Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 12/18/2019 in all areas

  1. 7 points
    Ahoy Pathfinders, Happy Holidays! Later today we’ll be pushing out an update for both PC and Xbox, which contains a number of bug fixes, QOL improvements, and balance changes. We have a lot more changes to come and will be following up with another patch in January next year and more shortly thereafter! We’d like to celebrate the holidays with something special, so we’ll be running a bonus Magic Mythos event! From Thursday the 19th of December, until Monday the 6th of January, the following bonus rates will be applied to our Official Network: 3x Taming 3x Harvesting 3x EXP 2x Gold Latest Patch Notes (v402.5) - Emergency ship ladders are now easier to use - Bow and crossbow can now damage Army of the Damned enemies - Added a new inventory sort option to “sort by type” - Improved inventory functionality to prevent items from randomly shifting around when transferring between inventories - When multiple items are sent to the hotbar, their “equip delay” timers will now countdown simultaneously rather than one at a time - Ships that are still being built in a shipyard will now refund resources for demolished parts - Weather and temperature conditions no longer drain hunger or thirst meters when refilling stamina - Increased meat and fish stack sizes to 100 - Further reduced the shark aggro radius - Improved compass visuals to make it easier to read - Tiers of Nature’s Cry no longer stack with each other - Human NPCs can now ride in cargo harnesses and carriages - Removed all XP gains from the guillotine and noose - Players can no longer gain additional altitude when using a glider - If an explosive barrel is destroyed while being held, the damage is now always considered to come from the holder (and not a different source) - Decreased grenade damage vs. puckles and swivels by 80% - Decreased grenade damage vs. structures by 66% - Decreased grenade damage vs. players by 50% - Decreased grenade crafting cost by 40% - Decreased sword damage by 20% - Decreased blackjack chance to knock riders off of horses by 50% - Increased two-handed mace damage by 30% - Increased bola immobility duration on players by 10% - Increased puckle and swivel damage vs. players by 100% - Decreased Equilibrium buff attack damage bonus from 20% to 10% - Added a 20% Stamina Recovery Speed bonus to the Equilibrium buff Thank you so much for all the support you’ve shown us over the year and we like to wish each and every one of you a very Merry Christmas and a Happy New Year! 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 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
  2. 5 points
    Most of it on PVE like 80 % now So, I return to Atlas after a while, I was hoping that most of the stupid mistakes will be repaired after a 5 months of my brake from game. Guess what. They was not! First of all, a sailing simulation , it was very very nice to sail in game the filing of it was so nice ( I did not sail irl ), an now you broke it !!! I don’t know what happened and when, but when I sail, I haw a wired d-sinc it looks like my ship sailing on code but graphics of waves is covering my ship to half of the height of the mast, and fallowing with flaying ship whey above the water. Next – Why berries give vitamin c boost and berry tea give vitamin a boost ?? Can you make cooking system that is actually nice to interact, right now I don’t see any sens to use cooking for hunger and vitamins, only for buff, there is no sens in it, there is more meals with one vitamins combination then the other and if you want to make like 2 meals for all needs ( vit and hunger ) You can’’t or is very problematic to find ingredient. Making game easier is not making it better, all the hunger and vit effects was good idea but wrong implementation. You have to have drawbacks when it is a little survival game, for now there is no sens for vitamins system at all. Skills, just OMG Progression of some skill tree just don't make sens, why you have to unlock hand to hand combat for harvesting skill, make it on his own or strap it to cooking or building or even farming … Why Weaving is between tire of buildings, you don’t do it for buildings Why sword and pike is a separate skill ( the first level )?? Why improved steady aim required Explosives And we got 3 skills for better quality bows fallow by grenades !! Just allow a firearms to be learned after a bow skill like advanced steady aim In shipbuilding you can get sloop and small handling sail in one skill and afterword you can make a speed or weight sail, in bigger ships is sail first then ship Preservatives should come from cooking not from farming – and change the icon And the worst thing in skills One skill is + 10 % per level and on the end is 30 % other is like +10 +15 +25 and end result is +25 % Really Sextans skill don’t provide bonus you get 7200 sec of buff time from one skill and the next don’t do much of a difference. Sightseeing should give you boost to see a SotD from further away And islands Shoreline, there is a lot of very nice bays that can house more players, and allow them to create a city of some sorts ( if there is mechanics for it - claiming sucks -) but you can't sail in them because there or to shallow or at the entrance is a ridge preventing any ships to swim in, We need more shallow navigable waters, some can be cowered in mangrove, but with space to build homes and shipyards BPC …. Good idea with different minerals, from what I know it is that a gray BPC can get from lets say 0 to 10 % but a pink one can get from 0 to120 % Make it like its green its not less then gray It is for sure not all, but I just want say something, because I like this game a lot and I want it to be something more, but I know no one will care, Just do like you said guys, sit down and tackle basics and build more on that solid base, do not add another jesus feature which will be broken because of core gameplay mechanics. You can add more ships, and ships building materials and more ability customize ships, but don’t brake old ones. I like this game, I play it, and I enjoy it, with couple of my friends, and still think its a mess, in some parts. and yes for PvPvE server
  3. 3 points
    After taking all kinds of animals with us on a trip around the map to make tons of gold, we encountered several problems with animals on ships. 1. Animals jumping around. Everything bigger than a Tier 1 animal started jumping up and down on the spot they were standing after some time on sea. This didnt change our game expirience on this trip but at a certain amount of animals being on the ship this can cause some problems. 2. Animals dropping a floor up or down on anchoring. This was annoying but didnt cause any greater problems since we could still drag them out of the ship with follow and place them back on top of the ship. 3. Animals starting to fly after anchoring. I dont realy know how and why but our elephant decided to head skywards with a number of small jumps. Dont know if he would come back down on his own but we stopped his trip by whistleling him and he fel down. 4. Animals disappearing. We werent keeping an eye on every animal all the time so on some point a horse got lost. Dont know how and why but it simply happened. 5. Animals losing their passive setting after server crash. Server crashes somehow cause animals to switch to neutral in some situations and its not funny when your elephant decides to meele the ghost ship midfight. My suggestion for these problem would be some kind of animal boxes according to the tier of the animal. The animals can be locked to the pens like npc crewmates can be locked onto a cannon or chair. Also with the same option over the actionwheel. For tier 1 animals i would suggest a small box. In these boxes chicken would still lay eggs and you can pick them up and any shoulder animal can be taken out of it and placed on your shoulder with an actionwheel option. These boxes can be placed anywhere on the ship since you can also carry these animal For tier 2 animals i would suggest animal pens. Something like horseboxes in stables in real life. Any resource animal can still be accesed by standing in front of the box to gather its ressources. I would lock these boxes to places cannons lock into when gunports are present to cause somepoint of decission between transporting animals and having fighting power (i know people build 3 story cannon towers on top of the ship and dont need gunports anymore but i dont like free placement of the animalboxes in this case.). They can also placed on top of the ship but will be easily destroyed there by ghost ship in pve and other players in pvp. For tier 3 animals i would suggest some kind of pole they get "chained" to. These poles take up like 2x2 space in foundations. These poles can only be placed on top of the ship because the animals are simply to big to be under deck and are kind of durable to substain ghostships, other ships and the "strength" of the animal roleplaywise, maybe costing alloy to justify the sturdiness. I hope you like my suggestion and give your feedback to my ideas.
  4. 3 points
    well, i say this all the times but, AUTOMATED SHIPPING AND NPC CONTROLLED ROUTEING IS THE ANSWER!!! Everyone wouldn't get bored to death with exotic resource shipping. Just put an npc on the wheel of the weight shit, send it and do something else. perhaps even put an npc on the wheel of a battleship and set it to follow the weight ship and BOOM you got a trade caravan. and this is what automated shipping would do for everyone. 1. small companies would have a better chance of getting BP'd boats and gear. Small companies will have an easier time competing with the large companies and large companies will love it because they will get an actual fight from someone other than other large companies. win win. 2. every company would have more targets than attacking islands and the occasional ship you run into at sea. less small casual companies quitting after being wiped because someone was bored. 3. Piracy will become a real element to this game. 4. trade will become a real element to this game. the tediousness of shipping and the distinct lack of trade and competition will be replaced with content! CONTENT CONTENT CONTENT!!!!!
  5. 3 points
    I’ve noticed ark adding things that are from here on atlas....i’d like atlas to do the same as far as the “enable mating” option goes.
  6. 3 points
    The first half of these patchnotes are actually decent. Good job on that! I'm glad that you implemented my solution for the peacephase barreling, took you 4 months but hey better late than never. Buffing horses and swivels only shows how far removed you are from the actual state of the game - You might want to rethink that one. The grenade and puckle damage changes would be pretty good, if you actually went through with the flag height changes. I guess at this point we can only hope for you to flip-flop on flip-flopping on the flip-flop. See you guys in 2-3 months for the next patchnotes
  7. 2 points
    Ahoy Pathfinders, Thank you for tuning in to our Dev Livestream this week. In this pre-recorded announcement, we’ll be summarizing the new roadmap we discussed in the Livestream as well as clarifying a few things raised by the Community. First of all, for those who didn’t catch the Dev Livestream, it can be viewed here The primary purpose of this stream was to bring you up to speed on our new direction and let you know what areas of the game we’re going to address moving forward. We opted to answer many of your questions from our Livestream Q&A forum thread by working them into the conversation in the stream (rather than reading them out verbatim and answering each one) for the sake of flow and clarity. We recognize that this format didn’t translate as well as we’d hoped for, so we’ll be improving on the structure of our streams in the future. The Mega Update and Xbox Launch Let’s get straight to reiterating and clarifying details in regards to the next Mega Update/Xbox launch which is coming very soon. The Xbox launch will include: Crossplay support between PC Steam and Xbox players for ATLAS. Parity between both platforms. Xbox players won't have to wait for updates as they will happen simultaneously with PC We’ll be working on bringing day one Keyboard and Mouse support for the game, otherwise, it’ll arrive shortly thereafter. The Mega Update includes content and changes currently on the PTR, as well as some additional content we’ve discussed, and this will go live on our Official Network at the time of the Xbox Launch. We’re incredibly excited to launch crossplay; we designed the ATLAS engine for crossplay across all platforms from the outset and ATLAS will be one of the very few games with full crossplay between Steam and console. There have been many questions about whether this update will be bringing a wipe. To be frank, this is not something we’ve decided on yet. We’re currently exploring ways in which we can handle this release without wiping and there are quite a few technical considerations which may make this a possibility, but we’ll share more info with you as soon as we’re able to. Livestream Recap ATLAS’ DNA The first point we covered on stream was revealing where we think players spend most of their time in ATLAS, and where we wanted it to be at a 1.0 launch (post-Early Access). This is the conclusion we came to: Essentially, we feel like players are currently spending too much time in certain areas of the game, and not enough time in the areas we think should be the most fun, such as Sea and Combat. Players can expect to experience more fun and engaging content out on the sea, and a cut back on the time spent on land or with creatures. This doesn’t specifically mean we’ll be removing certain areas completely, but instead reworking existing systems and adding new gameplay/content for the areas we want to increase. Now you’re probably wondering, how do we plan to get from A to B? Well, here’s our roadmap: Some important factors to keep in mind: This roadmap will begin after the release of Xbox We’ll be looking primarily at making tweaks towards the Official Network and Multiplayer modes, but of course, those will still benefit our other game modes and unofficial networks. However, the main official networks are our priority Tackling bugs and major performance issues will always be an ongoing effort. This isn’t everything. We’ll be able to reveal more details as we go along, plans can change, and there are going to be more phases but for now, we want to discuss our immediate plans for developing ATLAS. Phase 1: Quality of Life Improvements, Bug Fixes, & Performance Increases Arguably our shortest phase and has already commenced in part with performance fixes and some bug fixes, with some work on the Xbox, and some you’ve experienced on the PTR. Our plan: There will be no new content with this initial phase. This is because we’re going to be spending time fixing and adjusting already existing systems in the game. This means tackling pain points that you (and we) are already aware of, ranging from quality of life changes, balance, and polish on existing parts of the game. Reducing the tedium and streamlining getting to the fun. We know that there are aspects of the game which are frustrating and the solutions we can take to fix them (such as the Silo we implemented in a previous update to help with feeding crew). We’re making some meaningful changes here that will impact the player’s experience in the game, some larger than others, but all with the same goal in mind to improve the overall game loop. Just a few of the changes and fixes (both small and big) we’re planning to make: Fixing speed sails and increasing overall wind speed effectiveness. Adjustments to blueprint stat rolls and crafting requirements. Making improvements to logs for companies. Increasing max stack sizes for certain items. Removing the negative effects of status effects, including vitamins. Giving players the option to choose which Kraken to fight. Reducing the frequency of surface attacks by sharks. Increasing the treasure map spoil time. Cargo Container adjustments. Replacing the text in the game with a universal font style. Hiding more text behind the “Extended UI” function Making ladders easier to climb. Keep in mind that some of these items are things we want to address quickly, even if we consider them to just be temporary fixes for now. The changes in this phase will provide a much better experience in the present; however, we’ll be circling back to these areas in later phases to make much more extensive changes to these systems. One example of this would be “sailing.” We’ll make some early improvements to sailing during Phase 1 (such as fixing speed sails and increasing overall wind speed) and then we’ll loop back to sailing during Phase 2 for a more thorough pass on sailing functionality. Some more examples like this include: Tames and breeding will get a general balance pass, then we’ll do a larger update on tames and creatures in Phase 4. Blueprint scaling will get some early adjustments in Phase 1, then we’ll address it some more in Phases 2 and 3. Temporary fixes for certain combat meta pain points (until they can be further ironed out in Phase 3) such as: stat scaling, torpor, NPC swivels, harpoons gliders. Phase 2: Seas, Ships, and Sailing Phase 2 is when we’ll start to reintroduce new content to the game. The general philosophy of this update will be: Ensuring that you all are spending more time having fun on ships and out at sea. Making the ocean feel less repetitive, more inviting, and more rewarding. We want ships to feel like homes! If players want to spend all their time at the sea, they should be able to play that way successfully. There are quite a few ways we’ll be doing this, but you can expect changes along these lines: Improvements to existing sailing and ship systems. Introducing more NPC encounters on the ocean (and different types too). Introducing more activities you can do on your ship. Exploring ways for players to store ships safely when going offline and taking a deeper look at overall travel times and ship functionality (such as sails/wind/cargo containers). These are just a few examples of what we’ll be tackling in Phase 2 and we expect that players will feel a welcome and marked difference in their experience out at the sea once these changes are made. Next, we’ll be covering Phases 3 and 4. Please keep in mind that a lot of the details in these phases are very early and we’re still figuring out our exact priorities, but there are a few things we’re relatively certain of and are exploring right now: Phase 3: Skills & Combat Here are some things we’re pretty confident we’ll be doing in some form: A skill tree rework. We’re interested in something more akin to specializations and roles to give more depth to the skill choices you make. Improvements to make combat feel more fluid and impactful. We want it to feel even more fun when you’re fighting! Changing the ship combat meta to embrace stronger piracy gameplay: A shift to a “boarding” combat meta. New incentives for choosing between sinking, pillaging, or outright stealing ships. Potentially adjusting the ship stealing process/claim time. Changes to encourage more fighting on ship decks. Phase 4: World, Claiming, and Tames/Creatures This phase is perhaps the largest section of our new roadmap. As the furthest phase out from right now, it is definitely the most subject to change over time, but we’d still like to share an overview of our current thoughts on these areas of the game. In this phase, we’ll be exploring various subjects such as: The world layout and network. Some of the points we’re currently exploring are a possible combined PvPvE network and different continental world layouts. Factions, which are very early in design right now, but are something that we’re very interested in from both a gameplay and a narrative perspective as a means of giving players across multiple companies shared goals. Adding more MMO-esque elements to the game such as more populated ports/towns, deeper in-game economies, additional storage options, etc. We’ll also be making some significant changes to the claiming system, adjusting how much of a role it has on the world and addressing some of its biggest problems such as “pillar spamming” and "honeycombing". Reducing the importance and role of tames and creatures in the game, as well as polishing other PvE content in the game such as Golden Age locations, boss fights, the Fountain of Youth, etc. We wanted to acknowledge the issues that we’ve identified in the game and outline our plans to address them. It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along and you can expect to see a more active presence from our team in regards to acknowledging the current issues with the game and discussing how we plan to address them. We hope that sharing our new roadmap and details on what’s coming soon for ATLAS (and also further down the road) offers a further “glimpse behind the dev curtain” so to speak. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  8. 2 points
    This game has really become a joke. To raid anyone anywhere you need just one sloop with one cannon. Pew Pew and bye bye mythical galleon. It does not matter if you raid in lawless or on a claim island, a few shots and blubb blubb enemy galleons. On the other hand defence is just a joke, you can build whatever artillery tower you want. For sure a chinese swarm fleet is coming, 30 chinese bears (Panda ?) are coming.. byebye artillery tower, superfortress, whatever. Suvival on land is possible, but not through strength nor raw power, the snesky hidden way is successful. Unfortunately this is not working for ships, you can not hide them, stone garage is not even one galleon volley, scouts search the beaches, chinese swarm fleet is coming... bye bye your ships. Really stupid, i would like to build something bigger than a sloop, but this is pointless, as all built ships will 100% be offline sunk the next night.
  9. 2 points
    Hello everyone, In the first few hours of playing Atlas I realized that this game has massive RP potential. It's slowly growing, but a handful of us have started the beginnings of constructing an RP Community. No struct rules; follow the law, play in character, etc. Looking to build a lax progressive environment that everyone can immerse into and experience a dynamic narrative that plays out all on its own. I guess you'd say it's a light/medium RP, but RP in a sense that you're living in a town, possibly have a home, you make friends, perhaps you have a job or you're an adventurer who goes out to sea looking for spoils to bring back to the community. But to do that you, you had to pay the captain of that ship to take you out, but he had to pay a crew to ensure a safe voyage... you see where I'm going A few steps for the journey ahead Acquire a small group of sane folk to construct a foundation for the future townsman/women. They will be known as "The Founders" Founders Phase: This phase we will do our best to solidify our way of life and to develop a name for our company. If we acquire a full square we will adopt a new name and declare ourselves a sovereign nation. Settlers Phase: This is where we try to find the best possible land of our own. Ideally there will always be settlers looking out for new lands. Builders Phase: Once a land is founded our builders will start to construct the towns infrastructure. (One of our founders has come up with "Elshire" for the capitol island) Law of the land: For example, theft, building without a permit or "no build" zones" may come with a fine. Those represent some of the plans I've come up with for starting the community. I'd love to run the town as a democracy and allow the outcome to play dynamically to see what stories unfold. If you're interested in founding this community please join the (very empty) facebook group Atlas RP and/or the XBOX club Atlas RP (Both names subject to change). Looking for open, creative, flexible thinkers who tend to get along with others and work well in groups for founders, but everyone interested may join the FB group. This is a work in progress and doesn't cost anything to join. Thank you for suffering through my slightly insane proposal and for anyone who didn't want to read it all, here comes the TL;DR. TL;DR: Building a light/medium RP community on the Gorgons Gaze server (PVE). This idea is currently in development and we need a few people for the initial set up. Join the FB Group Atlas RP if interested.
  10. 2 points
    So your solution is a specific skill and to wander around a very large and vague area? Why I have no doubt this is possible, it is not really viable. It is not that he's trolling, it is that you can't see that your "solution" is not a solution. I thought you'd want to know as you were confused about somebody being stupid, well... somebody was.
  11. 2 points
    Same here. I've been gone since May till late autumn and found that game plays a bit different, but yet a lot of weird thing happened. This wave issue - it's happens after storm. Because the way wind rotates is out of sync with wave direction, and I guess ship moves with right waves and we see wrong ones. I once had waves moving opposite direction to wind. I also noticed that "+sail velocity" in speed sail blueprints is gone. Does it mean - better speed sails no longer increase speed? It's a bit strange. We still have skill that increase radius we see thru fog of war (which is no longer exists in a game). Tames are still irreplaceable. Ship leveling is now dramatically long (like few days ago I was on my damned ship hunting, I took down about 4 schooners all from lvl-30 to lvl-60, I took like 5 brigs, all lvl-54+, and one Galley lvl-26 and guess what? With this holiday buff I got JUST +1 LVL from 35 to 36. Most blueprint I've got is masterwork one). When you rebuild something in your base - random railings and ceilings all over the place are keep disappearing. We still have rain with -20'c (-4'f) and snowfall when it's +25'c (+77'f), we've got like 3-4 fog waves during the daytime in tundra.
  12. 2 points
    So here is my issue. I live on an tundra island on PvE EU. My island has an frozen lake/pond, which isn't a valid water source to put a "underground water pipe" down. The message says: Can't Place Underground Water Pipe: Must be placed in water or connected below a pipe with water. I have placed several water reservoirs next to this lake. It gets 200% water, so it is a non-stop water source. I've tryed connecting the underground water pipe to it. It will snap into place. But it will not let me place it. It's not a valid water source for some reason. Please make it so that an automaticly 24/7 filling water reservoir, is a valid water source for an underground pipe system. (this message was created after moderator blitzed909 from the Discord server suggested I should make this suggestion here) If the devs don't fully understand my suggestion, contact/@ me on the Discord server. Jahee#6593)
  13. 2 points
    Why? 1) This is a survival game. 2) They are Undead and hate the living, why wouldn't they attack? 3) next, if I'm unarmed, cobras should just slither past me.
  14. 2 points
    I think the biggest problem is that there is no objective in PvP in Atlas. There should be some kind of risk versus reward. Right now, all PvP is just trying to completely wipe people out. So the only objective is complete annihilation. The time to build up in order to compete only to lose it all within a couple hours of being offline is just not worth it to most people so they quit. That doesn't create a sustainable game. And because the risk is so high many people are willing to cheat so they don't "lose". It's a piss poor recipe that only brews disaster. Without some kind of accountability and objectives, there is no reason to keep playing in PvP.
  15. 2 points
    Not nessesary a bad decision, having very little PVP / PVE seperation is bad. Also without trawling the internet, you'll only find out about the fast decay when you loose a ship is an utter crap system, they could easily add a bit more text to the "you are above level 8" constant notice when you are in a freeport region.
  16. 2 points
    I don't think planks need to be at zero durability to spring a leak.
  17. 2 points
    Who ever thought swivels needed a damage buff against players needs to never be involved in decision making ever again. You buffed the most op thing in game front facing swivel horses.
  18. 2 points
    Skill up in the use of a sextant. the buff can last up to 2 hours if you do it right. puts a compass with ship speed and location at the top of your screen
  19. 2 points
    You wouldn't be safe. All your gear and items on your ship would still be at risk but I suggest not being able to lose your ship in ~10 mins when it's green anchored. I know it's prob hard to understand if your a moms house basement dweller, but ppl have lives and losing your ship that takes a day to rebuild every time you have to unexpectedly step out for a bit WILL drive away the pop again. Your supporting/promoting design flaws that will drive this game under, again.
  20. 1 point
    Will we ever get thise cool ark christmas event stuff onto atlas? Like Christmas color dinos? Skins? 2X all for next 2 weeks?
  21. 1 point
    *copy pasta* ;s *pre defined standard response* *no follow up.............................&(**********
  22. 1 point
    I’m just here wondering why you’d have a base on the same grid as a lagging mega company.
  23. 1 point
    The 2x weekends is imo the only thing that enables some players to actually keep playing. I am away 13h / day for work during the weeks so weekend is only time i can really farm and play more etc. If it was 1x rates on weekends I would lose interest very very fast. Those rates are way, way too low for people with busy real lives, (which should be a lot of people these days). I've never messed with breeding for same reason, I don't have infinite time to put into game. Often I have to choose on the weekends too: farm materials or go out for Gold upkeep etc. To conclude: to take away 2x weekends would probably results in many more people fleeing this game, feeling they don't have time for this game anymore, since everything becomes (even more) a time sink. Long live 2x weekends!
  24. 1 point
    So today after patch 19.21 i can't build in the very front or the very back of my galleon, every time it says "requires nearby Foundation Support" the thing is that at the exact same spot i already placed structures before the patch and now when i destroy the placed structures i cant build new one there.
  25. 1 point
    It was very necessary, the game was dead to new players as it was, sure it sucks ill have to rebuild but this is what we signed up for with EA
×