers - Respec potion has been moved to the Crew Recruiter on Freeports
  27. 2 points
    Use a mace and when they all come out of the ground do the mace slam attack. This will kill all of them except for the warrior. Repeatedly use slam to kill him.
  28. 2 points
    In PvP absolutely, but in PvE, immune ships when anchored would make no difference to any gameplay balance. If you wanted to just ensure people can't cheese the mechanic, you could introduce a 5 minute timer, after which you are immune. I see no problems with it in PvE. I always said split PvP / PvE servers with their own balancing.
  29. 2 points
    I am still having cobras slither through stone walls. I sure hope that gets fixed soon. They are not climbing the walls, they are going right through them.
  30. 1 point
    Those are most likely different companies from Asia. [] indicates a text charecter which you do not have installed so the game defualts to [] or ?. And yes it very much benefits those who got there first. (Our team merged with another company, which has worked out well for us) Ultimately I forsee there being a cap on flags along with an eventual wipe, but that will most likely be a year or year and half beofre they do it (if they do it). I would offer yall a spot on our claims but unfortunately we can not remove the temp base a guy setup on our land which blocks that spot (It was a mutual thing so he could build a schooner) Talk to people in the server chat, you may be able to find land for sale or companies that will let you build. Ive met plenty of nice folks on NA PvE (granted ive also met plenty of jackasses too) If your ever in D6 say hi
  31. 1 point
    Yea shoot them is honestly the answer. Takes 20-30 Large cballs per ship, 4 large cannons on the stern and you can take them down in a few salvos. on my hauler/sotd brig I carry a few hundred large shots and just go to town on them. Have to repair occasionally if I take a few hits whilst pulling aggro but it's not bad. They are so slow you have to drop your ship to 50% speed usually to maintain them in shooting range whilst maintaining distance for their shots to splash in the water. This method works for 1-30. Can pickup some really good ship/cannon schematics off this as well as a tiny bit of gold and crew and occasionally a tiny bit of ammo for the ammunition box. Also a great way to get high level crew. You can also do medium cannons, they allow easier aiming but I feel the large are more efficient both in weight and materials, downside is you have to line up the ship to shoot so placing them so the shots hit the same spot is a bit or trial and error but it sounds lovely when they all go off at the same time and hit the same general spot you are aiming.
  32. 1 point
    Developers! The last time I tamed my rhinoceros, my butt burned so badly that I couldn’t feed this armored asshole! I shoved him beans in his smelly mouth like a baby who didn’t want to eat and was naughty all the time ... Over and over again sending me a knockout and forcing him to tame a new one ... Can you not fix elementary problems in the game ??? ! Why is the inscription to feed there, but there is no possibility to do this ??? Why should I contrive and crawl under his belly, and only finally feed through his front paws ??? Well, that is not through the ass ... In general, a lot of time and nerves were wasted because of basic things that no one pays attention to! Dislike to you ... = /
  33. 1 point
    Ah I knew that having them opened slowed you down but didn't realize it had to do with weight just assumed it was related to the ship's max speed dropping. Silly when you consider some of the huge things people build above deck into, in front of and behind the sails and they take no penalty to any ship stats.
  34. 1 point
    Hi Feragus, If I understand what you have described correctly, based on the messages you are relaying, It appears the new system has made it so that you cannot claim lands which overlap between multiple different companies unless those companies have all been inactive for 3 weeks... This will be a consistent problem as there is nothing to stop you from overlapping your own lands.. so if 1 person takes one of my flags which overlaps and another person takes a different flag not touching the first.. but I come back and stop the 3rd circle (in the middle) from being taken.. then we have 3 companies owning overlapping circles.. and now all 3 companies need to be inactive for 3 weeks. This is a pretty poor outcome as it is standard practice to overlap your own claims, so the scenario above will become more and more common as time goes on, particularly larger companies will find one circle within their mass of land being claimed from them but the lands around will be secured.. now the larger company who has land overlapping the small company has a 21 day timer for all of those overlapping lands, so long as that smaller company remains active all the surrounding land will never be contestable... Strange "design". Even more absurd is this only applies to currently overlapping flags... you can still cause flags to overlap an "enemy" by placing on the edge of the flag you are declaiming or placing a sea claim in a contesting flag rather than a land claim to expand the claim radius so the problem is going to get worse and worse.
  35. 1 point
    No doubt he is one of those folks that eventually gives up on Official servers and scurries off to set up his own private unofficial "PVP" server with quaint rules like "you must declare war on your enemy before attacking" and "don't do excessive damage to their base when raiding". Oh and if you beat him too often you'll login in the next day to find yourself banned for unspecified rules...
  36. 1 point
    What the current game needs is for the players to get reputations., and for there to be an NPC Royal Navy (Police). Then for those players that like offline raiding and attacking targets that they are not in an official declared WAR with, they would get a worse reputation. If they are seen on the seas by the NPC royal Navy they will be attacked. The Royal Navy should (like the Ships of the damned), come in various sized ships. But the Royal navy unlike the ships of the damned should only attack ships with players on that have a poor reputation. Obviously the worse the reputation the longer the aggro range of the NPC royal Navy should be. Reputation should not reset when you die, but should only reset when you die of old age or fountain of youth regen. To regain your reputation, you should get a reputation increase for every game Month that you don't attack someone. The worse your reputation the longer it takes to get rid of it. This would force more official wars to be fought, and get rid of a lot of the offline raiding.
  37. 1 point
    This is what I noticed. Tigers, Lions, and Wolves seem to eat very slowly. It takes a while for them to get hungry. So likely what was happening is this...he has nothing but berries in the trough, but he, or somebody else, was taking them out to hunt with often enough for them to be fed. So this time, that did not happen...and they start starving. He thinks it's because they no longer eat berries. In my experience, they NEVER ate berries. About 4 or 5 weeks ago, I checked a trough after not logging in for a day, and there was no meat. The Lion, Tiger, and 3 wolves were all getting low on their food. The bears, horses, cows, sheep, hog, and birds were all topped off on food.
  38. 1 point
    No to the of offline raiding idea. Coming up with a different solution to it yes but to simply remove damage while offline in this game would be exploited and ruin the 24/7 pvp. The game is still EA its more of a beta than anything in my opinion so the exploits bugs people are abusing will hopefully get fixed. till then a wipe would be almost pointless because it would just happen all over again. Also if Jat was in that stream watching good let the streamer show all that crap maybe Jat will take it back to the other devs and they can look into fixed or preventing the stuff like whats been happening. I agree there are a bunch of companies out there ran by kids or people with the you work for me mentality but there are also some really good ones out there as well you just have to look around. Plus the game description says ultimate survival so most people probably take that as hardcore survival.
  39. 1 point
    Creativity has no borders. Ur suggestion sounds nice also.
  40. 1 point
    I just think think this is funny and pointless since in another post I already point out the obvious anyone can use any game mechanic the same as the other guy as long as it's not hacked or glitching... So how is it unfair they're the ones smart enough too? Fight fire with fire I believe is the term.... Just my opinion
  41. 1 point
    Feeling that Legend of Zelda kick today so here is another one. I think next I want to do song of storms. LoZ Lost Woods.ahk
  42. 1 point
    Headshot the Warrior with a carbine, Run to the Archers Kill them with 1 Sword Cut each, Proceed to Kill the Rest with Sword. Works till Fine treasure Maps, Journeyman not tested!
  43. 1 point
    Paint fading over time/sailing would be awesome. Could make for some interestig pve content in a pvp game
  44. 1 point
    Someone is trying to not be seen...
  45. 1 point
    I think Ship of the Damned should drop a weak flasked alternative of it for example 5% of the time. This one removes 20 years only from your age. People will trade it for gold for a price depending on market, once player shopping would be implemented on freeports. EDIT: I don't really prefer mechanics that deepens grinding instead of promoting fun content in its place (i mean cannonballs are also grinding for sure, but the loot is tied to the fun part, not the grind itself).
  46. 1 point
    Crawled away, more like. Under a massive burden of too much gold.
  47. 1 point
    People that worry about population in an Early Access title, simply do. not. understand. what Early Access is. The truth of the matter is, Atlas took on a ton more "water" than it was originally intended at the launch of the project ( I dont say game or product for many reasons, mainly because it was not either at its launch, nor intended to be a complete product- quite the opposite). If that extra baggage is finally parting ways, so be it. Anyone believing otherwise was subject to the hype of an item they really had no information about. Tired of seeing all the doom and gloom over an EA title that's no where near being complete. No one cares about the population.
  48. 1 point
    Official NA PVE Worldfirst kill. company Jormungandr sailing Bloodoath's last voyage joining in the fight of Atlas Shrugged, Paragon, Lotus, East India Trading Co, Without Divide, etc. vs Kraken
  49. 1 point
    The population decrease was expected or am i the only one to think that? Honestly most of the people trying this game the first week had no idea what its about, 95% of the gaming population do not like hardcore full loot MMO's The same path as dark and light? What? Steal copy written software and pass it off as your own? Then re release the game 10 years later?
  50. 1 point
    Another update with the finish figurehead. Available in two colors !
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