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  1. 30 points
    Hey Pathfinders! Just wanted to come in and give you a quick status update for ATLAS 1.5 before the weekend. We are planning on launching the Public Test Realm next Wednesday, the 3rd of April, and by then there will be an in-depth Captain’s Log which will do a deep dive on the entire patch so you know what to expect. Full patch notes can be found here: Going forward, we expect subsequent major updates to come on a monthly basis, which will include more content such as new items, weapons, creatures and new areas for players to check out! We know that this update has taken quite some time and we really appreciate everyone’s patience as we dug down to the core of the claiming system and reworked it. We expect that we’ll have this ready to ship onto the main network by the week of the 8th of April. Following ATLAS 1.5, there will be a lot more to come in terms of design changes and content. This announcement post contains a sneak peek of some upcoming new creatures, can you guess what abilities they’ll have?
  2. 9 points
    Ahoy Pathfinders! We just wanted to give you a quick update on where we're at with this upcoming major version release! The team and the community have been extensively running the latest update through its paces on our Public Test Realm in tandem with our internal testing and bug fixing. We've found the PTR to be highly beneficial for our team, and because of you guys, we have been able to identify many bugs and resolve them before the update officially launching on our main network. So thank you very much, we truly appreciate all the support and feedback you've shown us, especially over the past week! We're very eager to get this patch out and it's not too far away. ATLAS has been revised and re-envisioned in this Mega-Update 1.5, which is the culmination of 3 months of live feedback from players since launch! To read about the upcoming features, check out our patch notes: Launch Information As of right now, we are currently working on generating our release candidate. We expect that our entire network will be wiped and the patch made available on: Thursday, the 11th of April at 10 AM PDT For this relaunch, we'll be spooling up the following networks, completely fresh with no pre-existing data: Colonies: EU and NA Networks PVE: EU Network Empires: NA Network We're currently in the midst of setting up hardware and expect that we'll be able to deploy an additional NA PvE network in a couple of weeks time. Please keep your eye on our social media, discord, and announcements through the night as we'll be sharing updates as we get closer to the launch time. Additionally, for those of you who are just beginning your ATLAS journey, we recommend you wait until the update has launched and keep an eye on Steam if you er...value your booty. 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
  3. 9 points
    Ahoy Pathfinders! It's your Co-Captain back again with my trusty bag of pistachios and bad Dad jokes (although I'll restrain myself in relation to the latter this once). We’ve prepared a hearty edition of the Captain’s Log to make up for last week’s absence. There is a load of information, updates, and glimpses of what’s to come to share with you! In this Captain’s Log, we will be taking a look at what has been implemented over the past fortnight along with a view of what’s on the horizon for the weeks ahead including some key changes to design aspects of the game. HULL-UP ON THE HORIZON Upcoming ‘Mega’ patch and Current Focus In an earlier Captain’s Log, we announced that we would be making changes to the game which reduce the steepness of the climb necessary to experience some of the later game content. We want to reduce how punishing ATLAS is, especially to solo players and smaller groups, and ensure that those who cannot invest as much time are still able to experience the fun that ATLAS has to offer. We’ve begun that process with our recent minor updates which have incorporated changes to weight, structures, QOL improvements and small tweaks to creatures. However, we recognize that there is still a lot more that needs to change, including revisiting some major design aspects of the game. It is for that reason, we’ll be delaying the February Content update to Mid/Late March so we can include some of these major changes. First of all, we’ll be revamping the Land Claim/Ownership System. We recognize that for a lot of players, land is incredibly difficult to get, and in some cases impossible, unless you’re in a lawless zone or playing with a large group. This is something we’re planning on addressing by introducing some new mechanisms related to land claiming, such as upkeep, as well as some possible limitations which we’ll be able to cover precisely in the next Captain’s Log, as we’re still hashing out the details. The next aspect we’d like to tackle and include in this March update is defense against ‘offline raiding’. This is something that has often been echoed around the community as being a critical problem with the game. Players are unable to enjoy PvP versus one another because the meta encourages/enables offline raiding through how easy and effective it is. Our plan is to introduce game mechanics which will funnel PvP taking place during online hours and the overall objective is to provide players more power and defensive options over their land. These are two major systems that will be receiving attention from our development team over the coming weeks so we can have them ready to launch in tandem with the aforementioned changes in March. We’ll also be including some additional QOL changes, first pass adjustments to the vitamins system, Companies and other aspects of the game based on recent feedback. You can look forward to the specifics of those changes in the next Captain’s Log where we’ll share the full updated patch notes, including the revamp of the Claim System and how we want to deal with the offline raid meta. Public Test Realm As we get closer to the release of this update, we’ll be deploying the changes in advance on a publicly accessible test network before it hits the Official Network. We’ll be iterating based on the feedback and reports you guys make, ensuring that we’re able to deal with any critical concerns prior to the update hitting our live servers. Additionally, we’d also like to use this network for some of our more regular updates too. Most hotfixes will still go through our internal processes before they’re pushed live, but when it comes to the more widespread/impactful changes, whether balance or fixes, we may look to deploy them onto this network for players to experience first hand in a test environment. Please note that these servers won’t be considered ‘stable’, and therefore could be wiped at any given moment. We’ll likely set them up as multiple smaller clusters, and have tweaked rates on them to account for the fact that it won’t be as large of a network, have as many players, and playtime being minimized. ISO Blackwood! Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython. The mega content update to drop in March will also include an alpha release of ISO Blackwood (from the creator of the popular ARK mod, ISO Crystal Isles). This will be a standalone map which players can host on a single server and still experience all that ATLAS has to offer! Creature Feedback Following (or alongside) the upcoming update, we’d like to take a pass at the creatures we’ve currently implemented and are presently seeking feedback related to them! If you’d like to suggest some changes, especially if it’s related to their abilities/perks, then please do so here: Patch Roundup Complete Patch Notes We wanted to tackle concerns players had in regards to QOL along with overall balance and we implemented some key aspects of that in our v18.84 patch. We have made interesting design choices at times and realised it would be good to take a step and back and observe how some of those aspects were playing out on a grand scale. Taking a look at weight in general was a focus and we made some sweeping changes to the weight of all items and resources as well as providing buffs to weight capacity in some specific ways. Balance in relation to defense was also on the agenda, with built structures being given resistance buffs along with some a new defensive mechanism for anchored boats. We'll continue to monitor PvP balance moving forward and make further adjustments as we deem necessary. Creatures were also given some love in an initial pass and, as mentioned elsewhere in this Log, we are currently taking feedback on creatures that we will utilize in tandem with our plans moving forward. General QOL changes also included the Fountain Of Youth (pending a redesign in the future), a respec option, and skillpoints among others. released patch notes up to v18.95 v18.95 - Optimized server spatial octree, which should result in better server performance and reduced stalls. v18.94 - Fixed an issue with NPC's not interacting when stationed. v18.92 - Canvases are now free-paintable - Improved the appearance of storm cyclones vfx v18.9 - Fixed an issue with babies not eating from inventory/troughs when in stasis. - Fixed a bug with Alpha creatures. v18.89 - Fixed an issue with the unstasis/render distance on ships - Optimized performance of various server subsystems. v18.87 - Optimized performance of various server subsystems. v18.84 Weight - Gold coins have had their weight reduced by 50% - The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories) - Weight Sails now provide 20% more bonus weight. - Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater - Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195. - Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14) - Tamed creatures now gain an additional 6% weight per level into weight rather than 4% Creatures & Tames - Elephants and Rhinos now provide a 25% weight reduction to their specialised resources - Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch - Elephant base stamina increased to 390 - Rhino base stamina increased to 190 - Giraffe base stamina increased to 440 - Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave - Tamed creature resistance has been increased by 30% and damage increased by 20% - Bear health has been reduced by 10% - NPC Crew can now be renamed - NPC Crew can no longer be placed on Bear and Horse Carts - Company Tame Limits have been doubled - The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again) - Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only. Structures and Items - Puckle Damage has been increased to 100 base and is 50% more armour piercing - Carbines reload time has been reduced by 10% - Pistol reload time has been reduced by 33% - Blunderbuss reload time has been reduced by 20% - Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed. - Stone Structure SAP crafting requirements changed to fibre. - Wooden Structures resistance to explosive and siege damage types increased by 30% - Stone Structures resistance to explosive and siege damage types increased by 45% - Explosive Barrel change reverted until the redesign - Reverting damage increase and crafting cost decrease to Grenades - Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50% - Oil Jar has been made more difficult to craft - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance QOL - Old Age no longer has a debuff - Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future) - Players can now purchase a respec soup at the Commodity Trader in Freeports - Players now have approximately 20% more skill points per level Bug fixes - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward. - Mortars will no longer be able to shoot at players outside of render distance v18.76 - Fixed a bug where fire AoE would not attach properly to moving boats. v18.74 - Potential fix for some frequent server side crashes. We'll be monitoring with this build v18.73 - Diving Suit will make wild underwater creatures ignore you unless you attack them - Alcohol will no longer spoil - Cooking Recipes spoil time increased to 10 hours - Spoiling time increase bonus on Preserving Bag has been increased - Decreased crafting costs for Grenades by approximately 20% - Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport. - Diving Attachment now has the same health as the Dinghy Hangar - Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore. - Cannister shot range increased by approximately 20% - Cannister shot damage increased by approximately 10% - Spike shot explosion timer is now 30 seconds instead of 20 seconds - Spike shot now reloads approximately 10% quicker - Spike shot range increased by approximately 15% v18.69 - Fixed some server startup crashes - Widened the amount of networking info the server can send to clients - Server optimisations v18.65 - Fixed a bug related to server transitions v18.6 - Crow's Nest peak will no longer block the camera. - When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage. - Dolphins chance to jump has been reduced to 20%. - Client-side option to hide the Gamepedia Wiki button in player inventory. - Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP - On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them. - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources. - Fixed crew on puckle gun taking damage from fire aoe buffs. - When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight. - Gunport crafting and repair costs are now the same as regular planks. - Fixed an exploit which allowed players to place multiple claim flags at once. - Large Cannons now do 30% less damage against Ship planks and Ship decks. v18.58 - Added extra server-side protection to remote inventories to resolve an exploit v18.57 - Company Claim Flags cannot be personally owned anymore. - Server crash fixes v18.55 - Client Side GPU Optimisations - Explosive Barrel Weight now correctly displayed as 60 - Added a direct button to the ATLAS wiki when opening your inventory v18.5 - Server optimisation for structures on boats - Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself Dynamic atlas maps roundup The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your Company’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: French & Ships, The French Monkeys, IVANARMY, ENSLAVED, and Frogues Orientales. Arrivals: Eternal Diamond, CHZ!!**, Kraken, Dark Project Armada, and Stray Cats. Departures: Goulou Goulou, Future, ETERNIA, Bad Company, and Les Spectres. [NA PVP] The Kraken's Maw Held: Dynasty, TPG, CSTG, OwO, The Federation, and No No No. Arrivals: Uganda, SoV, Sons of the Seven, and Team Casualty. Departures: High Seas Booty Bandits, Barry Sails, Destiny and SNC. And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Rum ueber Bord, Future Company (HUN), SouL SanD, Dos Bros$ and SwiftS.RU. Arrivals: Black Hand, Phantasia, M.E.R.C Spirit, and mochi. Departures: Paragon, Woelfe des Rudels, Fenrirs Dogs, and Tacorsair. [NA PVE] The Hydra's Den Held: Scales & Sails, Atlas Shrugged, The Exiles, East India Trading Co, and Sons of Orion. Arrivals: Without Divide, TPG, Lotus, Poets and Pirates, and Darksea Dawgs. Departures: Narcos, Paragon, Dead Men Floating, Plunderers, and CN- adilt supplies. SHOW 'N' TELL#4 We saw an impressive array of submissions in this edition of Show 'n Tell. It's awesome to see all of your creativity and talent. Feast yer eyes on th' best o' th' bunch below! WINNERS CAPTAINOKAMI This beautifully constructed coastal village reminds us of Bora Bora. No attention to detail was spared and this idyllic sanctuary is a testament to its creators' vision and dedication. GINGERBABY This dramatic action shot captured whilst numerous Companies take on their first Kracken kill sums up the large scale aspect of the fight. Congratulations on defeating the Kracken, guys! OTAWA72 What can be said that isn't already caught in this awesome shot? Boom! BRIANEATSZOMBIES Elegant design and tidy composition. Winner winner chicken dinner. BOSSNDABEAT Thematically consistent and an aesthetic delight; we loved this entire build that can't quite be conveyed via a screenshot. HONOURABLE MENTIONS NOOM NOMAD_RAV THE PILGRIM GLOBYTHEOLDPIRATE Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  4. 9 points
    Ahoy Pathfinders! Over the past week, the crew have been engaged in deep discussion over our core design and philosophy of the game. We’ll be making changes based on your feedback and our internal reviews over the past 5 weeks. This Captain’s Log is going to go take a high-level look at our plans going forward! the Golden Age of Piracy! We recognize that the game has a lot of fun mechanics and gameplay that players enjoy, especially when you can live out your dreams of being a pirate. However, the feedback we often receive is that it’s too tailored to large companies, alpha groups, and hardcore players. A large number of you have expressed that you are unable to make enough progress to reach this stage of the game, due to our hardcore design. Our thinking going forward, with the community’s help and feedback, we plan to make the game less punishing and reduce the steep climb required for players to reach the parts of the game which make it special. This means we’re going to be changing core systems to ensure that those who do not have as much time to invest or play in small groups or as solo players are still able to experience the highs seas of ATLAS. For those of you in large companies, worry not, as you are still a fundamental part of our design and key to the game’s vision. We believe there are changes we can make which will make the game more immediately accessible for everyone and overall more enjoyable, without detracting from the heights that large and dedicated groups of players can achieve. All players will be able to experience the best parts of this humongous shared persistent world, whether you’re a solo player, a small group, a large company, or a multi-company alliance. Some of our design changes will revolve around: Allowing players to experience the ‘piracy’ side of the game immediately, whilst not trivializing the content. Making sure that solo players and smaller groups feel safer when logging off, or that after they’ve taken a break they can come back and know that it won’t be such a difficult feat to get out on the seas again. Incentivize companies to neutralize their territories, inviting others to make use of their land so that both can benefit. More MMO aspects: player markets, player-specified automatic trade routes, additional quests, and daily missions and we'll be continuing as always with: Continuous focus on bug/exploit squashing, stability, and performance. Relevant QOL and Content additions to meet game and community needs We plan to have our first real serious round of adjustments with this philosophical change in mind around March (as we’re already well into preparing the February content update so that’ll proceed with some changes), and this will continue relentlessly going forward. patch galore! Complete Patch Notes Between now and February’s Mega update, you’ll see a number of patches which will help improve various aspects of the game based on your feedback. V17 - ETA: LATE FEBRUARY The update has had some slight changes to make it more aligned with our goals. Some aspects of the update remain as we see them as a necessity for the team to develop and understand core elements, such as the underwater experience with trenches and the submarine. Additionally, some content creation has been well underway for some time, and it isn’t the most efficient move to scrap them! However, the Mega March update and the ones to follow will focus more on our core design changes. Planned Patch Notes: New Features and Content - New Feature: Daily Missions for players with unique and powerful rewards - New Feature: 7 more ‘Main Quests’ which upon successful completion will provide their own unique Skill unlock - New Structure: Guillotine. Hanging your foes in a noose taking too long? Off with their heads! - New Feature: Curses. Tied to the execution of players - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. No weapons on board, but it does have claw arms to help harvest the ocean floor and explore (demolish) shipwrecks - New Structure: Bookshelf. Store and sort your high-quality maps and blueprints. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab - New Feature: Player shops in freeports. Players can set up automated shops in each Freeport, listing loot for sale and naming their own gold coin prices. - New Cosmetics: Multiple Armor sets to customize the look of your company and crew! Provided as a permanent unlock for completing the Quests in addition to skill rewards. - Ship of the Damned will now come in multiple size variations with different stats and difficulty levels. QOL Changes - Reorganized claim flag notifications, so they no longer clutter up the entire HUD when lots of messages are flying by - 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 - ‘Search Members’ field added to Company UI - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way. - NPCs will be added to Freeports which will allow players to redesign their character's tattoos for a gold cost And of course, note that these notes below will be a given on a regular basis: - Server and Client performance improvements - Server and Client stability improvements (crash fixing) - Bug fixes & balance changes GPU PERFORMANCE IMPROVEMENTS In the coming days, we’ll be releasing a special beta branch which players can opt-into for a minor client-side update which should increase GPU performance by approximately 25%. We’ve been thoroughly testing this internally and it feels like it’s in a good place, however, we would like some feedback from you guys before shipping it live. When the client is available to download, we’ll put up a thread with instructions on how you can download it. You’ll still be able to play on the latest Official Network or the latest Unofficial Servers even if you’re using the beta client! WOOD, STONE, SAP, AND EXPLOSIVES Our initial thought behind the change was that we wanted to buff Wood so that it was closer to Stone in terms of strength, so that early and midgame players would be at less of a disadvantage if they weren’t using stone. Whilst we’re not going to be entirely walking back this change, we think we may have overshot with our changes and as a result will be making some adjustments in an upcoming update. We plan to address the availability of sap and also look at base defence which means possible changes explosives, and other gameplay mechanics encompassing raiding to see where else we want to make adjustments. It’s something we’re still exploring internally but plan to have patched relatively soon. It’s possible that our first round of changes may not be enough, and if so don’t worry, as we’ll continue to adjust as necessary. WILD CREATURES We want to make some adjustments to the power of wild creatures, including on Golden Age Ruin Servers. First of all, we wanted to hone in on the strength of alpha creatures. As of Monday, we released an update which significantly reduced the amount of power that Alpha creatures held, as well as how common they were. Going forward, we’ll be adjusting spawn-weighting across the map for all creatures so that you’ll encounter less giant groups wanting to murder your face. After making those changes, we’ll see where we need to go next but believe it’s a step in the right direction. PVE UPDATES There are some PvE specific changes we want to make as soon as possible. First of all, we want to create two server options, which will be enabled on our Official Network. Sleeping/logged off players will no longer be replicated on any grid (similarly to Freeports). This should improve server and client performance, as well reduce some cases of griefing. Force destruction of any character that hasn’t been logged onto in 3 weeks (2 weeks if it’s a Homeserver). We’ll also be fixing a bug which allowed sleeping characters to contest claims, even if the claim has been inactive, so going forward only logged in characters will be able to contest claims. LINUX SERVERS Not much of an update here, we just want to acknowledge that our engineering team are looking into the major issues reported on Linux Servers and we hope to have these resolved as soon as possible. Thank you all for your feedback and reports, it won’t be long until you’re setting sail on the high seas of your unofficial servers! COMPANY RANKINGS Large companies are very much still a major part of the vision we hold for ATLAS. We believe that being able to conquer and maintain large territories is an important part of the game and we’ll be rewarding those who are able to do so. By this weekend, we’ll have released a patch that does the following: List current top 5 companies in-game on the map (names, soon to be flags) Have a historic archive of companies for when they ruled the ATLAS, using both in-game days and real-life time Special Cosmetic Icons will be given to members of top 5 companies, which can be turned off on a per-user basis Unique Cosmetic Figureheads will be granted to the top 5 companies and will remain persistent as long as the company maintains their ranking within the top 5 ASSETS Resolving the bug which prevents some Company Flags from displaying on playatlas.com! We plan on introducing more features in the future to expand on how influential large companies can be with their territories, as well as additional incentivizes to be a part of the top 5 rankings. We’re toying with the idea of a neutral Company Hall, for the strongest and most influential to hold their diplomatic meetings, whether it’s over trade, peace, love, or war, because we know much you love your large gatherings ;)! Lest we forget, a quick round-up of all the updates the game has seen since the previous Captain’s Log: released patch notes current v16.26 - Resolved a save-load issue with appended inventory engrams (Devkit Issue) v16.25 - Fixed Water Spout inventories not appearing on PvE servers - Eliminated frequent server crashes v16.22 - Alpha Creature damage has been reduced by 50% - Alpha Creature resistance has been reduced by 50% - Alpha Creatures are now 25% less common v16.21 - Server optimisations for structures (approximately 8% gain) v16.2 - Dragon Tame Token costs 40k gold as intended - Old "permanently unlocked" Power Stone Artifacts are removed (it was a bug that they were, some weeks ago, granted as a permanent character default item) - Tamed Dragon movement speed reduced by 33% - Tamed Dragon health reduced by 10% - Tamed Dragon stamina reduced by 78% - Tame Dragon Fire has 45% less lifetime v16.14 - Fixed a server crash related to demolishing structures - Fixed an exploit with Grapeshot that allowed it to be shot rapidly v16 Server Changes - Player Movement Optimisation for an approximate 15-20% performance gain on servers - Server Launch Option which locks the Fountain of Youth to one Golden Age Ruins server: -AlwaysActiveFountainsOfYouth Balance Changes Land - Stone Structures crafting costs have decreased by reducing the metal cost by 55% and reducing the organic paste requirement by 25% Ship - Steering Wheels are now considered 'stone' when it comes to their defence type, so they cannot be hurt by fire and take less explosive damage Creatures - Dragon now has 65% less HP when Tamed - Dragon now takes 40% more bullet and explosive damage when tamed - Dragon now recovers stamina 25% more slowly when flying - Dragon can no longer be healed by Nature's Touch - Dragon tamed timer reduce from 8 hours to 6 hours - Dragon Fire Damage reduced by 50% - Dragon Token cost increased to 40,000 gold coins v15.76 - Retroactively fixed an issue which destroyed all sails on rafts - Retroactively fixed an issue which would prevent rafts and ramshackle sloops from sailing v15.73 - Fixed a bug which allowed players to place multiple steering wheels on boats - Fixed a bug which allowed players to bypass the Ship Sail Unit Limit. This is a retroactive fix. - Removed the initial stamina cost for blocking v15.67 - Fixed a case where Steam clients sometimes were unable to connect to the servers. We recommend hosts upgrade to this version. v15.63 - Discovery Zones now provide 1 Discovery Point per unlock - Resolved some connection timeout issues. v15.61 Server Changes - Server optimisations to increase performance by approximately 5% - Optimized transition data cleanup in Redis to avoid DB bloat. - Server Listing for non-ATLAS servers has been rewritten and will list non-ATLAS servers immediately. Fountain of Youth and Aging Changes - Fountain of Youth is only usable if you're over age 90. - Fountain of Youth is now available on two random Golden Age Servers. - Old Age debuff has been reduced by 50% Bug and Exploit Fixes - Fixed a bug which made it so that beds and boats would not display on the map if they weren't in a company. - Fixed a bug with the Drake which allowed it to phase through structures - Fixed a bug which allowed players to have more beds on their boat than permitted, this is a retroactive fix. Balance Changes Land - Increasing explosive damage to stone structures by 2.5x. - Increasing seige structure damage to stone structures by 60% - Wood Land Structure has been buffed to provide better resistance to siege weapon types by 40%. - Wood Land Structures have been buffed to provide better defence against all non-explosive/siege damage types by 50%. - Stone Structures crafting costs have been increased by adding metal cost, and changing fiber requirement to organic paste, which requires both fiber and sap to craft - Thatch Structures have had their crafting costs reduced by 3x. - NPCs mounted on Puckles are now invincible Ship - Ships can only receive damage from collision encounters with other ships if they're of the same or a greater weight class (deals with cheesy cheap ramshackle builds to sink bigger boats). Galleon - Weight class 5 Brig - Weight class 4 Schooner - Weight class 3 Sloop (Ramshackle) - Weight class 2 Raft - Weight class 1 Dingy - Weight class 0 Creatures - Drake balances adjustments (10% less HP, 10% less damage, and double stamina cost for using fire breath) - Magical tames can no longer be used in boss fights and will be destroyed when used inside the dome (Drakes) Misc Changes - BattlEye has been updated to now support Windows Insider Builds. - Resolved multiple Devkit crashes. - Updated latest translations: German, Spanish, Italian, Russian, Turkish, Ukranian, and Chinese - Discovery Zones now count as 3 Discovery Points instead of 1. Players no longer need to discover all zones to reach max level. Not a retroactive change. This value can be adjusted for Unofficial Servers here: Game.ini: [/script/shootergame.shootergamemode] MinPointsPerDiscoveryZone=3 This is just the tip of the iceberg for our upcoming plans and over time we’ll be sharing more and working closely with you to ensure that ATLAS gets one step closer to becoming one of the most ambitious persistent online worlds of all time and fulfilling its destiny as the ultimate fantasy pirate adventure! Dynamic atlas maps round-up The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your Company’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: French & Ships, Bad Company, ETERNIA, The French Monkeys, IVANARMY, and ENSLAVED. Arrivals: Frogues Orientales, Goulou Goulou, Future, and Les Spectres. Departures: XSM???, BLDX DouYuTV 56887, Chem B, and LEGION. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, Barry Sails, OWO, No No No, and The Federation Arrivals: The Cartel and Black Butterfiy ?BB??? Departures: SNC, and Destiny. And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Rum ueber Bord, Future Company (HUN), Fenrirs Dogs, SouL SanD, Dos Bros$ and SwiftS.RU. Arrivals: Phantasia, JomsViking, and Black Hand Depatures: Paragon, Tacorsair, and Woelfe des Rudels. [NA PVE] The Hydra's Den Held: Scales & Sails, The Exiles, Atlas Shrugged, East India Trading Co, Paragon, Narcos, Lotus, and Darksea Dawgs. Arrivals: Without Divide and Sons of Orion. Departures: Dead Men Floating and CN- adilt supplies. Show 'n Tell Showcase #3 Avast, Pathfinders and welcome to the results of our first Show n' Tell Showcase Yer entries to the Showcase shivered our timbers. 'twas a challenge to select jus' a few! We look forward to seein' what the community create in the future. Keep yer one good eye cast on the Creative sub forum and have your mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos ready to share for next week's Showcase. Congratulations to our winners who have scored themselves cash prizes! Winners TOTRIDER Totrider's thoughtful tour through their Company's building process, ships and village really impressed us. The dedication and time involved is evident and something of which they should be proud. You can check out the entire post here VADEARLST This ominous homage to the hangman is spot on with the composition, tone and colour. It reminded us of the cover of a Viking metal album! TACTICALNATTY The ambience in this serene pic is palpable, we want to pay it a visit. SEEROWER Where's the bucket? MIEKKA We think this quaint build and its' extensive adjoined harbour is pretty cool. Blackstorm Castle best castle! Honourable Mentions MAKO MASTERA86 MELORA COBOLMOON MOETEL That wraps up this weeks' showcase. Congratulations to those of you we've featured! We’re looking forward to seeing what amazing new art the community can come up with next week! Sail across to the submission thread if you would like to check out all of the past week's fantastic entries. Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  5. 8 points
    Ahoy Pathfinders! Ahoy and welcome to the ATLAS community forums! This forum will be home to all things ATLAS. You can expect to see routine updates from us on a regular basis covering the development progress of the game as we sail through Early Access and beyond. Here is a link to our Articles of Agreement, aka the rules of the forums. These exist to make sure that everyone has a fun time here. If you plan on being a regular visitor be sure to give them a read. We also have our First Mates--a team of volunteer community moderators--who will be manning the ship and ensuring we're sailing smoothly as possible. Live Map Viewer! We are excited to share with you our live map viewer that lives right here on our website. The map not only shows a real-time view of the in-game ATLAS map, but it shows which companies have their stake and where including their company banner and how large their territory is for you to view at any time! Live on Twitch! Many of your favorite streamers are live on Twitch playing ATLAS! Be sure to choose from the list of streamers that are live from the ATLAS directory: https://www.twitch.tv/directory/game/Atlas Be on the lookout for some amazing gameplay as these streamers set sail on the open seas for the very first time. You can expect to see battles and exploration, and what we can assume will be many shenanigans. Official ATLAS Wiki Page! Gamepedia have launched the Official Wiki page for ATLAS and we encourage all buccaneers to add to the various pages as you discover information about the game to help your fellow sailors! https://atlas.gamepedia.com/Atlas_Wiki Current Situation! We are anticipating that the game will be available to play for all players by 12 PM PST on Saturday, December 22nd! We want to take this time to say huge thank you to everyone for your patience with us over the past few weeks. The excitement and hype around ATLAS' launch into Early Access has been a truly humbling experience. We hope that as you set sail on your first ATLAS adventure tomorrow that the wait has been worth it! Ready yer sea legs and leave the landlubbers behind! ATLAS sets sail on STEAM soon! https://store.steampowered.com/app/834910/ATLAS/ For the latest dispatch 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 Gander yonder on Instagram: https://www.instagram.com/sailtheatlas/ Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  6. 7 points
    Ahoy Pathfinders! Before we begin, you’re probably wondering two things, what happened to the other 12 Captain Log’s and isn’t it bad juju to start with 13? Well, to address the former, they were lost out at sea! Kidding, they’re still available to read on Steam but now that we’ve opened our Community Hub, we’ll have regularly scheduled posts here and on Steam each Monday which will cover the latest news, development updates, patch notes, contests and more. As for bad luck? We’re hardened adventurers! We fear nothing and no one! To get started, let’s discuss the launch, the boatload of updates we’ve had so far, as well as our initial development battleplan! Launch and Patch Notes For those that want to skip to starter, and jump right into the entrée, here’s a link to the latest changelog: You could say that we were off to a stormy start! The initial influx of players wanting to set sail immediately was (predictably in hindsight) larger than we anticipated and our systems got crushed until we tuned the new technical systems to handle it. We have been incredibly humbled and excited by the number of seafaring Pathfinders wanting to dive into the ATLAS. Since the launch, the team has heavily prioritised connection and capacity resolutions, server and client-side performance updates, server and client-side crash fixes as well as tackling general gameplay bugs and balance concerns. We’re going to continue to iterate at a very rapid rate, you can generally expect daily deployments and updates to both servers and clients, and sometimes even multiple if we feel like a change is significant enough to warrant it. We truly appreciate everyone’s patience and support during this launch period and we intend to show our gratitude through frequent updates that resolve the issues which matter to you and improve ATLAS in both the near-term and over the long term. ATLAS is a very ambitious project and we recognize that there is much work to be done as it begins its Early Access journey, but as we said before, we’re hardened adventurers and we’re looking forward to the fun and challenges that we’ll experience alongside you! We want to make it very clear to you that these rapid updates and the continuous upwards progression will continue with ATLAS. We have deployed a new server version to our Official Network (v7.104) which has resolved many server crashes and is already showing significant improvement in server stability; however, there is still more to come! Our number one priority at the moment is tackling the stability, connection, and data issues, and we will make significant progress over the coming days ahead. The full list of the changelog for our upcoming update later tonight which focused on balance and stability, as well as the changelog for our update last night which dealt with a lot of gameplay bugs and stability. Patch 7.3 Notes: - Server-side crash fixes and stability improvements- Server stability improved 40%+ . More to come. - Reduced Army of the Damned ships spawn rate by 60% - Reduced Army of the Damned ship HP per level scaling by 20% - Reduced Army of the Damned ship Aggro range by 10% - Boosted Army of the Damned ship loot quality by 10% - Reduced Flotsam spawn rate by 35% - Increased Treasuremap item quality by 15% - Eliminated at-sea increased rate of vitamin/vitals consumption. Now it just causes food to spoil faster, and temperatures to drop. - Increased vitamin equilibrium range to +/- 20% rather than 10% (making it easier to achieve and stay in equilibrium) - Decreased vitamin deficiency debuff threshold to 10% rather than 20% - Reduced base rate of vitamin consumption by 2% - Ensured army of the damned ships spawn farther away from shore, and don't spawn too near player ships - Fixed Diving Platform to take any oils, not just blubber - Changed Lighthouse HP to 25k, gave it stone structure settings, and allow it to burn oil - Vultures will no longer erroneously target players they can't hit - Army of the Damned Ships will no longer initially aggro to drydocked or anchored ships, unless fired upon by them or already targeting them. - Added one more Skill Point earned by all level-ups above 10 (recommend players Respec) Released v7 Patches Notes - Added a new event cosmetic, 'Top Hat'. Permanent skin with 10 applicable uses. Can be purchased from Cosmetic Vendors in Freeports or Travelling Merchants. From the 27th of December, through til the 2nd of January, wearing this hat whilst digging up treasure will result in double the gold. - Improved server performance by adjusting server water thread utilization - Changed declaim period (stealing enemy territory) to 30 minutes from 1.5 hours (requires they have no alive crew or players in the vicinity) - Removed requirement to be on a boat to steal someone's boat after placing the claim flag. Adjusted base value times to claim the boats to be 1 one minute to steal a dinghy, 2hrs~ to steal a raft, a couple hours to steal sloop, and so forth (levelling a ship increases the time it takes to steal that ship). - Rebalanced Skill Point requirements as originally intended, where higher tier skills cost more SP. Forced a one-time 'free' respec to use these new values. - "Low Memory" Launch Option for more reliable <= 8GB OS support. Launch the game with '-lowmemorymode' to utilize this! - Ship collision damage is now disabled on Freeport servers. - Alpha creature spawns are now disabled on Freeport and Lawless Servers. - Item yield and Gold yield from Treasure have been doubled - Significantly reduced Torch and Fire Arrow Damage - Fixed a bug which prevented resources from respawning. Please note when this update goes live, it may be a few hours until they naturally start appearing again. - Increased the damage from Dragon Fire AOE and set it to an 8-hour tame time with the token - Equilibrium Buff now gives +20% XP, -20% reduced incoming damage, +30 temperature fortitude, +10% movement speed, +20% melee damage, and takes 30 minutes to achieve rather than an hour. - Fixed a bug which prevented Bottles and Flotsams from spawning - Fixed a bug ocean and deep ocean spawners, including Mermaids, Whales, Ship of the Damned, and Squids. - NPC crew that are recruited in Freeport are now correctly assigned to your team. - Fixed Shovels and Heavy Shields so they no longer damage stone structures - All freeports now have pirate music in town - Scuttling is now tied to the demolishing tribe governance setting and Prevent Demolishing Structures in Group Management Settings - Group ranks now enabled on seating structures, so you're able to have better control of who is able to use those (Steering Wheel and Lt Podium) - PvE Claim Flag contesting now displays the enemy Claim Flag's upkeep time remaining before you can contest it, and provides a proper HUD message to that effect. Stay tuned for more updates to come in the days, weeks, months, and years ahead. This game is going to be huge, and we’ve got a lot in store for you! Captain’s Quarters Hello all, apologies for the challenging launch here! Between the intensity of preparing for the release of a massively multiplayer title, and the needs to get all of the new infrastructure prepared to roll-out, we let the schedule and initial launch builds get away from us. Hunkered down in our development bunker 24/7 subsisting on Red Bulls and stale pizza, it’s easy to lose sight of the big picture, which ought to start and end with communication to the players. Despite it all, I’m so happy that so many of you see the potential in what ATLAS is, and are enjoying the immense scale of sandbox freedom that can readily be had in the game. As we churn through issues and continue to build out the game in the days, weeks, and months ahead, I’m looking forward to seeing what’s just over the horizon for the game and its growing community. As a great poet of the sea once wrote: “All I ask is a tall ship and a star to steer her by.” On a side note: the ATLAS Dev Kit & Steam Workshop! We haven’t forgotten about it, and the hooks for it are all ready to build the large-scale wargame of your dreams. We need Epic’s help to release it in early January, and tentatively intend for it to release by January 7, if not sooner. We will post further news as we get it ready to ship out then. In the meantime, you can experiment if you have server administrator rights with the following commands to mess around with some Dev Kit example vehicles: Airplane: cheat ssf “zephyr” Tank: cheat ssf “tank” Steampunk Airship: cheat ssf “steam” Have fun, just be sure you have enough runway to take off in that plane, else you might find yourself in the drink! -Jeremy Work Like a Captain, Party Like a… Lord? Ye be cordially invited to join th’ crew at the Captain’s table to celebrate the New Year in style! Startin' from today with this update, the' 26th o' December, runnin' right through the New Year 'til th' 2nd o' January, Pathfinders can get involved in the' festive celebrations by pickin' up a Top Hat at thar nearest cosmetic vendor, located in all Freeports or at a Travellin’ Merchant! All Pathfinders wearin' a top hat whilst diggin' up booty protected by the damned will be granted double the normal reward in gold! This bonus holiday effect be applied upon the distribution o' th' loot, so regardless o' whoever digs up th' booty, be it ye or a scallywag, as long as ye're wearin' th' hat ye'll get th' bonus between the 26th t’ tha 2nd. Th' Top Hat Skins will remain in game forever, however, they will 'ave a limited number of skin applications 'n th' bonus effect will only last 'til th' 2nd o' January! We know this isn’t the biggest Holiday Event to launch with, given our focus on shoring up our planks from the launch period. Rest assured we have far more ambitious limited-run events planned for the future! Dynamic ATLAS Maps Round-Up Congratulations to the following companies for topping the leaderboards of our Dynamic Maps! The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Soon, the Companies that have occupied Islands for a certain period of time will gain the automatic privilege to name them on the in-game and web maps, as it is their land! So each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. As this is just the first week of the ATLAS, we expect the Dynamic Maps to show a very turbulent representation as Companies expand their territories and go to war. Who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges... Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale’s Wrath Arrivals: XSM???, Cobra, Le Saint Empire, French & Ships, The Holy Annwn Empire, Bad Company, Blackwater Company, BLDX DOUYU56876, Chem B, and Marlong Departures: N/A Notable changes: N/A [NA PVP] The Kraken’s Maw Arrivals: Dynasty, MAGA, INFINITE, Darkblade Army, The Goodship Misery, High Seas Booty Bandits, Radium, Order of Freedom, Libertalia, and Black Sails. Departures: N/A Notable changes: N/A And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren’s Call Arrivals: Compagnie des Indes, M.E.R.C Spirit, Forlorn Hope, Unlucky, Paragon, I L O, UseR, Tacorsair, Starroad, and System of the Wipe. Depatures: N/A [NA PVE] The Hydra’s Den Arrivals: Biz Enton Company, Plunderers, Test Squadron, Scales & Sails, The Salty Seamen, Dead Men Floating, Bad Neighbors, The Exiles, Chronically Raving Co., and Pirates of Gore. Departures: N/A Show ‘n Tell! Hear ye, hear ye! We be seekin’ fer the finest of ATLAS community creations! Show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! Each week, we'll be runnin' a contest where we'll select th' best o' th' bunch 'n award tha winners wit' a cash prize! The first contest starts today 'n the winners will be announced in the next Captain's Log! Here are some examples so you have an idea of what we’re looking for! Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1599330758 Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1598938195 Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1599761403 We'd really love to see some epic boats and fortresses! Entries can be posted in the Creative Section the forums, so we’ll be on the lookout for your submissions! https://www.playatlas.com/index.php?/forums/forum/42-creative/ 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 That's it for this post ya scallywags! Stay tuned for next Monday’s Log for a peek at some of the new things which await you on the ATLAS in January and beyond! Cheers, Jat, Jeremy, and Jesse
  7. 6 points
    Ahoy Pathfinders! This Captain’s Log will go into some of the finer details of what we shared during our livestream earlier today. If you didn’t have a chance to watch it, you can check out the full VOD here, which also includes live gameplay of some of the upcoming features: In previous logs, we stated that we would be visiting some major design aspects of the game which make it more accessible for smaller groups and solo players, along with reducing the steep climb necessary to experience some of the later game content. There is a lot that we want to do over the coming months, and this update will be the first of many to help resolve these problems. However, before we get into that, we’d like to talk about something pretty important. Official Network wipe Please note that this wipe will not be forced on Unofficial Servers, however the old claim flags will disappear and you’ll have to replace them or allow them to naturally populate. With the release of this first milestone, we will be wiping all our Official Networks. This is not a decision we’ve taken lightly, however we believe based on a number of reasons that this will be the best move for the game, moving forward. First of all, the changes we are planning for this update are huge. We are completely redesigning the world layout, introducing new island types and biomes, adding new playable areas beneath and upon the ocean along with completely revamping the claim system. Due to the impact of these changes, we believe a wipe is the best course of action so that you can experience the update in a fresh environment, without being influenced by any of our legacy or deprecated code. The wipe will allow us to see whether the changes we’re making are heading in the right direction, or whether we need to sit back as a team and further adjust our design for the game. We believe that these systems, which we’re going to discuss in more detail, are some of the most important and core aspect of ATLAS. Using your feedback, insight, and creativity, we want to build on the foundation of the game throughout Early Access and we’re willing to make the changes necessary, no matter how large, to get them to work. Whether that means more content, complete redesigns, or wiping the network when big changes have come in. Secondly, since ATLAS launched as an Early Access title, there have been a number of bugs, exploits, and patches made to the game that have had a significant impact on the state of the persistent world. A number of players have benefited or have suffered grievances due to these various since-fixed issues, whether they were taking advantage of crafting exploits, alpha babies, duping, or had their boats sunk by Gatling Ship of the Damned. As such, being a game that is focused on players building an empire, claiming and ruling over what’s theirs, and being the hero or villain they were meant to be; we believe that a wipe is necessary to put everyone back on an even playing field. Furthermore, we’ve been a little more soft in some cases when it came to players taking advantage of these game exploits. After the first wipe has taken place in March, that will no longer be the case. We will still prioritize fixing issues/bugs/exploits, so we encourage you to work with us when you’ve discovered something that could be exploitable. That is our mandate, fixing and resolving game problems, however we’ll be taking a more firm stance against the serious cases where a company has used an exploit without coming forward which could result in company-wide and or alliance-wide punishments. Finally, at the end of March, when this update drops, we’ll be commiserating those of you who have taken part in ATLAS’ first iteration. We’ll be rewarding all players who have ever logged into Official ATLAS prior to the wipe with a special cosmetic item that you’ll be able to keep post-wipe. Please keep an eye out for our announcements for when the deadline is, so you can be sure to get the cosmetic! March milestone With this patch, the team have a number of primary and secondary objectives. With our primary and biggest changes we hope to address the following: Players not being able to find land to build a base on both PvP and PvE Offline Raiding Incentivizing large companies to work with smaller and solo groups Players not being able to connect/spawn on a server We recognize that these aren’t the only aspects of ATLAS which need to improve. There are problems with the new player experience, how punishing it is to recover after you’ve been defeated, server performance during large epic battles, viability of creatures, weapons, boat builds, etc. The list can go on and these are things which we plan to address, and more in the coming months ahead. This patch, however, will primarily be focused on the points we mentioned above, and will hit our PTR/Test Live Environment a week before it makes its way onto the main game, so you’ll be able to get an early look at it and experience it on that network. Please let us know your thoughts about this upcoming update, we value your feedback and insight. We don’t claim to be omniscient, and you may raise attention to something we hadn’t considered which will either result in us adjusting the design further, or we’ll consider how to tackle those concerns at a future date. claim revamp and war system General Rules Players can now build anywhere, without owning a Settlement (an island which has been claimed). An island which has been claimed is now known as a Settlement. Only one claim flag can be placed per island, and the owner (player/company) is the owner of that Settlement. There will be a hard limit on the total number of claim flags. Islands are given a rank based on their location, size and how valuable they are. These rankings will be used to determine upkeep, as well as identify the Top 10 Companies which will be a sum of all the islands that Company has claimed. Structures that are built on islands that are not Settlements can be raided at any moment. Fog of War and Shroud of War have been eliminated, so the entire ATLAS will be shown to everyone. World Map will now show the name of an Island (which can be changed by Settlement owners), who a Settlement is owned by, the current tax rate, and the current war status of the island. Islands will have colored overlay for ownership (Owned by you, an ally, or non-ally). Company Updates NPC crew on offensive/defensive seated structures will no longer count towards the tame limit whilst seated. Company limit has been reduced to 250 members Group ranks have now been increased to 10 Alliance changes will now be logged in the Company Log You can now sort the Company log to display entries from top to bottom A new group setting which can grant ‘owner’ permission for company members, which can only be set by the owner and unset by the owner. Members with the ‘owner’ permission will not be able to remove the actual Company Owner from the company. An alliance now only contains a maximum of 4 companies A company can only be in 2 different alliances at a time. Claim Flags Sea Claim Flags have been eliminated Claim flags can no longer be used to steal structure ownership on land Claim flags can no longer be merged into other companies There will be a hard limit on the total number of claim flags per company. For example, 20. Numbers can be adjusted. A claim flag cannot be placed without a tax bank. Claiming an island will take a fixed amount of time plus an additional amount per claim flag owned. For example, 1 hour to claim and +1 hour per owned claim flag. Numbers can be adjusted. Declaiming will always take a fixed amount of time. For example, 2 hours. Numbers can be adjusted. Claim Flag Upkeep Claim Flags now have an upkeep cost which is paid from the tax bank The upkeep cost will be an assortment of resources. The upkeep cost will scale on the size of the island, the total number of claim flags a company has, and how many different companies/players are building on the island. Players can only place items into a tax bank that go towards upkeep Claim Flag will have a grace period after successful claim to allow resources to gather in a tax bank before upkeep is charged The claim flag will visualize if the upkeep will not be met, so players are able to contribute directly to the Tax Bank. The Tax Bank will now stack resources like a ship resource box. Settlements Settlement owners must set a window of vulnerability, currently set to 9 hours, where their island is raidable. Outside of this window, players, structures and ships will not take damage from other players. There will be a timer on players before they receive the invulnerability status. Anchored boats or docked boats will follow these same rules, if they are in the radius of a Settlement Non-settlement owners who have cannons on ships and are anchored shall not be allowed to fire cannons outside of wartime. Settlement owners can freely damage other characters and structures on their island. Settlement owners can set taxes on their island which will automatically be deposited into the Tax Bank Structures that are built on a Settlement which do not belong to the Settlement Owner will have a decay timer. Player Run shops which are placed on islands can also be taxed by Settlement owners Declaring War Players can purchase a war token (significant cost) which can be used to declare war on an island. When war is declared on an island, players must select a schedule time in the future (3 days to 1 week) Only one war can be scheduled at once There is a cooldown after a war has ended before another war could be declared on that island Declaring war is per-island, so it is possible to declare war against multiple islands at the same time. The UI will indicate whether an island is experiencing Wartime soon or is currently in Wartime. Wars will last a fixed period of time When an island has been deemed warlike, building rules no longer apply. After the war has ended, the normal rules are enacted again. Settlement Build Rules Only the owner of a Settlement will be able to build offensive structures (mortars, cannons, and swivels) on their island, outside of Wartime. Other companies can build defensive structures (puckle) at any time. Other companies can build offensive structures ONLY during Wartime. Outside of Wartime, these structures are non-functional (inactive and unusable) Notification System Players can sign up for email notifications related to company log activity Company Logs that have any physical in-world location shall now include the grid and GPS. (e.g a boat was sunk on K5 at 50 50) Discord Webhook for in game company notifications Lawless Servers Will continue to operate like normal, no islands on these servers can be claimed. Reduced structure placement rules Damage decay added over time on all structures PvE Network No claim flags Damage decay overtime added to all structures A new auto-repair structure which players will need to upkeep to prevent structures from being destroyed by decay. world redesign This milestone will also introduce some world changes to the ATLAS itself. The overall objective from these changes is to provide players with more land to use for their bases, as well as a general update for our current biomes and introducing new areas to explore. Over 200 islands added to the network, approximately 1 additional island per grid. Players can now set any server as their home server. Following the wipe and the potential for freeports to be overloaded, we’ll be temporarily enabling setting any ATLAS server as your homeserver. Additionally, we’ll most likely create a respawn on current server option too. full notes for march milestone - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. No weapons on board, but it does have claw arms to help harvest the ocean floor and explore (demolish) shipwrecks The submarine can also light up its surroundings, and will require fuel to run. The fuel cost will be based on movement, so the more it moves, the more it uses. Additionally, there will be a higher cost for movement that is lateral (forward/backwards) compared to longitudinal (upwards/downwards). The submarine will not outclass ships as you’ll need to pay a lot in fuel costs to be able to travel far, the intention is to use them in these underwater deeping-diving scenarios. It’ll be unlocked and can be driven by defeating the Kraken, though players will be able to be passengers in other users submarine’s without having completed the Kraken quest. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab. The trench will be found on the Golden Age Ruin servers and contain 8 new power stones which can be used to unlock fight a more difficult version of the Kraken. It’ll be an area where players can find new resources, new creatures, such as the Crab with more to come in the future. - New Creature: Giant Crab. It can heavy loads, along with players, tames and wild creatures The crab can be found in the Trench and it is a tamable creature. It’ll have the ability to carry and throw other players/creatures, and it can also jump very far. These abilities may change over time as we progress further into ATLAS’ development. - New Environment: Eastern Tundra now has its own visual design, no longer using the Western Tundra style We’ll be updating the eastern side of the Tundra to have it’s own unique design! - New Structure: Guillotine. Hanging your foes in a noose taking too long? Off with their heads! When you behead another player, the game will remember their facial appearance and hairstyle, which can be used as decoration on wallhooks (on gunmounts too)! - New Feature: Curses. Tied to the execution of players When executing a player, you’ll now receive a % of their experience points. This will have a cooldown, so it cannot be used to quickly drain/transfer experience, and some general experience will be lost when the transfer occurs. We’re not intending for this to be an incredibly aggressive feature, but something more fun which occurs when executing players. We’ll be expanding the curses system more later on. - New Feature: Squads (ships) of the Damned will now come in multiple size variations with different stats and difficulty levels. Ships of the Damned will now appear in squads! They’ll contain an assortment of various types including Galleons of the Damned, Brigantines of the Damned, and Schooner of the Damned. These types will determine their difficulty, and the loot will scale based on the level of the damned, as well as type of damned that the squad is comprised of. For example, a Squad containing 2 Galleons is going to reward better loot than a Squad containing 5 Schooners. Loot will be rewarded on a per-ship basis. The intent behind this change is to make the fight less predictable and a more interesting experience out on the seas. We are not planning for them to be killing machines or an immense threat, they’ll still maintain a reduced targeting ranged and players will have the choice whether to engage in battle or to flee. However it should be noted that they will now share the same target when attacking. - New Cosmetics: Peg Legs and Hook Hands. These will be acquired through the cosmetic vendor in freeports, as they won’t be providing any stat benefits, we prefer that they are readily available for players. You will not be able to equip both the left hand and left leg (or foot) at the same time. Additionally, it will not be colourizable nor can it be used on naked characters but we are working on both of these aspects. - New Cosmetics: Multiple Armor sets to customize the look of your company and crew! Provided as a permanent unlock for completing the Quests in addition to skill rewards. Rest of the Notes - New Feature: Player shops in freeports. Players can set up automated shops in each Freeport, listing loot for sale and naming their own gold coin prices. 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 will be made breedable, with no exceptions except for Mythical Creatures. - Vitamin Rebalance - Various spawner adjustments & fixes across all islands 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. - Pistol Reloading now changed to have the mini game appear back to back, rather than through various points of the animation. - All servers can now be set to a home server and have unique spawn points - Players can also respawn on the server they died on - Grappling Hook has been revamped, better physics & rappelling mechanics, and players will be able to realistically swing using them. As more changes are made to the patch, these notes will be edited to include them. Anarchy Update - v20! With our planned changes for March, the game will be heading into a more rule based system, so for the next few weeks we’ll be making some changes to experience what it would be like if we took an alternative route. We’ll be releasing an update tomorrow which includes the following changes: - 6x Rates - Harvesting, Taming, Experience, and Gold. - Claim flags will no longer prevent enemy building. You can now build anywhere, and only structure build radius will prevent it. This is a non-default, which will be enabled on our PvP Networks. Unofficials can also use this as a custom server-side config. - All servers, other than Golden Age Ruin servers, can be set to home servers, allowing players to respawn at them. Game.ini: [/script/shootergame.shootergamemode] bDontRequireClaimFlagsForBuilding=1 bIsLawlessHomeServer=1 This is what we’re enabling on all our non-Golden Age ruin servers, but please note that you must also flag the corresponding grids as homeservers on the servergrid.json This patch will also include: - Whispering voice hotkey - Server side config that allows you to alter the distance for the 3 voice modes: Whispering, Normal, and Yelling. Game.ini: [/script/shootergame.shootergamemode] ProximityRadius = 8500 YellingRadius = 22000 WhisperRadius = 2000 - Removing the Destruction Mesh on Lighthouses - Increased the limit of folders in inventories from 20 to 40, and 80 in Bookshelves - Treasure Map names now includes the grid for easy filtering These changes will allow us to see how the game would pan out if we didn’t have the claim system affect build rules, which helps us collect more feedback on playstyles. released patch notes Complete Patch Notes up to v19.62 v19.62 - New style Claim Flag with improved flag physics - Improved mini map X icon for visibility - Added chat tabs - Reorganized claim flag notifications (requires updated server) v19.52 - Fixed multiple cases where inpulses would be stacked causing players or creatures to be launched into the distance. v19.51 - Disabled the use of some client side console commands which could be used to gain an unfair advantage in PvP v19.5 - Army of the Damned Soldiers and Crew melee attacks now properly hit. - Fixed an issue with servers that could have stalled them out for significant periods of time (5+ seconds) - Improved general server performance v19.4 - Further optimized server performance - Fixed issue where Buffs were not being added (drinks and such) if you were on a seating structure, or if you were encumbered. v19.3 - Significantly improved server performance when unstasising structures (50%+). - Fixed the bug where picking up stat'ed Structures would eliminate quantity of existing structures in your inventory. - Fixed a case where server-side Spoiling Times were incorrect on preserving bins. - Whale corpses now last 30 minutes - Giraffe harvesting now yields 6x thatch v19.21 - Doubled maximum server physx substeps to maintain more consistent ship movement at low server framerates. v19.2 - 2x Harvesting, XP, Taming and Gold enabled on the Official Network until Monday 25th. - Bookshelf added to organize your maps, blueprints, notes, and songs. You can learn it from the Esotery of Building skill. - Signs/Canvases can now be placed on storage boxes and bookshelves to help indicate what they're used for. - Note added to the game to leave each other messages. You can learn it from the Secrets of Building skill. - Company UI now displays last online time for members - Significant server optimizations (company network data is now replicated more efficiently to clients) - Maximum ship level is now 52. v18.97 - Fixed Melee damage application to Army of the Damned - Fixed NPC crew disappearing for a fraction of a second when mounting on cannons - Prevented climbing of the Kraken barrier wall - Improved Cyclops movement to allow it to clamber over rocks better Dynamic atlas maps roundup The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your Company’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: French & Ships, The French Monkeys, IVANARMY, Eternal Diamond, CHZ!!**, Kraken, Dark Project Armada, Frogue One and Stray Cats. Arrivals: Just Look for Merge Departures: Enslaved [NA PVP] The Kraken's Maw Held: Dynasty, TPG, CSTG, OwO, The Federation, No No No, Uganda, SoV, Bobs of the Seven, and Team Casualty. Arrivals: Slam Whales Departures: CSTG And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Rum ueber Bord, Future Company (HUN), SouL SanD, SwiftS.RU, Black Hand, Phantasia, M.E.R.C Spirit, and mochi. Arrivals: War Bradaz Departures: DoS Bros$ [NA PVE] The Hydra's Den Held: Scales & Sails, Atlas Shrugged, The Exiles, East India Trading Co, Sons of Orion, Without Divide, Lotus, Poets and Pirates, and Darksea Dawgs. Arrivals: Paragon Departures: TPG SHOW 'N' TELL #5 We’re still collecting entries for the Show ‘n Tell! So you have a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fanart or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  8. 5 points
    Ahoy Pathfinders We've had our heads down and just wanted to give you a quick update on where we're at with our upcoming Public Test Realm and major version release! Public Test Realm The team has been running the latest update through its paces via our internal testing and bug fixing prior to releasing it to all of you on the PTR for more wide-scale extensive testing. We've found the Public Test realm to be highly beneficial for our team thanks to your enthusiasm in helping us to identify issues and bugs. We're excited to relaunch the PTR next week prior to the update officially launching on our main network. We will keep you posted in regards to the exact date! Magic Mythos Event We will be holding a special Magic Mythos Event in tandem with the extended weekend from now until Tuesday. Bonus 3x rates across the ATLAS to EXP, harvesting, taming, gold, crop growth, and as a special bonus, breeding and raising creatures! We really appreciate your patience and look forward to sharing all our Mega Update has to offer with you!
  9. 5 points
    UPDATE 2: We've fixed some devkit related crashes, latest binaries can be download here: http://atlasdedicated.com/ATLAS_DevKit_Fixed_Binaries.zip and should be extracted into this location: \Projects\ShooterGame\Binaries\Win64\ UPDATE: We've fixed the issue with uploading content to the ATLAS Steam Workshop. Just download this file http://atlasdedicated.com/SteamVDF.template and place it here: \ModTools\SteamVDF.template (overwriting the old one). We've also updated the ATLAS_DevKit_v12.0.zip archive with the corrected file as well. We’re excited to announce, at long last, the ATLAS Devkit is ready to download! The ATLAS Devkit is a highly edited and simplified version of the Unreal Engine 4 Editor specifically compiled to streamline the process of creating mods, maps, and more for ATLAS, and to upload them directly to Steam Workshop for other users to download and play. In addition to the Steam Workshop, we have our own section of the forums dedicated to all things modding,. Feel free to use Navigator’s Tools category for general discussion, tutorials, and even showcase your mods! The Devkit will be launching with a lot of additional functionality including the ability to host servers without using the seamless grid system, but rather traditional "single server" specifically using Steam Workshop maps. Here are some more details: Downloading the ATLAS Dev Kit So if you want to make Mods & Maps for ATLAS, get the ATLAS Dev Kit here (sorry for the huge download, soon we’ll be using the Epic Launcher which is much more efficient but it will take some days to get it up there): http://atlasdedicated.com/ATLAS_DevKit_v12.0.zip Extract it to some location where you have 180 GB of free space (SSD recommended), and then run it with \ATLASDevKit.bat Running ATLAS Steam Workshop Content (Mods, Map Extensions, and Maps) in ATLAS If you’re hosting a seamless grid, all Mod Steam Workshop ID’s that you wish to use (also including any new persistent level Map Mod ID’s, and any Island Extension Mod ID’s) ought to to be specified here in the Grid json or via the World Grid editor (in Mod stacking order): Which is equivalent to adding ID’s directly into the ServerGrid.json here: However if you’re running a Non-seamless-grid Mod map, then you need to specify all the Mod ID’s (including the Mod Map’s ID) that you wish to use via commandline like so: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405,1625331561,1627715666?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer You can also add more mods in the Game.ini with this section: [ServerSettings] ActiveMods=12334593945,875445124 Upon being launched, the server will then automatically download and install the Mods upon being launched, as well as update them each time the server is run. If you wish to disable the autodownload/update functionality, you can run the server with -manualmanagedmods Creating Mods To make a Mod using the ATLAS Dev Kit, as you may remember from ARK, simply create a child of “Blueprint'/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.PrimalGameData_BP'” into your “Mods\YourModName” folder. We recommend following the naming scheme of “PrimaGameDataBP_YourModName.uasset”. Then change whatever values you in that new GameData asset to alter the game functionality (note there are various new fields for ATLAS, including “AdditionalInventoryComponentAppends” to add new craftable item types to existing inventories). Then click the “Steam Upload” button in the toolbar, select the folder of your Mod in the Steam Upload dialog, and click “Cook Game Mode”. After the Cook process is done (if you get a crash dialog at the end of the Cook process, just close the crash dialog as it’s harmless), browse for a small preview PNG (256x256 or so), add a Title, Description, Visibility Setting, and Upload to Steam (input your Steam Username and Password when prompted). Creating Map (Island) Extensions One of the most exciting new concepts for Workshop Content in ATLAS is the idea of “Map Extensions”, which allows you to add new sets of Islands and landmasses that server hosts can place upon their seamless grid layouts. To create a “Map Extension” for use in seamless grid layouts, simply open “SeamlessTest\Ocean.umap” in the Editor, and add a set of new uniquely named worldcomposition sublevels to the “SeamlessTest\” folder (yes, put them there, not in your Mod folder). These should all be centered on the ORIGIN 0,0,0 (where they’ll be placed in the actual seamless grid layout is up to the server host). Then, set the WorldComposition layer for each those Sublevels to “Farthest”, “Far” or “Near” depending on whether they’re long-distance or short-distance visible levels. Finally, create an empty “Mods\YourExtensionName” folder, and then select it in the Steam Upload dialog. Then input the names of each of your new sublevels into the Maps field like so, and click “Cook Map Extension”: After the Cook process, you should create a new Island Template for your landmass within the Server Grid Editor, like so, filling in the size and preview image (take a topdown screenshot in the editor) as appropriate to your Island’s appearance: Be sure to add a uniquely named “Extension” for your Island Template, because this will create a unique directory here: \ServerGridEditor\IslandExtensions\[EXTENSION_NAME] We recommend that you copy that unique extension directory into “\ModTools\Output\YourMapExtensionName\IslandExtensions” after you have cooked, like so: And then instruct server hosts, after subscribing to your Map Extension on their Steam clients, to copy the “IslandExtensions” folder you’ve included with your files, into their local ServerGridEditor application’s directory so that they can place your new Island Templates within their own server layout (as many times as they wish). So after a host downloads your content on their Steam client, the hosts should copy this folder: \SteamLibrary\steamapps\workshop\content\834910\[YOUR_WORKSHOP_CONTENT_ID]\IslandExtensions\ Over onto this in their ServerGridEditor application directory: \ServerGridEditor\IslandExtensions\ hey’ll then see your custom Island Template appear in the list of available Island Templates when they reload the Server Grid Editor. Note that server hosts should remember to add your Map Extension’s ID to their Grid’s Mod ID’s list in the Server Grid settings! And yes it’s entirely possible for a single Map Extension package to include multiple new Island Templates and landmasses for server hosts to use, you don’t have to limit to just a single new Island Template! (Note: if you set the sublevels to UNCATEGORIZED layer, they will be always-loaded, once, on every grid server -- that may be useful if you want, say, a persistent weather system addition to be present in every grid region.) Creating Maps Making a new “base” Map is similar to cooking a Mod, with the uniquely-named map file .umap needing to be placed in your Mods\YourMapName\ folder. Then click “Cook Map” in the Steam Uploads dialog. Typically, new custom Maps will ARK-style (and not seamless grid persistent levels), so you’ll want to run those with the following server commandline: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer However, you can certainly make new “seamless grid persistent levels” too, such as this SkyWorldLevel which removes the Ocean (and of course it could new things too, such as a different DayCycleManager for new weather systems!). To make new “seamless grid persistent levels”, we suggest resaving SeamlessTest\Ocean.umap into your Mods\WhateverCustomMapName directory, and then modifying it as you see fit. We think it’d be very cool to make some Avatar-esque floating islands Map Extensions to go along with that... New “seamless grid persistent levels” are cooked the same way, but then simply run with the grid commandline like so (presuming that the Map Steam Workshop ID for the level content is specified within the ServerGrid’s json, or via the [ServerSettings] ActiveMods section of the Game.ini!): ShooterGameServer.exe SkyWorldLevel?ServerX=12?ServerY=8?AltSaveDirectoryName=JerTest?ServerAdminPassword=grapeshot?MaxPlayers=200?ReservedPlayerSlots=50?QueryPort=57557?Port=5757?SeamlessIP=37.10.127.116?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -automanagedmods Steam Workshop ID 1626926342 for ‘SkyWorldLevel’ Note: ATLAS currently only supports client-and-dedicated server mode. Running in single-player or as a listen-server will have issues. To experiment with Seamless Grid levels (as a client) in the Editor, you can run Play-In-Editor on “SeamlessTest\Ocean.umap” with these Server Game Options in the Advanced Settings dialog: You can substitute whatever ServerX ServerY coordinates you want to play on different grid regions (the game uses whatever ServerGrid.json is located in the ShooterGame folder). Alternatively if you just wish to try your new Islands, or a specific combination of sublevels, without setting them up on the json grid layout, you can run Ocean.umap PIE without any ServerX/ServerY commands and it’ll Play-In-Editor without being on any specific region. If you have any sublevels VISIBLE in the Editor Viewport before you do this, they’ll remain loaded in Play-In-Editor, presumably at the origin where you constructed your Islands. In this way, you can test and iterate on the gameplay of your new islands without having to set them up on the servergrid (of course, this method is only practical for testing out one new island set of sublevels at a time). You can also run the Seamless Grid outside the Editor (useful for testing transition testing), with the following batch files: DedicatedServerAllFourAndClient_CLEAN.bat And alternatively ClientSub2.bat if you wish to connect a second client. You can also run a single non-SeamlessGrid server (such as TestMapArea or OceanTest) outside the Editor with the following batch files: GameDedicatedServer.bat GameClient.bat And alternatively GameClient2.bat if you wish to connect a second client Here are some example simple Mods/Maps we’ve provided, the sources for these are included in the DevKit ShooterGame\Content\Mods folder to help you get started: ATLAS OceanTest Level https://steamcommunity.com/sharedfiles/filedetails/?id=1627890405 This is a non-seamlessgrid level, a traditional ARK-style single-server level that has an ocean and some basic box floors for testing, as an example. Servers can host with this: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer ATLAS Sky World https://steamcommunity.com/sharedfiles/filedetails/?id=1626926342 This is a resave of OceanTest.umap, but with the Ocean water removed. It’s used as an example of how to have an alternate seamlessgrid persistent level. You can host it by adding this to your ServerGrid.json: Or by setting that value here in the Server Grid Editor: Or in the Game.ini: [ServerSettings] ActiveMods=1626926342 And then run the servers with: ShooterGameServer.exe SkyWorldLevel?ServerX=12?ServerY=8?AltSaveDirectoryName=JerTest?ServerAdminPassword=grapeshot?MaxPlayers=200?ReservedPlayerSlots=50?QueryPort=57557?Port=5757?SeamlessIP=[THEIP]?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye Extended Vehicles Mod (Stackable) https://steamcommunity.com/sharedfiles/filedetails/?id=1627715666 As an example, this stackable Mod appends craftable items (via the PrimalGameData) to the Smithy inventory for players to build the Airplane, Tank, and Steampunk Airship vehicles. Modders can duplicate “Blueprint'/Game/Mods/ExtendedVehiclesMod/PrimalItem_VehicleGeneric.PrimalItem_VehicleGeneric'” into your own Mods, and inherit from it per-Vehicle, as a foundation for craftable vehicle spawning. BoxIslandMapExtension https://steamcommunity.com/sharedfiles/filedetails/?id=1626922438 A very simple box-island-with-trees “Map Extension” for seamless grids, placeable as an island on your servergrid layouts using the included Island Template files. To use this in a server layout, in addition to adding the ID to the Mod Ids for the grid, subscribe to the files on a client and then copy this folder: SteamLibrary\steamapps\workshop\content\834910\1626922438\IslandExtensions Over this folder onto hosts’ Server Grid Editor application directory: \ServerGridEditor\IslandExtensions\ Then relaunch the Server Grid Editor and you’ll see the new “BoxIsland” Template available for use in your layout wherever you want: MyAtlasTestMod https://steamcommunity.com/sharedfiles/filedetails/?id=1625331561 A very simple “Base” or non-stackable Mod that just adds a few different Default Feats, used in testing that a base non-stackable Mod works. Stacking MOD Test https://steamcommunity.com/sharedfiles/filedetails/?id=1626876784 This is a stackable Mod that adds an additional unlocked Feat (testing stacking functionality). Hopefully that covers a lot of information in order for you guys to get started! Something you’ll notice is that we didn't strip the majority of ARK content from the kit, and that’s because it can be used as a basis for building new content in ATLAS, especially for those of you familiar with the ARK DevKit, and some of you may find it helpful when trying to port over your existing ARK Mods. As for the question regarding can ARK content be used in ATLAS and vice versa? The overall answer is that we’re fine with it, however, the only thing that would not be allowed and will cause your mod to be removed from the Steam Workshop is using any Wildcard specific maps. This means that you are not allowed to port over The Island, Scorched Earth, Aberration, Extinction, or Ragnarok. We’ll be working on some additional documentation that will help guide users through some of the new systems in the DevKit, so be on the lookout for that. Good luck, we can't wait to see all the epic content you guys create! 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
  10. 5 points
    Ahoy Pathfinders! Catching this epic Naval battle with the Late Shift on Twitch put the wind in our sails and inspired us to put together this video of the collated highlights to share with you. Keep a weather eye open for more grand scale PvP as we continue to work on ATLAS and improve the game, with major server performance gains and new features coming soon! If you'd like to check out the full battle from the various perspectives, you can check them out here: Pirate Captain, BurkeBlack (https://twitter.com/0BurkeBlack0): https://www.twitch.tv/videos/361086462?t=06h56s Modern Day Knight, Fairlight Excalibur (https://twitter.com/FairlightEx): https://www.twitch.tv/videos/361091490?t=05h22m06s https://www.twitch.tv/videos/361091490?t=05h48m30s Bikiest Biker, BikeMan (https://twitter.com/BikeManStream): https://www.twitch.tv/videos/361180177?t=02m41s In other news, we also released major v11 today, a bit earlier than expected due to the need to resolve some critical game exploits which you may have seen being abused over some livestreams earlier today. We know how detrimental these can be, and we'll be keeping a lookout from the crow's nest to patch this out as soon as they arise!
  11. 4 points
    Ahoy Pathfinders! We’ve seen some interesting action over the past week whilst Anarchy rules! Players have found imaginative ways to entertain themselves within this no holds barred meta whilst we gather useful data for the future. Meanwhile, the team has had in-depth discussions regarding the upcoming patch, with some specific focus on claim and war systems. There will be some adjustments to our previously announced plans and this Captain’s Log will outline the details that have emerged during this process.The specifics will be honed and adapted as we approach the PTR as well as the launch of these new systems. Setting a course March Mega Patch Update! If you didn't have a chance to read our previous Captain's Log, please do so as it covers a lot of information regarding our massive update coming later this month, and will add some clarity to the changes we discuss below. General Claim Changes We’ll be making some general changes to the system which will impact both PvE and PvP servers: The boat decay system will be enabled. This means that there will be a tagging system attached to boats which will cause them to self destruct after multiple weeks of inactivity on PvE, Golden Age Ruin, and Freeport servers. To tag a boat, the owner of that boat (single player or company) will just need to enter its stasis/render distance. Claim owners will be able to demolish structures (via the pinwheel) on their settlements temporarily as long as the structure has been placed within the last 12 hours. After the 12 hour period has passed, they will not be able to demolish the structures using the pinwheel, and must manually destroy it. Claim owners can do this outside of raid hours or warlike. This exists as an anti-griefing mechanism. On PvE servers, we may extend the time beyond 12 hours as players will not have the option to destroy via PVP. There will be a notice sent to the Settlement Owner’s Company and also via a cross-server notification pop-up when new players/companies are building on their territory. Players will have the option to subscribe to this Company Log via email or Discord, similarly to other Company Log messages. PvE Claim Changes We received an extensive amount of feedback from the PvE community regarding our upcoming changes. The overwhelmingly clear message was a desire to retain some form of a claiming system. One aspect of the design we intend to stick to is the fact we want players to always have an option to build, otherwise, the game cannot be truly experienced in its current state.We understand that there are some concerns regarding how that could potentially be exploited in a PvE environment, and we’ll be working on designs and systems to ensure that isn’t the case from a technical point of view, as well as through GM involvement. With the Mega March update, the claim systems on PvE will change from being lawless-esque servers to the following: Use the same claim system as PvP, but remove the raidable hours and war aspect. This means that players will be able to claim islands, and anyone can build on those settlements. Each settlement will have an upkeep cost which is based on a variety of factors such as the islands ranking, the number of settlements that company has, and how many different companies are building on the settlement. Settlement owners will be able to set a tax rate, and also players will be able to place their player run shops on the claimed land. However, we are planning some PvE specific changes We’ll be imposing a hard limit of Claim Points equivalent to one small island for single players. Companies will be able to own multiple settlements, but there will be a hard limit (lower than PvP) and it will be based on Island Points and the number of players who are currently in that company. This means that larger companies will have access to more ‘Claim Points’ and are therefore able to settle on more islands with higher rankings, however, we will still be imposing a relatively low cap. Company alliances will no longer be enabled on PvE servers. We understand that there are some legitimate use cases, however, in this sandbox environment, we believe they will primarily be used to game the system and get past company rules/limitations. We recognize that this may impact how trading communication takes place on PvE servers and we are looking into an alternative option for players. PvP Claim Changes We’ll also be adding some new options along with changing how cannons are used during raidable/wartime hours. Give claim owners the option to enable allied companies to build cannons on their lands Give company owners the option to allow allies to use their cannon (governance setting) Enable an activation timer on cannon structures placed by non-allied companies during wartime and raidable hours to prevent instant FoBs. Similarly to battery-powered heavy turret activation timer on ARK. Delay on joining a new company or alliance after leaving one (24 hours) Company owners and admins can now set other companies as neutral. This is done via the in-game pinwheel, similarly to alliances when targeting another company’s structure or player. Companies which are marked as neutral will have a different colour display HUD, as a way for players to indicate they are non-hostile, however, they will not have other benefits which the alliance system would provide. In summary, there will now be three states in which other companies can appear: ally/neutral/enemy. We acknowledge that there has been a lot of feedback regarding alliance limitations and how they impact mid-sized companies along with the role they play when sharing territory. This is something we are currently discussing and we may have an update for you closer to the time of the patch. Player to Player Secure Trading System This update will also include our first phase of the Player to Player secure trading system! We regard this is an important aspect of the game, alongside our Player ran shops, which you’ll be able to experience later this month on the PTR! Procedurally Generated Shipwrecks The March Mega update will also be introducing a new environment objective for players to explore whilst out at sea! Procedurally generated shipwrecks exist as a new source to loot for items and blueprints. You’ll be able to find them randomly populating throughout the sea floor, with a higher density present around the underwater trench. You can find them 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 (procedurally generated or player-made). We’ll have various types with their own unique looks. Players will need to swim into them to locate the chest to loot, which will vary based on the shipwreck. The structural pieces (planks) will not be able to be harvested, and the submarine can just directly attack the shipwreck to harvest the loot. Once the chest inside the wreck has been activated, it will begin a timer which will destroy the wreck, additionally, looting it entirely will also cause the wreck to be destroyed. Please keep in mind that this will be our initial implementation for these procedurally generated shipwrecks and we’ll be expanding on them in a future update, as well as introducing more PvE content for players to explore and experience. Public Test Realm (Test Live) This update, including the war system and claim changes, will be making its way to our Public Test Realm before it hits the entire Official Network and will be accessible for all players for both PvP and PvE. It is anticipated that Test Live will be available to play around the 20th of March and we will keep you posted should there be any more updates as the time approaches. We appreciate all of the feedback you’ve shared regarding the update and will continue to work on improving the systems, and the game by incorporating aspects of that feedback into our existing developmental pipelines as well as our vision for the game! Upcoming Major Version We’ll also be releasing a major version update on the 8th of March, which will contain a massive overhaul to the way items are replicated on our networks. This should result in a considerable performance gain and reduction in bandwidth on servers, and due to the scale and necessity of the changes, a major update will be required. Additionally, we will be rolling out the Peg Leg and Hook Hand cosmetics which can be acquired at your nearest Freeport! Dynamic ATLAS Maps Our roundup of the Dynamic ATLAS Maps will be on a temporary hiatus due to the current Anarchy patch and the fact we have announced the wipe. It will be making a return when the ATLAS relaunches with the new claim and war system. SHOW 'N' TELL #5 We enjoyed the variety of creative submissions in this fortnight's Show 'n Tell. It's awesome to see all of your originality and talent. Feast yer eyes on th' best o' th' bunch below! Congratulations to our winners who have scored themselves cash prizes! WINNERS PCHELA LESNAYA We were stunned by this beautiful piece with its skilled use of light and shadow displaying the artist's impressive talent and attention to detail. This art both formally and conceptually points to being awarded first place! PRINCESS SUGAR If joining this Company means we get an adorable map like this in order to learn locations on the Island for clear comms during defense, we're in! MARNII A well situated and architecturally impressive offering from an imaginative builder who is obviously honed at their craft. HONOURABLE MENTIONS OTAWA72 ARGH! GLOBYTHEOLDPIRATE STRITE ABYSIAN Congratulations to the winners and runners up and thank you to all of the entrants; we love looking through everything you guys send in! Alrighty, that wraps up this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  12. 4 points
    Ahoy Pathfinders! As the launch of ATLAS quickly approaches, here is a round up of the images we have been sharing across our social media. As you travel the world of ATLAS you will come across many bustling freeports, each with its own unique culture and people. These areas are level-capped starter zones that allow you to learn the ropes and meet new players in a safe space before you venture out into the great unknown. Where the wind and destiny takes you beyond that, is up to the gods! At a Western Tropical Freeport, a captain works on making repairs to her boat, while her Lieutenant buys some fresh fishing bait, under the stony gaze of an imposing Discovery Zone monument. A High Desert Freeport bustles with activity mid-day, with adventurers from all over the ATLAS meeting to buy and sell goods, trade exotic items, recruit for forthcoming voyages, and tell grand stories of their legendary exploits! An officer in a horsedrawn carriage turns away from a grisly public execution in a Freeport. The resulting uniquely-identifiable player skulls can be used to trade for bounties on them. Battle for dominance on both land and sea. Form a company, claim territory and apply taxation and behavior rules to that which you own: be a benevolent governor, a feudal lord, or a ruthless dictator. Territory ownership is visualized on your dynamic zoomable World Map, with Fog of War obscuring uncharted regions and Shroud of War hiding enemy territories out of sight range. Contest other government's ownership of land, structures, or ships to expand your empire! Deep within the Eastern Temperate region, an intense battle takes place as a Company furiously defends their mountain fortress against a cavalry charge aided by mobile field artillery! Across a narrow inland river bridge, two naval officers duel unto death. The duelist able to load ammo quicker - both statistically via character progression, and also skillfully through active-reload mini-game - emerges victorious with a dual-wielding blast! Out in the wilderness and away from the relative safety of the freeports are many adventures to be had. ATLAS has full Quest and Waypoint systems, with sub-quests and rewards, for major goals -- as well as procedural treasure maps and challenge zones to ensure there's always something new to find out over the horizon. A well-geared crew engages soldiers of the Army of the Damned deep in a pirate's cave, on their way to valuable "Golden Age" artifacts of power. Facing down a group of 'Soldiers of the Damned', a skilled warrior wields a powered-up two-handed mace for maximum attack power! Having traveled to an exotic island filled with ancient Golden Age ruins, a veteran Pathfinder blasts a blunderbuss into the scaly hide of a Gorgon! Explorers will voyage to over 700 unique landmasses across 45,000 square kilometers, with thousands of Discovery Zones, and ten distinct world regions each having their own unique resources, creatures, secrets, and environment hazards! A team geared with gliders soar off the coast of a mysterious jungle island... Deep within an uncharted jungle, a lone adventurer hang-climbs across a vast chasm on her way to lost treasure, while a wild bear and exotic bird roam far below. Navigating the jungle river rapids on a rickety raft, an adventurous explorer spots some of the region's wildlife, including giraffes, elephants, rhinos, and tigers among others. Command the elements with the ultimate winged beast. Rustle up your crew and build the ship of your dreams in order to set sail on the open seas, and discover the world of ATLAS. Physically sail in real-time across the vast oceans with the proprietary server network technology. A group of travelers takes a break aboard a roaming NPC merchant trade ship, to do some business with the pilot and relax while their weary bones. A pirate raiding party engages in heated combat aboard a Royal galleon, seeking to commandeer the enemy ship, as an onlooker prepares to grapple over! A Lieutenant frantically attempts to put out a deckfire after a 'liquid flame' attack - or was it from fire arrows? Or perhaps the Drake overhead? Buckets can be used to douse fire, bail out a sinking ship, transfer between containers, its uses varying by saltwater or freshwater! A cannoneer does direct battle with the legendary Ghost Ship, after tracking its progress across the ocean for days to witness its rare appearance! Be sure to check out our article in PC Gamer: Hands-on with the new pirate MMO from the creators of ARK https://www.pcgamer.com/atlas-mmo/ Ready yer sea legs and leave the landlubbers behind! ATLAS sets sail on STEAM soon! https://store.steampowered.com/app/834910/ATLAS/ For the latest dispatch 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 Gander yonder on Instagram: https://www.instagram.com/sailtheatlas/ Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  13. 3 points
    Ahoy Pathfinders! Well, it’s been a few weeks since ATLAS 1.5 went live and we’re pleased with the progress thus far. Thank you again for all of the support and feedback - especially during the PTR and beyond. This Captain’s Log comes straight off the back of today’s Livestream and we’d like to offer a recap for those who may have missed it. The purpose of the Livestream was to answer questions asked by the Community and to discuss some of the things you care about along with showing off our upcoming content slated for the May mega-patch. We collated questions on our Community Hub, but, in the interest of time, we focused on answering a few big topic ones initially. We will be pulling more from the community’s responses and addressing those throughout more Captain’s Log and general outreach on social and our community hub. If you didn’t have a chance to watch the steam, worry not as you can check out the entire VOD here! Livestream Recap! Before we begin going through the content in the mega update, we want to cover some topics that frequently came up in our Q&A thread. Please keep in mind that we’re not going to be able to cover everything, however, we will be looking over the thread at your suggestions, feedback, and try to cover more in the coming weeks through these logs and additions to our patch. Will there be a wipe with this Mega Update? No. We have no plans to wipe the networks with the next mega update. The game is in Early Access and we don’t want to be afraid to make big changes for the betterment of the game in the long-run, but we balance that with the time you guys have invested and the feedback you’ve provided. Adding new content, including exploring areas doesn’t necessarily mean that a wipe will be necessary. The last mega update required a wipe as we were making some grand changes to the core game like claiming and ownership of islands, and we look at that type of situation as an extreme case which would advance the game’s development. Does ATLAS have lore, do you guys plan to explore on that through quests or other means? The world of ATLAS has a history and lore that we are building through the environments and things like discovery zones and notes. We’re handling this similarly to the early days of ARK, where the lore was sprinkled in but none of the dots could really be connected. Over the course of development, as we solidify our game mechanics and technical features, you might start to see more of this lore introduced into the world in various ways that ties everything together. We have some really fun stuff planned for the future in terms of quest lines and world building. What’s planned for the state of Piracy as an action? We know this is a question that has been raised a lot, and especially recently with this update’s reveal of content that may not be as pirate focused as some would like. We are interested in how these various pieces of content play out and it’s important to state that what is in the current game may not be in the ultimate game. This means we’re going to try different things and experiment a lot, especially throughout early access. Over the weeks and months ahead, the game will continue to evolve as we sail towards our goal of making the most fun pirate fantasy game, as opposed to the most realistic pirate game. On that note, this upcoming mega patch does introduce a fair bit of content related to seafaring and the pirate playstyle, and we’ll continue to look into ways we can further establish this via new multidimensional gameplay mechanics as well as rebalancing and tweaking existing systems. Where is the Pirate Hat cosmetic from playing pre-1.5? It’s coming! Between addressing bugs and server performance along with working on the mega patch, it kinda got stuck in our pipeline! Yes, we will give you all your fancy hats soon, sorry for the wait. XBOX? We’re going to have some very exciting Xbox news for you in the coming months. We’re thrilled to have you aboard, our plans haven’t changed and can’t wait to bring it to you this year. Stay tuned! And now...onto the update itself! Unlike the last Mega Patch, this one is more content focused and less systemic. We still plan to make more systemic changes, however, we want to give our previous changes some time to settle, so we can see how they play out and decide what steps we’d like to take next. That means this for this patch, we’ll be introducing some new weapons/combat related items for players and ships, structures, items to generally improve QOL, cosmetics, creatures, and an explorable area, the Ice Dungeon! New Cosmetics: Hydra Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set! Similarly to our other skins, these will be purchasable at your local Freeport. It’ll be the first time we’ll have skinned a steering wheel, and it’s applied by accessing it’s inventory and equipping it in the skin slot. The skins will be able to be painted and we plan to have many more exotic wheel skins in the future. New Offensive Structure: Torpedo Launcher (and torpedoes!) Torpedo Launchers are a new Golden Age ruin item which allows crew and captains to fire torpedos at their targets. The launcher must be snapped to a Gunport location and can be used manually or via the Captain’s Firing mode. Shooting a torpedo at or above the water’s surface will make it follow that path on the surface, and angling it downwards will have it follow that trajectory, like a missile. We can assure you that we are aware of the ways in which Torpedo’s could be problematic in terms of the meta and we’ll be keeping a close eye on their balance. New Boat Attachment: Cargo Racks! A new storage option for medium and large boats. The cargo rack is snapped to dingy hangar locations and will significantly reduce the weight of any item inside of its inventory. The cargo rack can only be accessed when the boat has anchored, and if the boat is sunk, the cargo rack will turn into a special-flotsam which contains the inventory floating out at sea, providing the potential for it to be stolen by another pirate crew! New Cart Attachment: Large Storage Box! Cargo Carts now own up to their namesake and can carry additional cargo! Attach a large storage chest to a cargo cart will automatically reduce the weight of the items (this effect will be disabled on ships), to help players transport resources more easily on land. New Tool: Fishing Net! Pleasantly pass the time at sea on long journeys, as you cast your new fishing net to satisfy your hunger and deepen your pockets! New Ballista Ammo Type: Boat Harpoon Stop your fleeing enemies in their tracks and reel them in with the new Boat Ballista Harpoon! Load up your ballistic and fire the projectile, if it successfully attaches you and your target will be unable to move. Reel them in before they destroy the harpoon. You can only successfully harpoon same-or-smaller ship classes. New Weapon: Spear Gun! With a highly accurate piercing projectile, a rapid reload rate, and the ability to reuse ammo the Spear Gun is the best choice for your underwater weaponry! New Creature: Olfend This quirky looking creature narrowly avoided being burdened with the moniker: the Camelephant. The unique Olfend possesses some utilitarian attributes based around water. Water can be collected as you ride it across fertile land or by drinking from lakes and the considerate Olfend will store it, distribute it amongst water containers or...spit it in a friend’s eye. The delicately-legged creature also has the potential to be more heroic than it may appear by being put to use in extinguishing fires. New Creature: Giant Tortugar We’re pretty fond of this creature and the aspects it can bring to player’s experience of the game. In some ways the Tortuga acts like an armoured personnel carrier and, in others, it is similar to an organic submarine. Nestle under its’ sectioned shell for protection or stay sheltered as it plunges into the depths and affords its passengers reduced oxygen consumption. New Level: Ice Dungeon An enormous dungeon found deep in the depths of the polar region. We can see that this was clearly once occupied by pathfinders but now deserted. Rumour has it that they were slaughtered or their fear of a legendary and elusive mythical beast steered them away. Additional Mega-Patch Notes! New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. Extends spoil time of things inside, but greatly extends the storage time of ice. Also has an option to turn ice into water to consume. New Resource: Ice - Must be harvested from cold zones. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature for a short duration (15s per ice cube, max of 5 mins). Relatively heavy. New Feature: Company-wide map markers New Feat: Instant Hotbar Equip QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI QOL: Breeding Temperature Gate adjustments QOL: Faster Reload skills now also scale the corresponding equip time With more notes still to come! ISO: BLACKWOOD Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython. In early June we expect to be able to release our special mod-map, Blackwood, created by Iso, the level designer behind ARK’s popular mod-map Crystal Isles. This is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a stunning mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no additional database setup required! Latest Patch Notes CURRENT 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. Complete Patch Notes: Show 'n tell #7 We’re still collecting entries for the Show ‘n Tell! So you have a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fan art or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Alrighty, that’s it for this post. Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead on the horizon! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Hoist ye sails to our Homepage: https://www.playatlas.com/ 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/playatlasgam
  14. 3 points
    Ahoy Pathfinders! ATLAS 1.5 has arrived! ATLAS has been revised and re-envisioned in this Mega-Update 1.5, which is the culmination of 3 months of live feedback from players since launch! We know that this update has taken quite some time and we really appreciate everyone’s patience as we get our feet wet redesigning the claiming system, expanding the map, and getting all the content ready. As a team, this has been one of the largest updates we have ever worked on and we’re incredibly excited to get it out to you. We believe with these changes, ATLAS has come a long way and we’re going to continue to remain dedicated to the game, bringing you more major updates a monthly basis, which will include more content such as new items, weapons, creatures and new areas for players to check out! And now here’s what you can expect with ATLAS 1.5! official servers & claim changes With this update, we’ll be launching 4 fresh Official Networks to represent 3 different game modes, each with a unique claim system. We want to give you the choice to choose the mode which best represents your playstyle. Colonies PvP: 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 and small to mid-sized groups. We’ll have two official networks available for this mode, one in Europe and one in North America. Empires PvP: This is our previous PvP mode. There are no limits on claim flags, and company sizes are at a maximum. We’ll have one Official Network in North America where players can fight it out to determine which Empire holds control of the ATLAS. PvE: This will be based on our Colonies mode, with the PvP specific elements disabled. There will also be additional limits on companies in terms of how many islands they can own based on how large they are. We’ll initially be launching one network hosted in Europe, with another North American network to follow in a few weeks (the hardware is currently being prepared!). Jump aboard and explore a greatly expanded World Map with new islands and regions ready to be plundered! With this update, The ATLAS world now has 40% more islands and unique land masses to grab as your own, along with a new biome and world map layout to explore. Take an explosive foray into new missions and quest lines and uncover the depths of ATLAS with new mechanics and items! Take a deep dive into new underwater content and explore the depths of the deepest ocean trenches in the brand-new Submarine, but be on the lookout as the ruins are guarded by powerful underwater creatures and are home to the Giant Crab! Construct towering monuments that will stand the test of time! With a revamped building system, you can be more creative than ever in the world of ATLAS. Immortalise your enemies via the thoughtful process of converting their heads into mementos to adorn the perimeters of your Company's lands. Catapult yourself into new raiding strategies and let loose the savage in you (and perhaps the contents of your stomach as you become airborne). Form a fleet and traverse vast expanses of ocean beneath the guiding light of the Aurora Borealis dancing on the horizon and reap the extra bounties she grants. Try your hand swinging across mountains with the new physical grappling mechanics. A whole new world of adventure awaits you! patch notes 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 Cyclops. 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 150. - 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 Unofficial server settings With this update, we have a treasure trove of settings for unofficial server admins! Game.ini: [/script/shootergame.shootergamemode] bUseSettlementClaims=true Set this to true to use the new "Colonies" island settlement system bDontRequireClaimFlagsForBuilding=false If true, you can place all structures without claim flags. We strongly recommend setting this to true if you're using the settlement mode bForceRequireClaimFlagsForBuildingCannons=false If true, you are still required to have a claim flag to place cannons even if bDontRequireClaimFlagsForBuilding is true. We strongly recommend setting this to true if you're using the settlement mode SettlementCombatPhaseLengthSeconds=32400 The length of the settlement mode's combat phase TreasureGoldMultiplier=1.0 Scales how much gold you get from treasure maps MinPointsPerDiscoveryZone=1.0 Acts as a minimum value for how many points you'll get from any single discovery zone EnemyBuildPreventionRadiusMultiplier=1.0 Scales the enemy build prevention radius NonShipTurretInitializationTimeScale=0.0 Scales how long before newly-placed land cannons are allowed to fire. set it to zero to remove this feature. bPvEAllowNonAlignedShipBasing=false If true, 'enemies' will be allowed to stand on your ship in PvE bPvEDontReplicateLoggedOutPlayers=false If true and the server is in PvE configuration, player characters will disappear when logged out bHomeServerDontReplicateLoggedOutPlayers=false If true, player characters on homeservers will disappear when logged out DestroyUntaggedShipsInterval=0 If greater than zero, ships that have not had any of that team logged-in nearby will be destroyed after that amount of time bDisplayTopCompanies=true If true and NOT playing settlement mode, the list of top 10 companies will be displayed on the map CompanySoloIslandPointsAmount=0 CompanyMinIslandPointsPlayers=0 CompanyMaxIslandPointsPlayer=0 CompanyMinIslandPointsAmounts=0 CompanyMaxIslandPointsAmounts=0 For these, if non-zero they will scale-limit how many 'island points' a company is allowed to claim with claimflags. In non-settlement "Empires" mode that is simply the total number of claim flags. Here are the values we use for PvE as an example: CompanySoloIslandPointsAmount = 30; CompanyMinIslandPointsPlayers = 1; CompanyMaxIslandPointsPlayers = 50; CompanyMinIslandPointsAmounts = 30; CompanyMaxIslandPointsAmounts = 150; And for PvP: CompanySoloIslandPointsAmount=250; CompanyMinIslandPointsPlayers=1; CompanyMaxIslandPointsPlayers=1; CompanyMinIslandPointsAmounts = 250; CompanyMaxIslandPointsAmounts = 250; SettlementFlagResourceUpkeepMultiplier=2.0 For settlement mode, this will scale the amount of upkeep resources necessary in the claim flags. you can set it to 0 to remove the upkeep entirely. AllowedCombatPhaseStartAdjustmentInterval=604800 For settlement mode, this is how often (in seconds) players are allowed to adjust the combat schedule for a settlement (edited) SettlementWarInterval=86400 For settlement mode, this is how long a war lasts MinSettlementWarTimeOffset = 172800 For settlement mode, this is the minimum amount of time in the future that a war can be scheduled MaxSettlementWarTimeOffset = 345600 For settlement mode, this is the maximum amount of time in the future that a war can be scheduled MinimumSettlementWarCooldownInterval = 432000 For settlement mode, this is the amount of time after a war ends before a new war can be declared bDisableFogOfWar=false If you set this to true, the fog & shrowd of war will be disabled bUseNewStructureFoundationSupportChecks=false If you set this to true, foundation/supports will be more correctly required for horizontal structure building, improving server performance but consequently limiting certain kinds of architectural builds. bAutoCalculateIslandPoints = true; If true, for settlement mode, the island points will automatically be calculated by the island's size on the map, for any islands that are set to 1 point AutoIslandPointSizePower = 0.6f //a power to apply to this calculation AutoIslandPointSizeScale=0.000015f //a scale to this calculation AutoIslandPointsMin=1 //a minimum clamp on this calculation AutoIslandPointsMax=100 //a maximum clamp on this calculation SettlementOwnerAllowForceDemolishStructureInterval=8640 For settlement mode, the period of time that a settlement owner is able to instantly demolish any other settler team's structures during peacetime WaterClaimsMaximumDistanceFromShore=0 For non-settlement mode, the distance away from shore that water claims are allowed to be placed (0 means no limit) AutoDestroyWildDinosInterval = 259200 If greater than zero, wild dinos will be automatically destroyed and respawned at this interval if the server has been live this long, to help keep wild dino populations correct. Only recommend using this if bAllowSavingWildDinos=false from the ServerSettings section [ServerSettings] bAutoGenerateIslandSpawnRegions=true When true, players will be automatically given the option to select any of the islands on a homeserver as a spawn point bAllowSavingWildDinos=false By default now, wild dinos are not saved in order to increase server savegame speed. set this back to true if you want to have wild dinos save. We have also updated our ServerGridEditor and island jsons, which can be found on our github. They have been updated for this major release, including some fixes that have occurred over the past few days since the PTR went live. You can grab them here: ServerGridEditor & Fixes. steam sale ATLAS is now available on Steam Early Access for the weekend promotional price of $14.99! Alrighty, that’s it for this log! We hope you enjoy the update, and you can look forward to the DevKit later this weekend! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  15. 3 points
    Ahoy Pathfinders! I'm Dollie, your new Community Manager with training wheels. I'm excited to be a part of the team, especially working on an MMO title focused on Pirates! I've enjoyed meeting new people via ATLAS on the Discord & Forums, along with seeing familiar people from the ARK community. You’ll definitely hear more from me on those platforms, as well as on Twitter. As for my background, I've had extended experience with running communities or operating in a leadership role across various gaming platforms. Some of you may recognize me from the Official ARK PVP community. For those of you who aren't familiar with me -- I come from a competitive PvP background and have a love of FPS, Survival, MOBAs, and MMOs along with quirky lil indie games. Other Dollie funfacts include my penchant for anything post-apocalyptic, suffering from an unhealthy addiction to pistachios and an equally unhealthy repertoire of bad jokes and puns. Don't hesitate to message me with all of the things and I’ll do my best to get back to you...or I’ll just pile it all onto Jat's desk. Real talk though, I'm looking forward to getting more involved with the Community, I do read all of your messages but I may not always have time to respond to each one. Rest assured, Jat and I, as well as the rest of the team, do take note of everyone’s feedback and with your help, we’ll work together to shape and realise the vision for ATLAS as the ultimate fantasy pirate adventure. Now on to more exciting topics! thar she Streams! At 1 PM Pacific Time this Friday, the ATLAS team will be hosting our first ever Developer Livestream! Join our crew at Seattle HQ as they unearth a veritable treasure trove of information and news regarding upcoming content, gameplay changes, and future development plans. You'll want to keep your eyes trained on the waves, or perhaps beneath them, as you might just catch a glint of what's to come! It's a few days away, so here's a little early look at some upcoming content: Guillotine Hydra Armor Pegleg With so much more planned to be revealed live on stream! Seriously, you'll not want to miss out. We'll also be opening the floor to questions from the Community! You can ask almost anything here on our forums or on Reddit. We’ll be selecting an assortment of your questions to answer live on stream. Whether you’re a twitcher or a mixer(er?), you’ll be able to catch us on both platforms at Twitch and Mixer! See ya scallywags then Performance, performance, performance! Complete Patch Notes This week is all about performance! Well, that’s not entirely true, there have been a multitude of various fixes. But we’ve made vast improvements to our networking and server performance on our most intense Official Servers has increased by approximately 20% (an in some cases, more). The team are currently working on additional changes which we hope to be able to deploy later this week which will further improve server performance by approximately 25%. Incidentally, we’re not going to stop there! We’re going to keep hammering on server performance so that your grand Naval Battles can take place on the smoothest seas (unless you’re in a storm, of course :P) current v11.3 - Fixed an exploit [details coming later] - Additional backend infrastructure for anti-cheat and hack detection 11.2 - Server performance optimisations (20%+ improvement). We'll have more changes in the week for an additional (approximately) ~25% server perf improvement. v11.1 - Enabled BattlEye Anti Cheat on all Official Servers. Please restart your Steam Clients and make sure to install BattlEye in order to play on our Official Network. Unofficial Networks can still play without BattlEye, and players can right-click the title in their Steam Library and play without the anti-cheat. For those of you who have made custom shortcuts, please update the executable to this: ShooterGame\Binaries\Win64\AtlasGame_BE.exe - Implemented code to kill off inactive bodies in Freeports and Lawless Regions (players who have been logged off for more than 10 days). v11 - Re-enabled weapon/attack based feats - Fixed game exploits v10.82 - Temporarily disabled weapon/attack based feats v10.8 - Claim Flag Settings have now been enabled - Taxing Resources now affect crops - Tax Bank will stack items similar to a Crew Resource Box - Tax Bank will no longer allow you to drag item's into the inventory, so to prevent items from being taxed, they must be dragged from within the Tax Bank itself to the ignore folder. - Cost of Drake Token has been reduced to 20,000 Gold Coins and is now available for purchase at the cosmetic vendor in freeports. - 25% buff to explosives against stone structures v10.79 - Changed how custom blueprints are crafted for STACKABLE items when they're given a stat roll: > If a stackable item is crafted from the same blueprint and you already have an item crafted from that blueprint in your inventory, it will stack on that pre-existing item and not receive a different Intelligence Stat Bonus. > If you want a different roll from the same blueprint, you must make sure that you do not have an item which was crafted from that same BP in your inventory (stated or non) > This means that you can keep rolls by keeping the item in your inventory when crafting from the BP, even if you do not have the level of intelligence required to get the crafting bonus. Alternatively, you can remove the stated item from your inventory to get a new roll from the BP. - Resource respawn should now function as they did on Lawless servers prior to v10. - 50% reduction in the enemy structure prevention radius so that you can now build closer together on Lawless Servers. v10.75 - Wild land creatures will no longer target crew, tames, or characters on ships unless they have been aggro'd - Fixed a bug where Ship of the Damned would have rapid fire - Temporarily reduced Crew Log length as it undergoes some rewrites because it would cause performance problems. v10.71 - Fixed a bug which prevented cannons from being reloaded - Tightened up server-side protection on gliders - Fixed an exploit with mortars v10.5 - Fixed Ramshackle sloops breaking when you leave freeports - Fixed a bug which prevented you from accessing newly tamed inventories unless you relogged - Fixed a bug which caused Mantrays to be unusually aggressive - Comodity trader gold cost increased We’re going to continue repeating this: it's just the very beginning of our journey. You can expect frequent major (and minor) patches multiple times each week to improve the state of the game - including exploit and bug fixes, QOL improvements, balance and design changes and new content and features. You will always have something to look forward to and the team are already working on some major content & feature additions in tangent with our frequent live game patches, so be sure to tune into Friday’s Stream for more details on that! sinking cheaters! In our previous Captain’s Log, we expressed how much of an internal priority it was to crack down on cheaters, exploits and general foulness. We planned out a 3 step process: Enable BattlEye playATLAS Tickets Additional Detection & Prevention Since that initial announcement, we have completed the process. We’ll be continuing to work on our anti-cheat measures, including detecting tools, patching out exploits, and expanding our team to tackle cheaters. There will be no room for them on our network. Over the coming days you’ll likely see a number of complaints regarding bans and, should they be necessary, Company wipes. Cheating will not be tolerated on our servers, that said, please make sure you’re using our reporting tools to alert us of those whom you suspect are playing unfairly. None of our decisions regarding bans and/or wipes are taken lightly. We’ll always aim to be thorough with our investigations. Additionally, as a studio, we’ll continue to funnel resources into dealing with exploits and problems via technical implementation as well as through the efforts of our Game Masters. devkit ho! It’s nearly here! Yes, I know we’ve been saying that for a while but this time we’re so close. We expect to be ready to have the devkit available for pathfinders to download on Thursday or Friday this week. For those of you who have experience working with some of our kits, the ATLAS kit is more robust than anything you would have used prior. It will include a new more powerful map-extensions-type functionality so you'll have a lot of options when creating your server grid. This will facilitate COMBINING multiple Steam Workshop maps ("islands") together in your overall Server Grid OR you can just replace the entire persistent level with a new map. We're excited to get that into your hands and check out all the amazing content you produce. Dynamic atlas maps round-up The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: XSM???, French & Ships, Bad Company, BLDX DouYuTV 56876, Chem B, LEGION, ETERNIA, The French Monkeys, and ENSLAVED. Arrivals: IVANARMY Departures: OOOOOOOOOF. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, Barry Sails, OWO and The Federation Arrivals: SNC, No No No, and Destiny Departures: Order of Freedom, Darkblade Army, and The Late Shift And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), Fenrirs Dogs, Tacorsair, and SouL SanD. Arrivals: Dos Bros$ and SwiftS.RU. Depatures: Black Lotus and M.E.R.C Spirit. [NA PVE] The Hydra's Den Held: Plunderers, Scales & Sails, Dead Men Floating, The Exiles, Atlas Shrugged, East India Trading Co, CN- adilt supplies, Paragon, and Narcos. Arrivals: Lotus, and Darksea Dawgs. Departures: Plunderers and The Salty Seamen. Show 'n Tell Showcase #2 Avast, Pathfinders and welcome to the results of our first Show n' Tell Showcase Yer entries to the Showcase shivered our timbers. 'twas a challenge to select jus' a few! We look forward to seein' what the community create in the future. Keep yer one good eye cast on the Creative sub forum and have your mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos ready to share for next week's Showcase. Congratulations to our winners who have scored themselves cash prizes! Winners EYEXOMBIE This colour-coordinated throwback to the 80's has us eager to find the map to the infamous grotto. BPEPPERS BPEPPERS blows us down again with warm tones and nice composition in this ATLAS fanart. Honorable Mentions BLUEDRAGON This beautifully captured silhouette of death hovering over the landscape might send the bravest Captain below deck. CLETUSBLUEFORD This carefully constructed town impressed us with its' creativity. NEEKO We hope this exists on a PVP server so that the crew on a ship at the receiving end of Hello Kitty's wrath sees this before dropping into a watery grave. FRACTAL SHARD Heraldic sail motif's and meticulous building design made this ship stand out. That wraps up this weeks' showcase. Congratulations to those of you we've featured! We’re looking forward to seeing what amazing new art the community can come up with next week! Thank you to all of ye scallywags, landlubbers and seadogs for the bootyful submissions ye shared with us 'ere rapscallions. Sail across to the submission thread if you would like to check out all of the past week's fantastic entries. Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  16. 3 points
    Ahoy Pathfinders! We'd like to wish all ATLAS Pathfinders a very Happy New Year! It's been a crazy start to our voyage, and it's already filled with so many exciting memories for us here at Grapeshot Games! We've only just explored the tip of the iceberg when it comes to what ATLAS will be and we're excited for the future ahead. As each night passes, ATLAS gets one step closer to becoming one of the most ambitious online worlds of all time and fulfiling its destiny as the ultimate fantasy pirate adventure! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Development Update We don’t have too much to add this week as the general battleplan is the same, though we’re going to do our best to keep you informed on a regular basis, via Social Media, Discord, and our weekly Captain's Log posts. As mentioned in the previous Captain’s Log, our number one priority at the moment is tackling the stability, connection, and data issues, and we promised that we would make significant progress! Over the last few days, we have released a number of critical updates which have improved our server performance tenfold. We have statistically eliminated over 95% of all crashes, and are presently working on further updates to bring that number down even more. As a team, our direction is now shifting onto connection issues, data loss bugs and general balance and gameplay fixes -- as you can see, some of these changes are already underway! Patch Notes up to v8.56: Current Version: v8.56 - Anyone can now demolish shipwreck structures to regain resources so get your diving suits ready! - NPC Trading Ships are back and no longer affected by wild creature destruction commands! Reminder for those with deep pockets, the trader ships have an epic Dragon which can be purchased for 50,000 gold coins v8.35 - Improvements made to joining/rejoining servers, should make it more reliable and eliminate many cases of connection lost/failure to grab server info. v8.35 - Fixed a bug where HUD may not have shown to players in some cases. v8 - Further improved server stability. - Further reduced Ship of the Damned spawns by 20% - Ship of the Damned now are allowed to "Wander" away from shore if they find themselves close to shore - Ship of the Damned targeting ranges now are reduced by the type of ship (down to 30% for rafts (which means they will now attack rafts - but you have to get pretty darn close to them!) and 0% for dinghies) - -LowMemoryMode now disables the background movies for lighter memory footprint - Changed damage type on repair hammer to 0 against players, human npcs, and creatures - Ships near shore do not attract cyclones anymore - Vultures should now more easily harvest corpses - Ships that players are based on do not use staggered updates now (resolving the issue of the choppy spyglass rotation when in the crow's nest, for example) - Can no longer weapon-charge or dodge when encumbered. - Fixed erroneous reference to chalcedony instead of flint base - Added Ingots/Alloys and Organic Paste to the list of resources allowed in the ship repair box - Tripled gathering weighting of metal in all the generic rocks for both pick and hatchet damage types - Grenades damaged to stone multiplied by 3x - Changed Human Crew character carry inv max weight from 1000 to 60. - Switched damage weightings around so the pick tool is preferred from metal/crystal/gem/salts and hatchet for wood/coal/stone, etc. No adjustments have been made to yield changes, just tools have been adjusted. - Fixed an issue with treasure bottle's spawning (there will now be more of them and more reliably spawned) and increased the quality of loot found in treasures. v7.8 - Further server/networking optimisation to improve server performance and stability. We have effectively eliminated over 95% of our crashes. We'll be continuing to monitor our servers over the coming days ahead and tackle more events. Consequently, we will be turning our primary attention to data transfer issues and connection issues. - Reduced Ship of the Damned targeting range by 50%. We're going to look into scaling that based on the type of ship. v7.6 - Further server/networking optimisation to improve server performance, stability, and connection issues. - Further tweaks made to Ship of the Damned should no longer wander close to shore, however, they may chase you. - Shipyards are now properly tagged on the server side, so enemy players will not be able to demo them unless the decay timer has truly hit 0 on the server. Link to complete Patch Notes: Dynamic ATLAS Maps Round-Up Pathfinders! It’s week 2 and here’s another round up of the Dynamic Maps! For those who aren’t familiar, The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Soon, the Companies that have occupied Islands for a certain period of time will gain the automatic privilege to name them on the in-game and web maps, as it is their land! So each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges... Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale’s Wrath Held: XSM???, Cobra, French & Ships, Bad Company, Blackwater Company, BLDX DOUYU56876, and Chem B Arrivals: PUBG GOLDEN HORDE, OOOOOOOOOF, and La Flotte Ancestrale Departures: Le Saint Empire, The Holy Annwn Empire, Blackwater Company, and Marlong. [NA PVP] The Kraken’s Maw Held: Dynasty, MAGA, INFINITE, The Goodship Misery, High Seas Booty Bandits, Radium, and Order of Freedom Arrivals: TPG, CSTG, and Barry Sails Departures: Darkblade Army, Libertalia, and Black Sails. And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren’s Call Held: Compagnie des Indes, M.E.R.C Spirit, Forlorn Hope, Unlucky, and Paragon. Arrivals: Rum ueber Bord, I.C.E, Woelfe des Rudels, Future Company (HUN), PIRATES, and Febrirs Dogs Depatures: Unlucky, I L O, UseR, Tacorsair, Starroad, and System of the Wipe. [NA PVE] The Hydra’s Den Held: Biz Enton Company, Plunderers, Scales & Sails, The Salty Seamen, Dead Men Floating, and The Exiles. Arrivals: Atlas Shrugged, blublublu, East India Trading Co., and Sail, Fail, Repeat. Departures: Test Squadron, Bad Neighbors, The Exiles, Chronically Raving Co., and Pirates of Gore. Show ‘n Tell! Hear ye, hear ye! We be seekin’ fer the finest of ATLAS community creations! Show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! Each week, we'll be runnin' a contest where we'll select th' best o' th' bunch 'n award tha winners wit' a cash prize! We’ll be extending the first contest until the following Monday as we started midweek, and wanted to give every one of you a chance to enter! Though, here are some of the fantastic Community Creations we’ve seen so far Entries can be posted in the Creative Section, the Steam Workshop, or shared via social media! That's all for tonight! We hope you guys have a fantastic New Year celebration! All the best, 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
  17. 2 points
    Ahoy Pathfinders! Today's log will just be a brief update on our current status with our upcoming Mega patch touching on where we are! MAY MEGA UPDATE The team are currently working on wrapping up the patch for internal review and we expect it to enter our QA process later today. Following that, we'll be hitting it hard and barring any fires, we should be in a good state to get the update released onto our new Public Test Realm soon. This means that we're currently planning for the Public Test Realm to be available around the end of next week. As we get closer to the date, we'll be able to provide you with a more specific timeline. So far it's been smooth sailing, and we're on track for our end of the month release date. For those who have been away at sea, in our last Captain's Log, we covered our most recent Developer Livestream, as well as spoke about the content that's coming in the latest update. If you've not had a chance to watch the stream, you can do so here for some in-game footage of what's to come: But for those just after the nitty gritty of the patch, here's what you can expect: New Cosmetics: Hydra Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set! New Offensive Structure: Torpedo Launcher (and torpedoes!) New Boat Attachment: Cargo Racks! New Cart Attachment: Large Storage Box! New Tool: Fishing Net! New Ballista Ammo Type: Boat Harpoon New Weapon: Spear Gun! New Creature: Olfend New Creature: Giant Tortugar New Level: Ice Dungeon New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. Extends spoil time of things inside, but greatly extends the storage time of ice. Also has an option to turn ice into water to consume. New Resource: Ice - Must be harvested from cold zones. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature for a short duration (15s per ice cube, max of 5 mins). Relatively heavy. New Feature: Company-wide map markers New Feat: Instant Hotbar Equip QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI (first pass has already made it in!) With more still to come! latest Patch notes While working on the mega patch, we are still continuing to iterate on the live game. These are the updates that the game has seen since our last Captain's Log. 104.56 - 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 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. Complete Patch Notes: SHOW 'N' TELL #7 We loved looking over the entries for Show 'n Tell 7 and we're excited to showcase this collection so you can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! WINNERS ATLASGENESIS I...have no words...this made me laugh. Fantastic editing and shots also. Congratulations, you take first place! GLOBYTHEOLDPIRATE Ships that pass in the night, and speak each other in passing, only a signal shown, and a distant voice in the darkness; So on the ocean of life, we pass and speak one another, only a look and a voice, then darkness again and a silence - Henry Wadsworth Longfellow OTAWA72 Otawa is at it again with stunning composition and quality. KNIVET This unique perspective on an elephant shrouded in firelight caught our eye. HONOURABLE MENTIONS ENKI ANNUNAKI XXVISIONARYXX Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  18. 2 points
    Ahoy Pathfinders! Now that the flux of development related to ATLAS 1.5 has settled, we have made a return to our regularly scheduled patches to address stability, bugs, and balance whilst we prepare our next Mega-Update. This is a good time to reaffirm our commitment to ensuring ATLAS continues moving towards its ambition of becoming the ultimate fantasy pirate adventure. This Captain's Log will give you a sneak preview of what we're currently working on for our May Mega Patch whilst maintaining the live game on the side. livestream! But before we get into that... save the date, as next Friday, the 3rd of May at 2 PM PT we’ll be live streaming some of our upcoming content and revealing more details about the next Mega-Update! The stream will be hosted on both Twitch and Mixer, so be sure to tune in! twitch.tv/sailtheatlas mixer.com/playatlas We’ll also be collecting questions from the community which we’ll be answering live. If you’ve got something on your mind, whether it’s about future development plans, upcoming content, decisions regarding features, or how we feel about Endgame, submit your questions to this thread! mega-update! Now that our first large milestone has made it out the door, the team has been working hard on our next major content update. This will include new playable areas, creatures, weapons, items, ship mechanics and more -- much of which we’ll be covering in our upcoming Live Stream! Please keep in mind that this update is an evolving work-in-progress and thus, isn’t set in stone. This means that it’s open to change, whether it’s the visual appearance or the actual intended gameplay purpose it serves. But without further ado, here’s a little peek of the content to come! Icebox A high insulation box for transporting ice! Can be used to reduce surrounding temperature, extend the spoil time of perishables, and quench your thirst -- assuming it’s fully stocked. Spear Gun An underwater weapon that players can use to launch a piercing spearbolt with power and accuracy. Torpedo An underwater missile fired from a torpedo launcher (snapped to gunports), which can be aimed down into the ocean to destroy structures built underwater, or shot across the water surface (cannot travel or be shot above the water surface). Heavy Cyclops Cosmetic The heavy armor edition of our Cyclops Armour opens the door to intimidating your foes in our tribal-themed skin with a little extra heavy...metal This Mega-Update will be loaded with new features and content and we’re excited to get it into your hands. There’s a lot to come with it and even more planned for the months ahead which we will be displaying and discussing in the stream next week. As always, thank you very much for all of your feedback and reports; this community is very involved and passionate and you guys directly facilitate the evolution and development of ATLAS along with our ability to address issues and bugs. iso: Blackwood In early June we expect to be able to release our special mod-map, Blackwood, created by Iso, the level designer behind ARK’s popular mod-map Crystal Isles. This is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a stunning mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no additional database setup required! patch roundup! The community’s contributions throughout early access, whether that’s bug reports, feedback on features, and content suggestion have been highly helpful in ATLAS’ development. Thanks to your reports, we were able to identify and resolve one of our more frequent server crashes. Additionally, we’ve spent a lot of time focusing on the core technical aspect of the game and have significantly optimized crew attached to stations, movement on ships, and resolved some outstanding bugs. The effect on our servers after eliminating that crash. The dip you see on Wednesday and Early Thursday was because we had temporarily disabled a feature which had a high chance of causing the crash and then further dropped Late Thursday onward after we fixed the issue and re-enabled the feature. We couldn’t have done it without your report, so please keep them coming! You can submit a bug report to our forums here Please have a read through of our guidelines thread to help us get all the information we need: And we’re currently collating information regarding ‘vanishing’ structure pieces, so if you’ve experienced it please post a response in this thread with any information that you can provide, we’ve included a guideline that’ll help us identify the problem. Patch notes up to 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. 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. and you can check out our entire Patch List since release, here: SHOW 'N' TELL #7 We’re still collecting entries for the Show ‘n Tell! So you have a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fan art or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  19. 2 points
    Ahoy Pathfinders! This will be a rather compact Captain’s Log focused around updating you all on our progress as we work towards the upcoming megapatch -- which we’re going to designate “ATLAS 1.5” so that we don’t have to keep calling it megapatch! It will include information on some changes along with further details related to our Public Testing Realm. public testing realm Ahoy A submarine is used to salvage a treasure chest on a new procedurally generated shipwreck. PvP Networks We have made a decision in regards to our PvP networks for ATLAS 1.5 based upon taking your feedback into consideration along with our own development pipelines and vision for the game. We feel our players are interested in, primarily, two distinctly different styles and scopes of gameplay. One group of players is interested in design focused on small to mid-sized companies (2-50 players) and another has a preference for large company-centric design (200+ players). Rather than aiming to strike a middle ground between the two groups, which might end up diminishing the experience for either style of gameplay, we wanted to support two modes separately to see how that plays out. We’re going to be running 2 uniquely configured PvP networks, to allow players to choose the game mode which best represents your playstyle. To be clear, while we hope both of these networks prove permanently successful for their specific purposes, we’ll continue to iterate on their rules if necessary. ATLAS 1.5 will feature three unique game modes: Large-scale PvP Mode: ATLAS: Empires ATLAS: Empires will honor the original ATLAS system with which players are familiar whilst incorporating some small adjustments to the claiming system to address issues players were experiencing. To clarify, ATLAS: Empires’ claiming system will be very similar to the traditional claiming system, but adjusted for maximum speed (increased rates) and no “anti-size” scaling. This will be the go-to hardcore mode for those looking for sandboxy high risk and high reward on a grand scale. We will not be limiting large companies, there will be no scaling based on members and there will be no pvp windows or war system. Mid/Small-Scale PvP Mode: ATLAS: Colonies ATLAS: Colonies will be more structured and will utilise the new claim system we’ve announced. It will include hard company and alliance limits, the war system, and raiding hours. This game mode will be survive-and-thrive, targeted towards smaller and medium sized groups. We will be seeking to incentivise players to fight in the open world and on the sea whilst maintaining the options to raid bases and seize territory from enemies for those dedicated to doing so. PvE Mode: ATLAS: PvE This game mode will be spooling up with changes and the system will be based upon details discussed in the last Captain’s Log. We will monitor our PvE mode in the PTR and beyond and continue to iterate on it as we move forward. The submarine harpoon is a new underwater weapon which will ramp up oceanic combat. Public Testing Realm Work is still continuing on the upcoming game systems changes and, to ensure we put out the most quality and complete patch possible, we will be delaying the release schedule. As such, the PTR will be released late March / early April and we expect the test realm will run for approximately 1 week. Please bear in mind the run time may be adjusted after players get a feel for the changes, and, if any critical issues arise. We know that players are keen to get back into ATLAS, we are excited for you to do so as well! We’re committed to a quality ATLAS 1.5 launch though and it will take a little more time. In relation to our Public Testing Realm overall, we’re planning to get multiple smaller clusters online which will incorporate the three game modes as well as everything else listed in the patch notes. Players can expect higher rates to facilitate fast progression and testing of the new systems along with the fact these servers are likely to wipe as needed. Various armor skins to help you personalise your character will be included in ATLAS 1.5! Kraken Bowl Various Companies organised and participated in an entertaining FFA Kraken Bowl on NA PvP on the 3/6/2019. OwO emerged victorious after various rounds of ship on ship combat. You can check out some highlights from their event here: released patch notes up to v22.21 v22.21 Fixed a bug where tamed creatures, boats, and NPC Crew stats didn't replicate properly. v22.1 - Fixed a case where players would disconnect on certain servers when loading into large bases. We advise setting your "Client Network Bandwidth" Option value back to Epic if you had previously changed it, to deal with the disconnections. - Fixed a case which would cause creatures to flash or flicker. - Fixed a case where players on saddled creatures would teleport back to the server's origin if the creature they were mounted on had been killed by another creature. - Sail canvas now takes twice as long to repair. Repair hammer can no longer be used to repair a canvas. A canvas must be repaired using the pinwheel option on the mast, which can be accessed by holding down E. - Target Soft Spots will no longer add torpor to other player teams in PvE. - Camera no longer interpolates to origin when destroyed. - Glider will no longer activate when encumbered. - Buoy signs remain attached after server restart (retroactive). - Server and client performance optimizations. - Fixed an exploit which allowed players to stall and potentially disconnect other clients. - No longer able to turn off cannons that do not belong to your team. v21.43 - Fixed some server side crashes and added additional server performance optimizations for NPC Crew v21.1 (client) - Fixed choppy claim flag physics 21.42 - Further optimizations to NPC crew 21.41 - Optimized replication and ticking of NPC crew on turrets, for significantly improved server performance. v21.31 - Improved Structure replication rate from servers, though this may increase client stalls slightly. Clients can reduce their "Client Network Bandwidth" Option value if they are experiencing too many stalls with this change (we do recommend the default, 60 KB/s). v21 - Optimized how items are networked resulting in significantly higher performance and less bandwidth usage - Added the Hook Hand and the Peg Leg to the Freeport cosmetic vendor v20.1 With our planned changes for March, the game will be heading into a more rule based system, so for the next few weeks we’ll be making some changes to experience what it would be like if we took an alternative route. We’ll be releasing an update tomorrow which includes the following changes: - 6x Rates - Harvesting, Taming, Experience, Gold, Farming, and Breeding. - Claim flags will no longer prevent enemy building. You can now build anywhere, and only structure build radius will prevent it. This does not apply to cannons and mortars, which will still require a claim flag. This is a non-default, which will be enabled on our PvP Networks. Unofficials can also use this as a custom server-side config. - All servers, other than Golden Age Ruin servers, can be set to home servers, allowing players to respawn at them. (PvP only) Game.ini: [/script/shootergame.shootergamemode] bDontRequireClaimFlagsForBuilding=1 bIsLawlessHomeServer=1 bForceRequireClaimFlagsForBuildingCannons=true This is what we’re enabling on all our non-Golden Age ruin servers, but please note that you must also flag the corresponding grids as homeservers on the servergrid.json This patch will also include: - Whispering voice hotkey [* [numpad] key] - Server side config that allows you to alter the distance for the 3 voice modes: Whispering, Normal, and Yelling. Game.ini: [/script/shootergame.shootergamemode] ProximityRadius = 8500 YellingRadius = 22000 WhisperRadius = 2000 - Removing the Destruction Mesh on Lighthouses - Increased the limit of folders in inventories from 20 to 40, and 80 in Bookshelves - Treasure Map names now includes the grid for easy filtering - Explosive Barrels can no longer be used as an ammo type for cannons. Any loaded ones will just fire regular cannons. They'll be receiving a large redesign in the major update coming in March. - Fixed chat scrolling, so it now works again with Page Up and Page Down - Fixed an edge case where voice chat would stop working unless the client relogged These changes will allow us to see how the game would pan out if we didn’t have the claim system affect build rules, which helps us collect more feedback on playstyles. SHOW 'N' TELL #6 Continue to show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! The Show n’ Tell deadline is the 28th of March. Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  20. 2 points
    Ahoy Pathfinders! We’ve hope you’ve had a bountiful weekend! For those of you on our Official Network, we’re currently running a bonus 2x event through until Wednesday with double harvesting, gold, and taming on all our Official Servers! This Captain’s Log wraps up a big week which included our first ever Developer live stream, which we’ll have a link to below, as well as the introduction to our upcoming mega content patch, featuring bounties, player markets and more! thar she Streams! Thank you for joining the Seattle Crew for our Livestream! We were thrilled to interact with the community directly in a live environment whilst answering questions you had sent in, sharing an overview of our developmental process, our vision for the game, as well as giving ya a sneak peek at what’s to come! For those who weren’t able to catch the stream, you can check it out here: land ahoy for bounties, markets, cosmetics, and more! Complete Patch Notes During the live stream, we spoke about three pillars of development: optimization/bug fixes, balance changes, and content. Over the past few weeks since the launch of the title the team have been highly focused on the first two pillars, but now we’re ready to talk about the 3rd: additional content! In February, we’ll be launching our first major content update which will introduce a number of exciting new gameplay features and mechanics, new areas to explore, creatures, end game balance, fixes and miscellaneous changes. Here’s what you can look forward to: V16 - ETA: LATE FEBRUARY New Features - Bounty System for PVP: Don't like a particular player or Company? Set a bounty on their heads, then other players can get gold for bringing in the target's head - Guillotine: hanging your foes in a noose taking too long? Off with their heads! - Submarine: explore the depths of the ocean in this small scouting submarine. No weapons on board, but it does have claw arms to help harvest the ocean floor and explore (demolish) shipwrecks - Player shops in freeports. Players can setup automated shops in each freeport, listing loot for sale and naming their own gold coin prices - New creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - Tame tokens are available for more mythical creatures, allowing players to have limited-time tames of the Fire Elemental, Rock Elemental, Cyclops, and Gorgon. BONUS: Rock Elemental and Cyclops are rideable! - New cosmetics: get your pirate on with hook hands and peg leg cosmetics. Yarr! - New armor cosmetics to customize the look of your Company and crew - Streamer Stealth Mode: client option to disable showing all location information; super useful to prevent stream-sniping - New ship figurehead cosmetics to customize the look of your boats! - Added a new deep ocean trench environment to explore, with powerful underwater creatures and is the home of the new Giant Crab - Added a new extensive Polar Dungeon, only accessible by Pathfinders who have all the PowerStones or have defeated the Kraken Endgame Balance improvements - Beating the Kraken unlocks a new Feat, which allows players to prevent wild creatures from aggroing on them within range for a period of time - Beating the Polar Dungeon unlocks a new perfect water breathing Feat, allowing players to remain underwater for a period of time without consuming any oxygen Updates - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way - AOD AI Ships will now come in multiple size variations with different stats and difficulty levels - Global territory message updating - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Character creator now has a Height slider to make it easier to set your character's desired height - Territory map will now display allies as teal-colored - Reorganized claim flag notifications, so they no longer clutter up the entire HUD when lots of messages are flying by Misc - Streamlined ship hull rendering for performance gains - Server Performance improvements round 2 (+25%) - Additional balance changes - NPCs will be added to Freeports which will allow players to redesign their character's tattoos for a gold cost - Significant server improvements over the coming weeks, where we'll be doubling performance increment by increment. released patch notes Over the weeks ahead, we’ll be talking more specifically about some of these features in detail, including the Bounty System for PVP servers and Player Shops in freeports. Whilst the team have begun working on the content changes, we’ve still had a lot done over the past week in terms of updates, with more on the horizon too! In regards to balance, we gave wolves a thorough overhaul, as well as tweaks to both the Wild and Tamed Dragon plus the Kraken is now easier to defeat after having it’s health sliced and more rewarding, with a brand new passive skill that reduces all Feat cooldowns by 33%! Additionally, this patch also introduced phase one of our aging process and the Fountain of Youth. Characters aged 90 years and higher will receive a specialist quest which encourages them to visit the Fountain of Youth to reset their characters age back to 20, remove an age debuff, and receive a rejuvenated buff which is a significant permanent statistic boost. The past week has also included a number of other bug fixes and balance changes as we continue to iterate on and fine tune the live game. You can check out the full list of changes here: current v15.35 - Fixed an issue with Wild and Tamed Dragon scaling which would have cause it to have incorrect stats. - Rebalanced base weights for tamed creatures (increase) v15.33 - Fixed an issue where clients would not correctly see the Rejuvenate buff - Fixed an issue where players could not tame the Dragon using the token - Fixed an issue where players may not have been able to feed bola'd creatures due to a desync on servers v15.21 - Fixed an issue where doors, gateways, and gunports would break on server reload v15.1 - New "Fountain of Youth" quest will appear for characters aged 90 years and higher. The "Fountain of Youth" (currently represented as a magical particle effect) appears in a single Golden Age Ruins across the ATLAS, near the Power Stone Container. Every 50 in-game days, it teleports to another Golden Age Ruins, on a cycle. If you find the Fountain, and activate it, your character will be set back to age 20, and if you do this when you were aged over 90 years, you'll gain a significant permanent statistics boost (you can do this multiple times to gain further boosts, each time when you're at least 90 years old). - Characters over age 90 get an old age debuff that slightly reduces stats (shown in char panel) - Fixed an erroneous feat cooldown time calculation, now all the feat cooldowns are what was originally intended. - Defeating the Kraken now gives you a unique passive skill which permanently and automatically reduces all of your Feat cooldowns by 33%! - Summoning the Kraken now only require the first 8 powerstones (Ghostship powerstone is no longer necessary) - Fixed the bug that was preventing recruiting new Crew in Freeports - Reduced the total time for unclaiming enemy claimflags, the max is now 4 hours, with 15 minutes when at 100 flags. - Vultures no longer target low-health wild creature - Reduced Wolf spawn frequency - Reduced Wolf natural targeting range - Reduced Wolf notify neighbor range. - Reduced Wolf hp and damage - Fixed land creatures AI's not getting aggro properly if attacked from a a ship - Stop Allies being able to Capture other Allied territories - Fixed rapid unclaiming, now if your contested flag is unclaimed it will unclaim at the same rate that it took to claim! - Improved door ticking performance - Added cheat DestroyAllNonSaddlePlayerStructures - Reduced default gold from treasure maps by 50% (as originally intended) and added a new server scaling value for treasure gold. Though, the Official 2x weekend puts the gold back to pre-patch values. - +50% tame damage resistance - Shark and Jellyfish targeting/neighbor ranges reduced 30% - Diving suit adds 90 fortitude now and lasts for 2 hours at surface and about 30 minutes at deepest depths - Crop plots are now prevented from being placed on ships and are destroyed if they were on ships. - Ocean creatures can no longer be Alpha. - Fixed Whale AI to target the ship or player more, rather than the point the player touches the ship. - Fixed NPC Merchant ship showing as overweight when players carried a lot of weight aboard. - Fixed Merchant ship showing as Raft with company ID 0 when looking at it. - Fixed Company ID O showing on none player owned structures on maps (water spouts, etc.) - Fixed Pillars being build-able on PVE islands. - Fixed Fog event not appearing for players using low settings. - Fixed Chicken hurt SFX. - Added new Large Cannon SFX. - Fixed Parrot hurt SFX. - Fixed players not getting aggro when attacking whilst based on a ship. - Added Streamer stealth mode option. - Fixed Monkey hurt SFX. - Fixed a bug causing Map Markers to draw at incorrect locations on the map UI. - Fixed skill description error, "mythical" changed to "legendary." - Fixed flotsam items spoiling when reeled in with grappling hook. - Fixed client crash when transitioning with sextant buff. - Fixed a Song not referencing the correct song buff. - Fixed a bug making it so that the Raft could be repaired for free. - Increased Flame Arrow durability cost to 4 durability consumed per shot. - Reduced Flame Arrow max percentage damage by 25% (4% health per second to 3% health.) - Reduced Flame Arrow max damage per second from 10 to 5. - Reduced Flame Arrow damage to mythical creatures by 75%. - Reduced Kraken health by 60%. - Reduced Kraken Minion AoD Ships ship Health 50%. - Reduced Kraken damage by 50%. - Reduced Wild Dragon damage by 40% - Reduced Wild Dragon health be 40% - Reduced Wild Dragon targeting range by 66%. - Fixed Dragon not returning to its spawn area. - Increased Dragon end aggro grace period from 6 second to 9 as it has a tighter aggro range now. - Fixed Lucky Loader feat ability to not be used whilst prone (as you cannot reload prone.) - Fixed Cloth Gloves clipping into hands in FPV. - Fixed Dreadlocks not shrinking correctly with hats. - Fixed LtOrderSeat collision bug. - Improved death collision to human corpses. - Fixed female emotes playing male voices. - Fixed female player characters using male sleep SFX. - Added ability to place top hat on certain creatures. - Fixed Gorgon "Remove Snake" text. - Corrected Repair box inventory name to read "Ship Resources Box." - Removed Elephant having weight reduction for Wood, as this was never an intended mechanic and resulted in players being able to get around ship weight restrictions. Accordingly, we'll be re-balancing the base weight of tamed creatures early next week. - Fixed treasure guards despawning instantly on stasis. - Fixed Giant snake lock on and player ability to damage it using melee attacks. - Fixed Monkeys dropping human poop. - Fixed Client Crash when rendering ocean harvestables. - Reduced Greek Fire range by 40%. - Increased Greek Fire crafting costs by adding 6 firegel per ammo. - Fixed Cow death harvest component giving the same amount of prime as a Bulls. - Reduced trample damage for all applicable creatures. - Updated Pig force poop ability to scale with creature level, to incentivise taming higher levels. (45 secs at lvl 1 and 15 secs at lvl 130). - Reduced Lion grab weight threshold. Prevents unrealistic grabbing of Wolves and Horses. - Fixed newly tamed creatures being hungry despite being fed during taming. - Increased Dolphin follow ship range by 33%, and reduced interval by 20%. - Fixed Bola'ed HUD to better indicate where to feed creature during taming. - Removed "Giant" prefix from creatures' descriptive name that use it. - Changed "Giant Snake" descriptive name to "Cobra". - Fixed incorrect sounds being used by Lion and Tiger animations. - Fixed incorrect Bear attack ranges to prevent stopping movement for claw attack, which often missed and allowed players to gain distance when being chased. - Reduced attack and AI ranges for Cave Bear, based on its smaller size. - Fixed incorrect item weights for cloth, hide and plate armor. They are now heavier. - Added folder paths for wooden gateways and gates so you no longer see them instantly when opening the Smithy inventory. - Fixed ability of players to feed through walls of taming pens and not get attacked. - Prevented some creatures from not being able to be tamed if they are clipped too far into terrain or structures. - Prevents multi use feeding from the root, putting themselves in harm's way. - Improved Waking Tame Feeding sockets on Cow and Razortooth. - Improved bola socket on Crow - Updated Vulture AI controller to aim lower when targeting corpses. - Fixed various creature spawn issues. - Fixed players being able to bola certain alpha creatures (now you cannot.) - Updated Dolphin to prevent health bars appearing when they follow players. - Improved torpor animations of Razortooth and Ostrich. - Increased Ostrich melee swing socket radius to more consistently land attacks. Updated Ostrich IK to prevent leg distortion when running down slopes. - Reduced max wander height on flyers. - Improved server list efficiency for a better experience. - Fixed Greek Fire SFX. - Fixed player on fire SFX. - Fixed inability to repair door frames in certain constructions. - Added some additional server configs: Game.ini: [/script/shootergame.shootergamemode] EnemyBuildPreventionRadiusMultiplier=1 (only applicable if not using claimflags) bDontUseClaimFlags=false (this will disable claim flags) bUseStaticCharacterAge=false (this will disable dynamic aging) TreasureGoldMultiplier=1.0 v14.11 - Remember 'Show Non ATLAS Servers' setting - No lover overwrites the last connection string - Grid Number columns are now hidden when displaying non ATLAS servers v14.1 - Fixed a client side crash that could occur on login v14 - Launched ATLAS Devkit 11.4 - Fixed multiple exploits which allowed movement of excessively encumbered players through various gameplay mechanics - Disabled non allied players and creatures basing on anchored or docked ships which can be toggled with a server-setting on PVE servers with the in Game.ini - set bPvEAllowNonAlignedShipBasing=true If you want to allow non allies to be able to be on your ship - Disabled feats when encumbered - Melee auto target should no longer pick ally targets in any mode, or player/tame targets in pve - Disallowed freeport npc crew recruiting if 20 or more level 1 npc crew's for that company on the server We’ll continue to work on issues as they arise, including tackling ones that are important to you and relentlessly improving our server and client side performance. Additionally, there’ll be an update later this week which should enable BattlEye for Windows Insider builds which should allow those of you using that operating system to rejoin our Official Network. devkit ho! Early last Friday morning, we were able to release the first iteration of the ATLAS Devkit. As the game continues to grow overtime, you can expect the Devkit to grow in tandem with additional features, content, and gameplay mechanics for modders to enjoy. We put up an announcement thread which covered a lot of details regarding the kit and how you can get the most out of it, so if you’ve yet to have a read, we’d recommend doing so: Additionally, our modding Community Manager, ZenRowe, has also been working on with the team on putting together some documentation for the editor which will be updated on a regular basis. Check it out here: https://devkit.playatlas.com/ Dynamic atlas maps round-up The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: XSM???, French & Ships, Bad Company, BLDX DouYuTV 56876, Chem B, LEGION, ETERNIA, The French Monkeys, and ENSLAVED. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, Barry Sails, OWO and The Federation The top companies on both PvP Networks have held their positions! Are we already seeing the best companies as players contend for their place in the overall pecking order or will new contenders emerge next week? And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), Fenrirs Dogs, Tacorsair, and SouL SanD. Arrivals: Dos Bros$ and SwiftS.RU. Depatures: Black Lotus and M.E.R.C Spirit. [NA PVE] The Hydra's Den Held: Plunderers, Scales & Sails, Dead Men Floating, The Exiles, Atlas Shrugged, East India Trading Co, CN- adilt supplies, Paragon, and Narcos. Arrivals: Lotus, and Darksea Dawgs. Departures: Plunderers and The Salty Seamen. Show 'n Tell Showcase #3 We have extended the due date on our current Show ‘n Tell to give you all a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fanart or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  21. 2 points
    Ahoy Pathfinders! We hope you had a great weekend filled with adventure, action, and bountiful booty! The seas were much calmer for us as we put our heads down to work on the major update v10, which is now live on Steam! thar she deploys, v10! We won’t go into too much detail about this patch, as we covered it quite extensively in our last Captain’s Log. This is our biggest update thus far, taking into account various feedback we’ve received over the last 2.5 weeks since the game’s launch, as well as making design changes based on what we’ve experienced and witnessed ourselves. The patch notes have grown tremendously since we first put them up on Friday, and the full list of changes can be seen here (as well as on our dedicated patch note threads): current v10.42 Claim flag related changes - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build. - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live. - Only admins and above will be able to make changes to company claims. - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them. - Fixed some bugs related to Sea Claims. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby - The time required to steal an enemy claim now decreases the more Claims that enemy team has. - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag. general changes - Server performance improvements - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel - Fixed up some temperature scalings and Weather events are now indicated on the HUD - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes. - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot) - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets - Explosive Barrel weight has been increased - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking - Puckle damage has been increased and also been made more effective against armour - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats) - Updated some legacy sounds and icons - Updated stair collision on shipyards - Fixed a bug which prevented passive feats from applying after death - Fixed a bug with the torch which caused it to repair endlessly - Lighthouses can now be lit even if they are touching water - Using a bucket on a tamed cow now causes the bucket to lose durability - Fixed a bug where players would get stuck in the crouched position - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company - Fixed a bug which prevented creatures from receiving experience points above a certain level - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range - Rewrote structure destruction logic to avoid cases of floating structures - Inventory ranks per structure and creature will now work for companies - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks. - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true - Gunmounts are now colorizable - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone) - Gateways and Gates are now crafted in smithy instead of player inventory - Fixed an exploit with Prying Eyes - Can no longer glide up mountains with the glide suit - Fixed an exploit which allowed you to gain massive height when using the zipline - Fixed a building exploit which allowed you to float structures and fortify walls with floors Creature related changes - Sea Monsters' damage has been reduced by 66% - Tamed Creatures take 20% less damage - Wild Alpha creatures HP and Damage reduced by 20% - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event. - Penguin AoE insulation now scales by level, the higher the level, the more insulation. - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts. - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff! - Updated affinity ineffectiveness values based on the recent x2 taming increase - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames. - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping. - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3. - Updated some undesired movement speed bonuses on tamed creatures - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently. - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away) - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size. - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value. - Added durability decreased to the bucket when milking. - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures! - Added Lion roar animation. - Fixed fur stretching on Wolf's face and hind leg - Decreased Crocodile swim speed. - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate. - Baby breeding balance changes to compensate for the overall creature regen changes. - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc. - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc. - Updated taming foods to allow a variety of items to be used in taming creatures. Effectiveness left(more) to right(less): Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats As mentioned previously, this is just the very beginning of our journey. We’ll continue to frequently pump out major patches every week to improve the state of the game, introducing QOL changes, bug and exploit fixes, rebalance adjustments, redesigns, and new content. ATLAS fans will have a lot to look forward to and we’re so excited for the future. We’re already working on some major content & feature additions in tangent with our frequent live game patches, so stay tuned for more information on that! As for what’s in the immediate future, well in addition to a current hot topic we’ll go into below, Pathfinders can expect to see a tremendous increase in server performance over the coming weeks. We are confident that we will be able to double it incrementally over forthcoming updates. Plus, you’ll be able to change your tattoos in freeports at your local Tattoo Artist NPC! And we have major changes incoming related to how you’ll be able to manage and benefit from the territories that you own, improvements and additions to sailing and crew mechanics, player-run shops and Freeport interactions, and much more. Finally, the biggest news is the ATLAS Dev Kit is finally nearly ready to release, and we intend to have it in your hands at the start of this coming week -- get your creative juices flowing to help make ATLAS bigger and better than it is! We’ll have more notes to come in the next Log, so please make sure you bookmark the page below to keep up to date with our latest changes! Link to complete Patch Notes: capt'n exploits and scummy seadogs! It goes without saying that cracking down on cheaters, exploits, and general misconduct is a priority of ours. One of the many items on a list which we are working to address over the time ahead, and here’s how we’re going to do it: Basics of Anti Cheat & Support: BattlEye Implementation Now that v10 is out the door, outside of dealing with critical issues that arise from that patch or are otherwise discovered, we’ll be working on intensely on enabling BattlEye Anti Cheat on our Official Network, as well as for Unofficial Servers to use, plus other underlying data-driven systems, to help put a stop to cheaters. Secrets of Anti Cheat & Support: playATLAS Tickets As of today, we’ll have launched our first phase of customer support. We will be (and have already done so) providing in-game assistance to players who have lost ownership of their companies, and players who have found themselves in a sticky situation that they cannot escape (outside of intended game mechanics). Additionally, we’ll be providing an option that players can use to report other users who have broken our Official Network’s Code of Conduct. Please note that this list isn’t entirely exhaustive and this is just the first phase of what we’d like to tackle as the game grows. CODE OF CONDUCT! You can click here if you’re seeking some assistance! Please be patient as we work through the kinks of the system and get it under control, we’re expecting a heavy influx of requests day one and there might be some lead time in responses, however, we plan to tackle these as quickly as possible in cases where we are providing assistance. We’ll be using these systems, in addition to general feedback, to help us identify what problems people are facing and how we can tackle them from a technical point of view. To be transparent and speak realistically, as a small studio, we’re better equipped to funnel our resources into dealing with game problems that arise through technical implementation rather than customer service, however, we do see the need for it and wanted to provide an option in some cases. Over time, these options will grow and expand as both the team and game do to address the needs of you guys and tackle some of your in-game problems which aren’t viably resolved with a technical change. Esotery of Anti-Cheat & Support: Additional Cheat Detection & Prevention Following the implementation of BattlEye and ensuring smooth seas on BE protected networks, we’ll be exploring additional internal options to help identify, track and catch cheaters as well as general player concerns and problems. We’re not going to go into too many details, it’s important to keep these bits close to our chest, however, we just wanted to iterate that BattlEye would just be the beginning and over time our team will continue to invest resources into sinking the ships of cheaters! Dynamic atlas maps round-up The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… Soon, the companies that have occupied islands for a certain period of time will gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: XSM???, Cobra, French & Ships, Bad Company, BLDX DOUYU56876, and Chem B Arrivals: LEGION, Enslaved, The French Monkeys, ETERNIA, and OOOOOOOOOF. Departures: PUBG GOLDEN HORDE, La Flotte Ancestrale, and Blackwater Company. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, Order of Freedom, TPG, CSTG, and Barry Sails. Arrivals: OwO, The Federation, and The Late Shift. Departures: MAGA, INFINITE, The Goodship Misery, Radium, And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, M.E.R.C Spirit, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), and Fenrirs Dogs Arrivals: Black Lotus, Tacorsair, and SouL SanD. Depatures: Forlorn Hope, I.C.E, PIRATES, Unlucky, [NA PVE] The Hydra's Den Held: Plunderers, Scales & Sails, The Salty Seamen, Dead Men Floating,The Exiles, Atlas Shrugged, East India Trading Co. Arrivals: CN-adilt supplies, Paragon, Narcos, Departures: Biz Enton Company, blublublu, and Sail, Fail, Repeat. Show 'n Tell Showcase Avast, Pathfinders and welcome to the results of our first Show n' Tell Showcase Yer entries to the Showcase shivered our timbers. 'twas a challenge to select jus' a few! We look forward to seein' what the community create in the future. Keep yer one good eye cast on the Creative sub forum and have your mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos ready to share for next week's Showcase. Congratulations to our winners who have scored themselves cash prizes! Winners SITHARIAS An exquisite build along with impressive editing and production. Witness someone exploring the building mechanics in ATLAS to breathtaking effect. SpookyAnonymous Source A beautifully wrought portrait of steely-eyed Captain surveying his fleet or a depiction of a certain Captain Fatbeard about to shout at his crew? Either way, we admire the amount of detail put into this original artwork! BPEPPERS The bold use of colour in this original fanart depicting a Pirate's best friend caught our attention. Did you know that a Parrot gives a player extra fortitude scaled by the creature's level? LOCKEMURDOCK We loved the sail design of this ship. Lady Luck was definitely on your side when you entered this competition. We hope she does likewise for you when you are on the high seas seeking treasure in this magnificent vessel. STONIEDUDE The intricacy of this tribal-style tattoo put wind in our sails and the menacing aspect of the ready-for-war facial decoration looks like it could blow them back down! Honorable Mentions JUKARI SCOTTY BLUEDRAGON AHRA BENTENPENNY KANE 5010 WOOKIEESTICK That wraps up this weeks' showcase. Congratulations to those of you we've featured! We’re looking forward to seeing what amazing new art the community can come up with next week! Thank you to all of ye scallywags, landlubbers and seadogs for the bootyful submissions ye shared with us 'ere rapscallions. Sail across to the submission thread if you would like to check out all of the past week's fantastic entries. Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  22. 1 point
    The mega update 2 is now live The time has come for challenging the enraged boss in his icy lair, exploring new and previously unchartered islands and putting your mark on the ATLAS with new items, creatures, and quality of life additions; the Mega Update 2 is here! The Public Test Realm heavily facilitated our getting the Mega Update 2 ready to push to our Official Network and ready for everyone to jump into and explore. Thank you to those of you who contributed through playing on the PTR and being enthusiastic about reporting bugs and issues and offering feedback. We look forward to hearing about your experiences and seeing you explore all the new content that Mega Update 2 has introduced to the ATLAS. As always, we will continue to monitor and rapidly iterate on the game! For those of you who haven’t yet set sail on the high seas, worry not as during the next 48-hours ATLAS is available on Steam Early Access for the promotional price of $14.99 ($29.99 Early Access S.R.P). Come on in, the water’s fine! mega update 2 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: And with a thundering swell, the heaving ocean rose and fell beckoning avid explorers to uncover her secrets. 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: Traverse the depths of the new Ice Cave as you navigate foreboding chasms, expansive halls, and abandoned mines to reach the lair of the abomination which lies beneath awaiting your crew. Found in the polar region, the dungeon 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 the boss arena now power a shield that maintains the Snowman's ice armor. Killing a round of minions will disable the shield, and prevent minion spawns for a short duration, which allow the ice armor to receive damage. When the minion cooldown is over, the shield reactivates. When the ice armor reaches 0, the Snowman's health can be damaged directly and no more minions will spawn until the next health state. Upon entering each new health state, one 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. When in the last health state and ice armor is destroyed for the final time, chaos ensues, and will continue until the boss is killed! New Structures: Offensive Structure: Torpedo Launcher and torpedoes. Master the waves with this heavy artillery projectile designed to detonate on contact with its target. Skill is obtained after completing "Into the Ice" quest. Building Structure: 3x4 Medium Gates further allow customization within the comprehensive building system. 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, which is relatively heavy, can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Keep it frosty. New Cosmetics: Player: Adopt a menacing tribal-esque countenance with the Hydra Hide Armour Set or don the Cyclops Heavy Armour Set for a streamlined and foreboding Stygian look. Ship: Further customize your ship with the new Hydra Steering Wheel, and Bone Skin Steering Wheel New Attachments: Boat Attachment: Cargo Racks offer more options to the discerning Captain! This large hangar-based crate can carry a ton of resources at a massively reduced weight, but can only be accessed when anchored, and slows down the speed of the ship which carries it (at maximum cargo carrier attachments, a boat's speed will be reduced by a total of 40%). It can also be dropped into the water if your boat needs to make a hasty getaway, and recovered later into its hangar! Cart Attachment: Transport goods more efficiently! The large storage box can now be placed on the back of a bear or horse’s field-harness saddle, where it becomes a special “freight box” that provides reduced weight for the items it contains when on land. And now you can ferry around your items while looking like a proper traveling merchant! New Item: Fishing Net: Bide your time chasing that catch whilst on long journeys with the new fishing net. Can only be used when sitting. Equips on the back slot. Will begin automatically catch fish when the boat has met minimum sailing minimum velocity New Weapons and Ammo types: Ballista Ammo Type: Boat Harpoon. Stop fleeing enemies in their tracks by using this formidable weapon to attach to and reel in their vessels. Weapon: Master the aquatic depths armed with the Speargun. Can only be used underwater. Weapon: Up the ante with the new crossbow boasting the ability to load up to five projectiles and higher accuracy. Cannot be used underwater. New Creatures Olfend: This quirky looking creature narrowly avoided being burdened with the moniker: the Camelephant. The unique Olfend possesses some utilitarian attributes based around water. Water can be collected as you ride it across fertile land or by drinking from lakes and the considerate Olfend will store it, distribute it amongst water containers or...spit it in a friend’s eye. The delicately-legged creature also has the potential to be more heroic than it may appear by being put to use in extinguishing fires. Giant Tortugar: In some ways, the Tortuga, or carrier turtle, acts as an organic armored personnel carrier and, in others, it is similar to an organic submarine. Nestle under its’ sectioned shell for protection or stay sheltered as it plunges into the depths and affords its passengers reduced oxygen consumption. 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 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
  23. 1 point
    Ahoy Pathfinders! Our Public Test Realm is now live with our latest update, ready to be explored! This Captain’s Log will cut straight to it and provide details on how to join the fun and what to expect with this mega update. New discoverable areas First things first, this update adds some new explorable islands to the ATLAS, in addition to the Ice Dungeon. We’ll be placing these islands onto the existing ATLAS, without shifting any of the current islands or biomes around, which means a wipe will not be necessary. However, we advise anyone who has currently left their boats afloat in these areas to set sail or risk your ship being grounded! We’ll update the current LIVE in-game ATLAS later today map with a clear visual marker highlighting where these islands will be, so you can safely navigate your ships away. We’re adding a total of 5 unique islands across the entire ATLAS (with more to come in the future). These islands will make their way onto the PTR later today and will be home to the new Giant Tortugar, carrier turtle. ptr patch notes If you haven’t checked out all of the content, features and QoL changes we have coming to the PTR, dive into the patch notes below: New Cosmetics: Hydra Steering Wheel, Bone Skin Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set New Offensive Structure: Torpedo Launcher (and torpedoes) New Boat Attachment: Cargo Racks New Cart Attachment: Large Storage Box New Tool: Fishing Net New Ballista Ammo Type: Boat Harpoon New Weapon: Spear Gun New Creature: Olfend New Creature: Giant Tortugar New Level: Ice Dungeon New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. 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 Feature: Company-wide map markers New Feature: Company-wide announcement New Feature: Boats can now be unclaimed and claimed New Feature: Full gamepad support New Feat: Instant Hotbar Equip New Feat: Double Harvesting QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI QOL: 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. QOL: The grill can now be attached to water pipes QOL: You can now use the F key as an option to pick up all items from the floor within a certain radius QOL: Gun hotbar equip time now scales (improves) with the various reloading skills QOL: Pressing the F key whilst driving the ship, now allows you to access it's inventory menu QOL: Adjusted 3rd person aiming so there is less likelihood of foliage clipping Fixed skills showing up in the wrong order on the skill tree Fixed a bug which prevented ships from reversing when they bumped into shores Fixed a bug where brain coral and fire coral were incorrectly labeled Reduced sickle damage against creatures and players joining the ptr For those who want to join in on the fun, follow the steps below to connect to our Official PTR Network. Please note that this will be a PvP Unofficial realm with boosted 8x rates, with all skills unlocked. Including quest skills such as the submarine, torpedo, harvest boost and instant equip feat. The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. We will be reopening our PTR Bug reporting channels on the Discord and here on the Forums to coincide with the launch of the PTR. Instructions on opting into the PTR Bug Report channel on the ATLAS Discord can be found in #discord_news. Live Game Patch Notes! While working on the mega patch, we are still continuing to iterate on the live game. These are the updates that the game has seen since our last Captain's Log. CURRENT 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. 104.65 - 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 Show 'n Tell We’re still collecting entries for the Show ‘n Tell! So you have a little more time to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fan art or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  24. 1 point
    Ahoy Pathfinders! It’s here! Our Public Test Realm is now live and ready for all of you to dive into. This Captain’s Log will cut straight to it and provide more detail on our new claiming systems along with some information on our PTR. We appreciate your patience as we prepared this megapatch to go out on the PTR: ATLAS 1.5 is an ambitious new chapter and we recognize that it has taken us some time, but as we’ve said before, we’re hardened adventurers and we’re looking forward to the fun and challenges that we’ll experience alongside you! Claim Systems Overview First we will revisit the three modes which will be implemented for ATLAS 1.5 and their respective claim systems in a brief overview: Colonies PvP: 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 and small to mid-sized groups. Empires PvP: This is our previous PvP mode with which our PvP players are familiar. Some changes have been made to the declaim timers to mitigate griefing and water claims have been eliminated. Companies have a high member limit of 250 members. Alliances are limited to four. PvE: A modified version of our Colonies system. There will be a limit on the amount of Islands one Company can claim via a points system. Public Test Realm Our Public Test Realm will run the Colonies system on a full 15x15 grid. This is the most important mode for us to have players test currently and we’re excited to see how players interact with it. THE COLONIES SYSTEM Please bear in mind that the values described below may be subject to change pending our observations and player feedback during the PTR. We've implemented some test values which we'll be using for the Settlement system throughout the PTR. Islands will be delineated and ranked through a points system predominantly based on size. A Company will have a total of 200 accumulative points to “spend” on claiming and settling islands. One claim flag per island (claim flag owner is the Owner of the island) An owned island is called a Settlement An Island can be claimed by placing the claim flag skill which has a cost equal to the island's initial base upkeep. Claim flags are no longer mergeable There will be no sea claims. Upkeep scales based on: Size of island and its rank (summarised by an Island’s point value) How many different Companies are on the island (more Companies = lower cost) To steal an Island, you must unclaim an enemies’ flag by placing your own flag within range of theirs. It is a smaller radius that can be visualized by pressing the “H” key. A Settlement’s upkeep cost will scale in relation to its points ie: the upkeep cost of a 30 point island will be significantly less than that of a 100 point island. Upkeep costs will be deposited in the island’s Claim Flag. Tax rates and taxes themselves will be collected within the Claim Flag. The tax bank is utilized to transport resources that will be used in the Claim Flag from different locations on the same Island. Other companies may build on a Settlement. The company holding ownership of the island can attack others built upon their island at all times. The Settlement owner can only be attacked during combat or war. A claimed Island/Settlement can be in one of three different states: Peace, Combat and At War. The World Map will display an Islands: point value, current ownership, the tax rate on the island, and its current war status along with its raidable hours. An Island’s standing will also be displayed ie: Own/Ally/Enemy. The Settlement Owner can select building options as follows: Cannons can only be built during combat/war phase Allies can build cannons freely Everyone can build cannons Other companies can build defense structures (puckle) any time. Ships will now receive invulnerability when docked at their companies’ settlement for 15 minutes during peace phase. The Settlement owner chooses a non-optional 9-hour window of vulnerability from a 24-hour cycle in which their Island is raidable. This window can be changed once a week, but for PTR will be able to be changed once every 2 days. A War Declaration can be purchased during PTR for 50k gold (100k when ATLAS 1.5 releases) plus some uncommon items in order to circumvent raiding windows altogether. An item is given upon purchase. To declare war this item is dragged from the hotbar onto the island upon which you want to declare war. Once a War Declaration is made against an enemy Island, the attacker must set a time that is at least 2 days (12 hours on PTR) and as far as 4 days (24 hours in PTR) to commence the war and the duration of the war period is 24 hours, but for the duration of PTR will be 12 hours. Cannons now have an initializing timer which will vary dependent on the cannon type. An island has a 5 day (1 day for PTR) cooldown before another War Declaration can be made on it. A War Declaration is per-island, so it is possible to declare war against multiple Settlements simultaneously. Joining the PTR The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. Server Grid Editor New Server Grid Editor, JSON, and Unofficial Servers are already available on GitHub. Unofficial Server files will be made available later this weekend once we've confirmed there are no critical issues we need to deal with. Linux hosts will have to wait until early next week. We'd recommend folks play on our test servers as we won't be providing direct support to any servers hosting their own version of the branch, though we'll look into issues you report. Upcoming Patch Notes If you haven’t checked out all of the content, features and QoL changes we have coming to the PTR (and the ATLAS 1.5 launch) jump into the patch notes below: 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 Discord Webhook Notifications This update comes with Discord Notifcations which you can set up pretty easily! All you have to do is grab your webhook URL and copy it into your Company's Manage Notifications UI. For more info on how to get your webhook URL, check out Discord's how to guide here: https://support.discordapp.com/hc/en-us/articles/228383668-Intro-to-Webhooks Please note that we have opened Public Test Realm-related subforums here on the playATLAS forums along with new specific channels on the Discord. We look forward to your thoughts, experiences and feedback. The Discord channels can be accessed by assigning yourself the PTR role in the #role-assignment channel and links to the PTR subforums are below. General Public Test Realm Subforum PTR Bug report Forum Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  25. 1 point
    Ahoy Pathfinders! Hang on... Captain’s Log on a Friday? Yes, it’s a little earlier than we had planned (first for everything, amirite?) but earlier this week we released a significant update based on Community feedback we had received as the game has now been available for two weeks. We’re going to do a quick rundown of the updates leading to v9.3, as well as discuss our huge incoming patch, v10 which will drop anchor on Monday Noon EST (or around then at least, we’ll keep you posted on social media!) All th' stuff 'n thin's If you wanna skip the meal and just check out the changelog, you can do so here: As highlighted in previous Captain’s Log, our number one priority was making sure that the game was stable from a client and server perspective, that there would be minimum connection issues, and we’d be handling data issues with a broadside of fixes! Since the launch itself, the game has tremendously improved in all 3 of these areas. Our crashes have statistically reduced by 97%+, players can get in and fully experience the ATLAS, and as of v9.3, we have solved many critical cases where Company and Alliance data would have been lost. There are still many more things we want to do in this area in the coming days and weeks ahead -- you can expect us not to rest until server baseline performance and hitches are much further improved. Released notes up to v9.3: - Resolved massive server-side stalls related to perf large companies - Company Member, Company Groups, and Alliance data loss issue should hopefully be resolved. - Official Network Companies are now hard limited to 500 members, and this is a current measure until the Company system receives a backend overhaul in the long-term. - Fixed some server crashes - Slightly improved server performance and generally reduced server stalls Upcoming changes in v10: - General note regarding server performance improvements, stalls, connection issues, etc (We’re going to work on improving this constantly!) However, that’s not all that we wanted to address! Since the launch, we have received so much support and feedback from our Community Hub, Steam Forums, Reddit, Discord, and social media. The team have been working hard on development, whilst watching with our prying eyes to see which to determine what needs addressing. Patches up to v9.3 and the incoming v10 have been planned to improve ATLAS’ as a game from its core based on most impactful, important, and how immediately we could see results. We won’t go into the thought-process details for each specific note, but we’ll try to give you guys a general idea around our decision making. Please note: these changes are not the only thing we’re going to do. There will be a boatload of updates following v10 too, every few days another major drop. ATLAS launched as an Early Access title, and we are a highly iterative development team. We’ll continue to pump out patches to improve the game and get it where it needs to be! So if there’s something in here you feel like we’ve missed, let us know on our Community Hub, Reddit, Discord, Twitter, etc. We’re watching like hawks and consuming like hogs; we will make adjustments; whether that’s introducing new things, tweaking, or taking a step back and redesigning. That’s what this development process is all about, shaping and growing the game rapidly with your input. It’s gonna get chaotic and messy at times, but we appreciate you weathering the storm as we sail into calmer waters! Lemme be a pirate, Grapes!@# Games! So two things. One of the coolest aspects, without a doubt, is that you can be a fully fledged pirate. You can captain a crew, sail one of many boats, have a fleet, hunt for treasure, explore and discover islands, pillage, plunder, salvage -- the list goes on! However, at launch, we perhaps made this a bit more difficult and tedious than it needed to be. We love being a bit hardcore but it was clear to us that adjustments were necessary. In no particular order... Released notes up to v9.3: - Default resource and taming speeds have been increased to 2x as the baseline. - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%. - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%. - Increased the base carry Weight of all ships by +40% Upcoming changes in v10: - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% We believe that these first steps will help us get players to experience the epic piracy side of the game much sooner, whilst overall not having too much of a heavy impact on our balance and design. Captain Grapeshot, why do you hurt us with these hardcore mechanics? Well, you know what they say… pain is love and love makes the world go ‘round. ( ͡° ͜ʖ ͡°) But in all seriousness, we can be a bit overzealous at times, what can we say? We like it a little rough but we understand when things go too far, sometimes it just takes the fun out and that’s when we need to consider, is this piece of the puzzle really worth it? Sometimes aye, but also, sometimes nay! At times we should consider not punching people in the face when all they want to do is sail their raft and build a thatched home. What are some of the nays? Cooking, land ownership, survivalism, progression, and creature balance. Here are some of the adjustments we’re going to make to deal with the nay; Released notes up to v9.3: - Every Tame can now get a minimum of 30 tame level-ups put into it, plus however many base levels it had when wild. So for example, a level 5 wild wolf would get 35 tame level-ups to apply, whereas a level 40 wild wolf would get 70 tame level-ups to use. - Melee weapons are now temporarily ineffective against ship planks. Later this will be changed so that it will only be ineffective against anchored ship planks. - Buffed Tamed creatures HP and Damage globally by 25% Upcoming changes in v10: - Claim Flags now allow a "Neutral Zone" setting which allows any other tribes to build within them, with the specified tax rate applied to them. You are also able to specify an inclusion or exclusion list to these, to only allow or exclude specific company ID's / player ID's. All claim flags will have this enabled as a default setting when placed, and this will also be a retroactive change. However, it will not function until Wednesday the 9th of January at NOON EST, where we will release another server update to make Neutral Zones active. This means you will have two days, from Monday to Wednesday, to decide and adjust the settings on your claim flag before the change is live. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Sea Monsters' damage has been reduced by 66% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Fixed up some temperature scalings and adjusted Fortitude stat effect Alrighty, fair enough Grapeshot... but what else? Betcha didn't know that <thing> is <state>! Yes, there are still a number of things we plan to address and change going forward. This isn’t the be-all end-all of our updates. There are more fixes, balance changes, new game features and content just beyond the horizon (basically daily) so if there’s something which you feel is important and we haven’t addressed, let us know. It might have been something we’ve overlooked, it might be something we’re tackling in an upcoming patch, it might be something we’re still sitting on to see how things fair, guess you could call us seafarers XD! You can be reassured that as each night passes, we’re fully dedicated to ensuring that ATLAS gets one step closer to becoming one of the most ambitious online worlds of all time and fulfilling its destiny as the ultimate fantasy pirate adventure! And on that note, here are some additional patch notes that we’ve made up to v9.3 or will be making in v10 such as addressing fire-from-the-depths-of-hell arrows and gatling mortars. These notes are pretty miscellaneous and tackle many things at once. Released notes up to v9.3: - Reduced min damage and min percentage on flame arrow buff by 33%. - Reduced max damage done on flame arrow projectile hit to 50. - Increased gravity on flame arrows 20% to make it less ranged. - Increased firegel cost of flame arrows by 100%. - Added durability consumption to flame and stone arrows (1 dura per shot, 40 shots per bow repair). - Change bow durability from 50 to 40. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed alliance chat sometimes duplicating messages - Fixed a bug where clients could end up invisible when demolishing a podium - Default resource and taming speeds have been increased to 2x as the baseline. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed inland water buoy's being invisible and fixed buoys, so they no longer prevent resource respawn. - Prevent ship collision damage from occurring when caused by other player ships on PVE servers. - Fixed sunken-ship area indicator lingering even after a shipwreck has been entirely salvaged. Upcoming notes in v10:  - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - Lawless servers can no longer be specified as Homeservers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn.  - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel  - Weather events are now indicated on the HUD - Armour effectiveness will be adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) Show 'n Tell! Hear ye, hear ye! We be seekin’ fer the finest of ATLAS community creations! Show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! Each week, we'll be runnin' a contest where we'll select th' best o' th' bunch 'n award tha winners wit' a cash prize! Entries can be posted in the Creative Section, the Steam Workshop, or shared via social media. We’ve created a dedicated thread for submissions, don’t hesitate to show us what you’ve got cause we’ve seen some pretty cool stuff so far! Alrighty, that ’s it for this post. We will have a general Captain’s Log on Monday, most likely late night as that’ll be patch day. Next week we’re also looking forward to getting the ATLAS Dev Kit into your content creator hands and seeing what amazing new gameplay mechanics and environments the community can come up with! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit:https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter:https://twitter.com/sailtheatlas Watch us scallywags on Twitch:http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook:https://www.facebook.com/playatlasgame
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