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Showing content with the highest reputation on 06/04/2019 in all areas

  1. 4 points
    Did some calculations based on these assumptions: Fresh made galleon with a carry weight of 30,000 Common speed sails, weight sails, and cargo crates Weight sails give 60% of the speed that weight sails give weight sails and cargo crate penalties are not additive. Given those assumptions and taking the average speed percentage of weights between 9k and 27k carried weight, the best configuration is 6 speed sails with 1-3 cargo crates. the percentage calculations I am using is = (1-(#WeightSails)*6.7%)* (1-(#CargoCrates)*6.7%)*(1-CurrentWgt/MaxWgt)^0.5 Brigantine Schooner (assuming 1 large speed sail)
  2. 4 points
    I don't think it needs to be less boring personally,just a lot quicker,some kind of fast travel system would be preferable especially keeping in mind the size of the map.I know we have beds but I like to keep my items with me.failing that just faster sailing would do, it just takes too long at the moment and when I get lag I run the risk of losing everything if I run into sotd. especially when the game freezes up,but not more mini games please,loading a pistol while im fighting is impossible enough,dont wanna be fighting the sotd and constantly doing something else just to move anywhere.
  3. 4 points
    Just to note, we discuss a lot of things, but yes this is something we have discussed internally a few times. No promises though.
  4. 3 points
    Like many people, I like sailing the way it is, I think a fast travel system for boats would make the atlas feel small and would frankly, ruin the game as distance would become no object. Also removing sailing as it is would just make atlas like every other game of its type and remove its uniqueness. Sailing is what you make it. Frequently when I’m making a trip, I’ll find a reason to detour. In fairness though, they could do with increasing ship speeds by about 25% and increase the minimum wind slightly. Also, more variety of encounters and things to do while sailing certainly would be appreciated, apart from that though, sailing should be left alone.
  5. 2 points
    @Jatheish First of all, the act of actually sailing is great. Sea of Thieves had amazing sailing mechanics, and I feel you nailed most of them. The problem they had was not enough sea, islands everywhere. The vastness of Atlas is a defining characteristic, compromised only by the god awful fast travel system currently in place (beds). As far as fixing that to make it better, please consider the following; 1. Waves don't seem to have much/any affect on the boat when its in motion. This could be made more dramatic, at least for smaller boats, or frankly left alone for the time being. This is super minor. 2. Increase sight range. What is your biggest sailing issue, its SoTD popping up, its structures popping up, its circling around enemies that you know are somewhere right there and not being able to see them until almost cannon range. This is a terrible problem to have. The sea is flat, we should be able to see a ship coming a long way off. We should be able to see some sign that there is a gigantic wall in front of us before we are into it. This is a big deal for anyone who has lost a vessel to something that just magically popped up out of nowhere. 3. Increase backup speed. Parking sucks, and can take several minutes. The best fix is to simply increase reverse speed 3-5x its current value. QoL. 4. The ability to plot a course. I try my best to not advocate adding assets that don't already exist. Perhaps though we could steal a map table from Sea of Thieves, or just use your in game Atlas (num8). Put NPCs on the sails and helm, and put a point on the map that the NPCs will sail to. I would even concede to SoTD being non aggro while auto sail is engaged. I feel this would be far more preferable than increasing the use of fast travel. Now, the better solutions to making sailing better will be found outside of actually sailing. 1. This is your biggest one. Ships, we have 4, and only 3 are even viable options. We have umpteen+ different choices of tames, that are a requirement or you end up like @vaylain thinking it takes more than an hour to make a schooner. However only (3) viable ship choices. On top of that, there is no benefit to the smaller ships outside of taking less resources to make. We need more ships, we need more ship balance.In the theme of that, there would be nothing wrong with making different classes of ships withing their size modules. 2. Durability of ships. Another major problem you have with unhappy sailors is how utterly flimsy the boats are. While anchored, the boat itself should be 100% disabled from taking damage or doing damage (perhaps with the exception of war declarations). Some people have lobbied for ships in a bottle, an over the top solution. What do I really really want when I login? My boat, right where I left it. Why am I dissuaded from sailing to everywhere during the week? Because I have to find a safe harbor to park in or my boat WILL be destroyed, because it CAN be destroyed. This greatly discourages people form making long trips, or taking the boat out for much of anything at all unless they have to. This takes nothing away from the game, and adds soo much to it. On top of all that, when I do enter a melee on the seas, why should a common boat be planked in 1 volley? The damage differential is lopsided atm. An important thing to consider when using numbers and % scaling in games, keep them small. Or else you end up with exploits and horrid balance issues (guillotine anyone?). 3. The economy, err, the lack therefor of. So long as there exist no form of usable auction house, there will not be an economy. People say just going to islands gets boring. Indeed, we need a reason for traffic aside from our immediate needs. I should be able to make good boats, and put them up for sail. Along with everything else I can craft. The free ports should be more than Slaves-R-Us. They should be a booming economic hub. Damn.. I went longer than I intended. -CS
  6. 2 points
    I don't know if something like this could be done, but maybe they should change how render distance for ships works, so that bigger ships can be seen for a much longer distance than the smaller ones. Making the sloop something that you are unable to see unless you are very close to them could make them useful in some situations, at least for pvp.
  7. 2 points
    Suggesting that somebody who enjoys the game as it is is playing the wrong game is certainly an interesting argument, though one that I think is just backwards. Everybody enjoys different things. Just because they don’t enjoy the same things you do doesn’t make them wrong.
  8. 2 points
    Always thought that speed sail should only be like 10% quicker than the others. Handling sail 90% speed of speed sail, with advantage of catching winds at mad angles Weight sail 90% speed of speed sail, with advantage of increasing weight capacity of the hull That way it's not going to be meta meta meta. It would allow variety.
  9. 2 points
    Screw that, sailing is boring as hell and a major waste of time. There is nothing on the majority of those islands that makes it worth the risk, effort, or time. We only sail about for "discovery" points merely because we have been FORCED to by the game system but it remains a lifeless and pointless chore. What they need to do is actually stop being so lazy and apply effort to flesh out each and every island. Make them all unique and have different monsters to battle and diverse loot to acquire. Spread out NPC quests, settlements, dungeons, caves systems, secret passages, undead graveyards, haunted underwater shipwrecks, pirate enclaves, ancient tribal civilizations, and monster lairs to discover and conquer all over each of the islands. Get creative! We need more in the way of PVE content to make ATLAS feel alive like a Fantasy MMO . Instead of lazily placing down a million lions, tigers, wolves, yetis, blah blah, how about mimicking real ecosystems that feel natural and NOT just mindlessly spammed. Mix up the danger with NPC pirates, skeletons, zombies, giant spiders, demons, elementals, giant scorpions, ettins, wyverns, fire beetles, mimics, spectres, constructs, goblins, imps, fey, mutants, wraiths, animated statues, gelatinous ooze, and etc. Give us different types of treasures such as special weapons, armor, tools, materials, gems, gold, blue-prints, skills, consumables, notoriety titles, cosmetic skins, experience points, and etc as incentive.
  10. 2 points
    Please be aware not eveyone thinks sailing is to slow or boring. If I want to go someplace fast I can take my lightweight schooner. If I want to transport a huge quantity of goods I know it'll take time. I find sailing relaxing, interspersed with a few "oh! shit" moments, time to sit up and pay attention. Also at the moment speed sail bonuses don't work, so when thats fixed we will all be a little bit faster. more ship types however would be welcome, Streamlined versions of each with less weight but more speed. cargo versions of each with less speed but cargo containers don't slow it down. The options open for design are myriad, I've been a little dissapointed with ship choice so far, a sailing game where since the start you've added new weapons, islands, tames, skills, building pieces & content yet not one new ship!
  11. 2 points
    The shipyard quality and the corresponding ship quality is a perfect example that grapeshot makes things unnecesssarily complicated. As some1 mentioned before ship related blueprints can be found in sotd drops, shipyard blueprints comes from treasure maps. It´s not the quality but the duration of a shipyard that matters. A mythical shipyard can have lower duration than a legendary one. The higher the duration the better the resulting ship quality. And every +10% ship quality means +1 max lvl. (Higher duration shipyards have way more carafting costs than lower ones!) For example: 200% shipyard will produce 180% quality ships which can lvl up to lvl 50 instead of 42. Why a 200% shipyard doesn´t drop a 200% ship....no one knows. Why doesn´t a shipyard work similiar to a blueprint, higher int will give higher chance to produce a better ship, no one knows. Why was the ship max lvl 51 before the wipe, now 42 with common ship yard, no one knows. Now u need a 210%+ shipyard to hit the old standard of lvl 51. Mythical ship parts like planks, cannons and sails are incredibly rare because the high lvl ships espec lvl 50+ galleons are very rare. I´ve sunk hundreds of sotds and only found small planks and decks of mythical quality, which are pretty useless. I never found a mythical cannon or sail, 2k hours on my clock. Last but not least: I´m looking for a 220%+ shipyard blueprint or just 1 crafting from it. Contact me, thank you
  12. 2 points
    The teachers who set the bar high, are the ones we remember the most. We remember them more fondly than the ones who tried to be nice, and not expect much of you. I think this is because, as we get older, we realize that the ones who set the bar high, are the ones who actually cared about you, while the ones who want to be nice, care more about themselves...thus they sacrifice what's best for you, in order to be liked.
  13. 2 points
    Wait...a fishing net that requires the ship to sail a minimum speed...requires bait? Really? FACEPALM OK, this is just that game dev mentality that something must be required to make something work, to make something else work, so you can build X, to make y work, to you can get Z. Makes sense sometimes, but in this case, it makes no sense at all.
  14. 1 point
    Ahoy Captain's and Mermaid's, we are goin to get the ghost ship this Saturday. If you wannt to higher your level cap, completing the quests Join our raid! More informations on https://discord.gg/7JbR3Vs . Sea you on the sea
  15. 1 point
    For whatever reason, I cant launch atlas. It has been downloaded, installed, and should be ready to play. When I try and launch it both from the desktop and the steam bootstrapper, it gives me an error message. It pops up in a small window labeled "Message" and reads: Failed to Open the descriptor file ',,/,,/,,/ShooterGame.uproject' Me being fairly new to the world of PC gaming, I have no idea what any of that means. If anyone knows what exactly my problem is here, a fix, or who to contact, please let me know. Was really exited to jump in, but im a little bummed out by whatever this is. Should probably mention that im not sure how to verify the game files or much of that, so please be specific lol.
  16. 1 point
    Atlas sailing is good as it is and i love it no need anything to change here Why u guys playing ship games if u hate sailing ? That game is not for you then...
  17. 1 point
    Yeah, along the magic winds - things like even ship in the bottle mechanic, wards from different elements.. may it be storms, fire etc. for X amount of time or even mask yourself for that X time and be ignored by SOTD (unless you attack them then the illusion goes away). This I feel would improve sailing quality. Casting magic could also consume mythos maybe? And the more often you cast it the more it costs to consume, unless you let it to cooldown to prevent people from spamming the abilities with no care.
  18. 1 point
    Okay so the first point is that the Pipe will not snap to the grill, but the grill will snap to the pipe. So what I did was place a reservoir in my house and snapped pipes to it so that one of the joints was lined up so that when my grilled snapped to it, it was right where I wanted it to be. Then I continued to pipe outside my house to where I wanted to place my actual reservoirs, after I had piped it into two reservoirs outside my house I demo'd the reservoir and spare piping in the house leaving my grill attached to the piping and reservoirs outside. Next time it rained I slowly watched the water count go up in my grill till it maxed out at 300.
  19. 1 point
    I will agree they need to add content to make it worth sailing to grids. I find myself hitting the same grids for resources cause I know where they are. They aren't all that far from home cept ironwood/twigs. I personally find the whole discovery system very cumbersome. Not a fan of searching for a needle in the haystack. I'm at the point now if I run across one great. But i'm not actively seeking them out. Treasure chest, urn or something to say HEY i'm here. I've stated before I would love to see beams like treasure maps or sparkly stuff around discovery areas. The spyglass helps for some but some are still pretty invisible for me. Able Mapmaker imho-is useless. They could change that into discovery beams. I can't say I mind sailing. I get tons of housework done during those voyages. But Salty and I are definitely in the minority here. Half my company doesn't play long or a lot because they don't like to sail. IE takes to long to get to grids etc. Not much to see once you are there. I wouldn't mind a speed increase on sailing again. They did it once and it was a great improvement. Spelling or Grammar not included. Lol Boomer.
  20. 1 point
    I like the sailing as it is. When it first launched, I appreciated the more realistic sailing experience, but I do see how now I prefer the current model for sailing around the world. While sailing, I like to have music or a podcast playing, but I’m usually pretty vigilant about watching for ships of the damned. The only change I’d like to make is to make the flotsam a little more worthwhile to stop and get. Thinking about this, I’m now wondering if you can use the harpoon to pull them in. I’ve not tried one yet, but looks like that’s a tonight project.
  21. 1 point
    I also enjoy sailing the way it is. The main thing needed to make sailing worthwhile is discovery. That's why XP should be scrapped for items like swords, guns, armor, cannons; instead make those items findable....just leave XP in game for skill based tasks like farming, captoneering, beastmastery etc, but implement a treasure system where you must travel to other islands, complete quests like Army of the Damned in order to achieve a chest which has the potential to include craftable items. Also there should be non player shipwrecks that can be found with a chance to have craftable items. The official world is so huge and you shouldn't expect to discover it all. That's what makes it interesting.
  22. 1 point
    People aren't going to be carrying that much weight all the time, so they are going to set the ship up for speed. Then, when they could use the extra weight, they won't do it, because you aren't going to do something as stupid as demolish Masterwork+ sails to change them with sails that will be used for one trip. If they want this to be a thing, they will need to design a way to change sails, and reuse those sails, on the same mast.
  23. 1 point
    Does not work for the game. Has not, does not, will not...ever. PvP is all about speed. The best thing they could do for the game is get rid of speed sails. Make the sails all about weight or maneuverability. People are not going to sacrifice speed in a PvP server, so why even bother with the other sails in the game. Especially with the insane speed hits that the Devs give everything. People might use those other sails on PvE, but they won't on PvP. Same for the cargo containers. They will just use the stripped down Galleon. That has worked, and will continue to be the go to method for cargo.
  24. 1 point
  25. 1 point
    too many island with more than 44 point are free to use, the game dont have any compagny with this number of point ? we live on lawless with a 6 member compagny, and we dont have any free island with 44 point
  26. 1 point
    I returned to Atlas this weekend after 3 or 4 months out. As an EA game, I tend to come and play for a few months, then take a bit of time away until new updates/features are added. So we found an island (non-lawless) which was great news as last time we couldnt find anything +1 for the studio for this change. Its at 5% taxation which seems fair, and they have been polite and agreeable to us landing, we seem to have pretty much a full island to ourselves. Started building a few outposts so we can spawn in safely, and got a shipyard up. A few ships build fairly early on, and a few bears tamed too. I dont recall building up so quickly last time so the grind seems to be less painful (and yes I was aware that its 2x). So my return to Atlas so far has been a pleasant one, hopefully it lasts long
  27. 1 point
    I think they should make it so the lighthouse acts as a beacon. You put an NPC on the wheel and tell it go to this beacon. You put food and gold and in the lighthouse and it takes care of all the NPC's on the island and to the island. (This solves other problems for people aswell). So the game could have a formula based on distance that determines the time it takes. The formula would be something like weight x distance x autosail penalty (cause having it be anywhere near as fast as a regular person sailing would be too good). A day or so later your boat arrives at your lighthouse. I don't really like sailing but I will do it. While I watch netflix or hulu. Not really a fun game mechanic. Rules would be need to be allied to place a lighthouse otherwise the lighthouse spam will lag the hell out of the server. Reason I say lighthouse is because it's basically a landmarker/rp building ~Lotus
  28. 1 point
    OK, here how it works! Shipyards --> maps The higher the map the higher the ceiling of the rolls. For a native >180% i guess u need to do >22 qualtity maps. Maybe @DoubleHelixcan help. Every Map in the Game is potential soloable. Just buy a bear with 1k HP and >=220% MD for ~5k gold. Or bread any high HP/mediocre MD bear and imprint it 100%. The actual HP of the shipyard is determining the ship quality, REPAIR it before use. With the max crafting bonus of 60% a BP with 177% can produce a 222% Shipyard. Each 10% ship quality gives one max level. The ship is 10% lower qualitiy then the durability of the shipyard (33k HP increment for large shipyard PER 1 level ? --> 663kHP for max ship level) Hunting for/Building an own high level shipyard is a pain. IF you can, try to buy a crafted one, or even ships made in them!
  29. 1 point
  30. 1 point
    I have run all around the northern freeport in M2 and I can not find any fiber anywhere! I am only getting berries and garlic, nobody can craft anything
  31. 1 point
    No he does not! He does ~17 knots at half weight, with strong wind. In a storm he can be faster but not 19. (Large) Weight sail on a schooner, wait i have to kms. Someone reported 4 knots. I would think u just go with baseline speed (as going into with wind with speedsails). IF weight sail is still 0.6 of speed sail and a zero weight galleon is traveling with 24 knots top speed, then the comparison for a galleon with 6000/39000 base weight stats would be like: (NO baseline displayed) Top speed in knots versus weight of Galleon, blue 6*LSS, red 6*weight sails. (10 Knots top speed = <6knots speed for lowest wind) As i dont have a galleon to verify it, and i am also not interested in doing it, maybe someone can check back. Generall for speed measure: If you use a sextant, there is only a ~1 minute window where the wind is the strongest, take that value and average it abit. The sextant is using hight (waves) for speed calculation also, this has an (fake) impact which should be eleminated. The formula is (1-currW/maxCapacity)^0,5 *topspeed in knots * speedMalus speedMalus: LSS : 1 LWS : 0,6 (not sure, mybe buffed) LHS: 0,75 (not sure) Cargo : 0,933 to 0,6 for galleon. topspeed: schooner 24 brig 22 galleon 24 All this values got changed in the past and might have changed allready again, i dont verify them each patch. If you find different behaviour, please report back!
  32. 1 point
    We will add tames in the evening + some new informations I got a lot of messages why we unclaimed Allerbel cay and whats going on there. Me and the gallery will stay in D10 and no it was not my idea to unclaim. Your are all still welcome to visit Allerbel Cay.
  33. 1 point
    Did someone ever float 'irregardless' past her? To this day, I want to put people in a chokehold when I hear that double negative. I figure that sounds like a good parent, too.
  34. 1 point
    standard bola tame, i think there preferred food is crustacean meat from the crabs although i have not had any on me to confirm it. other meats and vegetables should work according to the grey text when you bola it.
  35. 1 point
    I mis-calculated the next date, I turned 90 today. Instantly sailed to the FoY, ran in, rejuvenated, turned around, loads of stuff spawned, I managed to run out of the cave alive and back to my ship. Look forward to the next visit 29-30th June!
  36. 1 point
    I cant get anything to snap to any building structure EXCEPT for the indoor water pipe, which only wants to snap to foundations.... BUT it requires a pipe WITH water to even place!!! Hello?? HTH are we supposed to get an external water-filled pipe running perfectly into the building so that this Indoor Water Pipe will actually place???
  37. 1 point
    We're not really a combat company on EU PvE....but I'd like to unlock the Kraken for the sub -- however, the nearest thing we currently have is a schooner, full of monkeys. If we can keep throwing a crap load of shit at the Kraken, and distract it enough for you to hit it with more chunkier weaponry, then I'd like to tag along... if possible?
  38. 1 point
    I'm sorry, If i have offended you. Please read over my post closely and see what exactly I am asking for. Also, in this game so far, The mega company or alliance only used War token on each other, not on anyone else, at least that's what we have done. The up number of alliance could also give the smaller company to trade with the large company, at least we are doing it right now. We build walls as in defense to protect our self from getting attacked by all the other major companies. The only buff I asked for is the catapult. The catapult does not even do that much damage to the walls and stuff, please test it out. All the other content I'm asking for is for all the players could play with each other for fun. So,it won't be the trash talk, it will be more skill based content. Again, I'm sorry if this content i'm asking for is not what you are looking for, and this is just a suggestion from us. Don't take it the wrong way. We just want to have our input in to the game community also.
  39. 1 point
    The ice extend the spoil timer way more than salt . A cooked recipe last 5 days with salt while with ice it last 50 days .
  40. 1 point
    I've experienced this too, quite often I'll spawn with a drop in health. I've also noticed that whenever I log on for the first time in a day I will log in with less health, then the same the next day. It's pretty consistent, as if it happens when i log on after a server restart due to an update maybe.
  41. 1 point
    Nah, screw that. Even 5 is stupid. Water freezes at 32 degrees and a lot of people on here want sailing close as can be to reality so I expect my water to freeze at 32 degrees. and actually have anything lower than 30 degrees is completely stupid. This isn’t something that was a mistake they made. They can’t be that stupid to make a mistake like this. either make everything else in the game as fake as this or make it to where even 32 degrees will make ice. Very stupid decision.
  42. 1 point
    Concensus is 30. I have personally had a 28.8 that we used 3 bears to do.
  43. 1 point
    Gated content is a joke, not the best player is rewarded but the most submissive slave.
  44. 1 point
    released patch notes v24.4 - Reverted optimization to how Seating Structures are replicated, caused some issues. v24.3 - Fixed invisible tamed creature case, and optimized some networking related to creatures on ships. - Optimized how ladders network their extended/retracted states. - Attempted an optimization to how Seating Structures are replicated (Steering Wheels etc) v24 - Further fix for case where steering wheel usage became desynchronized. v23 - Major client and server optimization for ships - Fixed remaining case of Client Disconnections (Not necessary to adjust Client Bandwidth, this was related to something else. We recommend all players try to use EPIC Bandwidth!) - Various new server performance optimizations - Sail Canvas is now unaffected by Repair Hammer - AoD soldiers now take significantly less damage from bullets. v22.21 Fixed a bug where tamed creatures, boats, and NPC Crew stats didn't replicate properly. v22.1 - Fixed a case where players would disconnect on certain servers when loading into large bases. We advise setting your "Client Network Bandwidth" Option value back to Epic if you had previously changed it, to deal with the disconnections. - Fixed a case which would cause creatures to flash or flicker. - Fixed a case where players on saddled creatures would teleport back to the server's origin if the creature they were mounted on had been killed by another creature. - Sail canvas now takes twice as long to repair. Repair hammer can no longer be used to repair a canvas. A canvas must be repaired using the pinwheel option on the mast, which can be accessed by holding down E. - Target Soft Spots will no longer add torpor to other player teams in PvE. - Camera no longer interpolates to origin when destroyed. - Glider will no longer activate when encumbered. - Buoy signs remain attached after server restart (retroactive). - Server and client performance optimizations. - Fixed an exploit which allowed players to stall and potentially disconnect other clients. - No longer able to turn off cannons that do not belong to your team. v21.43 - Fixed some server side crashes and added additional server performance optimizations for NPC Crew v21.1 (client) - Fixed choppy claim flag physics 21.42 - Further optimizations to NPC crew 21.41 - Optimized replication and ticking of NPC crew on turrets, for significantly improved server performance. v21.31 - Improved Structure replication rate from servers, though this may increase client stalls slightly. Clients can reduce their "Client Network Bandwidth" Option value if they are experiencing too many stalls with this change (we do recommend the default, 60 KB/s). v21 - Optimized how items are networked resulting in significantly higher performance and less bandwidth usage - Added the Hook Hand and the Peg Leg to the Freeport cosmetic vendor v20.1 With our planned changes for March, the game will be heading into a more rule based system, so for the next few weeks we’ll be making some changes to experience what it would be like if we took an alternative route. We’ll be releasing an update tomorrow which includes the following changes: - 6x Rates - Harvesting, Taming, Experience, Gold, Farming, and Breeding. - Claim flags will no longer prevent enemy building. You can now build anywhere, and only structure build radius will prevent it. This does not apply to cannons and mortars, which will still require a claim flag. This is a non-default, which will be enabled on our PvP Networks. Unofficials can also use this as a custom server-side config. - All servers, other than Golden Age Ruin servers, can be set to home servers, allowing players to respawn at them. (PvP only) Game.ini: [/script/shootergame.shootergamemode] bDontRequireClaimFlagsForBuilding=1 bIsLawlessHomeServer=1 bForceRequireClaimFlagsForBuildingCannons=true This is what we’re enabling on all our non-Golden Age ruin servers, but please note that you must also flag the corresponding grids as homeservers on the servergrid.json This patch will also include: - Whispering voice hotkey [* [numpad] key] - Server side config that allows you to alter the distance for the 3 voice modes: Whispering, Normal, and Yelling. Game.ini: [/script/shootergame.shootergamemode] ProximityRadius = 8500 YellingRadius = 22000 WhisperRadius = 2000 - Removing the Destruction Mesh on Lighthouses - Increased the limit of folders in inventories from 20 to 40, and 80 in Bookshelves - Treasure Map names now includes the grid for easy filtering - Explosive Barrels can no longer be used as an ammo type for cannons. Any loaded ones will just fire regular cannons. They'll be receiving a large redesign in the major update coming in March. - Fixed chat scrolling, so it now works again with Page Up and Page Down - Fixed an edge case where voice chat would stop working unless the client relogged These changes will allow us to see how the game would pan out if we didn’t have the claim system affect build rules, which helps us collect more feedback on playstyles. v19.62 - New style Claim Flag with improved flag physics - Improved mini map X icon for visibility - Added chat tabs - Reorganized claim flag notifications (requires updated server) v19.52 - Fixed multiple cases where inpulses would be stacked causing players or creatures to be launched into the distance. v19.51 - Disabled the use of some client side console commands which could be used to gain an unfair advantage in PvP v19.5 - Army of the Damned Soldiers and Crew melee attacks now properly hit. - Fixed an issue with servers that could have stalled them out for significant periods of time (5+ seconds) - Improved general server performance v19.4 - Further optimized server performance - Fixed issue where Buffs were not being added (drinks and such) if you were on a seating structure, or if you were encumbered. v19.3 - Significantly improved server performance when unstasising structures (50%+). - Fixed the bug where picking up stat'ed Structures would eliminate quantity of existing structures in your inventory. - Fixed a case where server-side Spoiling Times were incorrect on preserving bins. - Whale corpses now last 30 minutes - Giraffe harvesting now yields 6x thatch v19.21 - Doubled maximum server physx substeps to maintain more consistent ship movement at low server framerates. v19.2 - 2x Harvesting, XP, Taming and Gold enabled on the Official Network until Monday 25th. - Bookshelf added to organize your maps, blueprints, notes, and songs. You can learn it from the Esotery of Building skill. - Signs/Canvases can now be placed on storage boxes and bookshelves to help indicate what they're used for. - Note added to the game to leave each other messages. You can learn it from the Secrets of Building skill. - Company UI now displays last online time for members - Significant server optimizations (company network data is now replicated more efficiently to clients) - Maximum ship level is now 52. v18.97 - Fixed Melee damage application to Army of the Damned - Fixed NPC crew disappearing for a fraction of a second when mounting on cannons - Prevented climbing of the Kraken barrier wall - Improved Cyclops movement to allow it to clamber over rocks better v18.95 - Optimized server spatial octree, which should result in better server performance and reduced stalls. v18.94 - Fixed an issue with NPC's not interacting when stationed. v18.92 - Canvases are now free-paintable - Improved the appearance of storm cyclones vfx v18.9 - Fixed an issue with babies not eating from inventory/troughs when in stasis. - Fixed a bug with Alpha creatures. v18.89 - Fixed an issue with the unstasis/render distance on ships - Optimized performance of various server subsystems. v18.87 - Optimized performance of various server subsystems. v18.84 Weight - Gold coins have had their weight reduced by 50% - The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories) - Weight Sails now provide 20% more bonus weight. - Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater - Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195. - Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14) - Tamed creatures now gain an additional 6% weight per level into weight rather than 4% Creatures & Tames - Elephants and Rhinos now provide a 25% weight reduction to their specialised resources - Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch - Elephant base stamina increased to 390 - Rhino base stamina increased to 190 - Giraffe base stamina increased to 440 - Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave - Tamed creature resistance has been increased by 30% and damage increased by 20% - Bear health has been reduced by 10% - NPC Crew can now be renamed - NPC Crew can no longer be placed on Bear and Horse Carts - Company Tame Limits have been doubled - The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again) - Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only. Structures and Items - Puckle Damage has been increased to 100 base and is 50% more armour piercing - Carbines reload time has been reduced by 10% - Pistol reload time has been reduced by 33% - Blunderbuss reload time has been reduced by 20% - Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed. - Stone Structure SAP crafting requirements changed to fibre. - Wooden Structures resistance to explosive and siege damage types increased by 30% - Stone Structures resistance to explosive and siege damage types increased by 45% - Explosive Barrel change reverted until the redesign - Reverting damage increase and crafting cost decrease to Grenades - Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50% - Oil Jar has been made more difficult to craft - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance QOL - Old Age no longer has a debuff - Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future) - Players can now purchase a respec soup at the Commodity Trader in Freeports - Players now have approximately 20% more skill points per level Bug fixes - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward. - Mortars will no longer be able to shoot at players outside of render distance v18.76 - Fixed a bug where fire AoE would not attach properly to moving boats. v18.74 - Potential fix for some frequent server side crashes. We'll be monitoring with this build v18.73 - Explosive Barrels will be undergoing some changes with this patch, please note that they're still in the process of receiving their redesign, but this puts them close to it: Limited to 1 carryable stack per person. Stack size will remain at 10 You will not be able to store them in creature inventories, however, legacy ones will remain there. They will be able to be placed near enemy structures and water without needing a claim flag, but not on boats itself. You will not be able to equip them into your hotbar, they must be placed from within the inventory. There will be a restriction to how many can be put down at a time within a certain radius. Reduced Explosive Barrel damage by approximately 20% Reduced Explosive Barrel explosive radius by approximately 20% - Diving Suit will make wild underwater creatures ignore you unless you attack them - Alcohol will no longer spoil - Cooking Recipes spoil time increased to 10 hours - Spoiling time increase bonus on Preserving Bag has been increased - Increased Grenade damage by approximately 50% - Decreased crafting costs for Grenades by approximately 20% - Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport. - Diving Attachment now has the same health as the Dinghy Hangar - Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore. - Cannister shot range increased by approximately 20% - Cannister shot damage increased by approximately 10% - Spike shot explosion timer is now 30 seconds instead of 20 seconds - Spike shot now reloads approximately 10% quicker - Spike shot range increased by approximately 15% v18.69 - Fixed some server startup crashes - Widened the amount of networking info the server can send to clients - Server optimisations v18.65 - Fixed a bug related to server transitions v18.6 - Crow's Nest peak will no longer block the camera. - When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage. - Dolphins chance to jump has been reduced to 20%. - Client-side option to hide the Gamepedia Wiki button in player inventory. - Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP - On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them. - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources. - Fixed crew on puckle gun taking damage from fire aoe buffs. - When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight. - Gunport crafting and repair costs are now the same as regular planks. - Fixed an exploit which allowed players to place multiple claim flags at once. - Large Cannons now do 30% less damage against Ship planks and Ship decks. v18.58 - Added extra server-side protection to remote inventories to resolve an exploit v18.57 - Company Claim Flags cannot be personally owned anymore. - Server crash fixes v18.55 - Client Side GPU Optimisations - Explosive Barrel Weight now correctly displayed as 60 - Added a direct button to the ATLAS wiki when opening your inventory v18.5 - Server optimisation for structures on boats - Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself v18.43 - Fixed an exploit which allowed players to stall out servers - Added extra protection to inventories to fix and prevent players from bypassing pin codes - Fixed a bug with the Kraken which would have inflicted a high amount of unintended damage - The Kraken's Barrier will no longer damage ships on collision - Explosive Barrel weight has been increased back to 60 (we're still working on a redesign). This is not visible on clients but will be active on servers. We will have a corresponding client fix to go out with this later. v18.31 - Explosive Barrels can no longer be placed on enemy ships, and only have a weight of 6 now. This is a temporary measure due to undesired gameplay. We are going to be redesigning the barrels from a technical/gameplay point of view to give them more use in the future. - Fixed a case which allowed players to enter the bottom of ships - Fixed a case which allowed players to clip and stick themselves inside the boat's hull - Protected against players accessing inventories from outside ships via clipping into boats - Fixed multiple cases where players would fall through structures upon server restart, login, transition, etc. - Fixed a crash which would occur when transitioning with the sextant buff - Fixed Swivel Cannons from firing through walls - Allow players to pick-up structures if you're on the same team even if you do not have demolish rights - Global Number of Ships is now displayed in the player's ATLAS Map UI. We'll be making this more visible on the UI in a future update. It will not display if you do not have any ships and do not belong to a company. - Cleaned up an error message when attempting to craft a boat when you were at the maximum global limit - Added a Crew name filter for company UI - Added a 12 second delay between playing status voice clips (such as injured or starvation) - War Drum songs have been adjusted to be more rewarding. Details can be found here. - Tweaked war drum battle songs to eliminate a big gap in the note sheet preview (just the preview, not the actual song) - Fixed a bug causing the buff timer shown on the music UI during a looping song that gives a perpetual buff to become off by 1 second from the actual buff timer. - Fixed a bug causing notes to incorrectly fail when activated near the edges of song loops - Fixed a bug where client fps stutters could cause notes to fail that should have been auto-played - Reduced tutorial background opacity - Made it so text wasn't cut off for long paragraphs in the tutorial - Mod Map Extensions now work (and will not require recooking the mod) - Linux WaveWorks optimisations (Linux Servers will run much better) - Kraken will no longer give impulses to players for the tentacle slams or tentacle impacts - Impacts with the Kraken bodyparts will no longer cause ship damage - Ship of the Damned Kraken minions are now damageable in PvE - Reduced the damage of the Kraken homing projectiles by 50% - Increased the damage taken by the Kraken tentacles by 50% - Ghost ship will now appear every night rather than every 3 nights - Swapped Mythical and Legendary in the descriptions for tools skills tier 2 and 3, as they were previously incorrect. - Fixed a bug where beds that were placed beyond the default accommodation limit were destroyed on server load v18.15 Bug Fixes - Turrets and Cannons will no longer fire underwater and can no longer be mounted underwater - Fixed a bug allowing players to reset all glider cooldowns by moving the glider between hotbar slots - Increased the required minimum diving velocity before going into the glide-fall state to reduce gaining/maintaining height - Ghost Ship has been fixed and will now take damage. Server Performance - Eliminated Cannon Animations playing entirely on the server for performance savings Quality Of Life - Option to hide territory broadcast messages - Territory broadcast message boxes now scale according to the character size of the message - Gunport camera socket has been lowered and moved forward for better viewing when shooting from gunports - PvE players will now be able to see their claim flag's inactivity timer on the flag itself - Attacking Player no longer needs to be in range for declaiming progress - Glider now has a required dive duration rather than a forced dive cooldown (achieves the same nerf effect on glider spam and feels better to use) Creatures - Whale Counts have been boosted on the Tundra and reduced the spawn interval between whales by 50% - Wild Dragon damage has been reduced by 30% - Golden Age Spawns have had their spawn interval increased from 30 seconds to 5 minutes and increased distance from players from 7700 to 9000 Music - Various buffs/changes made to musical songs played on the Accordion. Details can be found here - we have some planned updates to come for the War Drum in a future update, once we've resolved some technical issues related to it. Miscellaneous - PvE Claim Flag inactivity timer has been adjusted so that it now scales dynamically. A company with a small number of flags will be declaimable after 3 weeks of inactivity, whereas a company with a large number of claim flags would be declaimable after 3 days of inactivity. - The gold cost has been increased on upgrading higher quality items and structures - Cooking Recipes spoil time has been increased - Top Companies will have their names displayed on the left-hand side of the map and are now granted special nameplates and figureheads - Fixed server issue that could disconnect clients if they had a lot of map entities. v17.1 - Fixed a case where players/boats would get stuck playing transition ping-pong between two servers, frequently happened with large boats. - Pinging on an enemy claim flag should show all contesting NPC crew, in addition to players. - Multiple serious performance optimisations for companies on servers - Improved Ship position on the minimap so that it updates more smoothly v16.39 - Fixed a server crash - Fixed a server startup crash that would effect modded servers v16.36 - Fixed a bug which prevented players from being able to demolish structures v16.35 - Fixed an exploit related to structures v16.34 - Resolved a server crash v16.33 - Fixed Barshot so that it now targets sails and acts a slow through to incapacitating a ship's movement as intended. - Company Flags will now update properly onto www.playatlas.com - PvE servers will now automatically kill any character that has not been logged in for 4 weeks. Official Network only. - PvE servers can now use the homeserver option which disables replication on sleeping/logged off bodies. (Non Default but enabled on Official Network). Game.ini: [/script/shootergame.shootergamemode] bHomeServerDontReplicateLoggedOutPlayers=1 (enables logged off/sleeping players from replicating on home servers) bPvEDontReplicateLoggedOutPlayers=1 (enables non-replicating logged off/sleeping players on all PvE servers) - Climbing on other boat's ladders now disabled in PvE if the ship is anchored - PvE claim flags now only allow logged in players to contest the claim - Fixed a bug which would cause the activity timer on PvE claimflags to tick into the negatives. Also updated so the timer now displays days, hours, minutes, and seconds. - Tamed Dragon lifespan reduced to 3 hours - Tamed Dragon damage reduced by 33% - Tamed Dragon health reduced by 33% - Added Effect descriptions to Music and Cooking Recipes - Fixed an incorrect fiber reference in crafting barshot - Fixed a bug where Dead Bodies wouldn't be replicated on servers with replication turned off (Freeports and all PVE) v16.26 - Resolved a save-load issue with appended inventory engrams (Devkit Issue) v16.25 - Fixed Water Spout inventories not appearing on PvE servers - Eliminated frequent server crashes v16.22 - Alpha Creature damage has been reduced by 50% - Alpha Creature resistance has been reduced by 50% - Alpha Creatures are now 25% less common v16.21 - Server optimisations for structures (approximately 8% gain) v16.2 - Dragon Tame Token costs 40k gold as intended - Old "permanently unlocked" Power Stone Artifacts are removed (it was a bug that they were, some weeks ago, granted as a permanent character default item) - Tamed Dragon movement speed reduced by 33% - Tamed Dragon health reduced by 10% - Tamed Dragon stamina reduced by 78% - Tame Dragon Fire has 45% less lifetime v16.14 - Fixed a server crash related to demolishing structures - Fixed an exploit with Grapeshot that allowed it to be shot rapidly v16 Server Changes - Player Movement Optimisation for an approximate 15-20% performance gain on servers - Server Launch Option which locks the Fountain of Youth to one Golden Age Ruins server: -AlwaysActiveFountainsOfYouth Balance Changes Land - Stone Structures crafting costs have decreased by reducing the metal cost by 55% and reducing the organic paste requirement by 25% Ship - Steering Wheels are now considered 'stone' when it comes to their defence type, so they cannot be hurt by fire and take less explosive damage Creatures - Dragon now has 65% less HP when Tamed - Dragon now takes 40% more bullet and explosive damage when tamed - Dragon now recovers stamina 25% more slowly when flying - Dragon can no longer be healed by Nature's Touch - Dragon tamed timer reduce from 8 hours to 6 hours - Dragon Fire Damage reduced by 50% - Dragon Token cost increased to 40,000 gold coins v15.76 - Retroactively fixed an issue which destroyed all sails on rafts - Retroactively fixed an issue which would prevent rafts and ramshackle sloops from sailing v15.73 - Fixed a bug which allowed players to place multiple steering wheels on boats - Fixed a bug which allowed players to bypass the Ship Sail Unit Limit. This is a retroactive fix. - Removed the initial stamina cost for blocking v15.67 - Fixed a case where Steam clients sometimes were unable to connect to the servers. We recommend hosts upgrade to this version. v15.63 - Discovery Zones now provide 1 Discovery Point per unlock - Resolved some connection timeout issues. v15.61 Server Changes - Server optimisations to increase performance by approximately 5% - Optimized transition data cleanup in Redis to avoid DB bloat. - Server Listing for non-ATLAS servers has been rewritten and will list non-ATLAS servers immediately. Fountain of Youth and Aging Changes - Fountain of Youth is only usable if you're over age 90. - Fountain of Youth is now available on two random Golden Age Servers. - Old Age debuff has been reduced by 50% Bug and Exploit Fixes - Fixed a bug which made it so that beds and boats would not display on the map if they weren't in a company. - Fixed a bug with the Drake which allowed it to phase through structures - Fixed a bug which allowed players to have more beds on their boat than permitted, this is a retroactive fix. Balance Changes Land - Increasing explosive damage to stone structures by 2.5x. - Increasing seige structure damage to stone structures by 60% - Wood Land Structure has been buffed to provide better resistance to siege weapon types by 40%. - Wood Land Structures have been buffed to provide better defence against all non-explosive/siege damage types by 50%. - Stone Structures crafting costs have been increased by adding metal cost, and changing fiber requirement to organic paste, which requires both fiber and sap to craft - Thatch Structures have had their crafting costs reduced by 3x. - NPCs mounted on Puckles are now invincible Ship - Ships can only receive damage from collision encounters with other ships if they're of the same or a greater weight class (deals with cheesy cheap ramshackle builds to sink bigger boats). Galleon - Weight class 5 Brig - Weight class 4 Schooner - Weight class 3 Sloop (Ramshackle) - Weight class 2 Raft - Weight class 1 Dingy - Weight class 0 Creatures - Drake balances adjustments (10% less HP, 10% less damage, and double stamina cost for using fire breath) - Magical tames can no longer be used in boss fights and will be destroyed when used inside the dome (Drakes) Misc Changes - BattlEye has been updated to now support Windows Insider Builds. - Resolved multiple Devkit crashes. - Updated latest translations: German, Spanish, Italian, Russian, Turkish, Ukranian, and Chinese - Discovery Zones now count as 3 Discovery Points instead of 1. Players no longer need to discover all zones to reach max level. Not a retroactive change. This value can be adjusted for Unofficial Servers here: Game.ini: [/script/shootergame.shootergamemode] MinPointsPerDiscoveryZone=3 v15.35 - Fixed an issue with Wild and Tamed Dragon scaling which would have cause it to have incorrect stats. - Rebalanced base weights for tamed creatures (increase) - Added an additional Fountain of Youth on a different Golden Ruins server, so 2 are active tonight. The additional Fountain of Youth will not be visible until the client side update releases later tonight. v15.33 - Fixed an issue where clients would not correctly see the Rejuvenate buff - Fixed an issue where players could not tame the Dragon using the token - Fixed an issue where players may not have been able to feed bola'd creatures due to a desync on servers v15.21 - Fixed an issue where doors, gateways, and gunports would break on server reload v15.1 - New "Fountain of Youth" quest will appear for characters aged 90 years and higher. The "Fountain of Youth" (currently represented as a magical particle effect) appears in a single Golden Age Ruins across the ATLAS, near the Power Stone Container. Every 50 in-game days, it teleports to another Golden Age Ruins, on a cycle. If you find the Fountain, and activate it, your character will be set back to age 20, and if you do this when you were aged over 90 years, you'll gain a significant permanent statistics boost (you can do this multiple times to gain further boosts, each time when you're at least 90 years old). - Characters over age 90 get an old age debuff that slightly reduces stats (shown in char panel) - Fixed an erroneous feat cooldown time calculation, now all the feat cooldowns are what was originally intended. - Defeating the Kraken now gives you a unique passive skill which permanently and automatically reduces all of your Feat cooldowns by 33%! - Summoning the Kraken now only require the first 8 powerstones (Ghostship powerstone is no longer necessary) - Fixed the bug that was preventing recruiting new Crew in Freeports - Reduced the total time for unclaiming enemy claimflags, the max is now 4 hours, with 15 minutes when at 100 flags. - Vultures no longer target low-health wild creature - Reduced Wolf spawn frequency - Reduced Wolf natural targeting range - Reduced Wolf notify neighbor range. - Reduced Wolf hp and damage - Fixed land creatures AI's not getting aggro properly if attacked from a a ship - Stop Allies being able to Capture other Allied territories - Fixed rapid unclaiming, now if your contested flag is unclaimed it will unclaim at the same rate that it took to claim! - Improved door ticking performance - Added cheat DestroyAllNonSaddlePlayerStructures - Reduced default gold from treasure maps by 50% (as originally intended) and added a new server scaling value for treasure gold. Though, the Official 2x weekend puts the gold back to pre-patch values. - +50% tame damage resistance - Shark and Jellyfish targeting/neighbor ranges reduced 30% - Diving suit adds 90 fortitude now and lasts for 2 hours at surface and about 30 minutes at deepest depths - Crop plots are now prevented from being placed on ships and are destroyed if they were on ships. - Ocean creatures can no longer be Alpha. - Fixed Whale AI to target the ship or player more, rather than the point the player touches the ship. - Fixed NPC Merchant ship showing as overweight when players carried a lot of weight aboard. - Fixed Merchant ship showing as Raft with company ID 0 when looking at it. - Fixed Company ID O showing on none player owned structures on maps (water spouts, etc.) - Fixed Pillars being build-able on PVE islands. - Fixed Fog event not appearing for players using low settings. - Fixed Chicken hurt SFX. - Added new Large Cannon SFX. - Fixed Parrot hurt SFX. - Fixed players not getting aggro when attacking whilst based on a ship. - Added Streamer stealth mode option. - Fixed Monkey hurt SFX. - Fixed a bug causing Map Markers to draw at incorrect locations on the map UI. - Fixed skill description error, "mythical" changed to "legendary." - Fixed flotsam items spoiling when reeled in with grappling hook. - Fixed client crash when transitioning with sextant buff. - Fixed a Song not referencing the correct song buff. - Fixed a bug making it so that the Raft could be repaired for free. - Increased Flame Arrow durability cost to 4 durability consumed per shot. - Reduced Flame Arrow max percentage damage by 25% (4% health per second to 3% health.) - Reduced Flame Arrow max damage per second from 10 to 5. - Reduced Flame Arrow damage to mythical creatures by 75%. - Reduced Kraken health by 60%. - Reduced Kraken Minion AoD Ships ship Health 50%. - Reduced Kraken damage by 50%. - Reduced Wild Dragon damage by 40% - Reduced Wild Dragon health be 40% - Reduced Wild Dragon targeting range by 66%. - Fixed Dragon not returning to its spawn area. - Increased Dragon end aggro grace period from 6 second to 9 as it has a tighter aggro range now. - Fixed Lucky Loader feat ability to not be used whilst prone (as you cannot reload prone.) - Fixed Cloth Gloves clipping into hands in FPV. - Fixed Dreadlocks not shrinking correctly with hats. - Fixed LtOrderSeat collision bug. - Improved death collision to human corpses. - Fixed female emotes playing male voices. - Fixed female player characters using male sleep SFX. - Added ability to place top hat on certain creatures. - Fixed Gorgon "Remove Snake" text. - Corrected Repair box inventory name to read "Ship Resources Box." - Removed Elephant having weight reduction for Wood, as this was never an intended mechanic and resulted in players being able to get around ship weight restrictions. Accordingly, we'll be re-balancing the base weight of tamed creatures early next week. - Fixed treasure guards despawning instantly on stasis. - Fixed Giant snake lock on and player ability to damage it using melee attacks. - Fixed Monkeys dropping human poop. - Fixed Client Crash when rendering ocean harvestables. - Reduced Greek Fire range by 40%. - Increased Greek Fire crafting costs by adding 6 firegel per ammo. - Fixed Cow death harvest component giving the same amount of prime as a Bulls. - Reduced trample damage for all applicable creatures. - Updated Pig force poop ability to scale with creature level, to incentivise taming higher levels. (45 secs at lvl 1 and 15 secs at lvl 130). - Reduced Lion grab weight threshold. Prevents unrealistic grabbing of Wolves and Horses. - Fixed newly tamed creatures being hungry despite being fed during taming. - Increased Dolphin follow ship range by 33%, and reduced interval by 20%. - Fixed Bola'ed HUD to better indicate where to feed creature during taming. - Removed "Giant" prefix from creatures' descriptive name that use it. - Changed "Giant Snake" descriptive name to "Cobra". - Fixed incorrect sounds being used by Lion and Tiger animations. - Fixed incorrect Bear attack ranges to prevent stopping movement for claw attack, which often missed and allowed players to gain distance when being chased. - Reduced attack and AI ranges for Cave Bear, based on its smaller size. - Fixed incorrect item weights for cloth, hide and plate armor. They are now heavier. - Added folder paths for wooden gateways and gates so you no longer see them instantly when opening the Smithy inventory. - Fixed ability of players to feed through walls of taming pens and not get attacked. - Prevented some creatures from not being able to be tamed if they are clipped too far into terrain or structures. - Prevents multi use feeding from the root, putting themselves in harm's way. - Improved Waking Tame Feeding sockets on Cow and Razortooth. - Improved bola socket on Crow - Updated Vulture AI controller to aim lower when targeting corpses. - Fixed various creature spawn issues. - Fixed players being able to bola certain alpha creatures (now you cannot.) - Updated Dolphin to prevent health bars appearing when they follow players. - Improved torpor animations of Razortooth and Ostrich. - Increased Ostrich melee swing socket radius to more consistently land attacks. Updated Ostrich IK to prevent leg distortion when running down slopes. - Reduced max wander height on flyers. - Improved server list efficiency for a better experience. - Fixed Greek Fire SFX. - Fixed player on fire SFX. - Fixed inability to repair door frames in certain constructions. - Added some additional server configs: Game.ini: [/script/shootergame.shootergamemode] EnemyBuildPreventionRadiusMultiplier=1 (only applicable if not using claimflags) bDontUseClaimFlags=false (this will disable claim flags) bUseStaticCharacterAge=false (this will disable dynamic aging) TreasureGoldMultiplier=1.0 v14.11 - Remember 'Show Non ATLAS Servers' setting - No lover overwrites the last connection string - Grid Number columns are now hidden when displaying non ATLAS servers v14.1 - Fixed a client side crash that could occur on login v14 - Launched ATLAS Devkit 11.4 - Fixed multiple exploits which allowed movement of excessively encumbered players through various gameplay mechanics - Disabled non allied players and creatures basing on anchored or docked ships which can be toggled with a server-setting on PVE servers with the in Game.ini - set bPvEAllowNonAlignedShipBasing=true If you want to allow non allies to be able to be on your ship - Disabled feats when encumbered - Melee auto target should no longer pick ally targets in any mode, or player/tame targets in pve - Disallowed freeport npc crew recruiting if 20 or more level 1 npc crew's for that company on the server 11.3 - Fixed an exploit which allowed cannons on cargo carts to shoot through walls - Additional backend infrastructure for anti-cheat and hack detection 11.2 - Server performance optimisations (20%+ improvement). We'll have more changes in the week for an additional (approximately) ~25% server perf improvement. v11.1 - Enabled BattlEye Anti Cheat on all Official Servers. Please restart your Steam Clients and make sure to install BattlEye in order to play on our Official Network. Unofficial Networks can still play without BattlEye, and players can right-click the title in their Steam Library and play without the anti-cheat. For those of you who have made custom shortcuts, please update the executable to this: ShooterGame\Binaries\Win64\AtlasGame_BE.exe - Implemented code to kill off inactive bodies in Freeports and Lawless Regions (players who have been logged off for more than 10 days). v11 - Re-enabled weapon/attack based feats - Fixed game exploits v10.82 - Temporarily disabled weapon/attack based feats v10.8 - Claim Flag Settings have now been enabled - Taxing Resources now affect crops - Tax Bank will stack items similar to a Crew Resource Box - Tax Bank will no longer allow you to drag item's into the inventory, so to prevent items from being taxed, they must be dragged from within the Tax Bank itself to the ignore folder. - Cost of Drake Token has been reduced to 20,000 Gold Coins and is now available for purchase at the cosmetic vendor in freeports. - 25% buff to explosives against stone structures v10.79 - Changed how custom blueprints are crafted for STACKABLE items when they're given a stat roll: > If a stackable item is crafted from the same blueprint and you already have an item crafted from that blueprint in your inventory, it will stack on that pre-existing item and not receive a different Intelligence Stat Bonus. > If you want a different roll from the same blueprint, you must make sure that you do not have an item which was crafted from that same BP in your inventory (stated or non) > This means that you can keep rolls by keeping the item in your inventory when crafting from the BP, even if you do not have the level of intelligence required to get the crafting bonus. Alternatively, you can remove the stated item from your inventory to get a new roll from the BP. - Resource respawn should now function as they did on Lawless servers prior to v10. - 50% reduction in the enemy structure prevention radius so that you can now build closer together on Lawless Servers. v10.75 - Wild land creatures will no longer target crew, tames, or characters on ships unless they have been aggro'd - Fixed a bug where Ship of the Damned would have rapid fire - Temporarily reduced Crew Log length as it undergoes some rewrites because it would cause performance problems. v10.71 - Fixed a bug which prevented cannons from being reloaded - Tightened up server-side protection on gliders - Fixed an exploit with mortars v10.5 - Fixed Ramshackle sloops breaking when you leave freeports - Fixed a bug which prevented you from accessing newly tamed inventories unless you relogged - Fixed a bug which caused Mantrays to be unusually aggressive - Comodity trader gold cost increased v10.43 Claim flag related changes - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build. - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live. - Only admins and above will be able to make changes to company claims. - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them. - Fixed some bugs related to Sea Claims. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby - The time required to steal an enemy claim now decreases the more Claims that enemy team has. - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag. general changes - Server performance improvements - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel - Fixed up some temperature scalings and Weather events are now indicated on the HUD - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes. - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot) - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets - Explosive Barrel weight has been increased - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking - Puckle damage has been increased and also been made more effective against armour - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats) - Updated some legacy sounds and icons - Updated stair collision on shipyards - Fixed a bug which prevented passive feats from applying after death - Fixed a bug with the torch which caused it to repair endlessly - Lighthouses can now be lit even if they are touching water - Using a bucket on a tamed cow now causes the bucket to lose durability - Fixed a bug where players would get stuck in the crouched position - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company - Fixed a bug which prevented creatures from receiving experience points above a certain level - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range - Rewrote structure destruction logic to avoid cases of floating structures - Inventory ranks per structure and creature will now work for companies - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks. - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true - Gunmounts are now colorizable - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone) - Gateways and Gates are now crafted in smithy instead of player inventory - Fixed an exploit with Prying Eyes - Can no longer glide up mountains with the glide suit - Fixed an exploit which allowed you to gain massive height when using the zipline - Fixed a building exploit which allowed you to float structures and fortify walls with floors Creature related changes - Sea Monsters' damage has been reduced by 66% - Tamed Creatures take 20% less damage - Wild Alpha creatures HP and Damage reduced by 20% - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event. - Penguin AoE insulation now scales by level, the higher the level, the more insulation. - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts. - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff! - Updated affinity ineffectiveness values based on the recent x2 taming increase - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames. - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping. - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3. - Updated some undesired movement speed bonuses on tamed creatures - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently. - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away) - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size. - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value. - Added durability decreased to the bucket when milking. - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures! - Added Lion roar animation. - Fixed fur stretching on Wolf's face and hind leg - Decreased Crocodile swim speed. - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate. - Baby breeding balance changes to compensate for the overall creature regen changes. - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc. - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc. - Updated taming foods to allow a variety of items to be used in taming creatures. Effectiveness left(more) to right(less): Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats v9.392 - Fixed a client-side crash on logging in v9.35 - Fixed some server-side crashes and desync when transitioning 9.33 - Fixed some server-side crashes when transitioning v9.32 - Fixes a bug where servers couldn't be connected to on startup. v9.31 - Fix for PVP Claim flags, not upkeep timer not updating properly when a friendly player is in range, should be it now guys! v9.3 - Resolved some server-side stalls related to perf large companies - Fixed alliance chat sometimes duplicating messages - Fixed a bug where clients could end up invisible when demolishing a podium v9.2 - Default resource and taming speeds have been increased to 2x as the baseline. - Reduced min damage and min percentage on flame arrow buff by 33%. - Reduced max damage done on flame arrow projectile hit to 50. - Increased gravity on flame arrows 20% to make it less ranged. - Increased firegel cost of flame arrows by 100%. - Added durability consumption to flame and stone arrows (1 dura per shot, 40 shots per bow repair). - Change bow durability from 50 to 40. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed an issue where upkeep timer on PVE Claimflags was not correctly updating. - Company Member, Company Groups, and Alliance data loss issue should hopefully be resolved. - Official Network Companies are now hard limited to 500 members, and this is a current measure until the Company system receives a backend overhaul in the long-term. - Fixed inland water buoy's being invisible and fixed buoys, so they no longer prevent resource respawn. - Prevent ship collision damage from occurring when caused by other player ships on PVE servers. - Fixed sunken-ship area indicator lingering even after a shipwreck has been entirely salvaged. - Reduced deepwater aggressive creature frequency and targetting range. - Melee weapons are now temporarily ineffective against ship planks. Later this will be changed so that it will only be ineffective against anchored ship planks. - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%. - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%. - Every Tame can now get a minimum of 30 tame level-ups put into it, plus however many base levels it had when wild. So for example, a level 5 wild wolf would get 35 tame level-ups to apply, whereas a level 40 wild wolf would get 70 tame level-ups to use. - Increased the base carry Weight of all ships by +40% v8.72 - Fixed some server crashes - Slightly improved server performance and reduced server stalls - Ended New Year's event (Tophats remain but no longer grant double treasure gold and can no longer be bought at in-game cosmetics NPC traders) - Buffed Tamed creatures HP and Damage globally by 25% v8.56 - Anyone can now demolish shipwreck structures to regain resources so get your diving suits ready! - NPC Trading Ships are back and no longer affected by wild creature destruction commands! Reminder for those with deep pockets, the trader ships have an epic Dragon which can be purchased for 50,000 gold coins v8.35 - Improvements made to joining/rejoining servers, should make it more reliable and eliminate many cases of connection lost/failure to grab server info. v8.35 - Fixed a bug where HUD may not have shown to players in some cases. v8 - Further improved server stability. - Further reduced Ship of the Damned spawns by 20% - Ship of the Damned now are allowed to "Wander" away from shore if they find themselves close to shore - Ship of the Damned targeting ranges now are reduced by the type of ship (down to 30% for rafts (which means they will now attack rafts - but you have to get pretty darn close to them!) and 0% for dinghies) - -LowMemoryMode now disables the background movies for lighter memory footprint - Changed damage type on repair hammer to 0 against players, human npcs, and creatures to stop pvp on pve servers, not used as a weapon on pvp. - Ships near shore do not attract cyclones anymore - Vultures should now more easily harvest corpses - Ships that players are based on do not use staggered updates now (resolving the issue of the choppy spyglass rotation when in the crow's nest, for example) - Can no longer weapon-charge or dodge when encumbered. - Fixed erroneous reference to chalcedony instead of flint base - Added Ingots/Alloys and Organic Paste to the list of resources allowed in the ship repair box - Tripled gathering weighting of metal in all the generic rocks for both pick and hatchet damage types - Grenades damaged to stone multiplied by 3x - Changed Human Crew character carry inv max weight from 1000 to 60. - Switched damage weightings around so the pick tool is preferred from metal/crystal/gem/salts and hatchet for wood/coal/stone, etc. No adjustments have been made to yield changes, just tools have been adjusted. - Fixed an issue with treasure bottle's spawning (there will now be more of them and more reliably spawned) and increased the quality of loot found in treasures. v7.8 - Further server/networking optimisation to improve server performance and stability. We have effectively eliminated over 95% of our crashes. We'll be continuing to monitor our servers over the coming days ahead and tackle more events. Consequently, we will be turning our primary attention to data transfer issues and connection issues. - Reduced Ship of the Damned targeting range by 50%. We're going to look into scaling that based on the type of ship. v7.6 - Further server/networking optimisation to improve server performance, stability, and connection issues. - Further tweaks made to Ship of the Damned should no longer wander close to shore, however they may chase you. - Shipyards are now properly tagged on the server side, so enemy players will not be able to demo them unless the decay timer has truly hit 0 on the server. v7.33 - Improvements made to -lowmemorymode to use async loading, resulting in less freezy load times. - Added -nosound launch command - Added -noinlinestreamer launch command - Server-side crash fixes and stability improvements. Resulting in approximately 40% more stable servers, with additional changes to come! - Reduced Army of the Damned ships spawn rate by 60% - Reduced Army of the Damned ship HP per level scaling by 20% - Reduced Army of the Damned ship Aggro range by 10% - Boosted Army of the Damned ship loot quality by 10% - Reduced Flotsam spawn rate by 35% - Increased Treasuremap item quality by 15% - Eliminated at-sea increased rate of vitamin/vitals consumption. Now it just causes food to spoil faster, and temperatures to drop. - Increased vitamin equilibrium range to +/- 20% rather than 10% (making it easier to achieve and stay in equilibrium) - Decreased vitamin deficiency debuff threshold to 10% rather than 20% - Reduced base rate of vitamin consumption by 2% - Ensured army of the damned ships spawn farther away from shore, and don't spawn too near player ships - Fixed Diving Platform to take any oils, not just blubber - Changed Lighthouse HP to 25k, gave it stone structure settings, and allow it to burn oil - Vultures will no longer erroneously target players they can't hit - Army of the Damned Ships will no longer initially aggro to drydocked or anchored ships, unless fired upon by them or already targeting them. - Added one more Skill Point earned by all level-ups above 10 (recommend players Respec) v7.0 - Added a new event cosmetic, 'Top Hat'. Permanent skin with 10 applicable uses. Can be purchased from Cosmetic Vendors in Freeports or Travelling Merchants. From the 27th of December, through til the 2nd of January, wearing this hat whilst digging up treasure will result in double the gold. - Improved server performance by adjusting server water thread utilization - Changed declaim period (stealing enemy territory) to 30 minutes from 1.5 hours (requires they have no alive crew or players in the vicinity) - Removed requirement to be on a boat to steal someone's boat after placing the claim flag. Adjusted base value times to claim the boats to be 1 one minute to steal a dinghy, 2hrs~ to steal a raft, a couple hours to steal sloop, and so forth (levelling a ship increases the time it takes to steal that ship). - Rebalanced Skill Point requirements as originally intended, where higher tier skills cost more SP. Forced a one-time 'free' respec to use these new values. - "Low Memory" Launch Option for more reliable <= 8GB OS support. Launch the game with '-lowmemorymode' to utilize this! - Ship collision damage is now disabled on Freeport servers. - Alpha creature spawns are now disabled on Freeport and Lawless Servers. - Item yield and Gold yield from Treasure have been doubled - Significantly reduced Torch and Fire Arrow Damage - Fixed a bug which prevented resources from respawning. Please note when this update goes live, it may be a few hours until they naturally start appearing again. - Increased the damage from Dragon Fire AOE and set it to an 8-hour tame time with the token - Equilibrium Buff now gives +20% XP, -20% reduced incoming damage, +30 temperature fortitude, +10% movement speed, +20% melee damage, and takes 30 minutes to achieve rather than an hour. - Fixed a bug which prevented Bottles and Flotsams from spawning - Fixed a bug ocean and deep ocean spawners, including Mermaids, Whales, Ship of the Damned, and Squids. - NPC crew that are recruited in Freeport are now correctly assigned to your team. - Fixed Shovels and Heavy Shields so they no longer damage stone structures - All freeports now have pirate music in town - Scuttling is now tied to the demolishing tribe governance setting and Prevent Demolishing Structures in Group Management Settings - Group ranks now enabled on seating structures, so you're able to have better control of who is able to use those (Steering Wheel and Lt Podium) - PvE Claim Flag contesting now displays the enemy Claim Flag's upkeep time remaining before you can contest it, and provides a proper HUD message to that effect. v.6.7 - Further changes made to resource respawn limitations which should result in less barren islands. - Fix for claim flags on PVP servers v6.5 - Ships and rafts no longer prevent resources from respawning. Note that nearby online players & structures (not claimflag ) will prevent resources from respawning. - Fixed an issue where bed overlap protection was too strong, prevent players from respawning when they were too close to unfriendly ships or structures. - Can no longer claim unallied boats on PVE servers. PVE Territory can only be claimed if the owner has not been active around the territory within the last 3 days. - Further optimised server-side performance - Fixed a bug with the repair hammer which allowed players to repair structures even if they had a damage cooldown. It will temporarily use the resources, however, this will be fixed in our upcoming client patch. - Can now claim enemy ships in Lawless and Golden Age Ruin servers. v6.2 - Lawless Regions no longer have EXP caps. v6.1 - Further server performance optimisation - Multiple server and client crash fixes - Fixes for beds and boats not displaying on maps/spawn UI - Ships are now instant craft in shipyards - Piercing Shot cooldown increased - Improved client replication on boats so they appear more smooth when the boats are moving - Fix for character creation prompts upon server join/respawn (still investigating additional edge cases) - Alliance players should no longer contest each other's claim flags - Coldfront and Heatwave extremity reduced by 60% - Fixed an issue where the game would leave players in the encumbered state after fast travelling to another or same server. v5.9 - More performance related fixes for clients and servers - Fixed for appearing in a random location upon relog - Fix for beds and boats not being selectable/visible on the spawn UI v5.5 - Fix for players spawning in the Ocean on Lawless Regions - Fixed multiple connection issues and bugs impacting server performance - Sleeping players are no longer replicated in freeports. v5 - Major version upgrade to investigate client issues when attempting to connect to a server, as well as server performance problems. v4.3: - Fixed multiple client-side crashes v4.2: - Fixed multiple server-side crashes v4.1: - Fix for Lawless maps not being named appropriately. v4.0: - Enabled Lawless regions to be connected to at the start - Reduced timeout length on disconnections - Switch to steam sockets to resolve players being unable to connect to servers
  45. 1 point
    We already have fast travel, fast travel with your ship, and it's contents defeats a lot of the reason the sailing exists.
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