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Showing content with the highest reputation on 01/13/2020 in all areas

  1. 1 point
    AtlasServerUpdateUtility (ASUU) Latest version: v2.3.8 (2022-08-29) - Setup Wizard.. Easily transition your Atlas server to this utility! - Safe to try! Makes no direct changes to your Atlas files (unless Grid Configurator is used), so you can easily switch back to former launcher with ease. Please report bugs to my Discord or forum pages. Thank you! - New! Wipe server option. (v2.2.0) - New! Announce players online to Discord. (v2.2.2) - New! Firewall Delay for grids with stacking mods. (v2.2.1) - CPU Affinity capability. - Blackwood map support. - Works with up to 400 grids (20x20). - Works with multiple server / machine / computer systems. - Easy setup! Use Wizard or manually edit config. Imports almost all data from ServerGrid.json & GameServerUser.ini files (if enabled). - Setup Wizard: Use existing server or automatically download and install a new Atlas Dedicated Server. Requires a working map (ServerGrid.json). - Optionally start selected grid servers only. - Send RCON commands/messages to select or all servers. - Use custom command lines PER GRID during server startup. - Event Scheduler: Send RCON commands to All or Local grids or run any file at scheduled times. - Grid Configurator: Add or remove settings in GameUserSettings.ini, Game.ini, Engine.ini, ServerGrid.json across all grids with ease. Also view current grid settings with 1 click per grid. - Back Up: Backs up Atlas save & redis folders and ServerGrid files on a schedule. - Mod Updater: Keeps your mods up-to-date. Includes Discord, In-Game, and Twitch announcements. Restarts servers. - Updater: Automatically keeps server, mods, and itself updated if desired. - Announcements: Announces server updates and/or restarts in game, on Discord and Twitch. - Discord: Announce server status and crashes on any of 3 Discord Webhooks. - KeepServerAlive: Detects server crashes (checks for AtlasGame.exe via PID) and will restart the server. - Crash Watchdog: Monitors RCON response & restarts if crashed. Disables if crashes too many times. - Daily Restarts: User-defined scheduled reboots. - Remote Restart: (restart all grids with announcements) via web browser, including your phone. - Send RCON commands to all servers via web browser, including from your phone. - Run multiple instances of AtlasServerUpdateUtility to manage multiple servers. - Clean Shutdown: Your server(s) safely close via RCON "DoExit". If that fails, Clicks "X" (close) which both force a SaveGame. Also monitors save file to ensure saves started and completed. - Adjustable Startup and Shutdown delays. - Starts Freeport grids first. - Run files (your custom batch files) during any of 7 events, including server updates, mod updates, scheduled restarts, remote restart, when first restart notice is announced. - Duplicate Port Checker: Analyzes your ServerGrid.json for duplicate port entries. - DestroyWildDinos scheduler. Latest Stable Version: http://www.phoenix125.com/share/atlas/AtlasServerUpdateUtility.zip Latest BETA version: http://www.phoenix125.com/share/atlas/AtlasServerUpdateUtilityBeta.zip Previous Versions: http://www.phoenix125.com/share/atlas/atlashistory/ Readme.txt: http://www.phoenix125.com/share/atlas/readme.txt Website: http://www.phoenix125.com/AtlasServerUpdateUtil.html Forum: https://phoenix125.createaforum.com/general-discussion-26/ Source (GitHub): https://github.com/phoenix125/AtlasServerUpdateUtility Images: http://www.phoenix125.com/share/atlas/v1.9.4.png http://www.phoenix125.com/share/atlas/v1.9.4grid.png
  2. 1 point
    Ahoy Pathfinders, Thank you for tuning in to our Dev Livestream this week. In this pre-recorded announcement, we’ll be summarizing the new roadmap we discussed in the Livestream as well as clarifying a few things raised by the Community. First of all, for those who didn’t catch the Dev Livestream, it can be viewed here The primary purpose of this stream was to bring you up to speed on our new direction and let you know what areas of the game we’re going to address moving forward. We opted to answer many of your questions from our Livestream Q&A forum thread by working them into the conversation in the stream (rather than reading them out verbatim and answering each one) for the sake of flow and clarity. We recognize that this format didn’t translate as well as we’d hoped for, so we’ll be improving on the structure of our streams in the future. The Mega Update and Xbox Launch Let’s get straight to reiterating and clarifying details in regards to the next Mega Update/Xbox launch which is coming very soon. The Xbox launch will include: Crossplay support between PC Steam and Xbox players for ATLAS. Parity between both platforms. Xbox players won't have to wait for updates as they will happen simultaneously with PC We’ll be working on bringing day one Keyboard and Mouse support for the game, otherwise, it’ll arrive shortly thereafter. The Mega Update includes content and changes currently on the PTR, as well as some additional content we’ve discussed, and this will go live on our Official Network at the time of the Xbox Launch. We’re incredibly excited to launch crossplay; we designed the ATLAS engine for crossplay across all platforms from the outset and ATLAS will be one of the very few games with full crossplay between Steam and console. There have been many questions about whether this update will be bringing a wipe. To be frank, this is not something we’ve decided on yet. We’re currently exploring ways in which we can handle this release without wiping and there are quite a few technical considerations which may make this a possibility, but we’ll share more info with you as soon as we’re able to. Livestream Recap ATLAS’ DNA The first point we covered on stream was revealing where we think players spend most of their time in ATLAS, and where we wanted it to be at a 1.0 launch (post-Early Access). This is the conclusion we came to: Essentially, we feel like players are currently spending too much time in certain areas of the game, and not enough time in the areas we think should be the most fun, such as Sea and Combat. Players can expect to experience more fun and engaging content out on the sea, and a cut back on the time spent on land or with creatures. This doesn’t specifically mean we’ll be removing certain areas completely, but instead reworking existing systems and adding new gameplay/content for the areas we want to increase. Now you’re probably wondering, how do we plan to get from A to B? Well, here’s our roadmap: Some important factors to keep in mind: This roadmap will begin after the release of Xbox We’ll be looking primarily at making tweaks towards the Official Network and Multiplayer modes, but of course, those will still benefit our other game modes and unofficial networks. However, the main official networks are our priority Tackling bugs and major performance issues will always be an ongoing effort. This isn’t everything. We’ll be able to reveal more details as we go along, plans can change, and there are going to be more phases but for now, we want to discuss our immediate plans for developing ATLAS. Phase 1: Quality of Life Improvements, Bug Fixes, & Performance Increases Arguably our shortest phase and has already commenced in part with performance fixes and some bug fixes, with some work on the Xbox, and some you’ve experienced on the PTR. Our plan: There will be no new content with this initial phase. This is because we’re going to be spending time fixing and adjusting already existing systems in the game. This means tackling pain points that you (and we) are already aware of, ranging from quality of life changes, balance, and polish on existing parts of the game. Reducing the tedium and streamlining getting to the fun. We know that there are aspects of the game which are frustrating and the solutions we can take to fix them (such as the Silo we implemented in a previous update to help with feeding crew). We’re making some meaningful changes here that will impact the player’s experience in the game, some larger than others, but all with the same goal in mind to improve the overall game loop. Just a few of the changes and fixes (both small and big) we’re planning to make: Fixing speed sails and increasing overall wind speed effectiveness. Adjustments to blueprint stat rolls and crafting requirements. Making improvements to logs for companies. Increasing max stack sizes for certain items. Removing the negative effects of status effects, including vitamins. Giving players the option to choose which Kraken to fight. Reducing the frequency of surface attacks by sharks. Increasing the treasure map spoil time. Cargo Container adjustments. Replacing the text in the game with a universal font style. Hiding more text behind the “Extended UI” function Making ladders easier to climb. Keep in mind that some of these items are things we want to address quickly, even if we consider them to just be temporary fixes for now. The changes in this phase will provide a much better experience in the present; however, we’ll be circling back to these areas in later phases to make much more extensive changes to these systems. One example of this would be “sailing.” We’ll make some early improvements to sailing during Phase 1 (such as fixing speed sails and increasing overall wind speed) and then we’ll loop back to sailing during Phase 2 for a more thorough pass on sailing functionality. Some more examples like this include: Tames and breeding will get a general balance pass, then we’ll do a larger update on tames and creatures in Phase 4. Blueprint scaling will get some early adjustments in Phase 1, then we’ll address it some more in Phases 2 and 3. Temporary fixes for certain combat meta pain points (until they can be further ironed out in Phase 3) such as: stat scaling, torpor, NPC swivels, harpoons gliders. Phase 2: Seas, Ships, and Sailing Phase 2 is when we’ll start to reintroduce new content to the game. The general philosophy of this update will be: Ensuring that you all are spending more time having fun on ships and out at sea. Making the ocean feel less repetitive, more inviting, and more rewarding. We want ships to feel like homes! If players want to spend all their time at the sea, they should be able to play that way successfully. There are quite a few ways we’ll be doing this, but you can expect changes along these lines: Improvements to existing sailing and ship systems. Introducing more NPC encounters on the ocean (and different types too). Introducing more activities you can do on your ship. Exploring ways for players to store ships safely when going offline and taking a deeper look at overall travel times and ship functionality (such as sails/wind/cargo containers). These are just a few examples of what we’ll be tackling in Phase 2 and we expect that players will feel a welcome and marked difference in their experience out at the sea once these changes are made. Next, we’ll be covering Phases 3 and 4. Please keep in mind that a lot of the details in these phases are very early and we’re still figuring out our exact priorities, but there are a few things we’re relatively certain of and are exploring right now: Phase 3: Skills & Combat Here are some things we’re pretty confident we’ll be doing in some form: A skill tree rework. We’re interested in something more akin to specializations and roles to give more depth to the skill choices you make. Improvements to make combat feel more fluid and impactful. We want it to feel even more fun when you’re fighting! Changing the ship combat meta to embrace stronger piracy gameplay: A shift to a “boarding” combat meta. New incentives for choosing between sinking, pillaging, or outright stealing ships. Potentially adjusting the ship stealing process/claim time. Changes to encourage more fighting on ship decks. Phase 4: World, Claiming, and Tames/Creatures This phase is perhaps the largest section of our new roadmap. As the furthest phase out from right now, it is definitely the most subject to change over time, but we’d still like to share an overview of our current thoughts on these areas of the game. In this phase, we’ll be exploring various subjects such as: The world layout and network. Some of the points we’re currently exploring are a possible combined PvPvE network and different continental world layouts. Factions, which are very early in design right now, but are something that we’re very interested in from both a gameplay and a narrative perspective as a means of giving players across multiple companies shared goals. Adding more MMO-esque elements to the game such as more populated ports/towns, deeper in-game economies, additional storage options, etc. We’ll also be making some significant changes to the claiming system, adjusting how much of a role it has on the world and addressing some of its biggest problems such as “pillar spamming” and "honeycombing". Reducing the importance and role of tames and creatures in the game, as well as polishing other PvE content in the game such as Golden Age locations, boss fights, the Fountain of Youth, etc. We wanted to acknowledge the issues that we’ve identified in the game and outline our plans to address them. It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along and you can expect to see a more active presence from our team in regards to acknowledging the current issues with the game and discussing how we plan to address them. We hope that sharing our new roadmap and details on what’s coming soon for ATLAS (and also further down the road) offers a further “glimpse behind the dev curtain” so to speak. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  3. 1 point
    Looking to buy some "war bears" (I think thats what people are calling them). Let me know! Thanks!
  4. 1 point
    I use the grappling hook to get the floating treasure and also the loot from killing a SotD. Too bad the grappling hook can't just pull the whale up to the ship and you harvest it from the ship. I used to jump in the water, but when I found a grappling hook works, no more jumping in with the sharks
  5. 1 point
    I know the saying, "No news is good news" is usually true. However the lack of news can also be a bit unnerving. I did read when we started playing that it was going to be radio-silent while they did some fixes, and the last update was true to that fact. We had heard nothing for weeks and then over the course of a day or so there was an update and a patch that went out to all. Now here we sit again, in the dark, waiting for something... anything... about what might come. It would be nice if they took this time to give out some weekly or biweekly teasers or discussion points. What sort of fixes are they working on or looking into? What are the things they plan to focus on for the next update? What sort of items do they hope to include eventually? I am not asking for things that are set in stone, or things that we will get tomorrow - but something like "coming to an Atlas near you in a future update" or "Something we are thinking about - what are your thoughts?". I know constant communication with the players is a lot to ask, but I would think that a weekly or biweekly something isn't too much - but that is just me. Overall, still loving the game thus far and can't wait to see what it manages to grow into.
  6. 1 point
    Private servers suck. I dont need abusive admins who live out their god complex because they are 12 year old boys without any love from mom in real life. Try to survive on officials.Farm planks when the bonus is activated. Shoot planks, while the bonus is not active. Devs dont care about your comments, complains or suggestions. They just do what they want, shut the servers down without notification whenever they want and activate the bonus when they want. Unfortunately not this weekend.
  7. 1 point
    Update! v.2.0.6 Fixed Discord Fast Method, added ModIDs & Online Player List to Configurator, Discord "Ready" status announce delay, & more. - Added: Option to check for mod updates but not install them until "Update Mods" button pressed. Helps prevent mod update from crashing your server without you knowing. (Thanks to @Neitfall for requesting) - Added: Added an "Enabled" check box in the ALL GRIDS section to help prevent executing commands on all grids when intending to do select grids only. (Thanks to @Neitfall for requesting) - Added: ModIDs field to Grid Configurator. Hover mouse over text to see current mod list with names. - Added: Discord announcement delay after grid reaches Ready status. (Thanks to Nyt & Infiniti for requesting) - Added: If more than one RCON port entry is in a GUS.ini file, ASUU warns the user and uses the first entry. - Added: Execute external script before BACK UP feature added. (Thanks to Infiniti fro requesting) - Added: ModIDs and Names List added to ServerSummary.txt file at end of file. (Thanks to Anorak1313, AceMan, & Infiniti for inspiring) - Added: Discord: If error 429 (Too many requests), ASUU skips retries.- Added: Online Players list when you hover over grid name/number in Grid Configurator. - Fixed: Backup: Added DefaultGUS, DefaultEngine, etc to backups. (Thanks to @Neitfall for reporting) - Fixed: Discord Fast Method: The code was improved. It should work on more systems. (Thanks to AceMan, Linebeck, and others for reporting) - Fixed: "Error allocating memory" error. I fixed three known causes of this error; Most likely cause was a large log file. (Thanks to AceMan for reporting) - Changed: Number of Online Player RCON retry attempts (0-3) ###= increased max number to 9 (Thanks to Nyt for requesting) - Changed: Log: Added more entries/details for server restarts, more details in Discord Fast Method log entries. - Changed: Batch File folder no longer deletes the entire folder, but batch files still get overwritten every time ASUU is started. (Thanks to @BentoFox for requesting)
  8. 1 point
    After taking all kinds of animals with us on a trip around the map to make tons of gold, we encountered several problems with animals on ships. 1. Animals jumping around. Everything bigger than a Tier 1 animal started jumping up and down on the spot they were standing after some time on sea. This didnt change our game expirience on this trip but at a certain amount of animals being on the ship this can cause some problems. 2. Animals dropping a floor up or down on anchoring. This was annoying but didnt cause any greater problems since we could still drag them out of the ship with follow and place them back on top of the ship. 3. Animals starting to fly after anchoring. I dont realy know how and why but our elephant decided to head skywards with a number of small jumps. Dont know if he would come back down on his own but we stopped his trip by whistleling him and he fel down. 4. Animals disappearing. We werent keeping an eye on every animal all the time so on some point a horse got lost. Dont know how and why but it simply happened. 5. Animals losing their passive setting after server crash. Server crashes somehow cause animals to switch to neutral in some situations and its not funny when your elephant decides to meele the ghost ship midfight. My suggestion for these problem would be some kind of animal boxes according to the tier of the animal. The animals can be locked to the pens like npc crewmates can be locked onto a cannon or chair. Also with the same option over the actionwheel. For tier 1 animals i would suggest a small box. In these boxes chicken would still lay eggs and you can pick them up and any shoulder animal can be taken out of it and placed on your shoulder with an actionwheel option. These boxes can be placed anywhere on the ship since you can also carry these animal For tier 2 animals i would suggest animal pens. Something like horseboxes in stables in real life. Any resource animal can still be accesed by standing in front of the box to gather its ressources. I would lock these boxes to places cannons lock into when gunports are present to cause somepoint of decission between transporting animals and having fighting power (i know people build 3 story cannon towers on top of the ship and dont need gunports anymore but i dont like free placement of the animalboxes in this case.). They can also placed on top of the ship but will be easily destroyed there by ghost ship in pve and other players in pvp. For tier 3 animals i would suggest some kind of pole they get "chained" to. These poles take up like 2x2 space in foundations. These poles can only be placed on top of the ship because the animals are simply to big to be under deck and are kind of durable to substain ghostships, other ships and the "strength" of the animal roleplaywise, maybe costing alloy to justify the sturdiness. I hope you like my suggestion and give your feedback to my ideas.
  9. 1 point
    If you don't want us to tame. Give us tools that can collect an obscene amount of resources (and maybe just a horse to carry all that resources). Other things: -Make ships cheaper, faster and can carry more. -Get a purpose for the Brig please. -Base defense so good that I still might have a ship when I log on after work. -Longer spoil rates in trough and cheaper crew maintenance on land will keep us at sea more. -The base building mechanics sucks (Can't give a solution, so just thought I'd slide it in here). -We need a snake and shark repellent. Thnx
  10. 1 point
    I’ve noticed ark adding things that are from here on atlas....i’d like atlas to do the same as far as the “enable mating” option goes.
  11. 1 point
    they could spawn in freeports and on golden age islands where people cant build. i still think lawless grids should be "lawless" with no player building. would open up lots of room for npc factions.
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