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Showing content with the highest reputation on 02/16/2019 in all areas

  1. 4 points
    Yeah, you heard it right. I love Atlas. How's that for a change? Just thought I'd add some balance to all the pissing and moaning around here. Yeah it was a bad start with lots of bugs and oh yeah, that claim system... I still don't have a claim. Searching that cold ass grid line 2 today. Never the less, I love this game. I'm in here 40 or 50 hours a week and I plan to be here a while. I have a fleet of ships, an army of bears and a million islands to explore! Having lots of fun! I'm sure I'm not alone in that. Ok, you can resume your bitching now
  2. 3 points
    The devs on here don't often get much praise but I feel in this case they deserve a giant clap. The latest patch looks very promising and is a step in the right direction. A lot of PVP players have asked for these changes for a while and its nice to see them being listened to. The changes to weight and tames were also much needed. These will allow players to move a lot of stuff around a bit faster until the addition of the crab, while the changes to taming make the tames what they should be good at farming. This will make crew organisation a lot easier especially in larger companies. An excellent change. This is by far the best change of the lot. The cart and swivel combo with NPC was not only boring but entirely skilless as well. This is a fantastic change. Another great change. This will reduce a lot of the microing of crew and make it a lot easier to keep a base maintained and fortified. This will change the raid meta a lot from mostly naked with bombs blowing ships to hopefully requiring more fleet and naval action to sink such ships. As a result there will be more large and expensive battleships being used on raids. A very good change. Overall these changes will result in a better more tactical and fulfilling PVP, that will greatly enhance the game. My only complaint is that while ranged weapons have been buffed melee has been entirely neglected and remains largely useless and most certainly in PVP.
  3. 2 points
    Current ATLAS Official Server Network Server Version: v540.0 Current ATLAS PC Client Version: v540.0 Current ATLAS Xbox Client Version: v540.0 Upcoming patch notes Please note these patch notes are not finalized and there may be changeS prior to the full release on the live servers. More notes to come! released patch notes v540.0(Hotfix) Bug Fixes - Fog of War will now work correctly Misc. - Bleed damage on Industrial firearms will not stack anymore - Bleed damage on Industrial firearms will not affect bosses anymore Xbox Only - Fixed Instances of Map Menu UI not being able to be interacted with via controller v538.6 New Content New Modular Ship The Pegasus This is a new modular ship focused on transporting players’ tames. It is a 5 length ship built in the Advanced Shipyard once players have found blueprints for it. Blueprints can be found in shipwrecks. Unlocked in the Advanced Shipwright Skill It comes with 6 tame railings that can store 5 tames each (30 Total). Resources for a base version: Wood - 2500 Thatch - 2000 Fibers - 2000 Metal - 20 New Modular Ship UI We’ve added a popularly voted on request to the game in the form of additional UI for captains to know where leaks and damage is on their modular ships. There are 3 stages for durability: Green - Durability is good Yellow - Durability is moderate Red - Durability is poor If the portion of the ship is flashing, it means this area has a leak. We will look to make this UI element colorblind friendly in the future. Map Menu UI Visual Revamp The Atlas tab map UI has been revamped visually for an easier navigation of the regions. Instead of having dropdown tabs of the regions on the left, all regions available will be shown on one Overworld map. Players will be able to click and see all regions available on the overworld map. To get to the Overworld map click on the icon of the globe in the top left of your map screen. The region the player is currently in on the Overworld map is highlighted in green. Open Water Servers There is a new way to traverse through the atlas’ regions besides portals. There are now intermediate open water servers that connect regions to one another. There are no islands to be found here, just open seas and the treasure and dangers that come along with it. They are known as open waters and there are four of them within the world. They are connected through all sides of the Central Waters region. Depending on which cardinal direction the player goes through determines which region they travel to. Northern Sea - North Pole, Eastern Waters, Central Waters, Western Waters Eastern Sea - North Pole, Eastern Waters, Africa, Central Waters Southern Sea - Central Waters, Africa, Antarctica, South America Western Sea - North Pole, Central Waters, South America, Western Waters Industrial Wonder Content The industrial path of Wonders is slowly making its way into the Atlas. Transient and Static nodes for this path can be found and harvested exclusively within the Uncharted Sea region. Industrial Wonder: Power Nodes Transient Node - Geothermal Vents This transient node is similar to the Army of the Damned ones in that they have a time limit of one week before they deplete, despawn, and respawn at a different location, but they spawn more inland. Players will need to craft the new Ore Miner structure in order to harvest the resource of these nodes. These transient nodes produce a new resource type of coal: Brimstone Static Nodes There are two variants of Industrial static nodes - Lava vents and Sulfur pits. There is no need to create a harvesting structure for either as Pathfinders who’ve traveled here have built them already, but they seem to have perished. Lava Vents produce a new metal: Orichalcum. Sulfur Pits produce a new type of coal: Pure Sulfur Both of these resources are needed to craft new Industrial structures and gear now and in the future. Lava static nodes allow players to build the Industrial Smithy. Sulfur pit static nodes will get new crafting recipes in the future! New Craftables Ore Miner - harvests the resources of the industrial transient node only. Unlocked in the Metallurgy skill. Crafted in the smithy Resources Wood - 125 Thatch - 400 Fibers - 320 Metal - 360 Hide - 100 Stone - 1200 Industrial Smithy - The structure allows players to build Industrial Wonder specific content. Unlocked in the Metallurgy Skill. Crafted in the Lava Static nodes Resources Orichalcum - 100 Pure Sulfur - 60 Wood - 50 Brimstone - 50 Industrial Rifle - A rifle variant unique to this path that deals bleed additional damage Unlocked in the Secrets of Rifle skill Crafted in the Industrial Smithy Resources Ingot - 65 Orichalcum - 85 Pure Sulfur - 32 Flint - 30 Oil - 20 Industrialized Hydra Pistol - A pistol variant unique to this path that deals additional bleed damage Unlocked in the Revolvers skill. Crafted in the Industrial Smithy Resources Ingot - 35 Orichalcum - 45 Pure Sulfur - 20 Flint - 24 Oil - 12 Sulfurous Minni - A new ammo type that is fired out of the industrial rifle and pistol. Unlocked in the Secrets of Rifle skill Crafted in the Industrial Smithy Resources Orichalcum - 2 Gunpowder - 2 Pure Sulfur - 3 Brimstone - 1 Freeport Tortuga Freeport islands has been updated with new visuals. New Holiday Content St. Patties Day Holiday Pot of Gold has been added to the holiday vendor in freeports. Green Ale has been added to the holiday vendor in freeports. New Skill Pirates Resilience Pirates Resilience will be a passive buff gained when any pathfinder achieves the ‘Veteran Explorer’ quest. This buff will cause all incoming torpor damage to be reduced by 50%. Bug Fixes Fixed instances where Vendor NPCs’ purchasable item highlights worked incorrectly Fixed instances where the monumental studies structure was missing collision Fixed instances where the market trade system is not locating the correct trade connections Fixed instances of Circular Slice not functioning with a shield equipped Fixed instances where available spawn servers would not reflect the player’s current server Fixed instances where the weight stat on the Turtle Ship would revert to the default value after logging off Fixed instances where claim points were inaccurate Fixed instances where Sea Fort towers and walls could be demolished Fixed instances where sail snap points would change when a ship was released Fixed instances where a duplicate sub was created when the dingy dock was full Fixed instances where small sails could be placed very close to each other Fixed instances where holiday structures could be placed in freeports Fixed instances where the unnatural fog was not functioning Fixed instances of misspelled text on Burial Mound Framework Fixed instances where ship auto-pilot does not function properly Fixed instances where Ships of the Damned followed the player across grids Fixed instances where there was an overlapping gun port on the Turtle Ship Fixed instances where the default sail on a Cog spawned at incorrect location Fixed instances where the Sextant minimap would crash the client in Blackwood Fixed instances where modular ships could have more sails then intended Fixed instances where modular ships could exceed their intended max speed Fixed instances where UI text would overlap Fixed instances where PVE claim tower decay would affect surrounding structures even if it wasn’t fully built Fixed instances of islands having visual inconsistencies Fixed instances where discovery zones of power stones were in Rookie cove grids Fixed instances of multiple forms of torpor resistance to be in-line with the description Fixed instances of The Great Temple structures having incorrect health values Fixed instances of UI errors Fixed instances of incorrect creature spawns Misc Settlement Claim Flag UI has been edited to be more clear Respawn menu UI has been edited to be more consistent Crocodile’s floating position has been raised Portal Art has been changed Valentines’ Day and Lunar New Year items have been removed from the Holiday Vendor Shield Bash and Sword Attack no longer share a cooldown Large Stone Wall health has been increased to 100,000 Large Stone Foundation has been increased to 120,000 Meat has been added to the list of resources players can add to the crew silo Stage progression required resources for the Great Temple has been modified to only use blocks / bundles instead of large quantities of base resources Progression Table is now limited to owning company Progression Table can no longer be destroyed Colors for the quality of items has been shifted to be more readable Modular ships sinking time has been slowed by 50% Mortar and Harrier ships can now only fire if they are going under 5 knots Modular ship speeds have been adjusted to be more inline with the legacy ships Industrial Sea Fort buff tower has had its descriptive name changed from Industrial Generator to Industrial Tower LODs have been adjusted, updated, or created for several assets Xbox Specific Fixed instances of memory leaks Fixed instances of textures loading and unload incorrectly Fixed instances where level of detail was not being changed correctly This is a work in progress. Additional fixes and optimization coming in future patches. Known Issues Xbox Series S still has some crashes when loading large numbers of structures Industrial Hydra and Industrial Rifle are not affected by the ‘Lucky Loader’ Feat Portal art for returning to Rookie Cove still shows the “Atlantean Ring” Portal art does not fade into the sky correctly Offloading tames faces them all in the same direction Lava vent node will not damage players that walk into the lava Pegasus has incorrect icon v537.5 New Content: New Regions have been added. Eastern Waters Located to the East of Central Waters, and are full of claimable islands. Portals to enter the Eastern Waters are located J2 and I1. Western Waters Located to the West of Central Waters, and are full of claimable islands. Portals to enter the Western Waters are located in G1 and F4. Uncharted Sea A new sea has been discovered, what mysteries will be uncovered while exploring these waters? There is a storm brewing on the horizon which might make it difficult to live in this region at some point in the future. This region is lawless. Portals to enter the Uncharted Sea are located in E11 and I11. Workstation The Workstation is a new crafting facility that allows players to change 10,000 of a resource into a block or bundle of that resource. You can also turn a block or bundle back into a stack of 10,000 resources. Resources included: Flint Stone Coquina Granite Limestone Marble Sandstone Slate Woods Cedar Cursed Wood Fir Ironwood Oak Pine Poplar New Holiday Items have been added. These items are available from NPC vendors in freeports. Lunar New Year Stone Tiger Statue Jade Tiger Statue Gold Tiger Statue Paper Lantern Valentine’s Day Black Giant Teddy Bear Pink Giant Teddy Bear Red Giant Teddy Bear Bug Fixes: Fixed instances where roof tiles would snap to floating points above ceiling structures Fixed instances where the transient tracker did not point at the correct location and updated the item description Fixed instances where Cursed Armor would not appear correctly on some female characters Fixed instances where General Tile Module were no longer useable Fixed instances where Army of the Damned Smithy would delete items Fixed instances where items were loss when demolishing a container structure Fixed instances of client crash when crew members are created while game language is set to Turkish Fixed instances where mounted NPC crew were not taking damage Fixed instances where grave digger stopped collecting Fixed instances where submarine causes a crash Fixed instances where Army of the Damned would not wake up after being knocked out Fixed instances where island selector was not working in freeports Fixed instances where items were being deleted from the Ritual Pedestal after a server restart Fixed instances where placing a Ritual Pedestal would cause a crash in single player Fixed instances where Ritual Pedestals would crash the server Fixed instances where placing a Ritual Pedestal would decay the structures around it Fixed instances where killing an unconscious crew would result in them standing up Fixed instances where player was being warped out of the B6 powerstone cave Fixed instances of a duplicate Army of the Damned Smithy in the Altar of the Damned craftables Fixed instances where items were being deleted from the Altar of the Damned after a server restart Fixed instances where items were being deleted from the Cursed Temple after a server restart Fixed instances where firing at some angles caused crew members to dismount cannons on the turtle ship Fixed instances where item caches from demolished structures only contained 1 max player stack Fixed instances of bottles not containing treasure maps in polar regions Fixed instances where the incorrect message was displayed when attempting to claim an island that exceeded the available claim points Fixed instances where the monument studies structure had no collision Fixed instances where islands in G10 and C10 would have incorrect biomes Fixed instances where transient nodes could spawn on an island that does not allow building Fixed instances where the description of the frameworks for the Cursed Totem and Burial Mound did not accurately show construction time Fixed instances of data deletion while grid traveling in PVE Fixed instances of the market system behaving incorrectly Fixed instances where warehouses would duplicate resources on server restart Fixed instances where cursed temples could be built on ships Fixed instances where the Monumental Studies Modular Room did not allow players to craft anything Fixed instances where cursed armor was not showing up on female character models Fixed instances where junk sails would stop functioning after gridding Misc: Potatoes and Limes can now be stored in the crew silo Loom inventory max items increased from 60 to 150 Spider base and scaling stats have been increased Displayed name length is set to 13 characters The player is able to replace existing sails without having to demolish them first on legacy ships Level up text last for 30 seconds before fading Lowered the number of wild creature spawns by 25% Resources required to progress through the stages of the Great Temple have been adjusted Underwater Black rocks can now be built on The effectiveness of sails on multiple modular ships have been adjusted Weight sails are now more effective on the turtle and tramp freighter ships Loot from the kraken has been slightly adjusted to drop higher quality items and BPs Mech Monkey now has slightly higher drop rate The names of wood resources have been changed to their original names The cog now starts with one medium handling sail and 2 sail points Known Issues: Puckle mounted NPC crew take no damage. v536.03 New Content: The Great Temple The Great Temple Monument has been fully released. Players have visited the structure on the wonder islands in H9, I9, J9, K9 in Africa, and it is now claimable/buildable. To build the Great Temple players will need to build the Monuments Studies Modular room at the Damned Smithy and place it into a Cursed Temple. At the Monuments Studies Modular room players can craft the Great Temple Exterior. Once the exterior has been crafted, bring it to the foundation locations on one of the four wonder islands. These are lawless claim, so be careful, your temple can be stolen. Once placed, the Great Temple have 6 stages of progression, which are viewable at the Progression Table located in the entryway of the Temple. To progress from stage to stage you will need a large amount of resources and at least one week of real life time. The first company to reach stage 6 completes The Great Pyramid Wonder, which gives a permanent buff to all company members of +20 Fortitude. This buff is persistent and will carry over to next season! Stage resource requirements: Stage 2 Strongwood: 50,000 Limestone:100,000 Flint: 10,000 Mythos: 2000 Stage 3 Strongwood: 150,000 Marble: 175,000 Flint: 15,000 Mythos: 3000 Stage 4 Strongwood: 200,000 Sandstone: 300,000 Flint: 50,000 Mythos: 5000 Stage 5 Strongwood: 100,000 Slate: 500,000 Flint: 100,000 Mythos: 2 Stage 6 Build and place Sarcophagus in the main courtyard. Sarcophagus New bed that is restricted to the Great Temple. This bed completes the Great Temple and allows for instant respawn and bed transfers. Cost: Wood: 25 Thatch: 125 Fibers: 30 Hide: 40 Tramp Freighter The Tramp Freighter is a low cost vessel great for early game transport. It is a 2 length ship and comes attached with multiple cargo racks attached to both sides. It would suit any pathfinder for transport reasons. Cost: Wood: 1000 Thatch: 800 Fiber: 800 Metal: 100 Max Level: 60 Sail Points: 5 Module Points: 12 Attached Sails: one large and one medium handling sail Bug Fixes: Fixed instances where activated fire visual effects were floating above the lumberyard Fixed instances where activated fire visual effects were floating above the quarry Fixed instances where the schooner and raft could disappear from a small shipyard after server restart Fixed instances where transient nodes would not change position after a week Fixed instances where quest markers were in the wrong grid Fixed instances where the interaction with the irrigation system and a grill would cause unintended effects Fixed instances where players were able to damage other players on some freeport islands in PVE Fixed instances when trying to replace a sail would not correctly subtract the amount of sail points to be reduced from the old sail Fixed instances where waves could allow or disallow sail placement Fixed instances of weight not being correctly calculated when placing items in dinghy hangar railings Fixed instances where using a portal to the kraken’s lair caused the player to spawn facing the incorrect direction Fixed instances where some grids have freeport island selection when respawning Fixed instances of holes in the ocean Fixed instances of game crashes where players would be stuck unable to reconnect Fixed instances where some modular rooms could be placed on pillars Fixed instances where the tutorial volume is not controlled by the options Fixed instances where the storage box could only be crafted at the smithy Fixed instances where using the transient tracker and activating the map the compass would cause the compass to be invisible Fixed instances of placing structures on pillars and allowing them to float Fixed instances of pathfinders losing proper movement after teleporting while crouching Fixed instances where structures would be placed on freeport islands Fixed instances of the Broadsider spawning too far back in shipyards. Fixed instances where players could replace sails disregarding collision Fixed instances of Quest markers being in incorrect locations Fixed instances where Dyes would not be highlighted when able to craft Fixed instances where the Damned Smithy could be built on ships Fixed instances where the Songstone could be built on ships Fixed instances where Monument studies room had the incorrect model Fixed instances where Altars of the Damned were spawning iridium ingots Fixed instances where Damned Smithy’s were not placeable near the C11 Altar of the Damned Fixed instances where NPC’s that are attached to cannons, puckles, and sails would not take damage Fixed instances where Unnatural Fog ritual would crash the server Fixed instances where blueprint ships would not be created with 100% durability Fixed instances where treasure maps found in Tortuga would lead players outside of Tortuga Fixed instances where multiple taxation banks can be spawned at sea forts Fixed instances where multiple small sails could be placed at the front of the Turtle Ship Fixed instances where AotD ships would ignore some modular ships Fixed instances where structure placer would incorrectly display available snap points Fixed instances where island claim points are reset to 0 after a server restart Fixed instances where blueprinted ship modules would not start at 100% durability Misc: Maximum stack size for most food/drink recipes in the grill and cooking pot increased from 5 to 30 Grenades can now be stored in the munitions Storage UI changes made for the chatbox when creating a pathfinder Added Tiny Shipyard back into the Basics of Sailing skill, and allowed it to be crafted in the player inventory Increased maximum durability found on shipyards Vegetables and herbs can now be stored in the silo Cows and lions have increased mating ranges Reduced effectiveness of small and medium sails on some modular ships Reduced max sail points available on Broadsider BPs Dragon's Tongue Delight is now categorized as a drink Cursed grog can now be stored in the keg Mace Stun duration has been reduced Additional changes coming in a future patch Mace Stun ability cooldowns has been increased Additional changes coming in a future patch Shield bash stun ability cooldown have been increased Additional changes coming in a future patch Shipyards will now give demolish rewards excluding gold Known Issues: Xbox memory leak causing crashes when loading large amounts of textures Sarcophagus icon shows the icon for a simple bed Sarcophagus crafting resources are incorrect The Known Issues pertaining to the previous releases has been omitted from this list. We are creating a public facing issue tracker to follow them. v535.8 New Content: Ahoy Pathfinders! New land masses be appearin' on the horizon! The harsh climate and lack of water sources will make this area challenging to live on, but shapes of a mysterious building can be made out through thick fog covering part of the island. Monumental achievements await pathfinders seeking to call this Wonderous island home. With these changes comes a new map, a wipe and a new season for Atlas! Island locations: H9, I9, J9, K9 High heat ravages the island, be prepared with plenty of water Some creatures have higher base levels Lawless claim Tortuga Tortuga is a new freeport located outside of Rookie Cove that anyone can visit at anytime from the portals located in Central waters. Buy and shop for seeds, crewmembers and other basics that you need for your adventures. Tramp Freighter This new ship is a small and sturdy cargo hauler. It can carry more than other ships of its size and still retain respectable speed. It can not currently be built, but blueprints can be located in flotsam and shipwrecks. Building the Tramp Freighter will be released in the next patch. Bug Fixes: Fixed instances of incorrectly picking up insect meat with tames Fixed instances of the schooner and raft from disappearing from the small shipyard Fixed instances of oxygen not working correctly underwater Fixed instances of turning on ships in unintended ways Fixed instances of sails being up upon gridding (PvE) Fixed instances of treasure maps taking you to inaccessible grids Fixed instances of shoulder tames not working correctly after bed travel Fixed instances of incorrect durability on a medkit Fixed instances of the Medkit affecting character models unintentionally Fixed instances of spoil times not working correctly Fixed instances where resources were generating incorrectly in damned altars Fixed Instances where submarines were being stored incorrectly Fixed instances where there was unintended underwater visibility range on ships Fixed an issue with the zipline sending player in unintended directions Modular ship sailing behavior adjusted across the board Fixed instances of incorrect resource amounts when replacing modules Fixed instances where damned smithy icon was incorrect Fixed instances of ships being lost when attempting to border in Central Maw Fixed instances of blueprint modular ships losing sails Fixed instances of items in players' hotbars disappearing after bed travel Fixed instances of players losing control while repairing modular ships and bordering simultaneously Fixed instances of markers not being able to be placed correctly Fixed trade path between I1 and E5 Fixed issues with tax rates changing when owning players are changing servers Fixed an issue where the songstone was not placeable - Fixed an issue where restoring defaults on options would reset multiple menus - Fixed an issue where a player would be taxed by their own seafort - Fixed an issue where structures built from the damned smithy had incorrect damage calculations Misc: Gold cost from building base versions of ships has been removed The scaffolding for the Broadsider in the Shipyard is now correct The scaffolding for the Cog in the Basic and Advanced shipyard is now correct The locations of Transient nodes now correctly change weekly The cooldowns for the Repair Fiend and Rally the Troops UI will now display correctly Ships of the Damned will now return to their original location upon losing their target Treasure Maps no longer have a spoil time Emergency Ladder on Cog, Carrack, Harrier, Kraken is working as intended Smithy inventory max items increased from 150 to 300 Gold has been added as a base cost to the shipyards Changes made to the skills search bar to be more consistent Cosmetic polish to skills for clarity and uniformity Loot tables for blueprints in maps have been adjusted to be more in line with other drop sources The cooking pot grill and preserving bag can now only store items needed for its use Updated multiple item descriptions and names for spelling errors Certain Damned Altars will no longer be floating in mid-air Fixed instances in which resetting options to default would affect all option instead of the set a player was currently looking at Xbox only: Overworld map has been taken out of single player due to visibility issues Fixed issues where large islands would crash xbox players Known Issues: Scale of the map for wonder islands are inaccurate Discovery Zones for wonder islands are inaccurate Crude Tool is removed from player's craftables after a character respec Island selection in a4-d4 is not working as intended There is inaccurate. outdated text in the server select menu (Until 10/28:...) Quest marker for the lower left Africa Golden Age Ruin is incorrect (G9)+ Destroying shipyards will give no resources Tax rates are not being set correctly The Known Issues pertaining to the previous releases has been omitted from this list. We are creating a public facing issue tracker to follow them. v534.05 Bug Fixes: Fixed instances where NPC portals were usable from unintended ranges The carrack is now buildable in the Advanced shipyard by default Fixed instances where players using a controller could sometimes not select beds Fixed instances where ship modules could be incorrectly destroyed Fixed instances where the collision of the Cog ship was extended farther than it's visual representation Fixed instances where the Grave Digger harvested Cursed Bone Chips at an incorrect rate Fixed instances where Static Power Nodes were able to be destroyed by the player Fixed instances where General tile module was not craftable Fixed instances where the particle effect of the totem monument would activate on render Fixed instances where the Sextant buff would not show treasure correctly after transitioning grids Fixed instances where the Sextant buff would show incorrect map images on the mini map Fixed instances where multiple Altars would spawn on the same location Fixed instances where sailing points for blueprint crafted modular ships would not transfer correct values Fixed Instances where resources in the Damned Altar were not producing after server restart. Fixed instances where water temperature was not correct to the climate+ Misc: Portal Names have been adjusted Damaged portals will now show what resources are needed to activate Removed duplicate item entries from some skills Added mean whale spawns to some areas in the Antarctica and North Pole regions Altars no longer require claiming to access, they are available to any Pathfinder Removed stone farmhouse from the skill tree v533.2 (HOTFIX) Bug Fixes: Fixed instances where tames and NPC's could fall off the ship while traveling through portals Fixed instances where players could skip grids when traversing through grids v533.01 Bug Fixes Fixed visual bug where bed icons were unclickable Fixed instances where feeding trough could not be crafted Fixed instances where tranquilizer arrows could not be crafted Fixed instances where interacting with water barrels crashed the game Fixed instances where Decay Timers were functioning incorrectly Fixed visual bug where map markers were offset incorrectly Fixed instances where tigers were not tameable Fixed Instances where Tames or NPCs would shift off of ships after traveling via portal or gridding Fixed Instances in which one could travel to Rookie Cove while on a boat Misc. Fixed Single Player Map to not have Overworld Map Tab Changed the ability to learn how to craft steering wheel to the Basics of Sailing skill Changed the ability to learn how to craft the storage box under Basics of Building skill Carrack should now be correctly buildable from the Advanced Shipyard Tiny shipyards were removed from loot pools Fixed instances of Merchant Ships going through Islands Ferryman NPC at Freeports will take you to the correct islands on interaction v532.01 New Content New player experience Freeports We have updated the freeport areas to be more visually appealing. Some of the pirate edwin introductory lines have been removed to improve clarity while starting the game. Skill tree We would like players to have to diversify their crew member's skills to have a well maintained and working company. We have reworked the skill tree where you can unlock every skill discipline from the survival tree. Think about the skills you want to have as pathfinders will no longer be able to unlock every skill. New Max Level Cap: 110 New Base Max Level (before discoveries): 77 All skill disciplines have been reworked Removed the song and dance skill discipline Changed firearms discipline to ranged combat Map Changes Atlas has expanded! Visit new areas based on geographical locations Regions Available Rookie Cove - An area for all pathfinders to cruise the seas in peace. A cove for all to gather their bearings and test their newfound abilities until they are comfortable to progress full sail ahead! Central Waters - The largest area in the game and host to a healthy mix of tropical/temperate islands, but also an ancient evil told in Atlantean myths. Can you find all the power stones and defeat the greatest challenge? South America - A region home to tropical/equatorial areas. However, there seems to be faint chanting amongst this region. Will you be able to find the source of this hidden power? Africa - A region home to the hottest desert Islands around. Crocodiles, venomous snakes and lots and lots of sand call this region home. Antarctica - The harshest sub-zero climates, icebergs, penguins, and illusive yeti's populate the islands around here. North Pole - The north pole is similar to Antarctica, but to the north. Same freezing weather but perhaps the treasures here are the defining difference. Atlas Menu Map The Atlas Menu has been modified to fit the new regions available. The following tabs are available for you to look at. Overworld - The first map drafted by early cartographers. A general outline of the world is available. Rookie Cove - The home to the starting, self-titled region Central Ocean - You will find the map to the Central Waters region here Mediterranean Sea - The blazing hot desert islands of Africa region is here Central Maw - Uncharted waters, but rumor has it that the Kraken's lair is here South Atlantic Ocean - Tropical Oasis of the South America Region are found here Arctic Ocean - The extreme colds of the North Pole Region are located here Southern Ocean - The freezing depths of the Antarctica Region are here Portals Atlantean technology has arisen from the dark depths of abysses unknown. With it however, it looks like traveling from region to region has become a whole lot quicker, but perhaps even more dangerous. Pathfinder Portals - The privateers before you have taken it upon themselves to start studying the portals as well as providing safe passage through these portals. Located within Rookie Cove and Central Waters, these portals will transport you between these regions! Perpetual Portals - It seems the Atlanteans created a sort of oceanic highway. A free, reliable way of travel between regions. They have arisen from the depths and are available for all to travel through and explore! Damaged Portals - In the thousands of years Atlanteans have gone missing, not all of the portals have been kept in functional shape or have been left unfinished. These portals need some extra gem power to travel through. Be warned these do not stay open forever! Cost: Magic Marrow: 50 Gold Coin: 250 Central Portal - Seemingly, this seems to be the first type of portal ever created! However, it seems to have been keeping something away rather than allowing others in. Located in the Central Waters Region only, it seems to need power stones to open. Will you be the first to see what's on the other side? Power Node system Transient Nodes Transient Nodes are special locations on islands that allow for unique resource harvesting. They have a time limit of one week before they deplete, despawn, and respawn at a different location. Movement Transient Nodes will move from one location on an island to another within the same server. They can move anywhere on the same island, there are no height restrictions. Resource Current new resource that is able to be gathered is "Cursed Bone Chips". There will be additional resources in later updates. Harvesting structure A new autofarm harvesting structure has been added. The "Grave Digger". It is craftable at the Smithy. Players must first learn the skill Knowledge of the Old Ones, in the Piracy skill tree, to learn how to build this structure. Static Nodes Static Nodes are permanent structures found on several islands in the Central Ocean. They provide new resources and the ability to create a unique themed crafting structure. At this crafting structure, you will be able to craft several new structures. Army of the Damned Static Node Damned Altar Cursed Altar Resources Current new resource that is able to be gathered is "Cursed Wood". There will be additional resources in later updates. Structures Buildable at Static Nodes Damned Smithy - The Damned Smithy is similar to the regular Smithy, except that it only allows you to craft Army of the Damned themed structures and gear. Buildable at an Army of the Damned Altar. Ritual Pedestal - The Ritual Pedestal allows players to perform powerful island wide spells / buffs called Rituals. There are three available to players at this time. Sacrifice Collection - Causes all creatures and players to drop their hearts when they are killed. Collect these hearts and bring them back to the Ritual Pedestal for use in the Raise the Dead Ritual. Unnatural Fog - Causes the island to be covered by a thick fog. Raise the Dead - Using the hearts gathered in the Sacrifice Collection Ritual, players are rewarded with Army of the Damned Warriors as tamed creatures. The warriors will spawn at the same level as the player who initiated the ritual, and you will be granted one warrior per player who participates in the ritual, up to a maximum of ten. Buildable at the Damned Smithy. Cost: Stone: 100 Cursed Bone Chips: 50 Cursed Wood: 100 Song Stone - The Song Stone gives a new item to players called the Verse Book. This book contains powerful new songs that can only be learned at Song Stones. Each company is limited to one Verse Book, so guard yours well. If it is stolen, or lost, you must wait one month to be able to craft a new one. Buildable at the Damned Smithy. Cost: Cursed Bone Chips: 50 Stone: 200 Monuments Monuments - Monuments are new massive structures that grant powerful buffs to the owning company or to the island that they are built on. Monument Study Rooms - Monument Study Rooms are special rooms that can be built at the Damned Smithy and are placed in the Cursed Temple Monument. They grant more power versions of buffs, and offer the ability to craft high quality versions of blueprints by default. Cursed Totem Built in three stages. Players must first place a foundation, then framework, and then can finally build the completed Totem. Once built allows members of the owning company to consume raw and rotten meat without any negative effects. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Burial Mound Built in three stages, players must first place a foundation, then framework, and then can place the completed Burial Mound. Once built, changes all meat dropped by creatures on the island to rotten meat, also changes all raw meat in players inventories into rotten meat. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Cursed Temple Massive temple that has space for four Monument Study Room. Built in two stages, place the foundation and then the completed Temple. Stage 1- Foundation Cost: Stone: 4000 Wood: 2000 Crystal: 500 Cursed Wood: 1500 Cruse Bone Chips: 1500 Stage 2- Completion Cost: Stone: 10000 Wood: 5000 Cursed Wood: 10000 Cursed Bone Chips: 15000 Crystal: 2000 Monument Study Rooms Vessel Studies Allows for Ship related structures to be built with a chance to be up to Masterwork quality. Cost: Wood: 500 Hide: 235 Fibers: 120 Structure Studies Allows for Land Structures to be built with a chance to be up to Masterwork quality. Cost: Stone: 750 Wood: 250 Flint: 200 Equipable Studies Allows for all armor and weapons to be built with a chance to be up to Masterwork quality. Cost: Stone: 300 Wood: 400 Hide: 125 Flint: 250 Metal: 600 Culinary Studies Allows all food recipes to be crafted with a chance to be up to Masterwork quality. Cost: Stone: 500 Wood: 800 Flint: 200 Metal: 400 Astronomy Studies Grants the Sextant buff to all company members. Cost: Stone: 200 Wood: 400 New Gear Macuahuitl A new sword themed after ancient Aztec weapons. Beware its overhead swing, which causes its victims to bleed profusely. Built in the Damned Smithy after learning the Knowledge of the Old Ones from the Piracy Tree. Cost: Wood: 50 Crystal: 25 Transient Tracker A new equipable item that will help players locate transient nodes. Activate while looking around to be pointed in the direction of the nearest transient node. Built in the Forge after learning Knowledge of the Old Ones from the Piracy Tree. Cost: Coin: 20 Crystal: 10 Cursed Armor A full set of Army of the Damned armor. Provides great defense while increasing resistance to heat. Each piece costs the same to build. Cost: Metal: 30 Cursed Bone Chips: 30 New Modular Ship and Dock Variants Ship changes All new ships can now be found as blueprints at Shipwrecks and from the Kraken encounter. Ship costs have been tuned to require more resources and less gold Legacy system ships will be moved to a skill branch called Merchant Ships in a future update Basic Shipyard Basic shipyard allows one to build Cog by default and the Harrier, and Mortar by blueprint. Cost: Wood: 2000 Thatch: 1000 Fiber: 500 Stone: 250 Cog The Cog enters the game as an entry level ship. This small but capable vessel provides aspiring captains a great starting point for their career. Base Cost: Wood: 500 Thatch: 400 Fiber: 400 Metal: 3 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail points: 2 Carrack The Carrack comes in as a blank canvas for players to use as they advance. By adding custom modules this ship can serve in battle, exploration, or trade. Base Cost: Wood: 2250 Thatch: 1800 Fiber: 1800 Metal: 18 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail Points: 8 Harrier The Harrier is a cousin to the formidable Mortar Ship. It is faster and more maneuverable but only mounts one mortar on the front castle. Cost: Wood: 1500 Thatch: 1200 Fiber: 1200 Metal: 18 Gunpowder: 50 Weapons: Mortar on Front Castle Max Level: 50 Sail Points: 5 Advanced Shipyard The Advanced Shipyard has been updated to hold the Cog and Carrack as its only default ships. All of the other modular ships are now found in Blueprints around the world and are craftable at the Advanced Shipyard. Bug Fixes Fixed instances in which alcohol buffs were working incorrectly Fixed instances in which shipyards could be placed in unintended ways Fixed instances where rowing modules health values were displayed incorrectly Misc Fixed instances of terrains on islands in custom server maps were not loading correctly Explosive Barrels damage when used in a catapult has been lowered, hand-placed barrels remain the same Gold obtained from all sources has been increased Loading Screens have been added while transitioning to a new grid Pathfinders who have faced the most dangerous adversary in Atlas have been reported finding a set of ancient armor wieldable only by small humanoid creatures Known Issues Sound inconsistencies with portals Quest Markers are in incorrect places/missing Camera jittering on NPC portal Cursed Armor can be displayed incorrectly if character height is too tall on female characters v531.92 Halloween Event Beware Pathfinders! You may come across some spooky gifts during your adventures. Be on the lookout for Jack O' Lantern's filled with different items. New Holiday Item: Jack O' Lantern These Jack O' Lanterns have Halloween-themed gifts inside. You can learn more about the individual items below. These can be found in: Shipwrecks Flotsam Ship of the Damned wreckage New Holiday Items: Two-Handed Scythe - A new cosmetic weapon type variation of the Two-Handed Mace Jack O' Lantern - A placeable cosmetic Jack O' Lantern structure Headstone - A placeable cosmetic Headstone structure Scarecrow - A placeable cosmetic Scarecrow structure Candy Corn - Candy corn can be eaten, but it is not very nutritious Witch's Hat for Tames - A new hat available for the following creatures: Cat Crow Spider Crocodile Yeti Monkey Bug fixes: Fixed a bug where sails were not replaceable on modular ships Fixed a visual bug where tentacles were reappearing on the Broadsider Misc Increased the drop rate of the Broadsider from shipwrecks (edited) v531.05 New Content: New Modular Ship Variant: Broadsider The Broadsider is the first in a new system of modular ships that is only craftable from blueprints. These blueprints are found in shipwrecked sunken treasure locations around the world, and craftable in the advanced shipyard. Cost: 22,000 gold and 50 dried tentacle Weapons: 40 standard cannons Max Level: 50 Sail Points: 10 Repair Resource: Patch Kit Blueprint Only Modular Ships Blueprints for ships that are unique Found at shipwreck sunken treasure locations Quality of the blueprint scales modular points on the ship, which allows for additional customization options. Bug Fixes: Fixed areas on the Mortar ship, Kraken and Ramming Galley where paint was not showing properly Fixed Instances in which the Paint Spray gun would not cover all regions Fixed Position of the Steering Wheel on Mortar Ship Fixed instances where Islands could affect nearby seaforts' peacetime. Fixed Instances in which Control Points could be selected as Islands to respawn on Fixed instances in which company cooldown was being circumvented Misc. Ship Respec should now be working properly after 48 hour cooldown Known Issues: Broadsider Icon is outdated Scaffolding length on the Advanced Shipyard for the Broadsider is incorrect Small gap in the front castle of the Broadsider Graphical inconsistency with water surrounding the Kraken and Broadsider Ladder position on the back of broadsider is incorrect v529.02 Bug Fixes: Version synchronization fix Fixed issue causing Xbox connection losses with the servers Fixed issue where cannons were not visually synced with the servers Fixed instances on ships where painted areas would revert to the default color Misc: Removed height limit from bed placement Removed repeated items in skill tree descriptions Defense Tower Buffs Blueprint versions of these can now be found Fire Rate increase Armor stat added Damage increase Health increased on Modular Ship pieces Crew requirements adjusted on Mortar Ship and Turtle Ship v528.13 (Hotfix) Bug Fixes Fixed instances in which certain fertilized eggs would crash Xbox users Fixed issue with mast placement on the Turtle Ship. Fixed issue where Sea Fort Range Buff was incorrectly calculating percentage to buff. v528.11 New Content Spider Climbing Spiders can now traverse vertical surfaces! Climbing will cost the spider Stamina, when depleted the spider will release and fall Spiders can move faster as well as jump higher and further than before New Modular Ship: Turtle Ship The Advanced Shipyard's inventory is expanding! The latest buildable ship, the Turtle Ship, comes affixed with armored plates, armored canopy railings and a dragon figurehead which breathes smoke to conceal your movements during combat Cost: 22,000 gold and 150 chitin Weapons: 20 standard cannons Max Level: 60 Sail Points: 3 Repair Resource: Armor Patch Kit / Patch Kit The figurehead of the Turtle Ship has the ability to create a smokescreen the smokescreen is activated from the steering wheel using Shift+Z (LB+Right D-Pad on Xbox) Costs 100 coal per smokescreen created (coal must be stored in the figurehead) New Weapon Type: Mechanic's Hammer A new tool introduced that allows the repair and replacement of armor on the turtleship Learned through the Advanced Tools skill Buildable in the smithy Resource Cost: Fiber, Wood, Thatch and Metal New Patch Kit Type: Armor Patch Kit A new type of patch kit used to repair and replace armor on the turtle ship Learned through the Advanced Ship Maintenance skill Ship must be fully green anchored to replace armor plates Buildable in the smithy Resource Cost: Fiber, Wood, Thatch, and Metal (edited) New Décor New base decorations have been added. Add some plants to your bases with the new wall planter and hanging planter! Unlocked via the Secrets of Building skill in the Construction and Mercantilism skill tree, and constructed in the Smithy under the folder path Structures>>Misc Box Planter Wooden planter box that connects directly to walls Hanging Planter A round planter that hangs of support beams connected to walls Buff Tower Updates Using a unique type of resources as fuel, players can choose a second buff within that category to use Each type of buff will be tied to the resource used when activating the buff tower All unique resource types will grant the generic buff in addition to their unique buff These towers have blueprint variants which increases the effectiveness of the generic buffs given Buff Icons for these buffs are shown when on a ship at the top right hand corner of the screen Industrial Generator Uses generic and unique types of coal Generic Coal will grant ship Damage Reduction buff as normal Sulphur and Peat will grant a buff that increases the reload speed for weapons built on ships Graphite and Anthracite will grant a buff that increases the speed at which you repair ships Nitre and Lignite will grant a buff which allows the AI controlling weapons on your boat to have greater range Army of the Damned Pylon Uses generic and unique types of Hide/Keratinoid Generic hide and keratinoid will grant a ship weapon damage buff Scale, Rhino Horn, Chitin and Shell will grant a buff that increases the impact damage of your ship Wool, leather, fur and carapace will grant a buff that increases the rate of experience gained for your ship Bone, Residue, Pelt, Hair and skin will grant a buff that will reduce the cooldown of feats that impact ship combat(reload overdrive, repair fiend, and rally the troops) Atlantean Spire Uses generic and unique types of crystals Generic crystal will grant a buff to ship speed Amethyst and Herkimer will grant a buff which increases the turning force of your ship Calcite and Quartz will grant a buff which decreases the overall weight of a ship (items and structures carried included) Pearl and Tellurite will grant a buff which decreases the rate at which your boat will sink Bug Fixes: Fixed multiple instances in which character progression was rolled back Fixed instances of circumventing company joining cooldown Fixed a bug where certain modules could not be painted Fixed a bug where cannonballs and mortar shots were not visually exploding Fixed a bug with the ballista inventory Single Player: Fixed instances in which shipyards and armored docks were disappearing Fixed a bug with modular ship sailing physics for smoother visuals while sailing Misc Changed puckle tower firing particles to be less garish Redux performed on Mortar Ship Appearance Redux on multiple resource icons which were duplicate for other resources v527.03 Mortar Ship Updates Mortar shot direct damage has been reduced Sail locations have been moved on the ship so they do not block off parts of the ship anymore Ship points have been reduced from 4 to 3 You can now use medium and small sails instead of large and small sails Bug Fixes Fixed inconsistent spawning of the Ghost Ship Rowing and Torpedo modules are now able to be crafted with the appropriate skills Fixed instances of Islands not respawning resources Fixed instances of tax house not collecting gold Fixed instances in which dropping inventory on armored docks would have unintended effects NPCs will no longer stop manning sails after switching grids while sailing a modular ship Fixed instances in which modular ships were not being protected in armored docks Fixed instances in which Sperm whales were not spawning correctly AOTD will no longer spawn in buildings Single player data deletion Fixed instances where players could not contest claim of boats Fixed instances where Tradewinds were not giving appropriate buffs Fixed instances of incorrect island collisions Fixed instances of NPC crewmembers having unintended effects on ships Fixed instances of crashes when players enter the center maw Misc Ramming Galley and Mortar ships have been removed from the freeport vendor Breeding is no longer allowed in Freeport Areas Minimum number of Ships of the Damned have been increased Ship of the Damned spawn timers have been reduced Company Joining Cooldown has been added Tradewind adjustments to remove instances of crossing islands Known Issues -We are currently working on a fix for the recent character rollback issues, we plan on releasing a fix for this as soon as it is available. We understand how frustrating losing progress is to players and are tackling it at our highest priority. We would like to thank the players for their patience while we deal with this issue. v526.09 (Hotfix) Fixed critical crash when using specifc feats Fixed critcal crash when traveling between grids Fixed instances in which single player data was not being retained when traversing grids Fixed animation issues with new mortars on the mortarship v524.12 (Hotfix) Freeports metal nodes now correctly give stone only, no metal. Freeport thatch and wood should be generic. Metal has been added back to medium sized stone nodes. Critical Bug fix that was causing ships to be immune to damage in some cases Quest Markers on map updated to be more accurate. Ships incorrectly receiving speed boost has been fixed 518.7 Bug Fixes for the following issues: Changing your keybindings causes the game to crash when you log out and log back in. Atlas Map and the one used when respawning are black. Searching Craftables Tab Crashes Game 517.7 (server) Clear unwanted structures on Freeports and GA Freeports and GA Servers are no longer crashing on startup 517.6 (server) Bug Fix: being able to build on Freeports and Golden Age islands. Freeport Structures that are not normally allowed will be destroyed with the update Bug Fix: being unable to spawn in beds V517.5 New Ship: Ramming Galley Cost: 22,000 Gold Weapons: 18 Standard Cannons, 2 forward-facing Large Cannons Special Features: Rowers, Ram Max Level: 60 Sail Points: 4.0 Repair Resource: Patch Kit New Item: Patch Kit The Patch Kit is a new item used for repairing the Ramming Galley. It can be crafted in the Smithy after learning the Shipwright skill in the Seamanship tree. To use, approach a damaged part of the Ramming Galley and use the Repair Hammer. Once the repair is complete, the Patch Kit will be consumed and the repaired component will have 1,000 health restored. Healing: 1,000 Crafting Resources: 100 Fiber, 120 Thatch, 200 Wood New Workstation: Kiln The Kiln is a new workstation used for rapidly creating coal out of wood. Add wood to the Kiln inventory and activate it, and it will burn one into coal every second. Kiln crafting is learned in the Secrets of Building skill in the Construction tree, and can be done at the Smithy. Crafting Resources: 500 Stone, 200 Flint, 25 Metal Winter Event Two new hat skins are available for purchase from the Freeport's cosmetic vendor for a limited time Santa Hat: 200 Gold Top Hat: 200 Gold Seven new items available for crafting at the Smithy for a limited time Christmas Tree: Produces a random gift every 24 hours! Crafting Resources: 250 Wood, 200 Fiber, 250 Thatch Festive Lights: A decoration that can be hung on walls Crafting Resources: 20 Wood, 10 Thatch, 1 Metal Holiday Gift: A festive variant of the Small Storage Box Crafting Resources: 44 Wood, 40 Thatch, 15 Hide Sleigh: A festive variant of the Wooden Chair Crafting Resources: 100 Wood, 100 Thatch, 50 Fiber Snowman: A new friend that can be placed on ships or floors Crafting Resources: 2 Wood, 12 Coal, 1 Carrot, 50 Fiber, 30 Ice Stocking: A decoration that can be hung on walls. Produces one Coal every five minutes Crafting Resources: 40 Fiber, 30 Hide Wreath: A decoration that can be hung on walls Crafting Resources: 20 Fiber, 10 Wood, 20 Thatch Armored Docks Bug Fix: Gold upkeep status now only shown for the owning company Bug Fix: Upkeep timer now correctly updated on the UI Bug Fix: Ships in Armored Docks no longer stay protected after the owner of the Armored Dock or the ship changes Market Market Logs now have paging, allowing all logs to be displayed for each Market Bug Fix: Suspend and Unsuspend Market are now working correctly V516.2 New Structure: Small Armored Dock The Small Armored Dock is suitable for protecting Schooners and Sloops. It can be crafted at a Smithy after learning the Intermediate Shipwright Skill in the Seamanship tree. Health: 20,000,000 Upkeep Cost: 50 Gold every 24 hours Crafting resources required: 700 Alloy 900 Fiber 4,000 Stone 1,000 Thatch 1,250 Wood 10,000 Gold Large Armored Dock Increased health from 300,000 to 30,000,000 Decreased upkeep cost from 500 to 150 Gold every 24 hours Added 50,000 Gold cost for crafting Armored Dock NPCs and Tames on protected ships can no longer be damaged Added a new protected icon that replaces the anchor icon above protected ships Ships can now anchor inside an Armored Dock even if the Dock is placed in deep water Ships must not have received or dealt damage for at least five minutes before receiving protection from an Armored Dock Bug Fix: Armored Docks can now only protect one ship at a time Bug Fix: Ships are no longer protected after an Armored Dock is destroyed Bug Fix: Protected ships will no longer decay. This prevents an issue where protected ships instantly sink when raising their anchor after a long period of time Ships Brigantine price decreased from 25,000 to 18,000 Gold Increased max level of common ships from 42 to 50 NOTE: This change only applies to ships built after the patch Trade Markets Searching now returns a paged list instead of all Markets. This should clear up the performance hit on the server when someone opens a Market Added new resource types for Trading: Rushes (missing from Thatch) Oil Category and variants Salt Category and variants Consumables: Wheat Maize Ale Grog Others Cannon Balls Large Cannon Balls Gunpowder Fire Gel Blasting Powder Organic Paste Fertilizer Bug Fix: Addressed several server issues that led to increased latency Bug Fix: Trade Routes are now correctly calculating distance when the shortest path wraps around the map border Bug Fix: Disconnected Markets are no longer shown as candidates in the Market List Misc Warehouses and Farmhouses can now only be enabled or disabled by players within the same company Restored XP reward to standard Golden Age Army of the Damned Soldiers NOTE: Golden Age Army of the Damned Soldiers in caves still don't reward XP Bug Fix: Treasure will no longer spawn on Sea Forts v515.24 (server) Clearing all Trade Routes further than a distance of 1 (same region) For now all Markets are restricted to same-region trading only Markets will currently only show up to 50 routes. We will increase the range of Trade Routes after more improvements and optimizations v514.3 New Structure: Armored Dock The Armored Dock is a structure built in shallow water to dock a ship inside of. It must be destroyed before the ship can be damaged. This Alpha version of the Armored Dock is still in progress and not fully functional! Be warned! Smaller Armored Docks are coming in future patches along with bug fixes, balance changes, and polish. Added Large Armored Dock to the Seamanship Tree under the Expert Shipwright skill Has 300,000 health and is an Armored Structure, giving it increased resistance to explosive damage Costs 500 Gold upkeep per day (This will be reduced to 150 gold in the next patch) Explosive Barrels Explosive Barrels can no longer be fired from Cannons or Large Cannons (may still be fired from Catapults) Added 80 Gold cost for crafting Explosive Barrels Sea Forts Duplicated some flag interactions onto the Sea Fort Tax Bank Fixed some stuck interactions with the Sea Fort Tax Bank Structures Increased resistance to explosive damage by 40% for Large Stone Walls, Large Stone Gateways, and Large Stone Gates Weight of placed Catapults increased from 120 to 150 Trade Log Fixed issues where Trade Log incorrectly reflects what was sent and received Fixed an issue where sender and receiver were swapped in Trade Log Added resources received from Trade Events to Trade Log Fixed some scrolling issues with Trade Log Trade Shipments Fixed an issue where resources were received twice from one trade Fixed multiple issues where incorrect amounts of resources were received Fixed multiple issues with Shipments getting stuck, eventually causing performance issues Fixed the amount of Income (Gold) generated by Trade routes. It should now correctly reflect the route's length Updated some virtual shipment server settings Market Markets must now be within 22m of a Warehouse to connect Fixed an issue where Markets and Warehouses could not connect Fixed some issues where editing Trade Offers would create mismatched information between the server and the client and break those offers Added new Trade Route statuses to replace PENDING: SENT: Trade Route requests you have made that are pending RECEIVED: Trade Route requests other Markets have made to you Cleaned up some Market interface interactions Misc Removed XP reward from all Golden Age Army of the Damned Soldiers Added 10 second cooldown to gliding after crossing server borders v514.3 Trade Connected trade routes will now automatically trade between each other Every few minutes a Market will look for a potential trade Prioritizes Trade Routes in order Prioritizes Trade Offers in order When both Markets in a Trade Route have compatible Offers, a Trade is initiated Example: - Market A and B have a Trade Route - Market A offers 1 Lightwood for every 2.0 Thatch - Market B offers 1 Root for everying 0.4 Wood - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch - If both Warehouses have enough resources, the shipment is created. Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse. Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch) Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This gives Markets increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratanoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Sea Forts added to D8 Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu Sea Fort structures no longer respawn when an enemy is nearby Ships Increased Gold cost for crafting ships Schooner: 50 Gold → 5,000 Gold Brigantine: 250 Gold → 25,000 Gold Galleon: 500 Gold → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size v513.8 New Feature: Markets A new Market structure has been added Markets must be connected to a nearby Warehouse to function The Warehouse must be connected to a Farmhouse for full functionality The Warehouse acts as a repository for trading resources for the Market Trade Routes may be created between Markets Preferences for Resource Trading may be set on the Markets Markets DO NOT currently Trade Markets trading is in testing and bug fixing and will come with a later patch Trading will be automated based on preferences set on the Market A successful trade will generate some amount of Gold Coins Markets have 150k health and are difficult to destroy Crafting a market requires the Advanced Automation skill from the construction tree and may be done at a Smithy Some Trade and Market tuning values are configurable for private servers Sea Forts Updated the terrain of the Sea Fort island Simple cosmetic updates to the look of Sea Fort structures (this art is still a placeholder) Adjusted respawn times for some structures on Sea Forts (walls still respawn quickly) Made some Sea Fort tuning values configurable for private servers Updated data on the map about Sea Forts (owner and tax rate are shown) Now only shown when zoomed in Performance while map is open should be improved Increased Defense Tower's damage resistance Explosion Damage Received: 100% → 70% Explosive Barrel Damage Received: 100% → 10.5% Catapult Boulder Damage Received: 100% → 28% Ballista Damage Received: 100% → 7% Added immunity to melee attacks and liquid flame Modified Tower Wall's damage resistance to match Defense Tower Explosion Damage Received: 31% → 70% Explosive Barrel Damage Received: 31% → 10.5% Increased damage dealt by Defense Towers Explosion Damage: 100 → 250 Direct Damage: 180 → 500 Bug Fix: Sea Forts can no longer be captured on PVE servers Bug Fix: Players will no longer spawn on Sea Forts Misc Bug Fix: The map no longer flickers Bug Fix: Warehouses can no longer be placed on ships Server Config (private servers) New variables for Sea Forts, Markets, and Trading have been exposed for server configuration (add to BaseServerArgs of the JSON file): ; Trade BaseTradeIncomeGoldAmount = 10; Base amount of gold a Trade Route generates per server it travels through, as the crow flies TradeIncomeGoldIntracompanyScalar = 0.5f; Multiplier for trading within the company TradeIncomeGoldAllyScalar = 0.5f; Multiplier for trading with allies TradeMarketCoolDown = 300.0f; Delay between starting a new shipment if one has begun TradeRouteShipmentMaxWeight = 1500.0f; Combined weight of all resources in a trade, shared between both shipments TradeRoutesMaxPerMarket = 5; Max number of trade routes each market may have MaxAllowedTradeShipsOnServer = 5; Max number of -real- ships allowed on a server before they queue up VirtualShipFactorServerMax = 8; used to balance rate of real v virtual ships VirtualShipFactorVirtualDecay = 0.8f; same VirtualShipFactorRealGrowth = 0.5f; same VirtualShipDelayInSeconds = 60.0f; How long it takes a virtual ship to travel through a server ; Control Points ContolPointLandClaimTime = 1500; how many seconds it takes to claim a Sea Fort from neutral ControlMaxClaimTaxRate = 30; Maximum percent out of a hundred that a Sea Fort can tax a ship using it ControlPointCostLimit = 100; Total amount of build points a Sea Fort may have on it for defenses ControlPointAggressionDecayTime = 60; How long a Sea Fort remains aggro at someone who attacked ControlDestroyedDefensiveStructureAutoPlacementDelay = 600; How long it takes for the Sea Fort to start rebuilding ControlPointNeutralStructureAutoPlacementDelay = 120; Delay between each rebuild step v412.5 New Feature: Sea Forts Sea Forts are a form of Control Points that give Companies control over trading in an area. This system is foundational for the upcoming Trade System. Sea Forts have automated defenses that will respawn over time when neutral Players have a limited number of build points (100) to spend on a Sea Fort they own Currently only Defense Towers may be built (15 pts each) On PVP Servers, they may be captured and controlled! To capture them, destroy the defenses and plant a flag inside the central tower The flag takes 25 minutes to force an owned Fort return to neutral The flag takes 10 minutes to capture on a neutral Fort Sea Forts in Freeport Servers may not be captured In an upcoming patch, Sea Forts will allow access through a server for Trading You will be able to grant or restrict access to Allies or other Companies Access to a Sea Fort is required for you to have trade routes that travel through a server! Sea Forts may have a Tax Bank built on them The Tax Bank can be raided for gold. Neutral points have the Tax Bank as well NOTE: Until trading starts, they aren't actually earning any gold, so the Bank is empty Tax Banks will allow companies to tax Trade Routes that use their Fort for access Neutral Forts will have a high tax rate and allow everyone access to a server Map Added the Ship Salesman's Island to the center of each Freeport Grid NOTE: Ships are not yet available for purchase. They will be added in a future update Added Sea Fort Islands to the map. 1-4 exist on every server except the center Ships Increased maximum Ship level from 52 to 60 Adjusted Ship XP curve to increase the amount of XP required for early levels and greatly reduce the amount of XP required for later levels Overall, this change reduces the total amount of XP required to reach max level Added Gold cost for crafting Ships in a Shipyard Schooner: 50 Gold Brigantine: 250 Gold Galleon: 500 Gold NOTE: These costs will increase when the trade system has been fully implemented Structures Defense Towers may be built at the Smithy May only be placed at Sea Forts Requires Advanced Automation Skill from the Construction Tree Added Fuel Slot to Farmhouse and Warehouse Dedicated slot holds up to 1,000 units of Fuel This slot is separate from the main inventory Burns a unit of fuel at the following intervals: Oil: 350 seconds Coal: 200 seconds Wood: 100 seconds Thatch: 40 seconds Weapons Changed delay before using newly placed land artillery to 10 minutes This affects Cannons, Large Cannons, Catapults, Puckles, Ballistas, Mortars, and Swivel Guns Bug Fix: Cannons can no longer be fired underwater Misc Removed XP reward from all bosses including the Abominable Snowman, Kraken, Hydra, Drake, Ghost Ship, and Blackwood's Queen Cobra Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold Bug Fix: Driving a Cargo Cart over a Pillar will no longer cause the rider to dismount Bug Fix: If a Ceiling Tile is placed on top of a Pillar and then destroyed, any object built on the Ceiling Tile will also be destroyed Known Issues No Sea Forts in D8 Golden Age Sea Forts currently cannot be claimed Map may flicker when zoomed Sea Forts currently have Peace Time which may be removed at a later date Players may spawn on Sea Forts sometimes v410.6 DevKit Update v410.4 Bug Fix: Arrows, Flame Arrows, Zip-Line Anchors, and Crossbow Bolts can now be found in skill tree and crafting menus Bug Fix: Arrows, Flame Arrows, Zip-Line Anchors, and Crossbow Bolts can be crafted and used normally Big Fix: Searching for craftables no longer causes the game to crash Note: Unfortunately due to current limitations, we are not able to bring back previously crafted affected items. We apologize for the inconvenience and thank you for your patience and understanding. v410.2 Combat Shield bash can no longer be used while in the air Bug Fix: Soft Spots Feat now only affects Two-Handed Mace Bug Fix: Brass Knuckles no longer affect shield bash damage Construction Structures can no longer be built on tables Grills, Crop Plots, Water Pipes, Paintings, Flags, and Buoys can no longer be built in Freeports Crafting Cloth Armor and Simple Bed may now also be crafted at the Loom Waterskin may now also be crafted at the Tannery Wood Wall/Floor/Ceiling/Roof, Repair Hammer, and Storage Boxes (including large) may now also be crafted at the Smithy New Skill added to Artillery Tree: Captain of Renown As a master of both crew and artillery, your exploits as a pirate are known far and wide. Recruits seek you out allowing you to craft artillery that comes manned for an extra bit of coin. Requires BOTH Gatling Studies from the Artillery Tree New Crafting Recipes added to the Smithy: Manned Cannon, Manned Large Cannon, and Manned Puckle These recipes cost the same resources as their unmanned variants plus an additional 10 gold coins Crew will spawn at them after 30 seconds and man the station Explosive Barrels Explosive Barrel projectiles that don't explode on impact can be defused Explosive Barrel toss distance increased by 50% Tossed Explosive Barrels no longer stick to players, creatures, or the sides of structures Catapult reload time for Explosive Barrels changed to 2 seconds Bug Fix: Barrels placed or tossed onto ships will now explode when their timer expires Bug Fix: Explosive Barrels shot out of cannons will no longer instantly stick to the water Golden Age Ruins Creatures (Fire Elementals, Rock Elementals, and Cyclops) XP awarded after creature's death instead of per hit Damage dealt to ships increased by 100% Damage dealt to players decreased by 20% Ships Increased the range of Ship Ammunition Container from 30m to 40m Bug Fix: Ships no longer leave behind their frame when destroyed Bug Fix: Ships of the Damned should now behave normally Submarines Bug Fix: Horse cart weapons can no longer be fired from submarine Bug Fix: Grenades can no longer be thrown from Submarines Tames Cows can be ridden by equipping a Tier 2 Saddle Warehouses and Farmhouses Reduced exclusion radius for placing Warehouses from 2km to 800m Increased the weight limit in the Warehouse from 50,000 to 250,000 and increased max inventory items from 40 to 100 Added 'Transfer All,' 'Transfer Half,' and 'Transfer Amount' option to Warehouse and Farmhouse inventory, similar to how stacks may be split in player inventory Warehouses, Farmhouses, and Stone Farmhouses no longer use Wood or Thatch as fuel and instead use Coal/Oil, which last 60/120 seconds per unit Warehouses now transport Wood and Thatch Warehouses no longer transport Oil or Coal (This solution will be iterated on soon) Bug Fix: Warehouses and Farmhouses no longer have crafting inventory section that falsely implies you can craft in them v409.2 Catapult reload time for explosive barrels increased significantly (Reload time may not match animation until next major patch) Fixed bug where NPCs were spawning with Puckles Fixed bug where explosive barrels would drop instantly when thrown while on a ship Temporary Fix: Made explosive barrels get destroyed when thrown onto a ship until we can completely address bugs with intended functionality v409.1 New Skill: Advanced Automation Added Advanced Automation to the Construction Tree Requires Esotery of Building Cost is 12 skill points New Warehouse and Stone Farmhouse added to this skill New Feature: Warehouse New structure type, Warehouse, may be built at the smithy Warehouse is a structure that automatically collects Resources from Farmhouses in range Will not collect Wood/Thatch, which is fuel for Farmhouses Gathers from Farmhouses within 500m Gather Rate is 5% of the Farmhouse inventory every 10 minutes Warehouses may not be placed closer than 2km to another Warehouse Warehouses must be placed within 30m of the shore Warehouse takes thatch or wood as fuel More than one Warehouse can hit the same farm Warehouses have 40 storage slots Warehouse stack size is 10,000 units Max Inventory Weight is 50,000 Warehouse health is 40,000 Warehouses are not taxed *For reference, 1 foundation is 2m Explosive Barrels Instant detonation option removed Setting the detonation timer is now a separate action from lighting the fuse Detonation timer can now be set and viewed in inventory The fuse is automatically lit when a carried barrel is placed! Added defuse option: any player can defuse an explosive barrel Can now be used as ammo in Cannons, Large Cannons, and Catapults Duplication bug fixed Impact Behavior for Barrels Fired out of Cannons Explode instantly on impact with ships, structures, players, or creatures In water, barrels float for six seconds before sinking. They explode when their timer expires Otherwise, barrels explode after their timer expires Impact Behavior for Tossed Barrels In water, barrels float for six seconds before sinking. They explode when their timer expires Otherwise, barrels explode after their timer expires Damage Immunity Placed barrels are immune to ranged damage Carried barrels are immune to all damage Destroyed barrels no longer explode unless as part of a chain reaction with another barrel Farmhouses Farmhouses can no longer be placed in water Farmhouse now only transfers a single stack of resources into player's inventory per transfer interaction Increased distance requirement between Farmhouse placement from 120m to 200m Farmhouse harvest rate reduced by 25% overall Harvest Interval increased from 15 seconds to 60 seconds (gathers 1/4 as often) Harvest amount increased (gathers 3x as much) Stone Farmhouse has been moved to Advanced Automation Skill in Construction Tree Updated resource costs of constructing a Stone Farmhouse Changed 360 Metal to 180 Alloy Added 80 Organic Paste as additional cost Reduced the Draw Distance of Farmhouse from 1 kilometer to 400 meters Reduced health of basic Farmhouse from 30k to 20k Miscellaneous Reduced NPC cost on Puckles by 50% Army of the Damned can now be damaged by swivel guns v408.0 Fixed a bug allowing items other than wood and thatch to be added to the Farmhouse inventory, leading to some exploits. Fixed a bug making picking up the Stone Farmhouse right after placing it give you back the wood version instead. Removed XP from crafting mortar and pestle Removed all XP from killing the kraken Using Nature's Touch on a mount that has it will replace any existing Nature's Touch buffs on that mount Player higher level than 82 have been rolled back to level 82 Item duplication exploit with bed travel fixed (including wearing multiple armor sets) Explosive barrel minimum detonation timer changed to 6 seconds v407.2 Farmhouse Added Farmhouse and Stone Farmhouse to the Esotery of Building Skill Requires Smithy to Craft Initial Balance pass on gather speed, radius, cost to build, max weight, fuel cost, etc Army of the Damned Treasure Guards Reduced number of guards spawned per wave to three Modified type of guards spawned Abominable Snowman Encounter Removed XP reward Explosive Barrel Fixed duplication bug Player XP Rollback Any characters over level 80 have been rolled back to level 80 Torpedo Increased damage by 50% v406.13 (server): Adjusted Resources slightly v406.12 (server): Various additional exploit fixes regarding Yeti boss v406.11 (server): Reduced XP from Yeti boss. Fixed various yeti boss exploits. Fixed rotation of misaligned island icons on the map. Fixed I9 server having some lawless settings applied. Balanced resource distribution to ensure all resources can be found on the official server network in multiple places. 07/04 (server): Fixed several foliage and resource issues 07/03 (server): Addressed some resource issues v406.7 New Map Created: Centralized Golden Age islands for a clearer path to completing the compass. Centralized high-density servers to reduce the distance/sail time between conflict areas. Updated mineral foliage on islands so it is no longer tied to plant biomes. Removed most unique discoveries to reduce the grind of getting to the max level cap. Economy Balance Updates: Army of Dead on Golden Age Islands gold drops reduced by 62% Island Claim upkeep costs reduced by about 75% NPC Crew upkeep costs reduced by 84% on land NPC Crew upkeep on sea reduced by about half. Other Changes: Army of Dead Treasure Guards has been made significantly easier for low-quality treasure maps. Updated early game XP curve so you don't immediately level. Moved skill point gains to be more generous in lower levels and level off in later levels. Army of Dead on Golden Age Islands XP rewards reduced by 60% v405.9 NEW Item: Ballista Flame bolt - Sets fire to sails - Can hit a sail with multiple bolts and add multiple fire buffs - Fire can be extinguished by Olfend (or a bucket if you can get one up there) - Fire can be extinguished by fully closing the sail - Fire buff will not stick during rain or snow - Fire bolts can also set fires on other structures, creatures, and the ground (and will damage the mast if hit there instead of the sail) Balance Changes - Decreased oil jar weight - Increased torch damage - Increased flame arrow damage Quality of Life Changes - Added Ship Heading indicator on the map when on captain's wheel - Improved skill tree search UI when using a gamepad - Skill tree: When searching for craftables, you now see ALL results, even if you have not unlocked a craftable. Double-click to go to the skill in the tree - Olfend: added water capacity numbers over droplets icon for extended HUD info, so the rider can see water quantity - Added item descriptions with helpful gameplay-relevant info (the first batch includes 80 items, more to come in future patches) Bug Fixes & Misc - Main menu exit highlight now works on mouseover - Removed marine sublevels from server cook, so players stop bashing their ships into invisible underwater rocks near the shore - Bottom rows on server grid select UI are now properly clickable - Scaled-down seagull slightly when carried (was too big) and removed takeoff particles when tossed from shoulder - Fixed bug where flame arrow flame buff would desync when shot at a moving ship and be visually "left behind" - Fixed bug where oil slick from tossed oil jar would desync when hitting a moving ship and be visually "left behind" - Olfend: fixed issue where if you break out of the drink animation by moving around, the drink "ripple" vfx stays active on its snout - Olfend: tweaked water amounts when adding to or drinking from a water barrel - Olfend: improved trace when rider sprays water, so it can hit fires above it easier (needed to fight those ballista flame bolts - Bird taming improvements, including preventing them from immediately fleeing after bola release when they should attack instead - Fixed bug where in-progress sail canvas repairs do not continue after transitioning - Fixed bug in crop plots where fertilizer amount shows 0 after save/load - Resized large crop plot mesh so it is actually larger than the small crop plot (visual update only, no changes to footprint/collision) - Tutorial UI: fixed button label text not clipping when scrolling - Changed tribe member offline duration string to better fit the UI - Ammo container HUD tooltip displays ammo types only if amount > 0 in the container - Fixed a bug where water barrel was always being placed with 3000 water - Re-added missing Tools folder to Steam PC client (LocalizationManager) - Fix: Ammo container HUD shows text "Press [LeftShift] to switch between ammo types" when looking at an ammo container on a ship after getting on/off a turret v404.8 - Fixed server side crashes - Fixed a crash preventing players from launching Blackwood v404.7 - Fix for puckles being unable to reload puckle ammo from pre-existing ammo containers - Extra damage dealt by AoD treasure guardians reverted (but they kept some of the resistance that was added in the last patch) v404.5 Reduced max player character level cap from 150 to 120. Forced a skill respec for all players past level 120. Offline player character bodies on ships will now stay visible to other players on PvE servers and in freeports. Fixed a bug where offline player characters would fall off ships when transitioning into a freeport grid. Fixed a bug where holding a treasure map on Blackwood would crash the game. Players can now purchase a one time use “Rename Ship Item” from the Cosmetics Vendor for 10k and use it to rename their ship. The Equilibrium buff now properly shows the Stamina Recovery Rate in the Buff Stat Bonuses section of the character screen. Experience points from defeating the Kraken and Snowman have been significantly increased: 40,000 exp for normal mode. 120,000 exp for hard mode. Increased the spawn rate of high tier Ship of the Damned galleons. Increased the damage of certain mount creatures toward players by 30%. Effected creatures include Sheep, Bear, Bull, Horse, Ostrich, Pig, Wolf, Elephant, Giant Crab, Giant Tortugar, Giraffe, Lion, Olfend, Rhino, Tiger. Increased the attack range of certain mount creatures by 10%. Effected creatures include Sheep, Bear, Bull, Horse, Ostrich, Pig, Wolf, Elephant, Giant Crab, Giant Tortugar, Giraffe, Lion, Olfend, Rhino, Tiger. Changed torpedo crafting cost to 28 metal ingots, 60 gunpowder, 40 blasting powder, and 100 mythos. Torpedos are now fireable by NPCs from the helm/Lieutenant’s Podium (so long as that player has Torpedo Studies unlocked). Reduced the travel time required before torpedo damage becomes active from 3.75 seconds to 2 seconds. Increased grenade damage vs. puckles and swivels by 100%. Increased grenade damage vs. structures by 170%. Reduced max handling sail acceleration stat cap (for newly dropped/crafted sails) to 125%. Fixed certain edge cases where cannon carts could be fired while in water. Kraken, Snowman, and monstrous whale encounters now have a chance to drop items. All loot tables now have a chance to drop an already-crafted version of an item rather than just the blueprint. Removed the following blueprints from possible treasure chest loot: Stone Pick Torch Scissors Tier 2 Saddle Tier 2 Saddle Carriage Tier 2 Cargo Saddle Fishing Rod Fishing Net Stone Pick Stone Hatchet Throwing Knife Added the following blueprints to possible treasure chest loot: Medium Wood Plank Medium Wood Gunport Cannon Medium Wood Deck Removed the following blueprints from possible flotsam loot: Thatch Ceiling Thatch Door Thatch Floor Thatch Roof Thatch Wall Added the following blueprints to possible flotsam loot: Dinghy Ship Hangar Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Removed the following blueprints from possible sunken treasure chest loot: Thatch Ceiling Thatch Door Thatch Floor Thatch Roof Thatch Wall Added the following blueprints to possible sunken treasure chest loot: Medium Wood Deck Large Wood Deck Medium Wood Gunport Large Wood Gunport Cannon Large Cannon Puckle Catapult Dinghy Ship Hangar Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Removed the following blueprints from possible Ship of the Damned schooner loot: Small Wood Deck Small Wood Plank Ship Ammunition Container Ship Resources Box Food Larder Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned schooner loot: Wood Ceiling Removed the following blueprints from possible Ship of the Damned brigantine loot: Small Wood Deck Small Wood Plank Dinghy Ship Hangar Ship Ammunition Container Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned brigantine loot: Wood Ceiling Removed the following blueprints from possible Ship of the Damned galleon loot: Dinghy Ship Hangar Ship Ammunition Container Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned galleon loot: Wood Ceiling v402.6 - Fixed ships capsizing with cargo harnesses equipped to bears/horses - Reworked 'Decreased blackjack chance to knock riders off of horses by 50%' fix as it was causing issues with the bola - Fixed bola not being able to immobilize targets - Reverted 'Weather and temperature conditions no longer drain hunger or thirst meters when refilling stamina' as it was causing food and thirst from draining altogether. v402.5 - Emergency ship ladders are now easier to use - Bow and crossbow can now damage Army of the Damned enemies - Added a new inventory sort option to “sort by type” - Improved inventory functionality to prevent items from randomly shifting around when transferring between inventories - When multiple items are sent to the hotbar, their “equip delay” timers will now countdown simultaneously rather than one at a time - Ships that are still being built in a shipyard will now refund resources for demolished parts - Weather and temperature conditions no longer drain hunger or thirst meters when refilling stamina - Increased meat and fish stack sizes to 100 - Further reduced the shark aggro radius - Improved compass visuals to make it easier to read - Tiers of Nature’s Cry no longer stack with each other - Human NPCs can now ride in cargo harnesses and carriages - Removed all XP gains from the guillotine and noose - Players can no longer gain additional altitude when using a glider - If an explosive barrel is destroyed while being held, the damage is now always considered to come from the holder (and not a different source) - Decreased grenade damage vs. puckles and swivels by 80% - Decreased grenade damage vs. structures by 66% - Decreased grenade damage vs. players by 50% - Decreased grenade crafting cost by 40% - Decreased sword damage by 20% - Decreased blackjack chance to knock riders off of horses by 50% - Increased two-handed mace damage by 30% - Increased bola immobility duration on players by 10% - Increased puckle and swivel damage vs. players by 100% - Decreased Equilibrium buff attack damage bonus from 20% to 10% - Added a 20% Stamina Recovery Speed bonus to the Equilibrium buff v401.17 - Fixed some server crashes. v401.14 - Fixed maps not loaded on non-home grids for Unofficial Servers. v401.13 - Imprint time now scales inversely (decreases) when the baby maturation rate is above 4x. This means, during bonus rate events, imprint timers will automatically adjust to compensate for the quicker maturation. v401.10 - Disabled Claim Flag height limit on all Official Network. Functionality still works and can be used on Unofficial Servers, a word from our Lead Designer: v401.9 - Disabled Claim Flag height limit on PvE servers (only meant to be active on PvP) v401.5 (Server 401.8) - Islands on the Official Network now have a maximum z-value for how high Claim Flags can be placed, unique to the island. These are based on the highest terrain points, before considering mountains, large rock formations or steep pillars. The in-game HUD will let you know whether your current claim flag is in a valid location. If your claim flag is not in a valid location, when attempting to place a new one you will receive HUD feedback informing you whether a spot is valid or not. Players will have approximately a month (Mid/Late November) to reposition their flag to a new location. We'll provide a more specific date closer to the patch which changes this. When placing the flag at the new spot, it will automatically destroy the old claim flag and transfer the inventory into the new flag. - Unofficials can activate this setting by changing the following config in their game.ini: MaxSettlementFlagZ = 999999 (default, which means FlagZ can be placed at 99999 z height above the per-island specific height). This is an offset value, if you adjust this, it will use the per-island specific max height + the offset. For example, making it 3000 will look for the highest 'legitimate' location on an island, and then add an additional 3000 z to that height to determine the flag's maximum location. The following game.ini config can be used to destroy all invalid claim flags, please be advised that this cannot be reversed once done: bDestroyInvalidSettlementClaimFlags=true - Fixed a bug which prevented Unofficial Servers on Xbox from being able to see the map v400.63 (Server Only) - Online Players (no changes towards offline or NPC Crew) can only contest flags (defending or attacking) when in one of the following states: > When a player is grounded (e.g walking on the ground) > When a player is seated (e.g sitting in a chair) > When a player is riding a creature (This means player states such as climbing ladders/picks, gliding, etc will no longer contest flags) - Contesting flags can only happen when a player is above -300 on the z-axis (basically, above the ocean/sea level) - Code change for client compatibility v400.62 - Voice chat fixes - Fixed a bug that prevented you from being able to modify the radius-checks for Yelling, Whispering, and Talking. - Fixed a bug related to locking on v400.61 - Fixed 2 client side crashes that could occur on server-load or transition v400.60 - Fixed description on song "A Mockatoo Once Told Me" - Dynamic nameplate scaling enabled on ships - Fix for NPC crew members occasionally missing the accordion visually in their hands v400.59 - Fixed forge giving graphite instead of base coal - Fixed typo in Pistol Steady Aim skill. - Very tall character's head is no longer cut off in the inventory view - NPC Crew Accordion: npc's can equip accordion and play songs("loaded" on accordion or first in inventory) using multi-use option "Play Song" song is consumed after start, buffs will be applied after first loop of song is completed song will loop until "Stop Song" option is selected from multi-use v400.58 - Fixed a bug which prevented silos from paying/feeding crew on Lawless Servers - Fixed a bug which caused ground clutter to flicker on Xbox v400.57 - Added missing ceiling when building ramshackle sloop with vendor in Freeport - Enabled Revolver reload mini-game - Fix: When you use the map camera while piloting ship, the compass won't hide from the view - Added missing Forest dye craftable to grill - Changed salted fish stack size from 30 to 50 - Moved pipe engram into pipes folder - Applied treasure gold multiplier buff to: floatsam/aodloots/shipwrecks - Lawless regions on officials should no longer show any "island points" on the map. - Beds on cooldown are now visible (it will indicate when a player can spawn on them) v400.56 - Fixed a bug which causes your map to be black with HDR enabled on Xbox v400.54 - Volumetric fog and ground clutter improved and enabled for Xbox One (and Xbox One S) - Fixed a bug where the shift key would stop responding on Xbox - Fixed a bug which would cause the camera to always be selected when pulling out your map with a gamepad - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Enabled multiple client-side options for players to disable HUD/UI clutter - You can now fill water barrels directly from waterspouts - Improved Army of the Damned animation on Xbox One and Xbox One S - Right bumper now cycles between two inventory UIs - R3 now toggles use states (for example light fires) again - Fixed a bug which made navigating between rows in two separate inventories reset location - Fixed a bug where some fantasy creatures weren't tamable on Golden Age servers - Lawless Servers now check for structures (at a small radius) before spawning folliage to prevent trees/rocks/bushes from spawning inside bases. - Fix to destroy sunken ships when last structure is removed - Added HUD callout on handheld map to re-center on players - Fixed a server-side crash for Modded Servers which have modified their loot tables v400.51 - Fixed structure tiling textures. Structures (such as wood walls) lined up near each now have the correct textures. You'll see slight differences in their pattern to prevent repetitiveness. - Fixed a server-side crash v400.50 - Reduced non-offensive structure crafting times from 5s to 1s - Items caches will no longer be left behind and removed the drop-all on items like founders hats - Fixed a bug which would cause players to be unable to level up certain stats when highlighted over them - Fixed being unable to scroll up/down on the Company Log using gamepad - Fixed being unable to assign Company members to groups with gamepad (Xbox and PC) - When harpooning another ship, the aggressor (ship shooting the harpoon) will have it's cannons (large, swivel, and regular) disabled until the harpoon attachment has ended. Notes on the harpoon change: we feel that harpoons have become too strong in the meta to the point where they dominate ship PvP. Whilst this change may not perfectly address all situations, we expect it will encourage more planning when harpooning along with additional risk and decision-making whilst also opening up options to the harpooned ship. v400.45 - Setup loot table overrides for DevKit (Devkit patch incoming) - Fixed a server-side crash - Disabled 2x Bonus Event on Officials - Updated Gamepad controls screen to reflect new gunport and anchor controls - Action Wheel toggle for Yell and Whisper Modes for gamepad (PC) - Fixed Atlantean heavy helmet colorized icon - Fixed Atlantean female medium shirt colorization (added region for emissive) v400.24 (server only) - Enabled Bonus Rates on the Official Network for 2x Gold, Harvesting, and Taming - Fixed a server-side crash v400.41 - Cyclops Heavy Boot and Hat Icon Fix - Hydra Hide Glove Icon Fix - Commander outfit torso colorization - When claiming a Wild Pirate Camp, the flag will now show the company flag painting - Painting a wild pirate camp flag will set the company flag painting - [XBOX SPECIFIC] Fixed a crash caused by vivox/parties in non-dedicated servers - [XBOX SPECIFIC] Fixed a bug caused by vivox/parties which would cause the fps to degrade over time - Fixed an issue where searching for remote inventory text would then populate that saved text in all search fields after opening inventories twice - Fixed issue where players no longer gained EXP on freeports - [GAMEPAD SPECIFIC] On the captain's wheel, X shall toggle gunports (no longer RB) - [GAMEPAD SPECIFIC] On the captain's wheel, if RB or LB are held, X shall not toggle gunports (should activate the hotbar/feat entry instead) - [GAMEPAD SPECIFIC] On the captain's wheel, add Lower/Raise anchor to VIEW action wheel, so that captains can use anchor v400.38 (v400.37 on Xbox) - Fixed a spelling error on the Plunder Skill description - The cursor is now kept in place when navigating full folders - Fixed craftables not showing in folders in the hand-craftable view of the UI - R3 will now swap inventories in the UI when looking at two inventories (ie: a storage box) to switch to the first item in the other inventory - Double-tapping A on any item in the Trade UI will no longer open the cancel UI - Level limit no longer applies in Freeports on non-dedicated session modes - The last search-strings on all Inventory Menu search bars will now be saved - Fixed the ability to use emotes whilst dancing - Added one more crew by default to a sloop - Increased non-dedicated tether range - Non-Dedicated Servers will now allow you to receive resources when demolishing structures on an anchored boat - Added attenuation distance to Dive-Into-Water sounds - Net fishing sounds adjusted to only play locally - Increased Net Fishing speed threshold by 25% - Fixed various stalls on Xbox and cases which would cause the Xbox' FPS to drop and the game to stutter (we are still looking into more cases of this) - Removed the range-limit on voice chat for non-dedicated sessions - Fixed a stereo audio bug which would cause players not to hear each other - Players are able to fast travel to and from a ship that the host is not standing on in non-dedi (so long as the fast-travel destination is within tether-range) - Increased collision size of dropped bags. (You should now be able to pick up bags more easily when they are dropped on top of a bed etc) - Server ping 0 now hidden when you are the host - Fixed a bug where the targeting cursor wouldn't disappear after your ship was sunk - Enemy pirate ships now display a sink percentage - Prevented enemy pirate NPC's from fleeing - Wild elephants now have 3x resistance - Stone Wild Pirate Camp doors are now wooden - HDR mode for Xbox One X now enabled (looking at PC implementation soon) - Optimized ship position callouts for Wild Pirate Encampments - Fixed a bug which would cause Non Dedi clients to get into a broken state when fast-travelling to a bed in stasis - Presssing Y on gamepad when an editbox is highlighted will now clear the editbox - AOD Armor icon colorization fixed - Atlantean cloth armor icon fixes - Atlantean heavy icon colorization fixes - Cyclops heavy icon fixes v400.22 - Implemented a fix to resolve islands where foliage cannot be harvested v400.20 - Enabled Crossplay v315.7 - Plague can no longer be spread via cough, touching, or poops. - AOE has been increased for plague debuff when shot via catapult by 70% - Fishing rewards have been increased by 2x - Added prime fish meat, fish oil, and fish skin to the fishing rod loot table - Dolphin Buff now lasts for 600 seconds - Unversioned patch: BattlEye Crash Fix v315.5 - Scissors now snip at 2.5 dura per snip instead of 5 - Increased blueprint scaling of shipyards by 20% (easier to get higher durability BPs) - Fixed broken IBLs which caused some trees to emit a light source - Unversioned patch: BattlEye Crash Fix v315.4 - Removed the speed stat from speed sails to avoid confusion. This will be revisited further during Phase 1 of our development cycle after Xbox crossplay launch - Increased mortar damage against ships and ship structures by 30% - Lanterns now last 20% longer - Rifle shooting range now correctly matches view distance - Increased fish-catching speed by 15% - Make musical buffs last 50% longer - Throwing knife damage increased by 30% - Crop growth speed increased by 25% - Increased durability of hydra revolver by 30% - Increased durability of grapple by 20% - Reduce crafting times of intermediate materials (alloys, paste etc) by 20% - Icebox thermal insulation increased by 33% - Increased pike damage by 25% - Fixed the description of skills (target soft spots and target weaknesses) from two handed pike to mac - Removed the INT stat from armour - Doubled creature INT (Dolphins and Crows) - Reduced the weights of the following ship-related items: Ship Weight Reduction to 1: Rope Ladder Wood Ladder Chair Table Grill Cooking Pot Other weight changes: Water Barrel (1 when empty, 19 when full) Steering Wheel weight reduced to 12 v315.22 - Additional Anti Cheat update v315.21 - Map spoil time increased by 3x when in bookshelves (this means they take longer to spoil) - Explosive Barrels now sink 50% faster and for a total of 6 minutes (increased from 5) - Unthinkable Delicacy cooldown decreased to 2 hours - Keratin farmed per minute on cat reduced to 10 (from 40) - Whale hitting XP increased by 10% - The rate at which ice is consumed in an icebox has been increased by 10% - Icebox insulation distance increased by 20% - Ambient temperature required to make ice has increased to 0 - Reduced blueprint bonus weapon damage and durability by 25% - Target Soft Spots and Target Weakness can no longer be used when wearing a Pike - Swords and Pike now pierce armour by 4x the previous amount - Reduced blueprint bonus armour resistance scaling by 40% - Reduced blueprint bonus armour durability scaling by 55% - Reduced blueprint bonus health given by armours by 40% - Reduced blueprint bonus weight given by armours by 66% - Removed health bonus from rejuvenate buff - Health has been capped to 300 and players have been given a free-one time respec - Ship changes: Galleon: Extra Weight per level increased to 600 Extra Crew per level increased to 2 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Brigantine: Extra Weight per level increased to 400 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Schooner: Extra Weight per level increased to 200 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Sloop: Extra Weight per level increased to 100 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% General changes: Extra Resistance is now capped at 396% Extra damage is now capped at 252% and adjusted to 4% gained per level - Large Cannon Damage buffed by 10% - Reduced shark team notify radius by 15% (how far they can call other sharks for help) - Claim Flags can no longer be placed underwater v315.193 - Updated Anti Cheat - Red Target Cursor will always display in SP and Non Dedicated mode v315.191 - Disables gun crosshair colour change unless the server is using the new Game.ini setting: bAllowWeaponEnemyTargetingCursor (we'll drop a new server build for this later) - Fixed some rare client-side crashes - Session names on non-dedicated servers should now correctly appear in the sessions list v315.19 - Fixed a bug which caused waterskins to be lost on spouts - Fixed a bug which caused the Raider of the Deep quest to disappear v315.18 - Prevented grenades from being thrown when a glider is equipped - Fixed a bug which would cause structures to have the wrong health points when replaced - Lighthouse can now be found in the Structures/Misc folder of the smithy - Increased the slots of tannery from 120 to 150 - Cooked fish now stacks up to 50 - Added 'temperate' biome tag to Crow, so they can be bred in Temperate regions - Fixed a bug which prevented cannons from being placed on certain gunports in Galleons v315.16 - Fixed company logs not updating properly (or taking hours to do so) - Fixed beds not updating properly (or taking hours to do so) - Fixed a client side crash related to weapons and the tutorial system v315.15 - Fixed a crash related to low memory mode (caused by fog of war) - Fixed the bug which prevented players from putting berries inside of their claim flag - Fixed a bug which would cause structures to sometimes float when placing them v315.14 - Fixed an issue where distance field fonts would show invisible characters for certain characters, they'll display boxes for now. v315.12 - Fixed an issue where servers would not correctly update their concurrent player counts when players would log off or move to another server - Fixed an issue where digging for water overrides were not functional on the server which would stop spouts from appearing when digging v315.11 Main Additions/Content Xbox Crossplay now supported (coming to Xbox on the 8th of October: https://www.playatlas.com/index.php?/atlas-news/news/captain’s-log-37-atlas-arrives-on-xbox-with-steam-pc-crossplay-r213/) - New world map with improved biome layout (and a new biome type) - Over 70 new core island templates, and many polish improvements to existing islands - Over 20 new cosmetics and sail cosmetics - Improved client and server performance - Full Gamepad support - "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! - New Multi-shot Hydra Pistol - Cats (with hats!) Bug Fixes - Fixed hundreds of issues with levels from covering holes, adding collision to decor, removing floating folliage, waterfall post processing, resource overrides, island points, discovery zones, and reducing the amount of natural fog on some islands. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Fixed multiple client side crashes - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed cheat giveengrams giving -40 stone arrows - Fixed a bug which allowed crew to be knocked off of puckles using a blackjack, even in peace time - Fixed alcohol buffs not persisting through grid transition - Fixed a bug which made it impossible to escape the left claw of a crab Misc - Added a new "Tutorials" menu tab, which provides details on many of the basic mechanics and concepts of the game. - Updated voice chat systems to Vivox in order to support Crossplay - Updated Waveworks to latest version, improving both client and server performance and quality of waves - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship - Reduced level up gains and buffs for intelligence by 50% - Changed meat stack size to 50 for all meats - Made submarine consume mythos as fuel (but consumes 2.5x slower) - Shrunk a text box that was covering half of the Voyage of Power button - Added warning that shows up in the company log 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Tweaked ocean trace so that it doesn't create floating ocean shops - Modified a couple of snap points for the ladders on the brig to be climbable Snowman Boss Revamp: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance.
  4. 2 points
    Let's play a game! If you were a designer, what would you change about the following tamable creatures? We often hear feedback that players don't find value in most of the ones we've tamable, and I know some ideas have been shared in various threads previously but figured I'd make a giant thread where y'all can suggest. Not saying any of this is going to happen, but curious to see what you suggest. Bear Chicken Cow Bull Crow Razortooth Shieldhorn Elephant Giant Pig Giraffe Horse Lion Monkey Ostrich Parrot Penguin Rabbit Rhino Seagull Sheep Tiger Vulture Wolf
  5. 2 points
    Hello PathFinders! Today I want to bring up the topic of the relationship between mounted NPC and wilds. In the current state of the game wilds can kill mounted NPC on the Swivel Gun and Ballista. I believe in PvE this is an appropriate mechanic to have since players aren't trying to wipe your base. For balance therefore, the only threat are the wild creatures on those servers. PvP servers on the other hand, Swivels and Ballistas are necessary for defence and that wilds should not agro to them if not provoked. Below are reasons why I feel this change should be considered by the devs and community for discussion and input/consideration. For example, on my island I have tigers, lions and cobras for my aggressive wild creatures and the npc manned swivel guns are in turret towers/boxes. This is so they are not easy targets to snipe out. However, Lions will come up and pick them through the opening in the wall. Instantly removing my base of any pvp defences when the npc didn't even shoot at the lion. For the Cobras, they just sliver/clip/mesh right through the turret tower design foundations/walls I have built for the npcs. Also with the current hitboxes for cobras, swivel guns set to shoot wilds will land accurate hits on them about 1 in every 10 shots, which makes it nearly impossible for me to keep npc manned swivels up for PVP defences. With the Tigers, I haven't had any huge issues with them so far it doesn't appear they can do anything to the npc in the nest. Also with the NPC mounting a puckle gun cant be killed by wilds but since wilds by default target NPC they still try to kill them and will stand all around the puckle when a npc is mounted on it and block LOS effectively making that turret irrelevant. I feel a better way to obtain balance so that PVP servers can optimize these awesome defences and invent new metas for defence is to change the relationship between NPC and Wilds. My suggestion is to make it so that normally aggressive wilds do not target mounted NPC unless provoked. I feel this change would improve the balance for both PvE/PvP servers and not break the game mechanics. Keeping turrets alive on PvE is there only concern but on PvP in the current state if u live on a island with cobras and lions like myself and my crew, the only way to keep your turrets alive is to protect your turrets with more turrets, which may not even work with certain line of sight mechanics and angles with the turrets. If there is anything the devs would like me to show them about this issue feel free to msg me I believe this is a fundamental issue for defences in a game that we pour so many endless hours into.
  6. 2 points
    One of the things I love about these games is that you can interact with people from nations who you would never normally communicate with. Yes, it is sometimes a real PITA but it is sometimes really nice to see other cultural perspectives on things. I remember giving a little area to some Thai people in Ark who couldn't speak English and struggled with the game (everyone thinking they were Chinese) but we got on really well despite the language barrier. I honestly think that, not only is this good for the game, it is good for the whole world; bringing people with different views on things together and helping them understand each-other's perspective. Yes, I have seen racist comments but it is normally from the losing side of a raid when they have little else to lose. Talk to people regardless of nationality and things will always get better
  7. 2 points
    I really, really don’t like the things done to the animals. I hate the fact that this is the same as ARK - completely tame dependable. We have crew for crying out loud, make something so thay crew members gather resources rather than give us more tames that are so damn OP our company can make a godlike amount of gally’s per day.
  8. 2 points
    We may not reply to everything and sometimes things take a little more time than you'd like but I can reassure you that we are aware of what's happening along with community feedback and will respond via a patch appropriately (when appropriate). Can we integrate everything the community would like or has an issue with? We need to analyse it within the context of our design, pipelines and technical requirements, which is the biggest factor for how and why things can or can not be changed or implemented. Our investigative process in relation to enforcement and the outcome of such is not something we generally divulge publicly. We do take enforcement action for griefing where we deem it appropriate and we will continue to do so (including dev-wipes and bans). As we've stated previously, addressing such things via technical solutions is our priority in order to prevent these issues moving forward. We've taken note of the torpor-related quirk and we'll be looking into it. Thank you. I'm happy to report that the SoTD issue on PvE servers will be addressed in our upcoming deployment:
  9. 2 points
    Most important thing is to split harvesting materials from food collection. At the moment when I harvesting with bear for fibre I alway get tons and tons berries and so on. I don’t know why fruits and vegetables a called Resourses. Could make another option like disable food harvesting. Thanks
  10. 2 points
    Bulls need a cargo harness that moves weight. Make a medium gate that fits elephants. Behe gates are stupid
  11. 2 points
    Yup, I feel ya. This bug is a priority for us to resolve asap.
  12. 1 point
    Lost Bear in J13 Level 73 Named Renate Company The Evans
  13. 1 point
    1. Ship-Rear Cosmetics/Skins So we have figureheads, steering wheel skins and soon, sail skins. This might be a large suggestion, but the Brig and Galleons have cosmetic "cabin" styling on the backs of them. I propose new skins be made for the Ship itself that adds cosmetic changes to the back of ships. Maybe dragon heads from the back, working up the side? A skull? Hydra head? Cyclops hands? 2. PvE Servers, Allow Ship Claiming After Inactivity Currently, there is no ship claiming on the PvE servers. I feel like ships should be claimable if the player and/or company has not been online or entered the area within maybe 2 weeks? 1 week? Or simply cause the ship to be "Unclaimed" after 1 or 2 weeks of inactivity. 3. Repair All Structures It would be a tremendous Q.O.L. improvement to allow NPC crew to repair all structures including ceilings, cannons, walls, chairs, e.t.c. when the ship is anchored and the NPCs are unseated. Optionally, create a new structure to be placed on a ship in which you assign an npc crewmate to be in charge of repairing all other misc. structures on the ship. 4. Unseat All Crew I don't know about other players, but when I get off my ship, I unseat at least 4 crew members to ensure my ship's essentials are repaired before the next time I set off. This would be another amazing Q.O.L. improvement for the ship to have an implemented option to unseat all crew. 5. Man Your Stations Add an option to NPC crew on ships that assigns them a specific position on-board. Then add an additional option on-board the ship for assigned crew to "Man Stations." 6. Handling Sail; Reverse Allow Handling Sails to provide faster Reverse speeds. As it stands, ships can currently back up no matter what. If the Ship layout includes a Handling Sail, this ship should reverse slightly faster. 7. Captain's Deck Currently, the Galleon is the only ship that comes with a snap-able slot for a receded Deck to be placed higher up at the back of the ship. I propose another optional Deck slot be added to the back end of Brigantines and Schooners, like the Galleons, for cleaner and more aesthetically pleasing ship designs. (The Brigantine is especially difficult to make the ceilings and walls line up with the back end of the ship.) 8. Careening @mKHammerBro Introduce a new mechanic to ground Ships to scrape and clean the underside of the hull. In the past, this process was called Careening, or Heaving Down. Barnacles and other sea life clings to the underside and rots away at the wood. This could also introduce a new way to repair your ship's planks or add a temporary repair and/or speed buff to your ship. 9. Mooring @ikarirain Introduce a new item to be crafted at Smithy's from the Seamanship tree, Bollard. There are instances where a ship is too large to reach an anchor-able point, so it's been proposed to allow ships the ability to be moored in by ropes to Bollards, which can be placed on piers or shipyards, to safely "anchor" the ship in your territory, given anchoring isn't possible. Additionally, increase the amount of Bollards needed to moor a ship depending on the ship's size and/or weight. 10. Select All or Individual Sail Controls @Shakarian Ability to control all sails from the wheel, or select which individual sails to give certain commands to. For instance, all sails selected by default. But press keys similar to the cannon crews to deselect certain sails. 11. Look-Out / Telescope @Aristocrates It is known that being at the top of a mast gives the player a slightly larger render-distance so they can see ships and such ahead of time, but it would be nicer if there was a Telescope sort of attachment to build on the Smithy that could be attached to the top of the mast, further improving this render distance for preparation or avoidance purposes. 12. Collidable Figureheads @Grodgen Collidable Figureheads: Currently they have no collision. You can't stand on them and it also limits their functionality as actual figureheads. 13. Rotatable Weight & Handling Sails @Kaitlynn Allen Add an option to rotate Weight Sails and Handling Sails 180 degrees when placed, depending on your desired placement at the front or back of the ship. 14. Rigging That Connects The Front Sail To The Figurehead @Kaitlynn Allen Add an option to connect sails via rigging placed at the front of the to the bow sprite/figurehead. 15. Catch Net @RebelMarmoset Add a structure for the front or sides of ships that catches flotsam and/or fish. Consequently, the longer the net is lowered, or the more items it catches, the more it slows the ship down. If you like any of these options, please reply to this thread with your comments and feel free to suggest some more ideas pertaining to ships! And a special thank you to @Jatheish for taking the time to read this! Loving the game.
  14. 1 point
    I have been reading in some places that there may be a full wipe when the game leaves early access. Most of their argument is based on some things that happened in Ark, and therefore they presume that because it happened in Ark it will inevitably happen in Atlas. There also seems to be this troll campaign that makes talk to encourage a wipe, as well as speak as if they would love and cherish a wipe. I'm not really concerned about the 25$ I spent for "early access". I'm more concerned about the time I'm investing in the game that far exceeds a 25$ price tag. I haven't read anywhere from developers that there would be a wipe when the game leaves early access, or any wipes at all for that matter. Maybe it's implied in some vague lines in the EULA? At any rate I would just hope that if there is plans, or expectations of a wipe from the development team that they would tell us now.... or rather it would be nice to clarify on the subject. Maybe put it in BOLD LETTERING somewhere, so people know what to expect on the subject. Just a bit tired of the mystery of will we be able to keep our pixels or not. If you have any documentation, or word from the Development Team on the subject I would like to see it.
  15. 1 point
    Hi, we're exploring the world on our Brigantine, and I've noticed a pattern when one of our members logs off while we're still in motion or logs off and then we move. It seems that person gets left behind and wakes up in the ocean. To reproduce this problem: 1. Move a ship out to the ocean with company members on it 2. log off one company member while the other continues sailing OR 3. log off one company member then move the boat after they have logged off RESULT: When logged off person logs back in they are in the ocean where they originally logged off EXPECTED: logged off characters should be anchored to the ship wherever it goes if they log off on the ship
  16. 1 point
    Hello, we are currenly having the issue, that our Server has often Ping Jumps from 40 - 255, if there are playing more then 10 Players, but only on 2 Grids A1 and A2. Server Infos: 4x4 | Mods: Yes (I tested to deinstall the mods, its also lagy with mods) | Enough Ram/Cpu: Yes | Custom Map | 4-7 Islands per Grid Does somebody had also problems and could fix them?
  17. 1 point
    I personally am only hoping for a wipe, I have no reason to believe that there will be one, other than the fact that the game started out in very much a broken state and the people who have the most land/progress currently are those who were able to take advantage of the broken aspects. There was significant duping, the land system has been through 3-5 terrible iterations and in its current state any new players who do not have land, basically never will obtain land... The structure crafting changes have made it so that those who came first and built quickest have terrific looking buildings and those who started the process late have hodge-podge thatch mixed with stone everywhere... Furthermore, it would make sense to "release" an MMO on a clean slate, not with pre-existing ghost towns and all the land already claimed. Again, just opinion.
  18. 1 point
    Hi Friend, Welcome to Atlas, sorry my reply is late! I am not sure what the XYZ Axis arrows are for at this stage, you can only snap to the pre-set snap points you cant drag/reposition, it is a grid based snapping system, you cant even seem to alter the height of the floor/foundation you are looking to place as you can in other games... I am assuming that the XYZ axis arrows are for future iterations of the build (not currently of any use).
  19. 1 point
    There are several of us that spend our game play time adding and verifying the information on there. But not required to use. no skin
  20. 1 point
    Nah he's right, you are the one who seems like s sad individual disagreeing with such obvious truth. What's it like to be a ignorant shill like you?
  21. 1 point
    https://atlas.gamepedia.com/Flake_Salt https://atlas.gamepedia.com/Iodine https://atlas.gamepedia.com/Kala_Namak https://atlas.gamepedia.com/Pink_Salt https://atlas.gamepedia.com/Rock_Salt https://atlas.gamepedia.com/Sea_Salt Find the closest one to you and go get it.
  22. 1 point
  23. 1 point
    Who cares about Lighthouse? We need more Oil for Fine and MAsterwork Flintlocks/etc
  24. 1 point
    a major problem is also that currently there is no1 caring for hackers. Whole sectors (and hundred of hours of work) can be destroyed by few hackers without any action from the GM. Most of players can live with bug but not with being overwhelmed by hackes w/o have any way to deal with them
  25. 1 point
    Yay to even more overpowered tames, let's just scrap guns, artillery, unarmed, archery, meele and any tools, we soon won't even need stone tools bcs in freeport we gonna get a pretamed chicken to gather us resources as we hold it. Gotta love it when a lvl 250 yeti comes out and a single 50 lvl bear can handle it solo or treasure maps being tone by 1 player spamming furriously RMB as the rest of company waits for free loot.
  26. 1 point
    after converting the stone objects from organic past to fiber stone can not be crafted with fiber the blueprint still needs organic paste. the description was adjusted in the blueprint but forgot to change this in the object
  27. 1 point
    they re warning us and its better like that only trolls dpnt want warning because they re trolls and sailing rafts naked with stone pick
  28. 1 point
    thats fair enough , its partially on me for not having checked the forums an hour ahead...im simply asking for an in game warning that gives the people who don't constantly check the forums for sudden patch drops time to get safe. sadly my prophetic powers are a little lacking these days
  29. 1 point
    will we be getting a free respec with this patch as there are a lot of number changes that could allow us to free up points in weight and other things like gun damage / relaoding skills etc this , ark is over why the devs dont move on and like u say lets use crew for gathering fighting etc , they could have certain skills we can choose when buying them i.e i want a fibre gathering crew member , i want 1 that is firearms specialist , one that is melee , doest matter they are easy to replace , time put into them is still time , come on devs move on from the ark tame days , we dont want tame pens we want to build a tavern to hold the crew when they are off duty and pay them in rum ,
  30. 1 point
  31. 1 point
    Busy the last days, so here my belated reply to that: As stated my actual (!) experience is from early January and numbers between 20 to 30 people. Of course we haven't pop them all in, within 30 sec, but a manner of minutes. ANd of course you don't do that on a single bed. We had two schooners leveled on accomodations only with a dozen or more beds on it, just for that purpose. About the FOY example of yours I can either only imagine that you had but one or two beds (CD on beds go up if someone spawns in them, no matter if same player or additional personal PVP timer), so that might be an explanation. Otherwise there might be a limitation regarding server cap, which was constantly exceeded on the first day of FOY introduction and respective zones. I'm not really gonna get into the haggeling afterwards between you guys in this post about the details, but the essence of my post remains: removing fast travel would benefit the game experience a lot and reduce problems of "empty" lands. And the situation which some posters have stated as an advantage of the fast travel, having "farming bases" all over, is exactly part of what I consider a problem. Why should you have farming bases which you jump in between and long distances, if you don't actually live there most of the time but go there twice a week in total for an hour or two in total? In my current "small tribe" situation (sorry for the ARK term), we have 80% of the needed resources on our island and for the missing other 20% we need to go on specific farming runs over 1 to 2 grids and fill up our cargo ship, go allied islands which have the needed resources, farm there and come back once a week. And that's imho how it should be... No empty base duplication, cause you can artifically jump over there.
  32. 1 point
    Logged in to one dead wolf in the log somehow a croc killed only it through 3 foundation thick floor barn . Everything's on passive so nothing moved. 10 tames where fallen through the floors. 2 bulls and my bear are completely gone . Off the the tame limit nothing in company log or anything . I'm getting frustrated . I work several jobs and dont get much time to play hence pve . Every single time I log on something like this happens. I understand the games in development. But people wont keep losing tames and progress on pve and keep playing forever. I'm getting tired of feeling like theres no where safe for tames offline and I'm wasting my time .
  33. 1 point
    Increasing tame limits is just another example of GSG only thinking about the game from the large company perspective. Tame limits is the only thing keeping the megas from completely dominating the entire map.
  34. 1 point
    I have to contradict, they did not make players life more easy but harder. An example : you can build stone on only 40% of the islands now (stone is still one shot for any bored baby troll), you get a debuff at old age of you dont go for a naked suicide run, defence was basically nerfed below zero. Survival is only possible through ninja tricks, „i build a base and be -quite- safe“ is not working. On my island ALL bases and ships are down every day, except mine. If devs continue on their path Atlas is clearly doomed.
  35. 1 point
    Its attached to your steam ID. They would need a new steam account and thus a new copy.
  36. 1 point
    So, I was just working on some code to bind to a specific port and send a UDP request to a server using PHP. I kept getting a 'not permitted' error. I put in a support ticket with my host with a sample of the code I'm using. Within the hour I had a reply. Because of the technical nature of my request, it got shot straight to their CTO. And this isn't exactly a small hosting company. The CTO mind you, replied with very technical specifications as to what they allowed and what they didn't and then asked me for my requirements. It was a timely response. A personal response. It was an informative response. And I got the impression that, depending on my needs, they may make accommodations. I pay these guys a whopping $5.00 per month. Had I gotten the response... "I'm terribly sorry but we have a limited staff and can't be bothered to deal with your issue. We do thank you for reporting it and if we get enough complaints, we may or may not fix that issue. If you don't like this fact, please find another host for your websites and come back when we have our head out of our ass...." I'd be backing up my websites in preparation for a move instead of writing this post.
  37. 1 point
    Bear: I agree that bears should be able to gather honey it's what bears do. HEY HEY BOO BOO and all that Chicken: Chickens could maybe help with garden with scratching being able to work as tilling and their poop as fertalizer while placed on a crop plot. Cow: ok but wish could put a saddle on it also. Bull: could gather thatch much better Crow: seems ok atm Razortooth : no comment atm Shieldhorn: no comment atm Elephant: The elephants tusks get hung up on EVERYTHING please find a way to fix that they can't move when they do this Giant Pig: Maybe make pigs dig up our treasure and give a buff or increase for using them?? Giraffe could gather thatch much better. Horse :Make Passive tame on the horses or make a carrot on a stick to lure them Lion : I like the idea of it being able to grab an animal and move it for u. Monkey : Give a climbing buff or food reduction buff. Ostrich: more hp is all i can think of atm Parrot: Maybe use as a way to find discoveries also allow it to be your eyes or something like that. Penguin: Fix penguins to help with babies I tamed 10 and they didn't help once with bears. Rabbit :Rabbits really should give some buff also, but glad they finally ride on shoulder. Maybe they could help find certain veggies in an area? Or as someone suggested a lucky buff when doing treasure. Rhino: Rhinos should get metal also from rocks like a pickaxe can and better metal from nodes i can mine more with hand than rhino can. Seagull: I loved VEG's idea that seagulls help with fog or someone else's idea of them warning of storm... ..Someone said seagulls to send msgs or bps in this case I love this idea. Can send maps also. Sheep: I loved the ideas others said about it being for fiber which is technically real world what it is. Tiger: not used enought to comment on. Vulture: Vultures could give a buff for killing animals or something. Wolf: Wolves need better stam period. Just some of others ideas and some of my own. make it so when you lvl certain aspects of shoulder pets they give a larger buff. Love the idea to make animals ignore gathering certain items like the ankys that got changed on ark. REALLY not animal change wise but you all had the fix for animals falling through the floors on ark please bring it over to here. I'm so tired of demolishing floors to get an animal unstuck. Some animal does need to be better with gathering thatch doesn't matter if giraffe or bull or something new. Breeding please please please infinity PLEASE fix it. Shouldn't have to babysit it past the baby stage a 30+ hour watch is horrible. Something not mentioned but maybe make more NPC's that could maybe help with raising baby's? Help with farming they can sweep decks maybe they can till gardens or milk the cows etc? Please make it where u can tame the animal you should be able to get it's food source within that region if not that island. I agree with those that have said crew should be seperate from tames. Also you have the means to have items go into a bank can we have the same happen when we buy from other players? I'd love to be able to sell from my own land I have a western town set up and would love to have visitors there because hey they might farm while visiting. I would also like to add i'd love to have more premade buildings we can use and be used like forge houses etc.
  38. 1 point
  39. 1 point
    As a solo player on official gold is so easy to farm on double weekends. You played 12 hours a day and ure wondering why u feel burnt out. But I dont fully blame you because their games force you to play all day to stay relevant and people are done with that shit.
  40. 1 point
    They are adding daily missions later this month (according to the patch notes), so wouldn't be surprising if something like this is added. Sounds like a good idea to me. I can see some type of mission where you must locate a resource and sell it at a freeport. If they do add that, I hope they fix the ship decay at freeporst so it doesn't kick in until after at least an hour though.
  41. 1 point
    @Jatheish As a designer I would scrap how animals are at this point. Currently this game is turning into an Ark expansion. I would decide to stop living in Ark's shadow. Currently I've done all PvE material so my day consists of riding around on a level 70 bear with elephants behind me harvesting X resource with hopes of actually needing blue print weapons to complete the next PvE tier. Currently riding is basically a requirement for things to do effectively either everything else needs to be brought up or beastmastery needs to be brought down. I would change the tree to crew. It would allow you to get animals but the animals would have something they bring to the table and not be rideable. The shoulder mount thing would be fine but cruising around on (current meta tame) is basically Ark. So I now have a blank slate and need to make it so I can get tames. I would want it to be a low chance from mate boosted animals when you harvest their bodies or a high chance from an alpha. Could also put a vendor in the game that sells the babies. So now my players have a baby X. This whole temperature thing currently is silly and the way to fix it going to require a lot of resources from my company (grapeshot) so the cost would be too great to keep this. The concept is cool but the creation and implementation creates a poor user interaction with it so I would scrap it. The concept of feeding animals something special is a good one so I could fill up a bear with honey and it would mature faster or just use berries cause they are easy but longer time until they are grown. So now I have a way for players to get tames so I now need to make them useful. This would be the bottom tiers of the crew tree. Different animals would have a function that fall into combat or utility. For this I would think of how I envision an amazing creature of the type. Bear- Combat- Taunt enemies around the player acting as a tank. Chicken- Utility- When on wander produces eggs Cow- Utility- Produces milk (more on wander) Bull- Utility- when on wander fertilizes nearby crops Crow- Shoulder- When you die acts as a bed. Razortooth- Combat- nerfs alphas. Shieldhorn- Combat- Produces a shield that deflects projectiles. (Currently elementals have little counter play) Elephant- Utility- When on wander collects wood. Giant Pig- Utility- When on wander finds buried items. Giraffe- Utility- When on wander gathers thatch. Horse- Utility- Rideable, pulls carriage and cargo which helps tranports large amounts of people or heavy amounts of resources great distances (we need something that makes unloading a galley not horrible) Lion- Combat- grabs smaller creatures. Monkey- Shoulder- barehanded becomes climbing picks at a much higher stam use rate. Ostrich- Utility- Harvests seeds when on wander. Parrot- Shoulder- Makes musical instruments easier to play and buffs the buff radius. Penguin- shoulder- fortitude buff. Rabbit- Shoulder- When on shoulder provides a movement speed. Rhino- Utility- When on wander gathers stone. Seagull- Shoulder- When on shoulder reduces/removes fog debuff Sheep- Utility- When on wander gathers fiber Tiger- Combat- reduces movement speed of enemies. Vulture- Utility- When on shoulder decreases vitamin depletion. Wolf- Combat- has a howl that increases damage. Turtle- Make tameable- Shoulder- Increase swimspeed, decreases oxygen use, and reduces deep diving debuff. Rattlesnake- Utility- When on wander produces venom, venom is used for anti-venom which reduces torpidity. So now that I have all these super cool animals I need to transport them and the current bug is they fall off (scavenging tames in the ocean is super lucrative I know a guy that got a Razortooth) I would make it so boats have a animal attachment that is basically a cage and when you send the animal to it the animal gets turned into more of an item that is placed inside the cage instead of being on the boat (no more lost at sea tames yay). We now need somewhere to put all these wandering tames. I would make it so tames on wander don't leave your territory. I would also make it so you can apply a filter on the map to see where certain tames are. Now for the meaty part of the new tree. I would make it so NPC's you get from SotD have a type of suffix like Bob. Bob would be a builder. You would need points in crew to hire Bob and then you can put him on a smithy. If you have skills in construction you would be able to make things like stone at a reduced cost. The points in crew would only be to get Bob, the points in construction would make it so you can get the discounted building from Bob. This would make Bob your righthand man when it comes to construction of things. You would still need the recipe to make it though. So getting NPC's and keeping them alive would have benefits beyond "I need guys on my sails" which you would want to keep around because sailor NPC's would make your sails better. This would lead into reworks of the other skill trees, I would make farming capable of making the large crop plots grow fiber,thatch, and wood that the NPC's can harvest at a drastically reduced rate. The rate they harvest can be modified by giving them higher end tools. Artillery tree would also get access to alchemists that can be put on a mortar and pestle that will make it so you can stack unlimited resources inside it and queue up organic paste for more than 220 at a time... it would also make it faster to give the QoL that is missing from the chemistry station. I could keep talking about how I would change it but the TL:DR is make animals more companion rather than a requirement but still have meaning. Make NPC's more than a parasite when you arn't sailing. As a designer I would change a lot of things but for creatures this is what I would do. ~Lotus
  42. 1 point
    those are amazing ideas I recently had a post talking about the fact that there isn't a whole lot of content so the game is going to die before it gets good
  43. 1 point
    And while we are at it, also make confirmation box for making new character when you die xD
  44. 1 point
    I like this. Even a 3-5 minute warning about rain would be a game changer.
  45. 1 point
    Bulls are horrible and pretty useless all round, how about make them reward-able by being a good thatch farming animal or at the least being able to pull a cart like the bears? Also Shieldhorns feel borderline useless too considering how horrible they are to tame and I've heard the same about the Razortooth, increase damage and survivability to make them a viable animal against Power Stone Island creatures? (Speaking from a PvE perspective.)
  46. 1 point
    I very do like this idea. Me and my friends were talking about this idea many times since pretty much every two weeks i gather all the trasure maps and i prepare for us one huge trip which usually takes over 12hrs... and since I´m the Captain on these trips i usually end up anchoring in some freeport because we really need to get some sleep from time to time and with fully loaded ship it takes a "while" (4-6hrs) just to get back home. And i really would love pay some gold so that we may stay anchored before we wake up. Please that idea is briliant and i look forward if this will be applied in the game.
  47. 1 point
    ?? Not sure where this was going but last week it took us all of a fun evening of sailing around to find a nice island with 4 claims available. If you need help finding a place ill help but if your just forum flamer that's not actually trying then piss off.
  48. 1 point
    LOL, once again, proving that charts can show exactly what you want them to. Here, watch this trick. No Man's Sky vs Atlas 1 month after launch. Oh Noes! No Man's Sky is DOOOOOMMMMMEEEEEDDDDDD!!! *cough*
  49. 1 point
    I've had tames disappear completely and also fall into floors and ramps an get stuck. If you are facing your tames when you log in you realize they render far quicker than the structures, but do not stay in place, they fall. I've also got a problem with wild creatures spawning in / entering my building (completely covered in floors) while I am offline and killing my tames. I've a 1000's of hrs in Ark and this never happened there apart from maybe one or twice fairly early on in the game's development.
  50. 1 point
    I have spent a lot of time testing in this area and ships appear to be a new "class" but somehow tied to "dinos" from ark. This due to the dinomax xp you can change to get more levels on a ship (up to 72 max). I suspect they have hardcoded some things at this point or we just have not been able to get the class names. I know that many people have asked Jat on twitter and in discords and I haven't seen any answer or progress. So my theory is that some of this information is hardcoded and they may change that in the future but admitting it now would just get them lots of pressure to change it when they are just trying to get things stable. All this said, when the devkit comes out HOPEFULLY this week as they said we will either get correct class names to override in settings or mods can be made to change this.
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