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Showing content with the highest reputation on 06/21/2019 in all areas

  1. 4 points
    Best game ever coming soon! Let the modding begin!
  2. 2 points
    This is a case for larger animals. Elephants, Giraffes and Rhinos. Sometimes I can "sprint" the animals over them, but atm, I cannot get them into the protective pens, because they cannot step up onto the foundations/ramps. https://steamcommunity.com/sharedfiles/filedetails/?id=1775918103 Giraffe on follow, on lowest distance. Unable to walk into pen. Oddly enough, after I died and respawned, I was able to walk the giraffe in myself mounted, but almost immiediately it broke again.
  3. 2 points
    I don't know I'm on the fence on this one. I like the idea of PvE in helping others and bumping into people along the way even though we all know trolls are in the game but it's the interactions with others without the fighting each other part which gives me reason to play. The question is what will be in this singleplayer? How will it work? So it is just yourself in this mode sailing along and going out for resources then coming back to 1 building on an island? To me that sounds boring, I feel you would get bored more in this mode than the general PvE. I will see how it turns out but I don't think it is going to be for me unless they add more things to do in it to compensate loss of players because you're on your own. Just my opinion though.
  4. 2 points
  5. 2 points
    No they are not. NPCs on cannon are bugged - they never shoot at the max range they could and should shoot (no matter the settings). It's especially noticeable when a server lags caus it gets floaded by ppl. U can see that on many videos and also ingame very easy. NPCs on cannons and puckles do NOT shoot when they should. They shoot with a huge delay, when the enemy is allrdy way to close. You can test it easy urself: place a cannon on the shore. fix settings. shoot urself and place a marker out in the water. place NPC on cannon. build a sloop, kick a friend from company and unlcaim sloop. let him sail at your marker and observe. And if you want to go further: place the same cannon on the sloop and watch your friend hitting your cannon before the NPC even start to fire.
  6. 2 points
    And did u every had to test these "defenses" against the lvl 100+ ppl in mythical gear? With their swivel horses that are breed and knock you out in 1 single hit? Large cannons can't do nothing against cannon bears - because they are static. Mortars are not as static - but way to slow against a moving target. Besides: mortars are outranged way to easy.
  7. 2 points
    Yes more mods will come and more testing will be done, singleplayer is always good for a game.
  8. 2 points
    i think if they also add local multiplayer and more ships this game has the potential to be more successful than ark. really hope for local multiplayer and mod support so i can play with friends like i did in ark. im fine with them adding skins for now, its the best way to get the models into the game without affecting the balance every time they add something. once the models are in the game it is much easier to make a large redesign of sailing or armors and the economics and make those models into separat objects with their own mechanic and stats. for example if you want to include different materials resulting into different sails or ship hulls with different stats and effects you need those objects made first. i guess no one complaining its not getting better fast enough would be content to wait months without anything until the bigger redesigns and improvements are done. i guess fixing of ships and sailing goes hand in hand with adding more ships and sails, its hard to fix something when you can only see half of it.
  9. 2 points
    FIX THIS!!!! After joining atlas PING is 255 on Server with 2 PPL!!!! After a while it goes down to 175 Ping... when im Lucky after 10 min to normal.... JUST FIX IT ...... AND STOP ADDING USELESS ANIMALS JUST FIX THE GAME
  10. 2 points
    After you put an NPC on the wheel, a new wheel menu item called "Autopilot" will show up on the ship menu wheel. It has options to sail with the wind, cardinal compass directions, and the like. However, personally I do not use that menu and there is a much easier way with the whistle menu. After your NPC is on the wheel and you are un-anchored, hold your whistle key down (default T) until the whistle wheel appears. You will see new options for "Fully open sails", "Fully close sails", and "Sail towards my direction". These will be your goto options for almost everything you want to do. Look in the direction you want to sail, pull up the whistle wheel and choose "Sail towards my direction". The NPC will turn the ship to where you are looking and rotate the sails to best wind (btw, doing both at the same time, faster than you can do it manually). NPC will keep managing the sail rotation to keep best wind for you. You can use these whistle commands from anywhere on your ship (on deck, crow's nest, at your crafting station below deck, on a podium, etc). I recommend climbing up to the crows nest to get the extra render range (you can see SotD, shipwrecks, and floatsom from MUCH farther), listen to the wind whistle by, and navigate your ship from just the whistle menu. You can spyglass floatsom, sail towards it, and stop your ship right next to it all without leaving the crow's nest. If you have not tried out an NPC wheelman ... I highly recommend it, and you won't go back to manually sailing your ship in most cases. Same with Sextant buff, another thing that I cannot live without.
  11. 2 points
    I think it would be a fun addition, presumably, they're different/special, perhaps quest-kills or with unique rewards.
  12. 1 point
    Well as a title says. I am starting to get really annoyed about it. Again lost a f*cking full cargo bear on sea. Can you do something about it? I know that i could have notice it, but the thing is that I should not babysit f*cking tames for a whole trip. Why is this sh*t still happening after half a year is beyond my comprehension same with players going through back of the ship while running on roof/stairs on a boat. I cant even count how many tames I lost to this random disappearing.
  13. 1 point
    Agreed, thankyou Devs for giving us SP mode !! WE LOVE YOU
  14. 1 point
    Sure, at the moment it probably would get boring after a while, but assuming they keep expanding PvE content it'll be kind of like playing in a huge sandbox like Fallout 4, and I have 1120 hours in FO 4. Granted they've got a long ways to go before they're even close to the level of content of that game though. A long long way to go.
  15. 1 point
    Completely agree! Single player allows us to test out build, skills, ship setups and identify bugs easier without worrying about resources. it helps build a stronger modding community as well.
  16. 1 point
    Thankyou GNIHAR, you seem to be the only one in this topic who has managed to stick to the actual topic. Which is a bear with a cannon strapped to its arse is able to systematically demo any players island- unchallenged. Raiding should be hard. I’m sick of feeling like I’m exploiting by using a cannon cart due to the fact it out ranged other peoples ranged base defences. Anyone who thinks this is fine is shit at raiding imo. You’re relying on what would be considered to be a cheesey exploit in any serious PvP game.your saying it’s okay to raid as long as you can’t get hit by defences. That’s weak AF. The issue isn’t that the counter to it is ur shitty flame swivel( which any serious PvP company can dunk on with a off cut throw away breed line tiger or canister swivel horse, or ballista cart, or dropping grenades on the floor infront of the cart horse while mounted on nearly any other mount , or use pillars staggered around your fob to dismount the swivel gunner, or olfend gangbang the flame swivel cart horse (this is my favourite) the issue is that defences don’t work for the people building them due to the range of the cannon bear. The only counter to a cannon bear atm that doesn’t solely rely on your smaller company trying to defend against my mega company ( you will lose, I don’t care how good you think you are, we have many, many, many more than you and our gear will always be better than yours, we popcorn entire raid kits on our way off raided islands because they’re heavy and slow our raid boats down too much on the way home ) is building on top of a rock pillar and hoping we look at your base and think “screw that, too annoying to raid today” when we come raid you, and we will. I hope you remember this thread. Stop bitching about mega companies if you argue so hard when we try to fix things to make the game fairer for you. We like this game. We want you to like it too.
  17. 1 point
    Wow single player? Then I have just been made a very happy person. Wonder if single player could also be private LAN, or P2P
  18. 1 point
    Are some people here autistic? The issue is Cannon bear outrange puckles and npc cannons. And some of you autistically reply:use flame swivels. why would people even use passive defenses if ai defenses are next to useless is the problem here. That is the main question here. Not to mention the fact that harbors are defenseless whe epic galley destroys 230 alloy walls in 1 salvo, while 400 health epic armord glide to mortar nests and use 2 grenades to ko mortar, totally ignoring meager pucke defenses. passive defnses should be tough to raid even if 0 people are defending actively, like in ark.
  19. 1 point
    Easy, get on an claimed island and be save(r). Even better, get on a claimed island and negotiate with the good owner and other good inhabitants for mutual defense - added bonus is helping each other in other aspects of the game... That is why I advocate to get rid of lawless all together - some people need to be forced into the water to swim, before they die of thirst in the desert they don't want to leave for their own good. Funny that currently all of the complains about the claim system is only from lawless... Added bonus of no lawless = more islands to claim...
  20. 1 point
    Because we have to accept the exploiter lvl 100+ in mythical gear. Nothing will be done about them. They got rewarded for using the xp-exploit and that's it. But on another note: even a lvl 80 rider (which is the absolute minimun lvl ppl have these days) - in average raiding gear is not just shot down with carbines. Allrdy at lvl 70 you can have easy enough HP to counter that.
  21. 1 point
    Hello, I am Falco French player on server PVP EU. First and foremost thanks for the great work done every day! This game is like the game of my life, fantastic. But I have concerns for the future. The population is disappearing. The game is very poorly rated while it is not judged to its value. To you and to us the community to cheer up this game with everyone! Then know that I and many people are willing to reinvest money in this game if it can help the sustainable development of this one. But please, privileged a world of pirate! More boats! More maritime battles !!! We get down the balls of animals! If we want some we will play ARK!
  22. 1 point
    I have read the topic.. And you are just illustrating the problem I adressed in the other thread. Higher level players just have to much of a health advantage and higher level crafts should give you a small advantage like 10-20% not 300%. The HP scaling just makes pvp way to slow and boring. Cannon carts are fine.
  23. 1 point
    Also, they sometimes will go up the ramp, but then get stuck on the very top, and unable to go over onto the flat parts...
  24. 1 point
    The only reason I would agree with auto decay would be that people wouldn’t be able to get others stuff unless they were right there at that time. i don’t like lazy people and scavengers. If you are really just waiting for something to auto decay.... you aren’t a pirate.... you are a buzzard
  25. 1 point
    Hello. Grill irrigation is next to impossible, it is a bear to lock the grill to the pipe. If you have a pipe in place the grill will only lock in sideways, making it impossible to hide pipes or center the grill. Can this be revisited and make it easier and more aesthetic to place?
  26. 1 point
    I have irrigation for a rooftop garden, and extended a pipe through the ceiling down a wall. The grill would attach to the ceiling, clipping inside the reservoir, but would not lock to the single pipe I had put in just for that purpose. One would expect the behavior to be to connect to the pipe you are placing the grill on, not the ones on the roof or elsewhere.
  27. 1 point
    Grapeshot, please stop adding in things that none of your fans have been requesting and address the current and older bugs and broken game mechanics first. Here is a list of what I have experienced since launch and would love to see addressed: There needs to be a more defensive option for players when protecting their bases. Currently, the NPC system is very inefficient. NPC units require too much food, ammo, and coins. It is too much upkeep for most smaller and solo companies. I suggest that the AI units have a one-time gold cost to recruit and then only require an upkeep cost of food and ammo. AI units should not be invulnerable to damage. Instead, I suggest setting base values for their damage, stats, hit points, and armor rating. This would allow players, to further enhance their AI units by crafting better armors, weapons for them to equip and cook recipes to increase their stats. AI units should actually have meaningful combat capabilities in melee combat just like players do. Construction blueprints need more diversity and interesting components to allow for more elaborate and functional constructions. Player armor and weapons are too limited. How about adding more unique costumes that cover aspects such as robes, cloaks, helms, and hats. Currently, there is no uniqueness as everyone looks exactly the same. It is unimaginative and boring! The boats from offline players should not be able to be stolen or sinkable or at the very least their timers and hit points should greatly be increased. Currently, a sloop can be stolen before many people can even wake up from sleep or get off from work. The Cyclones are not acceptable. They behave like heat sinking missiles, stick on you like glue, always move into your path so you cannot steer clear of them, and they perpetually re-form themselves to envelop your ship. This makes them extremely unrealistic and the damage they inflict too great and I have lost so many sloops to them it is not even funny. The lions and wolves are too unrealistic in their behavior, making them erratic and extremely difficult to deal with up close. Arrow and bullets tend to miss them despite the fact that the shots were solid hits and despite that the arrows are still lodged deep into their head. Their movement is very unnatural and very erratic. Instead of a realistic jump, they actually defy physics and logic and seem to fly/teleport to their prey instead. Ships need fewer restrictions for building upon. Maybe add more ship specific additions or remove the current build restrictions that prevent player structures from going too high or wider than the ship. This will add greater diversity in ship appearances and functionality and ultimately enrich ship to ship skirmishes. It would also allow players the ability to create floating cities. Please remove the mini-games for all actions and implement a standard timer. Reloading, foraging, and repairing is painful and distracting while we are focusing on combat encounters and these mini-games don’t even make sense as IF we already possess the knowledge to perform the action then we don’t need a silly game to apply it. Cannons and swivel guns do not require a mini-game to reload so why do many of the other actions require them? Leave the mini-game bull crap for the crappy mobile games… Bows need to have a boost to their damage as guns are more overpowering, rendering using bows extremely unbalanced. The Archery tree for "Strong Arm" shot does not actually enhance the bow's damage output as it describes. Invested points in the tier do not add any more damage than bows would deal without the invested points. Brawling is extremely useless. The brass knuckles have too little durability, so after every combat encounter, they are always broken and require immediate repair. Brass knuckles also do very little damage. I recommend that you either increase their damage output or the amount of torpidity that they can deliver. The latter would be most interesting for PVP encounters. Skill trees should require more investment in points to reach best-tiered skills. This way players need to be more dedicated to their particular spec and will end up feeling more unique with their build’s choices. Currently, the meta is the "jack-of-all-trades" and as a result, all player characters feel the same. This is boring! The skill trees also require a little overhaul or some tender-loving-care: Concerning the Archery skill: "Strong Arm" is not working correctly. I have tried both with 0 points invested and with the maximum points into the highest tier and my archery shots still seem to produce the same damage results even in their usual critical shot locations are the same values. Concerning the Music and Dance tree: The skill descriptions and lack of information about this entire skill line make this tree a complete mystery to most players. These songs and dances don’t add much to the game to be worth their point investment. I’d recommend redesigning these to be more useful to players. Concerning Brass knuckles: Since hand to hand combat uses both fists in rapid succession, the durability drops extremely too fast during just one or two combative encounters. Additionally, their damage output is not really on par with the other melee weapons to be a viable combat option. Could you consider increasing the brass knuckle's durability and damage output? There does not seem to be any skill to increase character movement speed. Do you have plans or will you consider implementing a skill to increase character movement speed by chance? Maybe it could fall under the Survivalism tree or Music and Dance tree as a Bard-Song-Effect? Stealth from the Beastmaster tree needs to be re-coded to allow the player to become invisible from aggressive creatures. Right now, there is NO difference in the line-of-sight radius with predators. They always aggro just the same. Throwing knives need an increase to their damage output and their crafting cost requires a rebalance. As a consumable, they are too expensive and deal too little damage to be worth their current investment. Maybe add a skill to the skill tree to enhance their damage and range or make the throwing knives dual-wieldable, or better yet, implement a secondary attack. One that does melee damage instead of just their ranged attack, which would end up consuming them completely. We already have to throw knives, bows, and guns, why do we have spears in the game? They are not evenly balanced in comparison to the rest of the weapons and they receive no beneficial enhancements from any of the skill trees. They just seem either out of place or require some sort of enhancement within one of the skill trees. Please increase the diving suit's visibility as the visibility is so cumbersome to be viable. Please lower the aggro radius for the dive suit as the new Shark AI enhancement has made them impossible to deal with while wearing the suit. The food recipes should provide more unique and beneficial effects. They should also have effects that may cater to solo-players too. Would be nice to see a skill tree option to dual-wield swords. Would be nice to see a skill for climbing. Increases a players’ ability to scale steep inclines, trees, and ascend up the zip lines. Could you consider adding in “foundation clipping” or a method to excavate and level out a plot of land so that ALL of the foundations may be placed down evenly? Maybe consider allowing players the ability to dig tunnels and caverns to build within? How about adding in a structure that allows for air pockets so we can build underwater structures? Could you maybe add in tripwires, stringed cans as alarms, punji sticks, shotgun and string tied to the trigger traps, hanging log trap, quicksand, human snares, deep pits, or even flammable pits? While on a wooden ladder looking up, the player is unable to close the trapdoor to their hatch frame, but if that wooden ladder were to be replaced with a rope ladder, they are then able to. (This seems like an unintentional bug). The Tool, "Grappling Hook" does not expend any stamina to use. Characters can climb, swing, and hold on to it all day long without losing any stamina. Characters can move at sprint velocity while draining very little stamina in a series of well-timed "Bunny-hops" around the map. Using this technique, one could bunny-hop across an entire island without draining the normally intended stamina sprinting the very same distance would have required. The Survival skill, "Water Swimming Speed" has been rendered useless as the SHARK'S behavior has been recently tweaked to NEVER stop their chase and they now swim Faster than maximum points invested into this skill. (Used to be fine before the recent shark changes). Would be nice to see a skill for stealth vs humans. Would be nice to see a skill for higher and longer leaps. Would be nice to see a skill for damage mitigation or hit avoidance, such as parry, deflect, or dodge. Would be nice to see a skill added to create and bait our weapon tips with a poison of some type, such as a debilitating or deadly poisons. Please add in parachutes, so I can stop taking advantage of grappling the ground and jumping down safely from great heights as this does not seem right! The paint palettes should consist of actual colors from objects within the game such as rocks, grass, lakes, dirt, trees, and leaves. The current color pallet available does not allow for adequate camouflage. The color palette is very limited in scope and does not provide logical colors that match any of the game's surrounding environmental palettes. Also, most structures and materials will NOT reflect the suggested color and often times they seem to change once applied or do nothing at all to alter their appearance! Freeports should allow players to tame. This allows a safe learning environment for noob players to learn how to tame and to actually tame their first mount. The saddles for players' tamed creatures need to provide an armor value or there should be options to craft armored barding that will. Beds should be placeable underwater. It provides more building and tactical opportunities. Spawning into a bed underwater still suffers from the obvious oxygen deprivation, so the player cannot just live underwater indefinitely anyways. The game really needs a more durable structure with increased hit points or damage resistance for storing player valuables, such as a metal vault or a heavily reinforced strongbox. Maybe you could consider adding a skill tree option to bury treasure? The game is perfect currently without a bunch of tamable flyers soaring all over the place but maybe you might also consider adding in a few creatures that can jump or climb up natural objects like trees, sheer cliff walls, and steep mountain inclines? Where are all of the castable magic spells that the trailer and official game description eluded to? The Tarot skill tree? The game needs more diversity in wildlife. Currently, almost every zone has the same usual creatures and tend to look and behave artificially. Creatures and their environment need to feel like they would in their natural habitat. Could you add in more AI units like AI pirates in their own AI towns with their own structures and defenses? How about creating a lot more unique locations and dungeon encounters using lots of different beasties such as ghosts, skeletons, zombies, humans, dogs, slimes, kobolds, orcs, meremen, and goblins to name a few. Don't make all of the dungeon encounters the same way. Well, good luck with these suggestions and I hope that you guys can manage to turn this game around and get back all of the playerbase ATLAS has already lost. Thank you.
  28. 1 point
  29. 1 point
    I agree in that the current huge issue is player health pools at high levels and the armor sets that boost it even more along with providing resists. Sniping someone in the head and seeing 34 in green float up is very discouraging. Its even more discouraging when you realize that person has over 500hp. Watching players tank tames, puckles and multiple defenders is just plain dumb. No skills. Just levels and gear. Correct these things and grenades become less of an issue.
  30. 1 point
    Its not the exploit, its just the cannon operated by a player far outranges the one operated by the ai, and that is just the beginning of problems that plague atlas base passive defense, which should be more deadly like ark one.
  31. 1 point
    and ? how does it affect you in anyway ? answer it doesnt , if players want to buy more copies of the game to make alts or use family and friends then its their choice ,
  32. 1 point
    Sure sure... shoot em with your legendary carbine and be in awe about the freaking 5 dmg it does!!! Have u lately been fighting all this exploiters with their pimped gear & stats? There is absolutly NOTHING you can do against those lvl 100+ with their insane gear.
  33. 1 point
    omg seriously???? i like the singel player option but wtf... why do u keep introducing unwanted shit into this game instead of fixing the stuff thats broken or introduce something to make this feel like an actual pirate game!??... sail cosmetics? and they dont even work properly?? either fix the god damn sails before more ppl leave or make a statement clearly saying A. we dont know how to fix or B. we simply dont care about them and they are not getting fixed!! this is so annoying!... and then more useless tames like seriously… a sea horse poison squirtgun!!??? this isnt pokémon!!?? put them in Ark they are not wanted heere!!! this is supposed to be a pirate game have u ever seen anything pirate related where they sail around with a freaking zoo on their ships?? have u seen any pirates ride stupid seahorses!!!!… when i hear pirate i think epic naval battles(which we cant have cus ur servers is operating from a Amiga5000 and half the stuff on ships is bugged or u cant use it cus there is a stupid meta) epic sword and pistol fights! (again u cant have this cus its simply not worth it cus of lag and stupid tames) hook on to enemy ships and board it with the rope ladders and grappling hooks and brawl it out on the ships!! the winner gets prisoners and a new ship... thats piracy!!!! not riding around on stupid bears and horses with flamethrowers! jump around on stupid crap or sail around on a seahorse squirtgun get ur shit together cus this is getting old really fast and u cant afford to keep loosing players this game is dieing and with the releases coming in the next couple of months it will be the last nail in the coffin for this game if u dont start to do something
  34. 1 point
    Now this is truly awesome stuff! Huge thank you to the devs for solving all the issues and implementing all the wishes of the players quiet fast and for adding an amazing single player mode that even allows you to sail the whole map, amazing!
  35. 1 point
    Awesome!!!! Finally we get to play Singel Player Mode!!! Well done GS Best Update so far
  36. 1 point
    You can ride out with a flame swivel or team up with some friends and shoot the cannon gunner in the head with a carbine... If someone is activily attacking your base you need to activily defend it, while yes i agree the combat timer is way to long for someone with work and a life, but saying theres no counterplay to cannon carts is just bullshit.
  37. 1 point
    It was a slight exaggeration the 100s in seconds but I think you already know that. You're just a grenade fan I can see that. but we got at least 80 killed in less than 5 minutes, because all it takes is for you to spam them on a laggy server with like I said, absolutely no skill involved. barley even need to aim buddy all you have to do is go all league of legends and spam that left click and boom you're a pro. In that 5 minutes we got a few people back to defend because of the travel limit, with absolutely no chance of defending. Blown through multiple layers of stone because all it takes a couple of people spamming. If that's your style of play that fair enough. I guess you don't care about the player numbers dropping? I guess you don't care these are the reasons why? And don't try and tell me it isn't. Because if I'm honest I'd say the only thing in the game that is ridiculously OP is the fact you can carry hundreds of them on one person and just wreck stuff. and if you think this is realistic or even remotely fun then I'm just talking to a brick wall. My mindset to fill you in is variety you tell me where that exists in raiding? as soon as the grenades are gone the raid stops... why? because they got no other plays cause that's all some people can do. We can go back and forth all day on this. So lets just agree we have a difference of opinion and not argue about it. You have yours and I have mine.
  38. 1 point
    Well thank you very much for implementing a single player mode. It was very expensive for us to run private servers with 3x3/ 4x4 grid maps(to get nearly full game content) We here in germany (i assume europe wide)have a notable single player fan community for ARK/ATLAS. This will bring more players and money to this first class survival game. Dear Developers,please continue your precious work for this game , as you've done so far.
  39. 1 point
  40. 1 point
    Scissors are made from metal. They should be able to cut human hair for YEARS before needing to be repaired. They cut HAIR, not titanium!!! It's petty, but you have to repair scissors more than any tool in the game. I can expertly fillet a tuna with the same pickaxe I just used to smash 20 rocks and the pickaxe needs less repair than scissors that I used to cut my 90 yr old hair.
  41. 1 point
    I want puckles to be able to shoot. Being able to build over the boulders underwater that prevent building. And a door wide enough for a gally to pass. And not having to align in the middle of the gate in a 90 degrees angle with no wind or storms. The turn ratio of a gally is huge.
  42. 1 point
    I like the aggressive fire. In future, deselect the weapons for 1, 2, 3, & 5. The hit R to only open the gun ports on right side. You'll move abit faster as the left side gun ports aren't open. You can also set it up so your guys using the right side guns, can also use the left side guns. Also lead the target to windward, cut your sails to about 60% then you are more agile and can dodge incoming fire etc the ai is trying to judge where you'll be, you need to not be there then the fire lands. And that spam text in the top of the scrn is turned off in advanced options. Nice video tho. I like the dreadnought like laying of roof tiles. I don't really bother with it anymore, instead I use mastercraft/legendary planks, decks etc.. and 200% resistance.. Sailing is great fun.
  43. 1 point
    This kinda off topic , we only left 2 stones anyways , but for the O7 cave that is swarmed with fire element / gorgon / lion at entrance , highly recommended to use catapult and glider to bypass everything and get to cave faster and safer . Other than that , we will see you guys again at ice dungeon .
  44. 1 point
    35 Metal and 40 Stone for a Stone Foundation where there is no metal visible on 95% of stone structures? How does this make ANY sense? Remove, or reduce the metal cost of stone structures. This is ridiculous.
  45. 1 point
    released patch notes v218.31 - Fixed mortars shooting through ceilings that are one wall high - Fixed placing large cannons on the back gunports of a schooner - Fixed an issue where being mounted on a swivel cannon and pressing M would bring up a floating map and compass - Fixed armour pieces floating in view when equipping them whilst mounted on a cannon that is on a bear/horse harness - Players can no longer knock out enemy NPC crew manning puckles using the feat "Target Soft Spots" (also applies during peace phase) - Crew can no longer be dismounted from puckles using a blackjack even though they are immune to melee damage (also applies during peace phase) - Magic Mythos has been disabled v218.30 - Magic Mythos enabled on the Official Network. Bonus 2X Harvesting, Taming, XP, and Treasure Gold v218.29 - Limited the slope campfires can be placed on - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Modified offsets for unboarding the Tortuga so players don't get stuck. - Disabled Magic Mythos bonus rates on Official Network v218.28 - Fixed an issue with stone walls clipping through the floor when placed in wood half walls. - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle (NPC's should no longer dismount with legitimate builds) - The serpent boss, Anacthyon, added to Blackwood - Magic Mythos enabled with 2X Harvesting, Taming, XP, and Treasure Gold v218.27 - Fixed a bug that allowed players to gain massive height when running into the corner of a raft or dinghy - Fixed a bug that allowed players to gain massive height when climbing really tall ladder set ups - Fixed a bug which allowed players to base on top of submarines - Fixed a bug which allowed seated npcs to shoot puckles through walls - Ended 2x Magic Mythos Event v218.25 - Enabled 2x Harvesting, Taming, XP, and Gold on our Official Network - Fixed rope ladders so that they can now be rotated when placed on wooden catwalks - Fixed 2-handed weapons able to used interchangeably, bypassing the weapon equipment timer using the Q hotkey. - Fixed a bug where critical strike could be used with other weapons by removing the buff if you switch to a different weapon. - Fixed a bug where projectile mesh wasn't showing correctly for singleplayer. - Fixed a bug which would cause players to throw out their gear by accident at low server fps when using "O" instead of "E" to unequip currently equipped gear. - Fixed a bug which allowed diving platform to be placed on top of a cargo rack. v218.24 - Fixed a case where ships would enter a broken state where it visually appears to be unanchored, but you wouldn't have been able to move it. - Releasing a ship from a shipyard now has an activation timer - Fixed a bug which would cause players to throw items out of their inventory when rapidly pressing E to equip them - End of Magic Mythos event on Official Servers - Critical Save Changes to Non-ATLAS Dedi/Blackwood which fixes the following, but may require a save wipe: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map Additional info on Blackwood/Non-ATLAS Dedi changes: v218.21 - Prevented the hotbar from outlining red with broken items when at the ship wheel - Fixed a bug which prevented melee attack with weapons whilst carried by Lion - Fixed a bug which caused players to lose most control of their characters after dying to exhaustion when shoveling (was previously solved by relogging) - Fixed a bug where buoys would not provide light and be desynced on the ocean at high waves - Fixed a bug which would not allow players to change the name of the ship if they hadn't previously given it a name (this only occurred when pressing accept without naming it, rather than cancel) - Fixed a bug where the reload mini game would not take effect when mounted on creatures - Multiple Misc Blackwood Level related fixes (floating foliage, ocean water transitions, holes). v218.21 - Fixed a crash which would occur when attempting to open a Dinghy's inventory - Fixed Advanced Able Mapmaker being unlocked by the wrong skill - Fixed Ship Max Level being erroneously counted by the Shipyard's current health rather than the total health. - Fixed dedicated servers not using passwords on Blackwood - Fixed a case when searching for Blackwood servers would cause only one to list at a time - Fixed a bug where corpses with inventories would not calculate their correct weight - Fixed a bug which wouldn't allow you to select the Home Server to change to on Unofficial Networks - You can now plant an assortment of seeds in Blackwood - Fixed multiple islands on Blackwood being marked as non-buildable - Fixed a bug where beds would sometimes not function on Blackwood - Fixed Shipwrecks spawning on the coast of islands in Blackwood - Fixed multiple foliage and terrain bugs with Blackwood - Moved the 'Exit to Main Menu' button to the bottom of the pause menu options v218.15 - Fixed a client-side crash (https://pastebin.com/U3QN7KyQ) - Blackwood content moved to optional DLC, for those who do not plan to play it and want to save the install size (10GB): https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/ - Added multiple treasure map locations per island for Single Player and Non-Dedicated Game Modes v218.14 - Client-side fix for Treasure Map crash v218.13 - Blackwood is available! An example command line for running a dedicated Blackwood server: start ShooterGameServer.exe Blackwood? -log -server -NoSeamlessServer exit - Character and inventory import/export for Single Player and Non-Dedicated Servers (optional for hosts) - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP, Harvest Rates and Gold! v211.32 - Further optimizations for structure replication in multiplayer networking v211.31 - Improved how servers replicate structures on ships leading to large performance gains, particularly in areas where there are many boats and many clients, such as docks and large fleet battles. - Magic Mythos has now ended on the Official Network v211.21 - Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option). - Fixed Kraken sweeping players off their ships when the ships are knocked back - Improved client performance when numerous players are nearby - Wheel Skins now work for singleplayer/host - Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text. - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest) - Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest) - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates v211.15 - You can now password protected Non Dedicated Multiplayer Servers, some notes: If the session is password protected no direct joins will work unless the person has previously successfully inputted the password If they fail to enter the password, they'll have to restart the client before they can have another chance to join. You are unable to host a Private Match at the same time as a Password Protected Session at this time. - Fixed a case where players weren't able to respawn on beds in Non Dedicated Multiplayer after transition - Fixed a bug which would cause player arms to disappear after mounting the submarine v211.0 - Non Dedicated Mode is now available v210.2 - Settlement owners can no longer raze claims on PvE. - Settlement Owners can place down multiple banks on their island, so settlers can supply it to help upkeep with gold - Settlement Owners now have the option, on Claim Flags, to prevent anyone but Company Admins from removing items from a tax bank v210.13 - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates - Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks. v209.499 - Fast Decay has now been enabled for Settlement Owners - Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay - Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay v209.497 - Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true - Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats. v209.491 - Magic Mythos bonus rates have been disabled - Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live) v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours. v209.46 - Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however they may clear with this change after 5 days, as company data is loaded - Fixed "leave Company" button v209.43 - Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game - Fixed a bug where players would temporarily enter combat state upon transition v209.4 - Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150) - Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company - Added an Admin Command to Single Player: cheat DoLeaveTribe - Forest Colouring can now be crafted and applied to items - Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name - Demolishing buoys will no longer leave the sign floating behind 209.36 - Fixed a bug which caused silos to pay crew that weren't on the same team v209.35 - Reverted the Claim Flag height limit on Official Servers v209.34 - When replacing invalid claimflags, you can now place them within the green ring of your original flag - Claim flag height limit has been increased to 6500 units above sea level v209.31 - Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval! - Company Island Point Limit has been increased by 100 - Tax Banks can only be placed by Admins or above in companies. - Fixed certain level creatures not receiving experience points in Single Player - Fixed underwater trenches not loading properly in Single Player - Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state - Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map - Discovery on the map now temporarily disappear beyond a certain zoon distance on the map (zooming back in will have them reappear) - Important: Claim Flags now have a maximum height limit when being placed. Claim Flags that were previously placed which exceed this limit will indicate as such on the HUD. Those which exceed the limit will be able to place a 2nd claim flag in a viable location. This will destroy your old flag and drop it's entire inventory into a loot cache (2 hour expiration time) on the ground. Next Wednesday, we'll be deploying an update which will force destroy any legacy flags which exceed the height limit. The limit is 4k units above sea level which is approximately 16/17 walls and only admins or above will be able to replace the flag. - New configurable ini setting for Claim Flag height limit [/script/shootergame.shootergamemode] MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions. v209.1 - Added activate sail turning as a keybind (default: Left Shift) - Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold). Crew on Land: 1st priority: Resource Box and Food larder 2nd priority: Silo 3rd priority: Claim Flags Crew on Fully Anchored Boats: 1st priority: Silo 2nd priority: Claim Flags 3rd priority: Resource Box and Food larder - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed. - New option on claim flag which allows turning off crew gold and food payment - Fixed an edge case which allowed you to fire cannons through walls - Fixed a bug where Crew was taking gold/food from a flag before they took it from a resource box/larder when dealing with Crew on Land. - Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer - Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended 208.21 - Fixed a bug which would cause players to be stuck when unmounting creatures - Cleared up the pinwheel text on Claim Flags, so they now indicate what it'll be changed to. v208.2 - Fixed invalid discovery points value on server v208.11 - Fixed a client side crash v208.1 - Single Player Beta Mode Note: Whilst not a formal system, Singleplayer users can play on any world json they want, by just replacing these files: \ShooterGame\ServerGrid.json \ShooterGame\ServerGrid\ (the map images) When doing so, please back up your SavedAtlasLocal folder, and then delete your save data using the in-game save delete button. - Claim Flags now have a toggleable setting in Settlements mode which allows Settlement owners to choose whether to pay and feed the NPC Crew for allies or everyone settled on the island. This will be displayed in the top-right hand corner HUD. A single + means ally crew will take gold/food from claim flags. ++ means everyone will take gold/food from the claim flag. A lack of + means that only the settlement owner's crew will be able to take good/food from claim flags. - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! - Future proofing landscape optimization (large patch) Just some further information on the update size, the reason it is so large is because a technical change went in place to improve the logic surrounding landscapes (not related to single player). Something we plan to improve more on in the future. This optimization will basically allow us to reduce the current install size of the game by, hopefully, ~33%. The way it works in technical terms is that all the landscape variants of the same shape will use one map, with material variants, rather than each having a redundant copy of the large maps themselves. This means we won't have to have all those additional copies, thus reducing the effective size of landscapes (which together comprise over 50% of the game's install size) v207.999 - Crew gold payment and food can now be done via your Company's claim flag. Crew that are on an island or on a fully anchored ship within Settlement range are eligible. Berries are the only food that can be used in the claim flag (there is a greatly extended spoil timer on berries in a claim flag for further QoL). Crew will still seek out payment and food from nearby food larders and payment boxes and if there are none nearby or they are empty, they will take from the claim flag. - Increased SoTD XP: Schooner approx 20% increase Brig approx 50% increase Galleon approx 100% increase 207.998 - Fixed Ghostship not appearing/disappearing - Increased step height for Elephants and Rhinos to 110 to allow to climb half wall steps, and helps with other obstacles both would realistically be able to step over - Golden Age AoD now drop less gold, have a larger respawn radius around players/tames and a longer respawn interval - Fixed cases where players would be dismounted from the swivel gun when firing on a ship v207.997 - A claim flag can longer be placed on a fully anchored ship during peacetime. - Grog: Damage bonus changed from +6% to -3%, duration changed from 600s to 300s - Rum: Now instead of giving 15 waters, it removes 20 water - Target soft spots - Cooldown increased from 15s to 60s and torpor bonus reduced from 35% to 28% - Critical strike - Cooldown increased from 20s to 60s and damage bonus reduced from 2x to 1.65x - Target weakness - Duration increased from 10s to 24s - Reduced the following armor stat scales by 30%: Health Melee Damage Stamina Fortitude Intelligence v207.996 - AoD on GoldenAge now drop gold when killed. Scales with level. - AoD now have a non-weighted random spread up to level 120 on GoldenAge servers - AoD are now immune to anything except gun (non-puckle), melee damage and tame damage. - Fixed cannons shooting thru overhangs - Increased sword damage by 50% - Increased mace damage by 35% - Increased pike damage by 15% - Increased spear damage by 20% - Increased throwing knife damage by 20% - Increased gun effectiveness against creatures 12.5% - Reduced med kit self heal 20% - Reduced tiger and lion head hitbox bone damage multiplier to 1.5x - Increased minimum island points on PvE from 30 to 70 - Increased max island points on PvE from 150 to 250 - Increased max island points on PvP from 250 to 320 - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! 207.994 - Fixed multiple cases where players would become unbased (slide off ships) due to certain structures. v207.992 - Company Rank settings are no longer the default option on E for climbing ladders if you're an admin or owner of a company - Improved Ghostship appearance logic - Fixed a bug which allowed clients to complete a musical sheet without even having to play a track - Updated Equatorial tags and temps for Giraffe breeding, as it now spawns in the bog. - Hid and cleaned up text overlap issues with the Sextant/GPS when inside menus 207.991 - Fixed bolas releasing creatures prior to their timer ticking down entirely. v207.99 - Fixed a bug which prevented tames and crew on ships from not having their claim timer refreshed on PvE. To refresh their timers, you will need to board the boats they're on. - Fixed a bug which would result in the XP Curse lasting permanently (retroactive) - Fixed a bug which prevented firing cannons which were placed on the top deck above gunports - Beds can only be used to spawn on after their initial respawn cooldown has cleared v207.981 - Inactive PvP boats will now automatically destroy after 4 weeks of inactivity - Enabled auto-destruction for decayed structures on Official Servers. - Sunken ships will always destroy after 5 days on Official Servers. This will clear the icon from your maps too, as long the area where the boats were sunk have been revisited. - Gunports can now be opened again without cannons (i.e you can now fish out of them again) - Fixed some invalid cannon placements / shooting edge cases. - Open gunports will obstruct firing from any cannons that are not explicitly linked to them, either by dismounting the shooter or blocking the projectile. - Fixed a Sail placement exploit. - New game.ini mode for Sunken Ships [/script/shootergame.shootergamemode] DestroyDeadShipsIntervalTime=0 // Defaults to 0, meaning sunk ships would last forever and set to 2592000 for officials. v207.972 - Fixed an issue where NPCs on a Galleon's front NPCs would not replicate, due to the Captain being all the way in the back. This would have previously shown Missing NPCs, even if they were stationed. v207.971 - Updated localization for German, French, Turkish, Ukrainian, and Swedish. - Gunports will no longer open if they do not have a cannon snapped to it - Cannons using gunport-snaps now check for near-by freely-snapped cannons before snapping, in order to prevent multiple cannons shooting from one gunport. - Fixed the Global Ship Limit counting Sunken Ships v207.95 - Increase torpedo ammo weight to 12 - Increase the torpedo launcher weight to 240 - Reduced the weight bonus torpedo launcher receives from closed gunports to 20% - Bola CC duration reduced to 6 seconds on players - Bola release time now reduced to 0.5 seconds when removing it from a player - Torpedo crafting costs updated. Reduced by approximately 20% and updated metal to require 2 types of ingots. Mythos requirement unchanged. - Flame damage now eliminates ballista harpoons - Improved server performance on Golden Age grids as AoD enemies will only be networked to clients once they've awoken. - Ballista Harpoon reload time has increased - 2x Magic Mythos is now active with bonus rates for Harvesting, XP, Taming, and Gold. 207.93 - Mortar and Pestle slots increased to 40 - Soap Blueprint added to Cooking Pot and Grill - Large Storage Box slots increased to 100 - Small Storage Box slots increased to 40 - Sugars now stack to 500 (increased) - Thatch now stacks to 1000 (increased) - Grenade weight increased to 5 - Firegel, Gunpowder, Blasting powder, Mythos and Coral can now be stored in the ship resource box. - Reduced Grenade damage to players by 33%, to NPC Crew and Creatures by 10% - Increased Playershop health to 12000 - Reduced base damage of Blackjacks by 10% and reduced the Fall Swing damage by 65% - Doubled stamina cost of shield bash - Fire Elemental now takes 50% more damage from Shotguns and 100% more damage from Ballista - Fixed ""Fail" sound line for the medkit using male voiceline for female characters - Fixed being able to place wallhooks on demolishable resources to prevent floating structures - Fixed being able to place triangle foundations on top of beds - Player Name is now included in the tribe log when scuttling ships or demolishing it via a shipyard - Fixed a bug which allowed you to move whilst bola'd - You can now base on non-allied PvE boats, and we've added an actionwheel entry to force non-allied characters off of your ship in PvE 207.91 - Torpedo Damage reduced by 45% - Boats will no longer sink when overweighted or overcrewed if they are fully anchored (green anchor) - Settlement Mode: Claim Flags now appear on the World Map for the grid region you're currently on - Submarines docked on hangars now retain their colour after server restarts - Prevented firing from gunports if the gunport has not fully opened. This is to resolve crews being dismounted as they were blocked for firing too soon - Quest skills are blacked out with a silhouette when not learned - Cocoa can now be crafted properly in irrigated grills - Fixed FPV reload animation playing when switching from TPV to FPV with the Crossbow - Fixed an issue where servers that were running for more than 4 days consecutively without reboot would have choppy water on the client. v207.9 - Networking range for players on ships is now the same as players not on ships (~34,000 units) - Networking range for unseated NPCs on ships are now about 18,000 units, and seated NPCs are now about 9,000 units. - Fixed Crows no longer flying to attack. - Fixed Shipyards at max storage capacity (300) fail to create ships. - Fixed being unable to gain any stamina after sailing to another server with a stamina debuff active from using any feat, for example, "reload overdrive" feat on a ship. Previously you would have had the debuff permanently until you die and respawn v207.81 - Improved third person view offset so that it now positions at the average head height rather than the center of the character's capsule. This should improve how it feels when the camera is brushed up against a collision in the world. v207.8 - If a launched torpedo hits within the first 3.75 seconds of being fired, it will do significantly reduced damage - Torpedo overall damage reduced by 20% - Torpedo overall projectile lifespan reduced by 10% - Torpedo and Torpedo Launcher crafting cost has been increased - Fixed hotkey assignments to save on relog - Readjusted Marker UI location when minimap is open to prevent overlap - You can now use "prying eyes" to look inside lock chests if they are your own company's boxes - Cannons/Puckles will no longer fire in peacetime if the structure does not own the claim and the target is a player or tame - Significant shoreline data memory optimization v207.7 - Fixed harvesting boost from giving more resources than intended - Fixed some unharvestable rocks and adding Fiber to missing freeports - Moved sextant GPS/Speed/Direction from above the hotbar to below the sextant compass widget - Prevented using Lucky Loader when in the middle of a reload - Fixed Harvest Boost and other skills from resetting their cooldown upon death - Crafting that requires 'water' as a resource will now consume 100 water, rather than the entire container - Fixed Grill not being able to use water containers as a crafting resource - Fixed overlapping text with Reservoir and Grill - Hydra is able to reliably break down trees - Fixed an issue with fishing rod where it would destroy itself when the item had broken v207.6 - Added JSON object library. - Added blueprint interface for anonymous communication between mods. - Added helper functions for: Searching for creatures by ID. Retrieving filtered class lists. - Re-enabled UObject counter in the devkit v207.5 - Fixed an issue with dropped ship cargo being incorrectly calculated v207.45 - Optimised Fog of War memory usage. - Added a new slider: Ship Draw Distance (note: changing this will require a client reconnect to take effect). This setting changes the distance at which non-core ship structures and seated characters will draw for clients. If you wish to revert this, move the slider all the way to the right, alternatively, slide to the left for higher performance (particularly in large-scale ship battles). - Looking at boats through a spy glass will force maximum draw distance on non-core structures and seated characters. v207.41 - Fixed some server-side crashes - Fixed double harvesting feat - Ship of the Damned will now lose agro if they have not dealt damage for some time - Ship of the Damned Galleons now have cannons on the front - Decreased the time it takes for Ship of the Damned to respawn on Golden Age Ruin servers by approximately 75% (previously 1 hour, now 15 minutes) - Fixed being able to drag players inside the Ice Dungeon v207.2 - Fixed a server-side crash v207.2 - Enabled Ship Structure Weight to the item tooltip - Fixed a client crash caused by crop plots - Giant Tortuga: Added step damage to prevent getting stuck on trees. Increased step height to prevent getting stuck on small obstacles and helps to more easily get out of water. Decreased tail swing range as attack missed at old max range. - Fixed combat state not being unset with gamepad - Fixed displayed ingredient requirements for Unthinkable Delicacy. Notable differences: 25 animal meat -> 10 cooked prime meat 10 Magic Marrow -> 10 Mythos added 50 hunger requirement to feat description - Updated Cargo container and Dinghy hangar to respect activation rank - Updated Shipyards and Scaffolding to respect activation rank - Server option to force disable structure prevention volumes Server Launch params: ?DisableStructurePreventionVolumes=true or in GameUserSettings.ini [ServerSettings] DisableStructurePreventionVolumes=true v207 - Fixed a bug which impacted Ship of the Damned's ability to sail - Updated the quest description for 'Veteran Explorer'. It now takes 25% of all DPs, rather than 50%. - Crossbow damage reduced from 65 to 55 - Faster reload skill effectiveness have been reduced by the following: Pistol - 25% less effective and Blunderbuss/Rifle: 75% less effective - Fixed merchant ships from sailing through islands Mega Update 2: Into the Ice! (v206.1) New Quests: Into the Ice: When you have collected all the Power Stones, head deep into a Polar Ice Dungeon to discover what lies beneath... Master Cartographer: Get at least 40% of the ATLAS Discovery Zones Skills and Feats: Feat: Instant Hotbar Equip, unlocked after completing "Master Cartographer" quest. Feat: Harvest boost, unlocked after completing "Into the Ice" quest. New Levels: Ice Dungeon: Found in the polar region, can only be entered if players have unlocked all the 9 power stones New Islands: Multiple equatorial and polar islands added to the ATLAS! New Boss Fight: Snowman Activated lights in boss arena now power a shield that maintains the Snowman's ice armor. Killing a round of minions will disable the shield, prevent minion spawns for a short duration, and allow the ice armor to receive damage. When minion cooldown is over, shield reactivates. When ice armor reaches 0, Snowman's health can be damaged directly and no more minions will spawn until the next health state. Upon entering each new health state, 1 extra minion will spawn at a time, and an increased amount of minions will be required to be killed for the shield to be deactivated/start minion spawn cooldown. When in the last health state and ice armor is destroyed for the final time, chaos ensues, and minions will continue to spawn until the boss is killed. Progress of minions to kill and ice armor are shown via floating hud. New Structures: Offensive Structure: Torpedo Launcher and torpedoes. Skill is obtained after completing "Into the Ice" quest. Building Structure: 3x4 Medium Gates Utility Structure: Ice Box - a high-insulation box for generating ice in cold areas. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. New Resource: Ice - Generates over time in cold zones inside of the Ice Box. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature and the half negative effects of armour weight debuffs for a short duration (15s per ice cube, max of 5 mins). Ice can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Relatively heavy. New Cosmetics: Player: Hydra Hide Armour Set, and Cyclops Heavy Armour Set Ship: Hydra Steering Wheel, and Bone Skin Steering Wheel New Attachments: Boat Attachment: Cargo Racks (reduces the weight of items inside of its inventory, has a maximum carrying capacity and can only be accessed when a boat is anchored. Each cargo container will slow down your boat. At maximum cargo carrier attachments, a boat's speed will be reduced by a total of 40%. Able to replace and pick up new cargo containers out at sea). Cart Attachment: Large Storage Box (reduces the weight of items inside of its inventory, does not work on ships) New Item: Fishing Net: Can only be used when sitting. Equips on the back slot. Will begin automatically catch fish when boat has met minimum sailing minimum velocity New Weapons and Ammo types: Ballista Ammo Type: Boat Harpoon (can be used to attach and reel in other ships) Weapon: Spear Gun and Spear Bolt (can only be used unwater) Weapon: Crossbow and Crossbow Bolt (multiple shots, cannot be used underwater) New Creatures Olfend: Can be tamed and bred. Used to collect, store, and shoot water to put out fires. Rare creature is found in the desert biomes. Giant Tortugar: A giant turtle carrier. Can be tamed and bred. Capable of being an armored organic vessel and able to carry 1 driver and 3 passengers. Very rare creature found in the new equatorial islands. New Features: Company: Map markers Company: Announcements Boats: Can now be unclaimed and claimed Controls: Full gamepad support New Quality of Life Improvements: UX: Revamped Skill Tree UI UX: Adjusted 3rd person aiming so there is less likelihood of foliage clipping UX: Sextant Buff Corner Mini Map is now hidden by default and can be revealed by pressing the H key. Sextant Mini Map can be permanently enabled by turning on the option in Advanced Settings Combat: Players now have the option to turn dual wielding weapons off by holding the TAB key and the hotbar key to equip the new pistol, rather than duel wield it. Combat: Gun hotbar equip time now scales (improves) with the various reloading skills Combat: You can now attack from the run-state (but not whilst running). Previously when attempting to attack whilst running, you would have had to pause, then attack. Now you can go straight from a run into an attack. Structures: The grill can now be attached to water pipes Controls: You can now use the F key as an option to pick up all items from the floor within a certain radius Ship: Pressing the F key whilst driving the ship, now allows you to access its inventory menu Bug Fixes: Skills: Fixed skills showing up in the wrong order on the skill tree Ships: Fixed a bug which prevented ships from reversing when they bumped into shores Ships: Fixed pressing right click to zoom in on the compass when sitting at a wheel of a ship Ships: Can no longer place a Steering Wheel inside the sail mast Building: Fixed a bug which prevented Water Reservoirs from irrigating grills if gathering water from a non-lake source Building: Fixed vertical encroachment check on the bookcase so it fits in 1-high wall rooms Resources: Fixed a bug where brain coral and fire coral were incorrectly labeled Map: Multiple level fixes (holes, waterfall transitions, soil types, etc) Creatures: Fixed a case where creatures would be stuck in the flee state whilst bola'd Creatures Fixed a case where creatures would appear to stand up briefly just after being bola'd UX: Fixed a bug which prevented you from seeing the HUD of a dropped item UX: Scaled the size of ammo texts on ammo containers to make them more readable and changed CanisterShot to Canister Shot Misc: Fixed icons for: Cooked Prime Fish Meat, Explosive Barrels, and Instant Equip Misc: Disabled male voice on female characters when using a repair hammer on damaged planks Misc: Fixed multiple cases where players shoulder disappears when harvesting with new anims Misc: Fixed manual targeting aim location not replicating to clients Balance Changes: Combat: Reduced sickle damage against creatures and players Combat: Sprint/Charge weapons have been disabled and will be re-added to the game as enhanced feats Ships: Small Weight Sail weight bonus increased from 515 to 1000 Ships: Medium Weight Sail weight bonus increased from 920 to 2500 Ships: Large Weight Sail weight bonus increased from 1300 to 4000 Ships: Small Handling Sail wind effectiveness increased from 101 to 118 Ships: Medium Handling Sail wind effectiveness increased from 101 to 118 Ships: Large Handling Sail wind effectiveness increased from 101 to 118 v104.91 - Crab can no longer throw characters when the weight of either/both carried characters is greater than the crab's maximum carry weight - Crab can no longer jump when it's carry weight is greater than 40% of its max weight v104.82 - Further enhancement and tweaks to skill tree UI v104.81 - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward - Magic Mythos 3x Holiday Weekend Event is now enabled on Official Servers: bonus 3x Harvest, XP, Taming, Crop growth, Gold multiplier, Breeding and Raising of creatures. v104.8 - Fixed a bug which prevented salted prime meat from generating in a preserving bag v104.78 - Fixed an edge case where some players were unaffected by the XP clamp 104.73 - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, and Taming rates for the weekend. - Further optimisations for bUseNewStructureFoundationSupportChecks - Reduced the maximum and minimum amount of experience which can be earned via execution - Crafting Bonus on items is now capped at 60% on Official Servers - Any character which was above level 100 will now be reverted to level 100. - One time character respec for any character that had their XP reduced back to 100. - One time destruction of all crafted items with a crafting bonus of over 60% on Official Servers. - Grappling Hook 3rd Person view is now offset to the side when aiming. - New server Game.ini configs: [/script/shootergame.shootergamemode] RemoveItemsOverCraftingSkillBonus = 0.6 MaximumCraftingSkillBonus = 0.6 OldPlayerDataMaxXP = 2956920.0 The above config options can be used to to cap the crafting skill bonus, destroy any items over the crafting skill bonus, and reduce player max experience to value on load. v104.65 - Optimized bUseNewStructureFoundationSupportChecks resulting in server performance gains and elimination of multiple stalls for structures. (These gains will be present on Official Servers) v104.61 - Creatures no longer require the desired temperature after they reach 10% maturity - Added scaling weapon slotting time by the reload skill (to align with the skill on the pistol) - Reload time on pistols is reduced to 60% when all three pistol skills have been acquired - 10% damage increase to pistols v104.57 - Fixed a bug with purchasing blueprints from Player Shops v104.56 - Skill UI redesign (first pass, more work to come with it!) - Fixed misalignment with female first person hand view v104.55 - Ending Magic Mythos event on Official Servers - Fixed an exploit with the Guillotine v104.52 - Large Cannons not snapped onto Gunports on Servers using bDontRequireLargeCannonsToSnapOnShips=true will now fire correctly. v104.51 - RMB or Middle Mouse Button will now "drop" a grenade - Grenade physics tweaked slightly be weightier, damage radius increased 15%, and grenade explosions now move with ships properly - Stationed NPC's aside from puckle are now properly melee-damageable - Added server option to allow large cannons to not require snap on ship: Game.ini ShooterGameMode bDontRequireLargeCannonsToSnapOnShips=true - Fixes for cyclops Cloth boots and Kraken Hat not being rewarded - Switched from Add New Item to Increment Item Quantity for Milk and Wool from Cow and Sheep to prevent being limited to Max Item Quantity if the player had no exiting stacks of the item given. - Increased max amounts at full yield from 60 to 80 for Cow and 100 to 200 for Sheep. - Melee Combat, fixing two bugs related to blocking: Setting traces to use zero instead of complex collision groups on clients so that clients properly see hits Fixing mistaken/unclear orderings for block determination that led to servers failing to correctly identify and pass along a block if the client-based block didn't succeed (such as in the cases where the client couldn't land a hit due to the collision group) - Added a "turn off" option to ballista and catapult - Fixed floating characters on standable tames such as elephants - Fixed a bug where clients would see characters that had been grapple pulled off tame still move with their tames as if they were mounted resulting in a weird flight-like state. - Added option to hide the pause menu's Server Info Panel 104.33 - Fixed an issue with leatherwing's grab - Large cannons should now properly snap to all gunports - Large cannon snaps now require floor/deck underneath - Nature's touch cooldown now has unique icon - Coral item now has correct coal-type item category icon - Reduced Golden Age creature spawns by 60% and increased their respawn interval by a factor of 3 - The extra Water-structure foundation checks now only check against other Water-structures, and do not apply for Settlement Owners - Item Skins are no longer eliminated when Trading v104.2 - Hid the unclaim boat button as it's not ready for public release yet - Fixed an issue where Large Cannons were being destroyed on the destruction of a gunport they were snapped to - When demolishing a non-ship/core type structures on a non-fully-anchored boat, resources will not be returned to you. This will be indicated to you via the demolish HUD. The boat must be fully anchored to get resources back for non-ship/core type structures. v104.14 Balance Changes - Crab can no longer grab crew off stations - Ship claim time reduced by 5x when a ship is unanchored. - Large Cannons can now only be placed in gun ports when on ships. Existing Large Cannons that have been placed on decks or ceilings will not be functional and will need to be demolished. - Small reduction in Large Cannon damage - One-time doubling of acquired Discovery Points for all previously existing player profiles - Players will now get 2 Discovery Points per regular discovery rather than 1 - Quest Discovery Points have also increased by approximately 2x - Lighthouses will check for nearby enemy players before being able to be successfully placed - Large Gateways, Gates, and Large walls will check for nearby online players before being able to be placed unless on Settlements during peacetime. - Core Structures will check for nearby online players before being able to be placed during Combat Phase on Settlements - Flotsam gold reward gold increased by 20% - Crew Payment Interval doubled (this means that you'll need to pay them less gold) - Shipwreck Gold Reward doubled - Creatures able to be equipped with armour along with Crew are now able to equip gear above common quality. - Any structure that checks for enemy foundations when placed in water now has a 4x enemy foundation check radius (such as pillars and shipyards) - There is now a creature specific cooldown on Nature's Touch QoL Changes - Increased spoil timer on SotD loot. - Reduction in Blizzard Sound Effect volume - Crewmembers will no longer eat Water Jars from the food larder or their inventories - Transferring materials with a filter on now transfers all children types too. For example, filtering HIDE will transfer Leather, Fur, Hair, etc. - Transferring items of a higher than base quality will now automatically go into the hotbar space Bug Fixes - The Accordion song, “A Mockatoo Once Told Me” will now appropriately apply the buff to players in the area - Fix to the movement of elevator when manually operated - Fixed a crash on transition - Submarine now consumes fuel consistently after crossing a world border - Kracken should no longer aggro onto ships/players outside of the barrier - Fixed an issue related to ships transitioning with players when a catapult was used - Fixed a basing issue which could occur when crabs jumped off ships - Fixed an issue caused by opening the feats wheel then pressing “i” which caused the mouse cursor to be placed on screen. - An unraised noose on a ship will no longer cause a player to take damage upon transferring - Fixed an exploit related to harvesting from crop plots - Fixed an issue with crop plots unintentionally being able to be stacked - A player’s bag will no longer spawn above the cave if they die completing the Powerstone quest - Items inside a loot bag will now register the correct weight - Fixed a visual bug related to the cloth Cyclops Helmet skin - Cannons can no longer be placed right beside another (to address stacking three cannons inside a gun port) - The sextant compass buff will no longer be removed upon logging out - Fixed Hydra Spawn on H6 - Cleaned up levels from Mnt_R_PVE and reworked spawns on Cay_H - Cannonballs will no longer pass through own collision - Gateways and Gates can no longer be placed in Freeports or Golden Age Ruin servers - Alloy will now be correctly detected from a resource repair box Misc - Settlement Owners on our PvE Networks can no longer set rules on building offensive structures - Rectified an inconsistency when painting decks and ceilings on ships - Adjusted the Chest Width slider for females in the character creation screen - Corrected Hide Cyclops Armour name in BP description v103.32 - Improved logic for fixes related to items/blueprints changing into Engrams. v103.31 - Fixed another case where items/blueprints could change into Engrams. v103.3 - Fixed a bug which would have caused items/blueprints to change into Engrams. v103.2 - Fixed a bug which would have caused items/blueprints to change into Engrams. v103.0 - Player Shops only cost upkeep on Non-Lawless PvE-style Homeservers. (Technically in Official PvP too, but only on the non-lawless homeservers that are effectively PvE regions) - Servers can use this server config value to scale the player shop upkeep: Game.ini: [/script/shootergame.shootergamemode] PlayerShopGoldUpkeepMultiplier=0.08 Default value is 0.08, for a 92% reduction from the previous rate. - Player Shops are now limited to 70 slots - You are now allowed to build more than one player shop per team on an official homeserver, now you can build as many as you want to pay the upkeep for. - War Declaration cost has been reduced to 40k gold and 500 of each additional material, rather than 1000. - Ability to respawn on your current server when you die on a lawless/freeport server that isn't set to be your home server. - Water creatures will no longer lose their targets close to the water surface. - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, Taming, and Gold rates for the weekend. v102.62 - Fixed a client-side crash v102.61 - Optimizations for creature food consumption and structure tagging v102.5 - Fixed some rare crashes. - Stationed NPCs (on boats and land) no longer take damage from guns on Official Servers. - Added a new Game.ini ShooterGameMode config bool: bSeatedNPCIgnoreGunDamage=1 v102.47 - You can now reveal unconscious targets contesting your own claimflag (pinwheel option activated on your claimflag) v102.46 - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, Taming, and Gold rates for the weekend. v102.45 - Fixed issue where tames could be given move-onto-ship points that were outside the bounds of the ship, or nearly outside. - Fixed issue where tames could potentially fall endlessly and drown when moving-onto-ship. - Made 'move-to-ship' pinwheel option more accurate on clients, so it will check to see whether a creature can truly fit on its side nearby. Offset creatures on boats were the culprit for them floating off/sinking through the world! v102.4 - Fixed a server crash - Re-enabled Red Alert and the ability to return the crew to their previous seat following a Red Alert (can be activated using Right Shift) on Official Servers v102.38 - Fixed creature "drift" on ships for client - Fixed issue where creatures could disappear or erroneously die in some cases when moved onto ships, re-enabled move to ship functionality for Officials. - Added cooldowns to activate or reset Red Alert state (clients get a corresponding message onscreen when they try to execute the order during the cooldowns). - Fixed issue where crew melee swings on ships couldn't hit their targets. - Red Alert temporarily disabled on Official Servers whilst we investigate an issue related to its stability. v102.1 - Hand Harvesting Skills now affect tool usage as well. - Fixed Climbing Picks sometimes sending the player off into infinity. - Ended the Easter Event. Bunny hat skin applications and skinned items will still exist. - Significantly optimized the networking of character movement on ships. - Fixed a bug where you couldn't see another player turning their character on a ship if they weren't moving. - Fixed a server crash. - Fixed issue with resources not respawning near shipyards/docks. - Fixed an issue where mortars and lighthouses may not have had their activity tags updated properly. - Fixed issue that would cause characters (including creatures) based on a ship to "drift" off the ship over time. v101.32 - Possible fix for shoulder creatures disappearing or flickering post-transition. - Placed Water Reservoirs will now show their water richness percentage on the HUD. - Water Reservoirs will now gain water from rain. - Fixed Treasure Maps generating locations stuck in the world. Will not effect existing Treasure Maps. - Empires PvE mode will now have a 2 week declaim tag period of claim flags (was previously 6 hours for test purposes). - Disabled 'Move To Ship' pinwheel action for non-crew tames on Official Servers until we have resolved issues related to the feature. - Fixed Island Points totals getting de-synced/displaying incorrectly for Companies. The Hoppening Patch Notes (v101.1) - Treasure Chests now include Easter Eggs and Chickens (both wild/tamed) will drop them over time. - Easter Eggs can be used to purchase crafts of a Bunny Hat (they stack, so you can purchase multiple crafts and keep them even after the event ends!) - Eggs can be thrown at players to cause a post-process ‘yolk’ effect and at wild creatures to slow them down. - Easter Bonus: Egg Maturation speed increased by 3x - Increase player speed by 10% across-the-board - Water Reservoirs now automatically generate water if they are placed on fertile soil. How quickly they generate water depends on the soil type and biome, indicated on the HUD when you place or look at the water reservoir. - You can now self-heal with the medkit. How much healing you get is dependent on a new Self-Healing Skill (though you can Heal yourself without the Skill, you'll only get 10% effectiveness) - Killing the Krakens now completes the respective Quest for everyone in the combat zone, not just the people who have got all the Power Stones / Essences. (not retroactive) - Fixed Treasure Maps sometimes generating stuck into the world geometry (not retroactive) - Spikeshot now has a 15-second Defuse timer that begins upon impact. - Company limit on PvP server has been increased to 75. - Mermaids should now properly target players on ships (they should then sing to lure the players off the ships). - Reduced Submarine max weight to 1000 - Submarines move 33% slower and uses 50% more fuel - Submarine is unable to move laterally when overweight/overcrewed, can still move longitudinally. - No longer able to place explosive barrel item directly onto the water. Must have them carried and then tossed into the ocean. - Increased % scale for Cannon Reload skills, increased from 10 -> 20 -> 30 to 33% -> 66% -> 100% - Armour equip timer has been reduced to 5 seconds - Melee weapon equip timer has been reduced to 5 seconds - Gun equip timer now matches the reload time (when not completing the mini-game or having the special skills, we'll be updating the skills in the future so that they reduce the equip timer). - Updated creature breeding biome tags so that creatures can always be bred in biomes they're found in. v100.8 - Fixed multiple cases where players would get stuck in structures after reloads, respawns, or fast travels. - Fixed a bug where player flags would be merged into companies if they didn't have a company previously. Creating your own company when you own a flag will still merge the flag, however joining an existing one won't merge over the flag. - Significant improvements for raft sail-mounting control - Possible fix for 'ghost islands' appearing when transitioning between servers - Submarine is now unlocked when defeating the Kraken, regardless if you have collected all the power stones as an individual. - Readjusted (increased) gold dropped from Whales, so that their total reduction was only 17.5% rather than 35%. - Active Settlement wars should now show up on the map for everybody, regardless of team and regardless of how zoomed out you are. v100.7 - Possible fix for tamed Creatures falling through structures on server load/overtime. - Fix for creatures over spawning when wandering out of spawn areas. - Increased structure check on creature spawns to prevent them from spawning inside bases on Lawless servers. May still occur in areas with a large open space, such as a big pen. - Fixed a case where Army of the Damned were being destroyed but did not count towards your objective, therefore made it impossible to dig up certain treasure chests. - Eliminated some D3D hung crashes - Adjusted mythical shipyard crafting requirements so they can be crafted at smithy - Maximum tax on PvP is now 30% - Barshot projectile has had it's range and speed increased so that it's closer to a regular cannon ball - Water Reservoirs now hold 12,000 water and Barrels hold 4,000. - Whale health has been increased by 20% and gold reduced by 35% - Ballista reload time has been increased - Elevators now rise at 3x the rate and can carry 2x more -- may cause some clientside jittering when moving on top of the elevator (known issue that we're working on). - Medkit spoil timer increased to 12 hrs - Increase durability of grappling hook by 2x - Increase earthworm spoil time to 1 hour - Increase the stasis range of Mermaid so they're easier to find - No cooldown on placing cannons in PvE - Reduced creature harvesting for berries - Ramshackle sloop weight capacity has been reduced to 1200 - Raft weight capacity as been increased to 1600 v100.6 - Giraffe now harvests 6x thatch again - Fixed an issue where structure check was allowing players to build when there was no foundational support - Improved bola offset for feeding Elephant and Giraffe - Fixed a bug which allowed you to take items from the trade window of another person in the same company as yourself - Fixed a case where player inputs would 'stick' on sails that they had just unmanned v100.5 New server commandlines: ?SuppressSettlementName=true Suppress the capability to rename settlements except for server admins. ?SuppressJoinNotifications=true Hides all the join/leave notifications on a server regardless of client options. v100.43 - BattlEye update v100.4 - Fixed some issues where characters were able to contest Flags out of range, and where they weren't showing up with the "Flag Range Sonar" action. Also increased the time of the Flag Range Sonar to 30 seconds. - The flag Contesting range has been lowered to 10k for Colonies mode, down from 15k. - Official Servers now have a much lower repopulation prevention radius for resources and creatures (approximately 25% the previous range) v100.33 - Fixed blueprint number-of-crafts-remaining erroneously appearing on engrams - Added a text to craftable item icons indicating how many times it can be crafted based on the resources in the inventory - Adjusted the position of the item icon stat label to not overlap with the quantity label - Doubled the size of the quantity label on the gameplay HUD item crafting indicator to be more readable - Fixed a camera blip when grappling hook attaches in TPV - Fixed the Melee Camera Animations checkbox option to work again v100.31 - Can only select Freeports/Lawless as home servers now on the Official Network - Claim resume timer is now 10 seconds after contesting has ended - Claim contesting requires placing a flag in range of the enemy flag - WALL Lantern resource consumption rate reduced by 75% - Max Tax rate on PvE set to 20%, and is only additive on PvE (doesn't reduce the taxee's resources) - Improved Grappling Hook functionality resulting in better interactions with Floatsom, and when climbing down. - Freeports and Lawless Servers have a unique display icon in the server map grid. v100.1 New Features and Content - Redesign: ATLAS World - 40% more islands/landmass & new world map layout. - Redesign: Claim System - Colonies: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players or smaller groups. Previous mode now known as Empires and PvE will be a modified version of colonies. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab - New Environment: Eastern Tundra now has its own visual design, no longer using the Western Tundra style - New Weather: 'Snow' weather systems for Polar and Tundra - New World Phenomenon: Aurora Borealis light display which will result in a harvesting bonus, visible in particular regions. - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. Use the claw arms to help harvest the ocean floor and explore (demolish) player shipwrecks. Also equipped with a harpoon (uses ballista bolts) as a new underwater weapon which will ramp up oceanic combat. - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - New Item: "Guillotine". Hanging your foes in a noose taking too long? Off with their heads! - New Item: "Large Wall". Equipped with parapets and ladder snaps so you can now build a proper defensive perimeter! - New Item: "Small Gates". 2-wall high gate structures for wood and stone. - New Item: "Player Shops". Players can set up automated shops, listing loot for sale and naming their own gold coin prices. - New Item: "Settlement War Declaration". Tied to the War System. Drag over a settlement on the ATLAS map to declare war on them! - New Item: More tame tokens for more mythical creatures! Allowing players to have limited-time tames of the Fire Elemental, Rock Elemental, and Gorgon. BONUS: Rock Elemental and Cyclops are rideable! - New Feature: War System - Declare war on your enemies! - New Feature: 1 'Mainline Quest' involving gathering 9 trench stones and defeating the hardmode Kraken! - New Feature: 7 more ‘Quests’ which upon successful completion will provide their own unique Skill unlock - New Feature: Curses. Tied to the execution of players - New Feature: Player-to-Player secure trading system - New Feature: Procedurally Generated Shipwrecks which players can explore for items and blueprints. They can be found by diving deep into the ocean, or looking out for their visual indicator on the surface of the water, or successfully completing the sextant mini-game which will point you in the direction of nearby shipwrecks. - New Feature: Human Catapult. Player characters can now be deployed into battle using a catapult. - New Cosmetics: Peg Legs, Hook Hands, and Multiple Armor sets to customize the look of your company and crew! Can be purchased at the cosmetics vendor. - Redesign: Squads (Ship) of the Damned will now come in multiple size variations with different stats and difficulty levels. - Redesign: Grappling Hook has been revamped, better physics & rappelling mechanics, and players will be able to realistically swing using them. - Redesign: Explosive Barrels. Can now be carried in hand, thrown overboard to sink and will explode when they collide with anything underwater (Depth Charge!). Balance Changes - The higher quality shipyard used when building a ship, the more level ups a ship will be able to obtain. - Ships can now level up their total damage output (which effects all cannons on a ship) and their total resistance, as new upgradable stats. - All tamable creatures made breedable, with no exceptions except for Mythical Creatures. - Various spawner adjustments & fixes across all islands - Reloading now changed to have the mini-game appear back to back, rather than through various points of the animation. - Vitamin debuffs have been removed and will only cause health loss when a player has a vitamin surplus or deficiency. - Increased smithy inventory slots to 130. - Increased weight of catapult from 12 to 84. - Adjusted the crafting quantities on higher tier blueprints so they don't require as many resources as before. QOL Changes - Territory map will now display allies as teal-coloured - Character creator now has a Height slider to make it easier to set your character's desired height - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Global territory message updating - Currently contested claims will be indicated on the minimap - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way. - Toggle ladders button for ship captain, defaults to L key. - Company Groups have been increased to 10 - Players cannot accept alliance invites unless they're an admin - Company Log can now be sorted - New group permission which acts as an effective 'company owner'. Only the true company owner can set/unset that specific group rank. Misc - Improved Server and Client performance - Visual feedback for players being unable to board unallied boats on PvE - Full body animations for harvesting - More realistic old age wrinkles - Additional face sliders for character customization - Dive suit overlay has been adjusted so it's easier to see when underwater - Commodities trader can only be found on the Merchant Ship on PvP servers - Respec potion has been moved to the Crew Recruiter on Freeports
  46. 1 point
    I GOT A HOTFIX Hey Guys, I got a fix for the problem that atleast works for me: 1. Start your game 2.Click on the server you wanna play on 3. Select the Home Server, Freeport... whatever you wanna join 4. RESTART your Router 5. Wait till Steam is connected again 6. Click on Join ----> Done ! For me it works fine like that, I still get many disconnects though. But if you´re in and you get an disconnect you can normally join again pretty fast. Hope it was Helpful, let me know if it works for you guys ;D
  47. 0 points
    How many people are making alts to falsely inflate their companies and to generate false taxes in their own settlements?
  48. 0 points
    DITTO THAT, Have you seen the amount of players on Atlas compared to ARK, the game is dying and I love it so much (<3 the game not that its dying) . If they don't do something soon they are gonna lose even their most dedicated players/fans. I mean unless they wanna push everyone to another pirate game that wont be named. hehe Single player mode cool, u made like 100 people happy, now how bout the other 88% of your community?
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