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Showing content with the highest reputation on 06/11/2019 in all areas

  1. 2 points
    Oklahoma City Dang.... I had just thought that my avatar had menopause. Thanks for pointing out that its a bug and not a feature.
  2. 2 points
    Puckles are underpowered. A guy over lvl 80 with hp build can come inside and grenade all your puckles. Crabs can also jump in the middle of your puckles and destroy them easily. Even puckles mastercraft don't do much against that. I noticed how useless are defenses against a guy mounted in a crab thwrowing grenades, can you negate the ability to throw granades mounted on a crab at least?. Because I noticed that ballistas are pretty much useless against a crab. They just come throw granades kill NPCs. Jump again then heal, do it over again and GG base. Your NPCs do nothing against crabs. The only thing that can save you as against crabs is building your base over a natural pillar and not all the islands have this type of pillars. Puckles never focus the rider over the crab, good luck trying to snipe a guy equipped with mythical stuff, full HP with medkits jumping in a crab. You do 32 damage in the head with a normal carbine if you manage to shoot the rider, well I will need to build walls over 15 high to avoid the crab coming. Let's spam more buildings. And dont say ballistas or swivels do something to them, a good crab can tank any NPC with healing, the only way we found to kill one is killing the rider somehow and mortar the crab. I think bola weapon should work against tames 100% like in ark. Or placing bear traps, give us something to defend bases please, NPCs are useless right now. Even the spikes will be fine if you implement them here.
  3. 2 points
    For one most people play 2 to 4 hours a night and the timer goes way past that, but it does not matter....there will always be a time when a group is not on and you just have to stand their to contest no fighting, nothing, that is so dumb. Just do like EVE it takes 2 or 3 attacks on separate days within and hour or two hour window so then people can be their for the "wait for it" PVP. It does not matter anyway this bird is dead on arrival and you know why.....because if you look at some of the valid complaints on the forums you see no response from Dev's on how it will be fixed and in my 25 years of gaming, a company that does not communicate immediately has never survived, because the longer players are in the dark the more leave and in a PVP game, the more that leave the less PVP which causes more to leave until there are none.
  4. 1 point
    CONSORTIUM GAMING COMMUNITY - Fresh Server Wiped on 9/28/19 - New Layout - 7x7 Atlas World - 49 Servers - New Islands Added - ATLAS MEGA UPDATE 3.0 LIVE! - PVP - 2 Servers **F6 and G6 Grids - PVE - 47 Servers - All Island/Biomes - Auto-updates enabled - Daily early Morning auto-restart - All official quests: Power stones / Essences of power / Secondary quests - Explorer Notes - NPC trade routes - Kraken in the A1 Grid - In-game cross chat - Dedicated Admins and Staff SERVER RATES - 300 Island Claim Points - Lower gold cost upkeep - PVE - 5x Harvest/15x Taming/5x XP - PVP - DOUBLE THE PVE GRID - Reward the Risk - Increased Skill Points per level, great for Solo players, accuire all the Skills - Max Player Level 150 - EggHatchSpeedMultiplier = 15x - BabyMatureSpeedMultiplier = 37x - Treasure Gold: 4x - Merchants at Freeports MODS USED: SUBSCRIBE TO ALL BEFORE LOGGING IN https://steamcommunity.com/sharedfiles/filedetails/?id=1764390852 Custom Item Stacks Market NPC's CG_Ships CG_Sails CG_Structures - Coming Nov 2019 Spuk Structures Unlockable Submarine Death Recovery Mod eco's RP Decor Lanterns and Torches Galore Improved Settlements Master Navigator CONNECTION INFO: (Or search unofficial - Consortium Gaming) C3 steam://connect/72.128.132.164:10105 PM FOR DISCORD - Also located on Server message when you login to Server
  5. 1 point
    Ahoy M'artys! Your team here at https://ExploreAtlas.co.uk with another update! Yarr! We've been hard at work and brought onboard @globytheoldpirate who's made an amazing taming calculator. Together; we have made some nifty UI changes and brought everything together onto our website. https://exploreatlas.co.uk/calculators/ As well as this, we're proud to bring in our beta version of the Imprint Calculator. This will calculate and reverse engineer any animals imprinting bonus. This will be super useful when you come to sell and purchase anything within ATLAS! ExploreAtlas is committed to bringing a one-stop Atlas resource website for your every need! https://exploreatlas.co.uk/calculators/animal/Bear Whilst there's some work left to do to make this exactly how we want; we have now opened this up to our community to gain crucial feedback! Remember! We are still searching for iOS and Android Beta testers for our upcoming apps! Please see more information about this in our discord! Other Updates - + French Translations + All islands added from May Mega Update + Added the ability to add your company and company flag + Search function optimisations + Added animal images on search results Happy sailing! ExploreAtlas Development Team
  6. 1 point
    I have my sails painted with a custom design loaded from a pnt file. Some members of our group can see them and some members can't, even when we are all sailing together.
  7. 1 point
    If you were to poll everyone to ever play Atlas and ask them what they think the most development time should be spent on, I'm very confident server and client performance would be #1 by a large margin. Let me preface this with saying I have absolutely 0 knowledge about coding or game engines or networking. I'm nothing more than someone testing your game providing the best feedback I can. I've spent *thousands* of dollars trying to build a system able to play the game smoothly, largely to no avail. I'm currently running an i7 8700k @ 4.8, 2080TI Founders Edition, and 16 gigs of ram @ 3200mhz. To be fair, I get 150fps out on the sea, especially in lawless servers. But the moment I approach a harbor or populated island, it drops to 20-30. Lower than I'd like, but I can live with that. It's the server latency that kills. our alliance organized a raid on B11 last night, with the server population reaching 59 in the initial attack. My latency immediately jumped to over 200, but I don't think that fully reflects the quality of life reduction in-game. Changing inventory slots took 5-6 seconds. The delay after reloading a carbine approached 15 seconds. Players and tames warped and rubberbanded everywhere. Grenades took 20-30 seconds to detonate. Playing the game felt like I jumped in a hole full of a wet concrete mixture and tried to wade through it. That was at 59 players in the grid, so I'm sure you can imagine what it was like when more than 70 were there. Eventually, the server completely crashed, which is not uncommon. The frustration of playing under these conditions would force any casual player to immediately quit. This game has INCREDIBLE potential with large-scale PVP. The mix of ground and sea combat happening concurrently, extremely customizable defenses forcing attackers to create multi-faceted strategies to overcome them. It's something I've only experienced in Planetside, and I absolutely love the concept. Most people I talk to simply say, this is how Ark was, and it was never fixed. I didn't play Ark. I refuse to believe this can't be fixed, or at least vastly improved. I appreciate all of the recent patch notes including optimizations and memory reductions, but they haven't made a dent. The lag from early days six months ago is very close to what we experienced last night. Would it help to cap the number of structures allowed on each island? Are there plans to improve server hardware? I think the team needs to address this problem, and I don't mean to patronize with my suggestion below: Developers, join a grid during wartime tonight. Attempt to play your game the same way we do, and think about your experience. Maybe you already do this, I don't know. I would happily pay $15/month in subscription fees if it allowed you to upgrade hardware or hire folks to take a look at it. Thanks for reading, and let's work together to make this happen.
  8. 1 point
    Green Screens when fast travel to boats. Can we get an update? Can we help you fix it?
  9. 1 point
    No, it wouldn't. I try to keep in mind that the only thing I know of that some of the devs worked on was Ark. I do not consider that a AAA title. It has never ran as well as it should have been able too, and that's with a 70 person max limit. You also have PUBG, witch ran like shit for many months in EA before they ironed it out. However the max players is 100, but we at least see a potential for 100 to work properly. Fortnight, same thing. Sea of thieves, super big server map, however I think only 20-50 people per server. The irony being that GS wants this to be a Mega company only game, yet are 100% unable to deliver on this.
  10. 1 point
    It's funny, but I remember back to allot of the original online games where lag was terrible when it came to large battles or even medium size ones. Whats really sad is 20 years later allot of these newer games don't handle it much better. Back in the day I always thought it was the limitations of a dial-up connection, but really whats the excuse these days where everything is a million times faster? And to take it a bit further, if you know the limitations of a engine or net-code....why make a game that could never perform as advertised?
  11. 1 point
    Dear Jat/Dollie/other Grapeshot staff, The Ice Cave is brilliant, well done. Cargo racks, the harpoon and new weapons as well. I’m not into tames, but the new ones are cute enough. But let’s address the torpedo in the room. We’re all having a wonderful time loading up common schooners with one-sided 5 torpedo launcher builds and griefing legendary ships (video coming soon). But even a cursory glance at concurrent players proves this update, combined with your completely arbitrary and now-reverted bans, has mortally wounded your game. As an eternal optimist, I think you can recover if you remove torpedos and take a moment to balance them, much like you did with explosive barrels. In my estimation, this needs to happen this weekend or you’ll face a dramatic loss in game testers. You may or may not care about this, but if you do, please continue reading. The primary mode of PvP in your game is ship combat. Without it, you don’t have a game. Land combat is buggy, laggy, and generally unenjoyable for most people. If more than 30 people are in the grid, it’s virtually unplayable. The end-game objective, as far as I can tell, consists of farming rare resources, finding powerful blueprints, building a strong ship, and fighting your enemies with it. That has kept a lot of us around through the six months of testing so far. Common torpedos on a common schooner are doing 9-11.5k damage to ships. That typically means taking 1-3 planks off a ship with anything less than 180% durability mythical/legendary defenses. If more than one torpedo lands, goodbye to half your ship, regardless of quality. The resulting meta is common schooners with 3-5 torpedo launchers running at 15-20 percent weight. Most major companies aren’t letting their blueprinted ships leave the harbor because of this, as I’m sure you’ve heard on your Discord. Yes, the cost of torpedos is punishing, but quite easy for advanced companies to manage. I feel the most regret for smaller groups who can’t farm those resources and thereby stand no chance. Torpedos are an interesting, visually appealing addition to the game. With some tweaking, I think they would be fantastic. But as it stands, they’ve removed all impetus to pursue your intended ship combat advancement hierarchy. For now, we’ll take advantage of this obviously unintended and broken meta. I do hope you’ll keep your word, listen to your player base, and make the necessary changes. If not, you may as well continue investing development time into tames and PvE mechanics, as people clearly aren’t sticking around to sail the 2-4 hours necessary to find another populated grid worth engaging. Thank you, and have a great weekend.
  12. 1 point
    peak players in EU PVP is like 1-1.3k now. Almost impossible to find engaging experiences out on the seas, or have huge battles (which wouldnt be possible with the lag anyway). Without player interaction, people will get bored faster; its a pretty quick downward spiral. Ship pvp meta is also pretty bad, every brig is basically just 12gunports + a few back canons, sniping each other side by side. Used to be so much more fun with the heavy canon builds, even if there was a tendancy for shotguns. Atleast every ship looked different, and you had to spyglass it to determine how you wanted to engage the fight. infinite grenade spam and horses also make land pvp fairly tedious. Game is in a very bad state, but noone is going to want to come back if they know unplayable lag still occurs when player counter goes above 70, thats got to be the first priority
  13. 1 point
    Hey i'm still trying to figure out how you get a cyclone, heatwave and fog all at the same time. I mean I've lived in plenty of tropical/subtropical places. Never seen that happen.
  14. 1 point
  15. 1 point
    Hey, @WayneLaPierre not only that, let me show you how Spud Crowley size they are by not only getting rid of the LawLess. But by also getting rid of the War/Peace-Timers and combining the PVE and PVP servers! That would help with getting rid of the Toxic PVEing that this game can only handle in PVP setting. But before you get total mindless hollywood over it, let me give you the twist to it: - Everything on an claimed island is always fully protected from PVP, except the defined area around the claim flag, which is full PVP only. - Anyone else who PVPs in the flag area will get his structures and ships PVP-able on the island for some time. - In the claim flag area only the owner/allies are able to build everything. - It becomes the Fort for the island to protect it from lawless raiding of everything on the island. - Everyone can build all defensive structure they like, but they only work when the island gets unclaimed. - And so that you not bitch anymore, taxes are fixed and are not reduced from your farming, therefore every inhabitant is a bonus for the owner, promoting getting people to your island. - Owner can start auto-demolish timer on any structure at any time and loot in containers will disappear with the structure when timer runs out. So we get rid of this sleepless stupidity of war timers and people that like it get their full PVP.. Yeah only the most active and/or large corps can hold an island 24/7. But you have to finally understand the island owner system is not a single player thing (not until the number of players is equal to the number of islands available...). As the attacker gets his stuff PVP-able on the island, the owner can get rid of that FOBs and ships. As the inhabitants are equal good for the current and the next owner, if the island becomes lawless it does not mean that everyone gets raided. As inhabitants are 'resources' for the owner more is better, pissing them off the island is not positive. So PVE-ler are almost in full PVE. Only while lawless they can be attacked - but could help holding the Fort, maybe just by being part of the 24/7 protecting people. Could mean that small company could hold an island, because they amass enough people outside company to be fully manned at all time. If a toxic PVE-ler structure blocks anyone else (resource spots, takes too much space) he does not loose all his stuff, because the owner cannot just demo or destroys it. He will get a warning that his structure is set to demo in X amount of time, giving him the option to take it down himself before the timer runs out and get some resources and his loot out. Yes your PVE ships are only save while anchored. But... https://www.youtube.com/watch?v=FbVVT3KOLAI
  16. 1 point
    A new patch and seems nothing about grenades, blackjacks and puckles,the dev team really have to test this things or at least they should listen the community about what is the new meta and what is wrong about this. How about give me 200 grenades and ill go directly to 5 puckles near the wall where the puckles can't shoot(450hp+armour+food+medkit) im still alive ill use my medkit im full hp I'll throw few nades near the puckles,puckles dead, -ill use my climbing pick to the enamy top base,maybe few more puckles or not who cares less nades or more in my inventory, from the top roof of the base try to stop me when i can spam nades every second, -who cares about about your 1 wall layers or 3 or 5 (300dmg/s,18000dmg/minut,36000dmg/2min),try to kill me inside your base with a weapon when i can jump and throw grenades like crazy (450hp/good armour/food)You Can't! This was an example only for 1 person but let's think what will be the situation when is more than one. This is how the players from biggest companies dissaparead after the night,this how most of the tames are dead in EU PVP A3 A4 B4 B5 C4 C5 etc,this is how all breeders left the game and not only.Is not nice to lose all your work in few minutes not hours. What is the point to declare war and use the mortar when i have 200 "mortar shoots" in my inventory ? What is the point to Breed tames 1 month for good stats when one naked guy with blackjack can unmounted me from the tame,you know a unmounted tame is dead by the enamy swivel tame if you lose the tame control for few seconds. What is the point to spam Puckles when is enough 2 grenades and the puckles are destroyed and also seems the puckles doesnt react when the server is full (10 fps/255 ping). What is the point to spam Towers/Puckles/Ballista when the enamy cannon bear/horse have a insane range? What is the point to chase someone which is low hp when he can heal under the water with his medkit in 4 seconds. What is the point to be full gear/food when a naked can grappling hook me and drag me close to a puckle or whatever,no chance to escape from the grappling hook.(give me something) This a short list which was discussed inside a big alliance and nobody is happy how is the meta now, even the enamy are worried about how the game evolved but evolved in a bad direction and everyone is waiting for an answer. Directly from EU PVP with concerns. Easy fix: -Limit the amount of the nades who can be carry by a player/add weight/add more time reload etc. -Increase the damage/resistence for Puckles.(are no longer effective) -Decrease the range of cannon horse/bear on the land. -Fix the problem with grappling hook with a minigame so at aleast we have a chance to escape. -Fix the blackjack -Fix the problem with the medkit healing under the wather or in wather. Thank you.
  17. 1 point
    as I said I already submit a ticket with screen shots. Waiting for result
  18. 1 point
    replace the old ones with thees and its fixed in the editor. https://cdn.discordapp.com/attachments/564453511790723083/586494375761018880/IslandImagesNEW.zip PS grapeshot to lazy to fix it.....
  19. 1 point
    No!! No fast travel for ships, period. Atlas is supposed to be a huge world. No one has to sail the whole map. The resources are placed where really, one only has to sail a quarter of the world. Maps? Stick to the ones close to home. Sail a few sectors away to find higher level maps in or next to your sector, if ya want. Discoveries, yes. But why the rush to get 2500 discoveries? This is not an instant gratification game. I don't think survival/sandbox games should be. Take the time to smell the roses on what should be a long journey. We rush around so much in real life, try the opposite and you may just enjoy something you would have missed. Adding ships, activities when sailing, etc. Fine. But no warp speed sailing ships, tyvm.
  20. 1 point
    Damn do I hate to defend @Talono! Most of you are misrepresenting his post and complaint. As far as I can tell, he is not asking for the game to be catered to solo people. Sure he feels that it is too hard to be a solo currently, but that was not his main point. His main point was that it shouldn't be always for the mega's every step of the way. That's what it has been. The colonies server was for smaller companies, until the empires server was yanked, and then we raised the company cap to 75. THAT WAS THE ONLY THING EVER DONE FOR SMALLER COMPANIES! They took it back just like that. Allies up to 10, A.K.A. up to 750 people in 1 alliance. Absurd. The worst part, oh its gross, is they complain that the alliance cap is 10! I hear it daily. I am in a small company, we allied into an alliance because obviously we had too. Or else you log in to see you've lost every ship, every week, to bigger companies just because the devs ONLY want mega play style catered too. The alliance, its always full (10 members), they always complain about the cap. OH and I am not supposed to attack some people..... ...HALF THE MAP....... HALF THE MAP! Does anyone else see the problem with this? I have had to cut out most of the PvP, in a PvP game, to live on someone else's island, at their discretion, just to have a chance to keep a ship around for a few days. All because we preferred to not be in a mega. Now look at us......the irony? Nay, the oppression, imposed by the devs choices. Does no one else get bothered when they see a mega company's tag over 25-40 islands? Yeah ofc smaller companies are going to complain, and they should! Why in the FUCK is it even possible to own that many islands on a colony server? Its a 100% exploit on the scaling that is supposed to occur when you own more islands, 100% the dev's fault for not making this impossible. Then you have @Sheepshooter with the balls to say we should get rid of lawless grids!? The ONLY choice left to players who don't want to be subject to a mega's capriciousness. 1. Why CAN'T ships be safe when anchored? 2. Why CAN'T companies be capped back to 50? 3. Why CAN'T alliances be capped at 5? (still up to 250 people!) 4. Why CAN'T island ownership be capped at 1 or 2? Making more available to smaller companies. 5. Why CAN't island upkeep be scaled off of company size? (again, incentive to be smaller, always incentive @Jatheish) I hope you can all understand his criticism a little better. Its not about making the game a solo game at all. Its just curbing the insanity we have now and limiting some of the mega advantages. Don't cater the game to small companies, but don't make it an unfair disadvantage either. -CS
  21. 1 point
    looking for any companies doing The Kraken on the NA pve server. we're a smaller group 6-7 players but we have an assortment of battle brigs and gallons, both ballista heavy and cannon heavy. TIA
  22. 1 point
    Voodoo is the bestest! @Voodoo
  23. 1 point
    This would be both realistic and a move towards better game balance.
  24. 1 point
    Someone was clearly speaking like a pirate when they wrote that! Arrr!
  25. 1 point
  26. 1 point
    Very well written, well reasoned, and clearly presented. Kudos. This is what high quality feedback looks like.
  27. 1 point
    Or we could just re-balance health, armor, etc. I agree with Ricky in that the game needs some serious re-work in regards to that. I prefer PvP thats purely skill based over PvP that puts a heavy emphasis on levels. I'd be happy with health being static for all. When you level you get skill points for learning and improving things like stamina, int, weight, etc. Leave health out of it. I'd be content with that and armor sets being toned back a bit on damage reduction. Large health pools with high end armor is redonkulous.
  28. 1 point
    Yeah I get the whole being used to it thing. That does sound very cold and a good indicator of how cold something is. ok I got it. The people in cold areas should use Celsius and the people in hotter areas should keep Fahrenheit.
  29. 1 point
    Someone is cheating in the PVE NA I saw 3 bear one with a cart walking alone and killing all animals beside they path, is no one riding or walking beside just the animal alone this is happening dally. Can someone kick this cheater out pls.
  30. 1 point
    Except that just by placing cargo containers on your ships you get a speed penalty now as well. If you place the full amount of containers available you get a 40% reduction in speed from what I understand, and that's before anything is in them. Then you have the normal weight penalties that start kicking in. Someone did the math in discord. Assuming full following wind; 0 weight, 6 speed, 30% capacity, no crates: 18.4 knots 0 weight, 6 speed, 75% capacity, no crates: 11.0 knots 0 weight, 6 speed, 75% capacity, six crates: 6.6 knots 3 weight, 3 speed, 30% capacity, no crates: 14.7 knots 3 weight, 3 speed, 75% capacity, no crates: 8.8 knots 3 weight, 3 speed, 75% capacity, six crates: 5.3 knots 6 weight, 0 speed, 30% capacity, no crates: 11.0 knots 6 weight, 0 speed, 75% capacity, no crates: 6.6 knots 6 weight, 0 speed, 75% capacity, six crates: 4.0 knots That means a full cargo run of getting my weight as close to 75% as possible which is the break point of your speed dropping significantly is better without the containers. Since once I add them to be able to bring more now I'm dropped in speed even further. Not very useful. I dont want to travel slower in this game.
  31. 1 point
    Soooo personal confession time... I thought our server was bugged and the giant squids simply didn't spawn. Little did I know how much of the game went "unseen" beneath the ocean surface. We killed the Kraken (some lived, some died in good pirate fashion), and now folks have the submarine. Wow there is a lotta cool stuff down there, and all kinds of big creatures too!! Common over to Thor's Hammer and experience the best of Atlas, where it is setup for folks with real lives and surrounded by an awesome community of friendly folks.
  32. 0 points
    Ahoy, Pathfinders! June marks the 6-month anniversary since ATLAS’ initial launch to Steam Early Access. We’d just like to take a moment to say “Thank you!” to all of our players and fans for your support over the last 6 months and to reaffirm to all of you now that the development team is still committed to making ATLAS the best game it can possibly be. Especially with the help of your continued feedback and support; please keep your ideas, concerns, complaints, and reports coming. For this Captain's Log, we'd like to give you an early glance at some of the content that'll be making its way ashore with the upcoming Mega-Update! Head to the shooting range and pull out your pistols, it's time to brush up on your marksmanship! Introducing our latest weapon, the Hydra Six-Shooter Pistol! This new and improved pistol allows for up to 6 shots before reloading! So if your aim sucks, or you have multiple targets, this will be your weapon of choice. Curious about what else we'll be adding? Careful, you might just kill the... Cat You can pick up a high quality wallpaper-suitable version of the image here Found in caves, the cat makes a purrfect pet for contaminating enemy pirates! It can be tamed by hand-feeding, but you better be sneaky, as they’re known to be quite skittish. After a cat has been tamed, order it to ‘hunt’ and wait for your tamed feline friend to catch a rodent, either a rat or a mouse. Each offering the pathfinder something different: The mouse can be used to create a powerful delicacy and makes players temporarily immune to catching the plague. The rat, infected by the contagious bubonic plague, can be loaded into catapults and launched at your enemies. The plague is a temporary debuff which can spread to others if you’re not careful! We realize this may not be everyone's tankard of grog, but don't worry, there’s more to come and we can’t wait to share it with all of you. Stay tuned! Official atlas discord news Bug reporting Channel We have added a bug reporting channel to the ATLAS Official Discord. We appreciate your bug reports and we aim to collate and act upon them as efficiently as possible. In order to facilitate this further, we have shared some guidelines there on how to how to make a clear bug report including information that is relevant to maximizing the way in which we sort, investigate, and debug. We’ll continue to keep an eye on Bug Reports posted on our Official Forums but we are finding Discord is very conducive to investigating and resolving bugs. Discord Nitro Serrver Boost Perks We have enabled Nitro Server Boosting for the Official ATLAS Discord. Fellow pirates of the Discord who boost the server will find treasure awaiting them! What do you receive for boosting the Atlas Discord? A special icon next to your name. A new unique role and colour on the Official Atlas Discord Access to our Booty Bay VIP channel Members will get the opportunity to add an emoji of their choosing to the atlas Discord. (Pending Approval) Those who boost the server can submit their request by messaging ModMail with the emoji. Once approved by the Discord staff, the emoji will be added to the Official Atlas Discord and will remain for the duration of the active boost! For those of you unfamiliar with the new server boost feature, you can find out more about it here Join the ATLAS Discord: discord.gg/playatlas Patch Notes up to v207.7 While working on the upcoming mega update, we are still continuing to iterate on the live game. These are the updates that the game has seen since our last Captain's Log. v207.7 - Fixed harvesting boost from giving more resources than intended - Fixed some unharvestable rocks and adding Fiber to missing freeports - Moved sextant GPS/Speed/Direction from above the hotbar to below the sextant compass widget - Prevented using Lucky Loader when in the middle of a reload - Fixed Harvest Boost and other skills from resetting their cooldown upon death - Crafting that requires 'water' as a resource will now consume 100 water, rather than the entire container - Fixed Grill not being able to use water containers as a crafting resource - Fixed overlapping text with Reservoir and Grill - Hydra is able to reliably break down trees - Fixed an issue with fishing rod where it would destroy itself when the item had broken v207.6 - Added JSON object library. - Added blueprint interface for anonymous communication between mods. - Added helper functions for: Searching for creatures by ID. Retrieving filtered class lists. - Re-enabled UObject counter in the devkit v207.5 - Fixed an issue with dropped ship cargo being incorrectly calculated v207.45 - Optimised Fog of War memory usage. - Added a new slider: Ship Draw Distance (note: changing this will require a client reconnect to take effect). This setting changes the distance at which non-core ship structures and seated characters will draw for clients. If you wish to revert this, move the slider all the way to the right, alternatively, slide to the left for higher performance (particularly in large-scale ship battles). - Looking at boats through a spy glass will force maximum draw distance on non-core structures and seated characters. v207.41 - Fixed some server-side crashes - Fixed double harvesting feat - Ship of the Damned will now lose agro if they have not dealt damage for some time - Ship of the Damned Galleons now have cannons on the front - Decreased the time it takes for Ship of the Damned to respawn on Golden Age Ruin servers by approximately 75% (previously 1 hour, now 15 minutes) - Fixed being able to drag players inside the Ice Dungeon v207.2 - Fixed a server-side crash v207.2 - Enabled Ship Structure Weight to the item tooltip - Fixed a client crash caused by crop plots - Giant Tortuga: Added step damage to prevent getting stuck on trees. Increased step height to prevent getting stuck on small obstacles and helps to more easily get out of water. Decreased tail swing range as attack missed at old max range. - Fixed combat state not being unset with gamepad - Fixed displayed ingredient requirements for Unthinkable Delicacy. Notable differences: 25 animal meat -> 10 cooked prime meat 10 Magic Marrow -> 10 Mythos added 50 hunger requirement to feat description - Updated Cargo container and Dinghy hangar to respect activation rank - Updated Shipyards and Scaffolding to respect activation rank - Server option to force disable structure prevention volumes Server Launch params: ?DisableStructurePreventionVolumes=true or in GameUserSettings.ini [ServerSettings] DisableStructurePreventionVolumes=true v207 - Fixed a bug which impacted Ship of the Damned's ability to sail - Updated the quest description for 'Veteran Explorer'. It now takes 25% of all DPs, rather than 50%. - Crossbow damage reduced from 65 to 55 - Faster reload skill effectiveness have been reduced by the following: Pistol - 25% less effective and Blunderbuss/Rifle: 75% less effective - Fixed merchant ships from sailing through islands Dev Kit The new ATLAS Devkit update, including all of the latest content from Mega-Update 2 is now available! Information including links to download the Update and the optional Ocean map sublevels can be found here Show 'n Tell #8 We loved looking over the entries for Show 'n Tell and we're excited to showcase our favourites so everyone can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! FORSAKENEDEN Cannon to right of them, Cannon to left of them, Cannon in front of them Volley’d and thunder’d; Storm’d at with shot and shell - Lord Alfred Tennyson FLOBOT The lighting and perspective in this shot give the pier and its docks an eerily beautiful feel. Impressive! HONOURABLE MENTIONS KILLERFARM ETHAN TARGARYAN ZADIRA OTAWA72 Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
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