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  1. 178 points
    Current ATLAS Official Server Network Server Version: v218.27 Upcoming patch notes Please note these patch notes are not finalized and there may be changeS prior to the full release on the live servers. More notes to come! released patch notes current: v218.27 - Fixed a bug that allowed players to gain massive height when running into the corner of a raft or dinghy - Fixed a bug that allowed players to gain massive height when climbing really tall ladder set ups - Fixed a bug which allowed players to base on top of submarines - Fixed a bug which allowed seated npcs to shoot puckles through walls - Ended 2x Magic Mythos Event v218.25 - Enabled 2x Harvesting, Taming, XP, and Gold on our Official Network - Fixed rope ladders so that they can now be rotated when placed on wooden catwalks - Fixed 2-handed weapons able to used interchangeably, bypassing the weapon equipment timer using the Q hotkey. - Fixed a bug where critical strike could be used with other weapons by removing the buff if you switch to a different weapon. - Fixed a bug where projectile mesh wasn't showing correctly for singleplayer. - Fixed a bug which would cause players to throw out their gear by accident at low server fps when using "O" instead of "E" to unequip currently equipped gear. - Fixed a bug which allowed diving platform to be placed on top of a cargo rack. v218.24 - Fixed a case where ships would enter a broken state where it visually appears to be unanchored, but you wouldn't have been able to move it. - Releasing a ship from a shipyard now has an activation timer - Fixed a bug which would cause players to throw items out of their inventory when rapidly pressing E to equip them - End of Magic Mythos event on Official Servers - Critical Save Changes to Non-ATLAS Dedi/Blackwood which fixes the following, but may require a save wipe: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map Additional info on Blackwood/Non-ATLAS Dedi changes: v218.21 - Prevented the hotbar from outlining red with broken items when at the ship wheel - Fixed a bug which prevented melee attack with weapons whilst carried by Lion - Fixed a bug which caused players to lose most control of their characters after dying to exhaustion when shoveling (was previously solved by relogging) - Fixed a bug where buoys would not provide light and be desynced on the ocean at high waves - Fixed a bug which would not allow players to change the name of the ship if they hadn't previously given it a name (this only occurred when pressing accept without naming it, rather than cancel) - Fixed a bug where the reload mini game would not take effect when mounted on creatures - Multiple Misc Blackwood Level related fixes (floating foliage, ocean water transitions, holes). v218.21 - Fixed a crash which would occur when attempting to open a Dinghy's inventory - Fixed Advanced Able Mapmaker being unlocked by the wrong skill - Fixed Ship Max Level being erroneously counted by the Shipyard's current health rather than the total health. - Fixed dedicated servers not using passwords on Blackwood - Fixed a case when searching for Blackwood servers would cause only one to list at a time - Fixed a bug where corpses with inventories would not calculate their correct weight - Fixed a bug which wouldn't allow you to select the Home Server to change to on Unofficial Networks - You can now plant an assortment of seeds in Blackwood - Fixed multiple islands on Blackwood being marked as non-buildable - Fixed a bug where beds would sometimes not function on Blackwood - Fixed Shipwrecks spawning on the coast of islands in Blackwood - Fixed multiple foliage and terrain bugs with Blackwood - Moved the 'Exit to Main Menu' button to the bottom of the pause menu options v218.15 - Fixed a client-side crash (https://pastebin.com/U3QN7KyQ) - Blackwood content moved to optional DLC, for those who do not plan to play it and want to save the install size (10GB): https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/ - Added multiple treasure map locations per island for Single Player and Non-Dedicated Game Modes v218.14 - Client-side fix for Treasure Map crash v218.13 - Blackwood is available! An example command line for running a dedicated Blackwood server: start ShooterGameServer.exe Blackwood? -log -server -NoSeamlessServer exit - Character and inventory import/export for Single Player and Non-Dedicated Servers (optional for hosts) - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP, Harvest Rates and Gold! v211.32 - Further optimizations for structure replication in multiplayer networking v211.31 - Improved how servers replicate structures on ships leading to large performance gains, particularly in areas where there are many boats and many clients, such as docks and large fleet battles. - Magic Mythos has now ended on the Official Network v211.21 - Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option). - Fixed Kraken sweeping players off their ships when the ships are knocked back - Improved client performance when numerous players are nearby - Wheel Skins now work for singleplayer/host - Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text. - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest) - Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest) - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates v211.15 - You can now password protected Non Dedicated Multiplayer Servers, some notes: If the session is password protected no direct joins will work unless the person has previously successfully inputted the password If they fail to enter the password, they'll have to restart the client before they can have another chance to join. You are unable to host a Private Match at the same time as a Password Protected Session at this time. - Fixed a case where players weren't able to respawn on beds in Non Dedicated Multiplayer after transition - Fixed a bug which would cause player arms to disappear after mounting the submarine v211.0 - Non Dedicated Mode is now available v210.2 - Settlement owners can no longer raze claims on PvE. - Settlement Owners can place down multiple banks on their island, so settlers can supply it to help upkeep with gold - Settlement Owners now have the option, on Claim Flags, to prevent anyone but Company Admins from removing items from a tax bank v210.13 - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates - Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks. v209.499 - Fast Decay has now been enabled for Settlement Owners - Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay - Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay v209.497 - Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true - Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats. v209.491 - Magic Mythos bonus rates have been disabled - Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live) v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours. v209.46 - Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however they may clear with this change after 5 days, as company data is loaded - Fixed "leave Company" button v209.43 - Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game - Fixed a bug where players would temporarily enter combat state upon transition v209.4 - Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150) - Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company - Added an Admin Command to Single Player: cheat DoLeaveTribe - Forest Colouring can now be crafted and applied to items - Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name - Demolishing buoys will no longer leave the sign floating behind 209.36 - Fixed a bug which caused silos to pay crew that weren't on the same team v209.35 - Reverted the Claim Flag height limit on Official Servers v209.34 - When replacing invalid claimflags, you can now place them within the green ring of your original flag - Claim flag height limit has been increased to 6500 units above sea level v209.31 - Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval! - Company Island Point Limit has been increased by 100 - Tax Banks can only be placed by Admins or above in companies. - Fixed certain level creatures not receiving experience points in Single Player - Fixed underwater trenches not loading properly in Single Player - Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state - Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map - Discovery on the map now temporarily disappear beyond a certain zoon distance on the map (zooming back in will have them reappear) - Important: Claim Flags now have a maximum height limit when being placed. Claim Flags that were previously placed which exceed this limit will indicate as such on the HUD. Those which exceed the limit will be able to place a 2nd claim flag in a viable location. This will destroy your old flag and drop it's entire inventory into a loot cache (2 hour expiration time) on the ground. Next Wednesday, we'll be deploying an update which will force destroy any legacy flags which exceed the height limit. The limit is 4k units above sea level which is approximately 16/17 walls and only admins or above will be able to replace the flag. - New configurable ini setting for Claim Flag height limit [/script/shootergame.shootergamemode] MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions. v209.1 - Added activate sail turning as a keybind (default: Left Shift) - Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold). Crew on Land: 1st priority: Resource Box and Food larder 2nd priority: Silo 3rd priority: Claim Flags Crew on Fully Anchored Boats: 1st priority: Silo 2nd priority: Claim Flags 3rd priority: Resource Box and Food larder - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed. - New option on claim flag which allows turning off crew gold and food payment - Fixed an edge case which allowed you to fire cannons through walls - Fixed a bug where Crew was taking gold/food from a flag before they took it from a resource box/larder when dealing with Crew on Land. - Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer - Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended 208.21 - Fixed a bug which would cause players to be stuck when unmounting creatures - Cleared up the pinwheel text on Claim Flags, so they now indicate what it'll be changed to. v208.2 - Fixed invalid discovery points value on server v208.11 - Fixed a client side crash v208.1 - Single Player Beta Mode Note: Whilst not a formal system, Singleplayer users can play on any world json they want, by just replacing these files: \ShooterGame\ServerGrid.json \ShooterGame\ServerGrid\ (the map images) When doing so, please back up your SavedAtlasLocal folder, and then delete your save data using the in-game save delete button. - Claim Flags now have a toggleable setting in Settlements mode which allows Settlement owners to choose whether to pay and feed the NPC Crew for allies or everyone settled on the island. This will be displayed in the top-right hand corner HUD. A single + means ally crew will take gold/food from claim flags. ++ means everyone will take gold/food from the claim flag. A lack of + means that only the settlement owner's crew will be able to take good/food from claim flags. - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! - Future proofing landscape optimization (large patch) Just some further information on the update size, the reason it is so large is because a technical change went in place to improve the logic surrounding landscapes (not related to single player). Something we plan to improve more on in the future. This optimization will basically allow us to reduce the current install size of the game by, hopefully, ~33%. The way it works in technical terms is that all the landscape variants of the same shape will use one map, with material variants, rather than each having a redundant copy of the large maps themselves. This means we won't have to have all those additional copies, thus reducing the effective size of landscapes (which together comprise over 50% of the game's install size) v207.999 - Crew gold payment and food can now be done via your Company's claim flag. Crew that are on an island or on a fully anchored ship within Settlement range are eligible. Berries are the only food that can be used in the claim flag (there is a greatly extended spoil timer on berries in a claim flag for further QoL). Crew will still seek out payment and food from nearby food larders and payment boxes and if there are none nearby or they are empty, they will take from the claim flag. - Increased SoTD XP: Schooner approx 20% increase Brig approx 50% increase Galleon approx 100% increase 207.998 - Fixed Ghostship not appearing/disappearing - Increased step height for Elephants and Rhinos to 110 to allow to climb half wall steps, and helps with other obstacles both would realistically be able to step over - Golden Age AoD now drop less gold, have a larger respawn radius around players/tames and a longer respawn interval - Fixed cases where players would be dismounted from the swivel gun when firing on a ship v207.997 - A claim flag can longer be placed on a fully anchored ship during peacetime. - Grog: Damage bonus changed from +6% to -3%, duration changed from 600s to 300s - Rum: Now instead of giving 15 waters, it removes 20 water - Target soft spots - Cooldown increased from 15s to 60s and torpor bonus reduced from 35% to 28% - Critical strike - Cooldown increased from 20s to 60s and damage bonus reduced from 2x to 1.65x - Target weakness - Duration increased from 10s to 24s - Reduced the following armor stat scales by 30%: Health Melee Damage Stamina Fortitude Intelligence v207.996 - AoD on GoldenAge now drop gold when killed. Scales with level. - AoD now have a non-weighted random spread up to level 120 on GoldenAge servers - AoD are now immune to anything except gun (non-puckle), melee damage and tame damage. - Fixed cannons shooting thru overhangs - Increased sword damage by 50% - Increased mace damage by 35% - Increased pike damage by 15% - Increased spear damage by 20% - Increased throwing knife damage by 20% - Increased gun effectiveness against creatures 12.5% - Reduced med kit self heal 20% - Reduced tiger and lion head hitbox bone damage multiplier to 1.5x - Increased minimum island points on PvE from 30 to 70 - Increased max island points on PvE from 150 to 250 - Increased max island points on PvP from 250 to 320 - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! 207.994 - Fixed multiple cases where players would become unbased (slide off ships) due to certain structures. v207.992 - Company Rank settings are no longer the default option on E for climbing ladders if you're an admin or owner of a company - Improved Ghostship appearance logic - Fixed a bug which allowed clients to complete a musical sheet without even having to play a track - Updated Equatorial tags and temps for Giraffe breeding, as it now spawns in the bog. - Hid and cleaned up text overlap issues with the Sextant/GPS when inside menus 207.991 - Fixed bolas releasing creatures prior to their timer ticking down entirely. v207.99 - Fixed a bug which prevented tames and crew on ships from not having their claim timer refreshed on PvE. To refresh their timers, you will need to board the boats they're on. - Fixed a bug which would result in the XP Curse lasting permanently (retroactive) - Fixed a bug which prevented firing cannons which were placed on the top deck above gunports - Beds can only be used to spawn on after their initial respawn cooldown has cleared v207.981 - Inactive PvP boats will now automatically destroy after 4 weeks of inactivity - Enabled auto-destruction for decayed structures on Official Servers. - Sunken ships will always destroy after 5 days on Official Servers. This will clear the icon from your maps too, as long the area where the boats were sunk have been revisited. - Gunports can now be opened again without cannons (i.e you can now fish out of them again) - Fixed some invalid cannon placements / shooting edge cases. - Open gunports will obstruct firing from any cannons that are not explicitly linked to them, either by dismounting the shooter or blocking the projectile. - Fixed a Sail placement exploit. - New game.ini mode for Sunken Ships [/script/shootergame.shootergamemode] DestroyDeadShipsIntervalTime=0 // Defaults to 0, meaning sunk ships would last forever and set to 2592000 for officials. v207.972 - Fixed an issue where NPCs on a Galleon's front NPCs would not replicate, due to the Captain being all the way in the back. This would have previously shown Missing NPCs, even if they were stationed. v207.971 - Updated localization for German, French, Turkish, Ukrainian, and Swedish. - Gunports will no longer open if they do not have a cannon snapped to it - Cannons using gunport-snaps now check for near-by freely-snapped cannons before snapping, in order to prevent multiple cannons shooting from one gunport. - Fixed the Global Ship Limit counting Sunken Ships v207.95 - Increase torpedo ammo weight to 12 - Increase the torpedo launcher weight to 240 - Reduced the weight bonus torpedo launcher receives from closed gunports to 20% - Bola CC duration reduced to 6 seconds on players - Bola release time now reduced to 0.5 seconds when removing it from a player - Torpedo crafting costs updated. Reduced by approximately 20% and updated metal to require 2 types of ingots. Mythos requirement unchanged. - Flame damage now eliminates ballista harpoons - Improved server performance on Golden Age grids as AoD enemies will only be networked to clients once they've awoken. - Ballista Harpoon reload time has increased - 2x Magic Mythos is now active with bonus rates for Harvesting, XP, Taming, and Gold. 207.93 - Mortar and Pestle slots increased to 40 - Soap Blueprint added to Cooking Pot and Grill - Large Storage Box slots increased to 100 - Small Storage Box slots increased to 40 - Sugars now stack to 500 (increased) - Thatch now stacks to 1000 (increased) - Grenade weight increased to 5 - Firegel, Gunpowder, Blasting powder, Mythos and Coral can now be stored in the ship resource box. - Reduced Grenade damage to players by 33%, to NPC Crew and Creatures by 10% - Increased Playershop health to 12000 - Reduced base damage of Blackjacks by 10% and reduced the Fall Swing damage by 65% - Doubled stamina cost of shield bash - Fire Elemental now takes 50% more damage from Shotguns and 100% more damage from Ballista - Fixed ""Fail" sound line for the medkit using male voiceline for female characters - Fixed being able to place wallhooks on demolishable resources to prevent floating structures - Fixed being able to place triangle foundations on top of beds - Player Name is now included in the tribe log when scuttling ships or demolishing it via a shipyard - Fixed a bug which allowed you to move whilst bola'd - You can now base on non-allied PvE boats, and we've added an actionwheel entry to force non-allied characters off of your ship in PvE 207.91 - Torpedo Damage reduced by 45% - Boats will no longer sink when overweighted or overcrewed if they are fully anchored (green anchor) - Settlement Mode: Claim Flags now appear on the World Map for the grid region you're currently on - Submarines docked on hangars now retain their colour after server restarts - Prevented firing from gunports if the gunport has not fully opened. This is to resolve crews being dismounted as they were blocked for firing too soon - Quest skills are blacked out with a silhouette when not learned - Cocoa can now be crafted properly in irrigated grills - Fixed FPV reload animation playing when switching from TPV to FPV with the Crossbow - Fixed an issue where servers that were running for more than 4 days consecutively without reboot would have choppy water on the client. v207.9 - Networking range for players on ships is now the same as players not on ships (~34,000 units) - Networking range for unseated NPCs on ships are now about 18,000 units, and seated NPCs are now about 9,000 units. - Fixed Crows no longer flying to attack. - Fixed Shipyards at max storage capacity (300) fail to create ships. - Fixed being unable to gain any stamina after sailing to another server with a stamina debuff active from using any feat, for example, "reload overdrive" feat on a ship. Previously you would have had the debuff permanently until you die and respawn v207.81 - Improved third person view offset so that it now positions at the average head height rather than the center of the character's capsule. This should improve how it feels when the camera is brushed up against a collision in the world. v207.8 - If a launched torpedo hits within the first 3.75 seconds of being fired, it will do significantly reduced damage - Torpedo overall damage reduced by 20% - Torpedo overall projectile lifespan reduced by 10% - Torpedo and Torpedo Launcher crafting cost has been increased - Fixed hotkey assignments to save on relog - Readjusted Marker UI location when minimap is open to prevent overlap - You can now use "prying eyes" to look inside lock chests if they are your own company's boxes - Cannons/Puckles will no longer fire in peacetime if the structure does not own the claim and the target is a player or tame - Significant shoreline data memory optimization v207.7 - Fixed harvesting boost from giving more resources than intended - Fixed some unharvestable rocks and adding Fiber to missing freeports - Moved sextant GPS/Speed/Direction from above the hotbar to below the sextant compass widget - Prevented using Lucky Loader when in the middle of a reload - Fixed Harvest Boost and other skills from resetting their cooldown upon death - Crafting that requires 'water' as a resource will now consume 100 water, rather than the entire container - Fixed Grill not being able to use water containers as a crafting resource - Fixed overlapping text with Reservoir and Grill - Hydra is able to reliably break down trees - Fixed an issue with fishing rod where it would destroy itself when the item had broken v207.6 - Added JSON object library. - Added blueprint interface for anonymous communication between mods. - Added helper functions for: Searching for creatures by ID. Retrieving filtered class lists. - Re-enabled UObject counter in the devkit v207.5 - Fixed an issue with dropped ship cargo being incorrectly calculated v207.45 - Optimised Fog of War memory usage. - Added a new slider: Ship Draw Distance (note: changing this will require a client reconnect to take effect). This setting changes the distance at which non-core ship structures and seated characters will draw for clients. If you wish to revert this, move the slider all the way to the right, alternatively, slide to the left for higher performance (particularly in large-scale ship battles). - Looking at boats through a spy glass will force maximum draw distance on non-core structures and seated characters. v207.41 - Fixed some server-side crashes - Fixed double harvesting feat - Ship of the Damned will now lose agro if they have not dealt damage for some time - Ship of the Damned Galleons now have cannons on the front - Decreased the time it takes for Ship of the Damned to respawn on Golden Age Ruin servers by approximately 75% (previously 1 hour, now 15 minutes) - Fixed being able to drag players inside the Ice Dungeon v207.2 - Fixed a server-side crash v207.2 - Enabled Ship Structure Weight to the item tooltip - Fixed a client crash caused by crop plots - Giant Tortuga: Added step damage to prevent getting stuck on trees. Increased step height to prevent getting stuck on small obstacles and helps to more easily get out of water. Decreased tail swing range as attack missed at old max range. - Fixed combat state not being unset with gamepad - Fixed displayed ingredient requirements for Unthinkable Delicacy. Notable differences: 25 animal meat -> 10 cooked prime meat 10 Magic Marrow -> 10 Mythos added 50 hunger requirement to feat description - Updated Cargo container and Dinghy hangar to respect activation rank - Updated Shipyards and Scaffolding to respect activation rank - Server option to force disable structure prevention volumes Server Launch params: ?DisableStructurePreventionVolumes=true or in GameUserSettings.ini [ServerSettings] DisableStructurePreventionVolumes=true v207 - Fixed a bug which impacted Ship of the Damned's ability to sail - Updated the quest description for 'Veteran Explorer'. It now takes 25% of all DPs, rather than 50%. - Crossbow damage reduced from 65 to 55 - Faster reload skill effectiveness have been reduced by the following: Pistol - 25% less effective and Blunderbuss/Rifle: 75% less effective - Fixed merchant ships from sailing through islands Mega Update 2: Into the Ice! (v206.1) New Quests: Into the Ice: When you have collected all the Power Stones, head deep into a Polar Ice Dungeon to discover what lies beneath... Master Cartographer: Get at least 40% of the ATLAS Discovery Zones Skills and Feats: Feat: Instant Hotbar Equip, unlocked after completing "Master Cartographer" quest. Feat: Harvest boost, unlocked after completing "Into the Ice" quest. New Levels: Ice Dungeon: Found in the polar region, can only be entered if players have unlocked all the 9 power stones New Islands: Multiple equatorial and polar islands added to the ATLAS! New Boss Fight: Snowman Activated lights in boss arena now power a shield that maintains the Snowman's ice armor. Killing a round of minions will disable the shield, prevent minion spawns for a short duration, and allow the ice armor to receive damage. When minion cooldown is over, shield reactivates. When ice armor reaches 0, Snowman's health can be damaged directly and no more minions will spawn until the next health state. Upon entering each new health state, 1 extra minion will spawn at a time, and an increased amount of minions will be required to be killed for the shield to be deactivated/start minion spawn cooldown. When in the last health state and ice armor is destroyed for the final time, chaos ensues, and minions will continue to spawn until the boss is killed. Progress of minions to kill and ice armor are shown via floating hud. New Structures: Offensive Structure: Torpedo Launcher and torpedoes. Skill is obtained after completing "Into the Ice" quest. Building Structure: 3x4 Medium Gates Utility Structure: Ice Box - a high-insulation box for generating ice in cold areas. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. New Resource: Ice - Generates over time in cold zones inside of the Ice Box. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature and the half negative effects of armour weight debuffs for a short duration (15s per ice cube, max of 5 mins). Ice can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Relatively heavy. New Cosmetics: Player: Hydra Hide Armour Set, and Cyclops Heavy Armour Set Ship: Hydra Steering Wheel, and Bone Skin Steering Wheel New Attachments: Boat Attachment: Cargo Racks (reduces the weight of items inside of its inventory, has a maximum carrying capacity and can only be accessed when a boat is anchored. Each cargo container will slow down your boat. At maximum cargo carrier attachments, a boat's speed will be reduced by a total of 40%. Able to replace and pick up new cargo containers out at sea). Cart Attachment: Large Storage Box (reduces the weight of items inside of its inventory, does not work on ships) New Item: Fishing Net: Can only be used when sitting. Equips on the back slot. Will begin automatically catch fish when boat has met minimum sailing minimum velocity New Weapons and Ammo types: Ballista Ammo Type: Boat Harpoon (can be used to attach and reel in other ships) Weapon: Spear Gun and Spear Bolt (can only be used unwater) Weapon: Crossbow and Crossbow Bolt (multiple shots, cannot be used underwater) New Creatures Olfend: Can be tamed and bred. Used to collect, store, and shoot water to put out fires. Rare creature is found in the desert biomes. Giant Tortugar: A giant turtle carrier. Can be tamed and bred. Capable of being an armored organic vessel and able to carry 1 driver and 3 passengers. Very rare creature found in the new equatorial islands. New Features: Company: Map markers Company: Announcements Boats: Can now be unclaimed and claimed Controls: Full gamepad support New Quality of Life Improvements: UX: Revamped Skill Tree UI UX: Adjusted 3rd person aiming so there is less likelihood of foliage clipping UX: Sextant Buff Corner Mini Map is now hidden by default and can be revealed by pressing the H key. Sextant Mini Map can be permanently enabled by turning on the option in Advanced Settings Combat: Players now have the option to turn dual wielding weapons off by holding the TAB key and the hotbar key to equip the new pistol, rather than duel wield it. Combat: Gun hotbar equip time now scales (improves) with the various reloading skills Combat: You can now attack from the run-state (but not whilst running). Previously when attempting to attack whilst running, you would have had to pause, then attack. Now you can go straight from a run into an attack. Structures: The grill can now be attached to water pipes Controls: You can now use the F key as an option to pick up all items from the floor within a certain radius Ship: Pressing the F key whilst driving the ship, now allows you to access its inventory menu Bug Fixes: Skills: Fixed skills showing up in the wrong order on the skill tree Ships: Fixed a bug which prevented ships from reversing when they bumped into shores Ships: Fixed pressing right click to zoom in on the compass when sitting at a wheel of a ship Ships: Can no longer place a Steering Wheel inside the sail mast Building: Fixed a bug which prevented Water Reservoirs from irrigating grills if gathering water from a non-lake source Building: Fixed vertical encroachment check on the bookcase so it fits in 1-high wall rooms Resources: Fixed a bug where brain coral and fire coral were incorrectly labeled Map: Multiple level fixes (holes, waterfall transitions, soil types, etc) Creatures: Fixed a case where creatures would be stuck in the flee state whilst bola'd Creatures Fixed a case where creatures would appear to stand up briefly just after being bola'd UX: Fixed a bug which prevented you from seeing the HUD of a dropped item UX: Scaled the size of ammo texts on ammo containers to make them more readable and changed CanisterShot to Canister Shot Misc: Fixed icons for: Cooked Prime Fish Meat, Explosive Barrels, and Instant Equip Misc: Disabled male voice on female characters when using a repair hammer on damaged planks Misc: Fixed multiple cases where players shoulder disappears when harvesting with new anims Misc: Fixed manual targeting aim location not replicating to clients Balance Changes: Combat: Reduced sickle damage against creatures and players Combat: Sprint/Charge weapons have been disabled and will be re-added to the game as enhanced feats Ships: Small Weight Sail weight bonus increased from 515 to 1000 Ships: Medium Weight Sail weight bonus increased from 920 to 2500 Ships: Large Weight Sail weight bonus increased from 1300 to 4000 Ships: Small Handling Sail wind effectiveness increased from 101 to 118 Ships: Medium Handling Sail wind effectiveness increased from 101 to 118 Ships: Large Handling Sail wind effectiveness increased from 101 to 118 v104.91 - Crab can no longer throw characters when the weight of either/both carried characters is greater than the crab's maximum carry weight - Crab can no longer jump when it's carry weight is greater than 40% of its max weight
  2. 55 points
    1. Ship Panel from Wheel Add the ability to push F from the ship's steering wheel. Like tames, when riding them, the player is able to simply press F to access the tame's inventory and assign level-ups while riding the animal. Players should not have to leave the Wheel to level up the ship. 2. Repair All Structures Currently, NPC crew only repair the planks of ships. It would be a tremendous Q.O.L. improvement to allow these NPC crew to repair all structures including ceilings, cannons, walls, chairs, e.t.c. 3. Unseat All Crew I don't know about other players, but when I get off my ship, I unseat at least 4 crew members to ensure my ship's essentials are repaired before the next time I set off. This would be another amazing Q.O.L. improvement for the ship to have an implemented option to unseat all crew. 4. Man Your Stations Add an option to NPC crew on ships that assigns them a specific position on-board. Then add an additional option on-board the ship for assigned crew to "Man Stations." 5. Handling Sail; Reverse Allow Handling Sails to provide faster Reverse speeds. As it stands, ships can currently back up no matter what. If the Ship layout includes a Handling Sail, this ship should reverse slightly faster. 6. Captain's Deck As it stands, a Galleon is the only ship that comes with a snap-able slot for a receded Deck to be placed higher up at the back of the ship. I propose another optional Deck slot be added to the back end of Brigantines and Schooners, like the Galleons, for cleaner and more aesthetically pleasing ship designs. (The Brigantine is especially difficult to make the ceilings and walls line up with the back end of the ship.) 7. Improved Respawning @mKHammerBro Better Ship structuring to prevent falling out the back of a ship in motion. This happens often. Through Decks and through the back wall. Alternatively, re-code the Ship itself to act as a Respawn point, and change the Ship's accommodation level to improve how soon it can be reused as a respawn point. Maybe this will solidify the player's position on the boat when respawning at full sail. 8. Anchoring @mKHammerBro Increase Ship's anchor length to allow deeper anchoring. Larger ships can't get close enough to anchor sometimes. Maybe a craft-able mod or purchased at a Freeport. Additionally, stop beds and other structures from preventing anchor drop. Many can't anchor their own ships inside their own territory because of a random person's ship or raft anchored nearby. 9. Careening @mKHammerBro Introduce a new mechanic to ground Ships to scrape and clean the underside of the hull. In the past, this process was called Careening, or Heaving Down. Barnacles and other sea life clings to the underside and rots away at the wood. This could also introduce a new way to repair your ship's planks or add a temporary repair and/or speed buff to your ship. 10. Mooring @ikarirain Introduce a new item to be crafted at Smithy's from the Seamanship tree, Bollard. There are instances where a ship is too large to reach an anchor-able point, so it's been proposed to allow ships the ability to be moored in by ropes to Bollards, which can be placed on piers or shipyards, to safely "anchor" the ship in your territory, given anchoring isn't possible. Additionally, increase the amount of Bollards needed to moor a ship depending on the ship's size and/or weight. 11. Select All or Individual Sail Controls @Shakarian Ability to control all sails from the wheel, or select which individual sails to give certain commands to. For instance, all sails selected by default. But press keys similar to the cannon crews to deselect certain sails. 12. More Structures on Galleons @Vostik Vostik's Galleon is comprised so far of only ceilings, roofs and walls. and They can't even place a ship resource box anymore, yet I see a vast open space in these images still to use. Increase the structure limit on Galleons. https://imgur.com/a/Mz7F2TT 13. Look-Out / Telescope @Aristocrates It is known that being at the top of a mast gives the player a slightly larger render-distance so they can see ships and such ahead of time, but it would be nicer if there was a Telescope sort of attachment to build on the Smithy that could be attached to the top of the mast, further improving this render distance for preparation or avoidance purposes. 14. Additional Sails @Grodgen Auxiliary sails: Jibs, Mizzens, Staysails, etc: Currently we only have access to main mast sails. It limits the potential of ships. Ships have tons of sails on them, including these smaller or medium sized ones. Have them take up sail a small amount of points like masts but provide enough bonuses to the ship to make them viable. Lateen Sails: We have square sails, gaff sails, and mainsails in game right now, however, we are missing lateen sails, which were used way before the other three became popular. 15. Collidable Bowsprits / Figureheads @Grodgen Collidable Bowsprits / Figureheads: Currently they have no collision. You can't stand on them and it also limits their functionality as actual bowsprits. If you like any of these options, please reply "+1" an don't forget to Upvote the post! I'll be adding ideas posted here by others and tagging them for credit so this post gets bigger and noticed! Thank you for taking the time to read this @Jatheish! Regardless, loving the game.
  3. 47 points
    Yo! Trying something new here, this is more of an informal blog-style post where I’d like to do a bit of a post mortem on recent events. That could be following a large update, a tradeshow, an announcement of a new feature, etc. My aim with these kinds of posts is to provide some additional insight, it will be less about what’s coming/promotional content and more real talk from myself. Fair warning, my musings can be pretty verbose. Unlike the Captain’s Log, these won’t be made on a regular basis, but when I feel they might be necessary -- keep in mind, at indie studios people tend to wear many hats and whilst I am the Lead CM, I also work on the development side of the project, this was also the case for ARK too For the first Post Mortem, we can talk about Patch v10, bug reports, late-night deployments and the timelines surrounding them, support tickets, as well as rollbacks. Patch v10 So! This was a pretty big update, it dropped later than we intended due to some personal problems (people being sick), and then needing the extra time following that for people to get everything ready, as well as our QA team to run through it all. The delay did allow us to bring in more tweaks and fixes, which is always nice. I am not going to go into much detail about the patch itself because we’ve had two Captain Log’s which share the notes, but I do want to address some of the feedback and reports we’ve received since. If you want to know what came in v10, as well as our big announcements for the week, you can read about it on Captain’s Log #16: So this patch didn’t come without its flaws, and to be honest, it would be delusional to think any major one would, especially whilst we’re in this highly iterative state. Our development team, including QA (yes they exist, and they work damn hard and are often underappreciated in this industry), aim to catch and resolve every patch-related issue before it gets out to you, but we’re human and sometimes things can slip through the cracks -- whether that’s due to design, lack of numbers (tens of thousands are much more likely to identify problems!), or just something that was overlooked. Our style of development is to work hard, fast and get the changes out to you guys as soon as possible, though we still run checks to make sure it's stable and it meets our release goals. We don’t like to sit on updates, if it checks out, let’s get it out there! Hence the frequent late-night deployments, though some nights aren’t as lively as tonight, lol. Our goal is to ensure that ATLAS feels like a vastly different experience in a short period of time due to the improvements and changes we’re making on a frequent basis. This means that comparing ATLAS day 1 will be very different to ATLAS day 30 and then again to ATLAS day 100, so on so forth. This will come in the form of optimisation, bug squashing, rebalancing, and new content. This is how we develop titles as a studio, especially during Early Access. We find it effective and enjoyable. Sure it comes with its frustrations, and there could be adjustments made to our processes but the same could be said about any style. Not that we won’t make changes should we deem them necessary, but what you’re experiencing now in terms of the pace and size of updates, is most likely what you’ll be experiencing throughout Early Access. Updates coming at you harder and faster than the busted Ship of the Damned did in v10.72 . (Note: That patch did go through QA, sadly we didn’t expect our change to effect SOTD and had it patched out as soon as possible. My condolences to any seafarers who lost their lives and had their boats sunk). Now onto the hot topics! I may not cover everything, but I’ll try to cover what I believe are the important ones to address. If you think I’ve missed something, get at me: Discord: Jat#0001 Twitter: twitter.com/Jatheish Reddit: /u/Jatheish (not Jaton… also that was JATonreddit guys.. not Jaton…) Additionally, you could also reach out to Dollie! My co-captain on all things Community. You might recognize her from the forums, Discord, or from the Official ARK PVP Community. We’ll do a proper introduction post for her on Monday, in the Captain’s Log. Discord: Dollie#0001 I won’t reply to everything, in fact, I probably only respond to like 20-30% but I do read the majority of my messages, unless it gets super chaotic and impossible to keep up with. E.g you crash my browser/phone/discord (which has happened far more often than I’d like). This should be obvious, but I’ll say it anyway, I would like to reply to everything, but I learnt very early on that is not possible. I remember when I first started at Wildcard in 2015 and tried to respond to every Facebook and Steam comment. Mental. I will respond to the critical reports, assuming I am still actively investigating it (or the team is). OKAY. Now we’re really onto the hot topics. Sorry, I did say my musings can be pretty verbose. It’s crap when there are platforms with a word limit! Thankfully, I don’t think that’s the case on the forums, but I guess we’ll find out. Lawless Regions: Spawns, Resources, Temps. and Weather Shortly after launch, we temporarily hacked up a change which turned Lawless Regions into Homeservers and enabled some special settings on them which prevented Alpha Creatures from spawning, it had faster respawns when it comes to harvestables, and weather events (or might have just been rain) were disabled. In the latest update, we removed these changes and have set it back to our initial design. These servers are meant to be unclaimable land to allow players to gain a foothold once they’ve left Freeports, but they’re meant to be a temporary area before setting sail into the wide ATLAS! Based on our investigation thus far, resources are certainly respawning on these grids, and the signs point to the structure spawn-prevention radius causing confusion and leading to the reports. This system is native to the game but wasn't present during our initial launch due to Lawless Regions being listed as Homeservers, so from a technical point of view, it's intentional, however, I know better than to rule out possibilities for other issues (hence they're investigating). There's an argument that the radius itself needs to be adjusted, so we'll have to think on that. Keep in mind that this can change, whilst there may be some things we’re unlikely to change, it doesn’t mean that we’re set in stone. We’ll keep you posted if we have any updates! A quick note about the weather systems, these are the initial Early Access launch systems we have in place. We’d like to take it further, beyond just having fog, cold, heat, and rain! Though we believe there are certainly other things we need to prioritise which will have more of an impact on the game… such as volcanoes and of course the holy trinity of: bug fixes, optimisation, and balance! Plus. seeing that we’re on the topic of weather, I think I should mention temps too. Yes, they suck in some places, and we have resolved a lot of these in the most recent patch, as well as made it more clear when you’re experiencing a certain weather event, but there are more fixes to come, hopefully in the coming days. One of our designers is meticulously going through all the various biomes (we have a lot) and adjusting the temperature time of day and armour insulation values to make sure we’re hitting the sweet spot. Combat and Creatures: Guns, Melee Weapons, and Armour The overall goal with these changes was to ensure sure that weapons were more effective against higher armoured players, whilst not making the lower tiers completely worthless. The primary change you should notice is that the weapons themselves are more piercing and have had their base damage reduced to reflect this. Clearly, this had some knock-on effects on how players dealt with creatures (tamed and wild), which we expected but to know the full extent of the changes it is best witnessed in a live environment. The gameplay/balance team are consuming your feedback and will make adjustments when necessary, it’s possible that there may be some potential tweaks too with some multipliers which are being looked at right now. Not going to confirm anything is being changed right this instant, but just acknowledge that we’re aware of the feedback and it is actively being discussed internally. Tamed Creatures I figure this needed its own mini mention itself. ATLAS isn’t a taming orientated game. Yes, we have it, and we plan to expand on it, as well as introduce more creatures for you add to your arsenal, however, the creatures themselves are meant to be supplemental and not the main focal point. Prior to v10, we felt like certain aspects of the creatures made them too strong. Primarily how quickly they could restore health via shovelling food down their mouths and consuming corpses -- mechanics we weren’t really keen on with ARK either but for legacy reasons are necessary to that game. It’s understandable that we may have overshot with this update and we’re happy to bring some baselines back up, but it’s not likely we’ll adjust those healing mechanics. At this time, we’d rather have creatures that are inherently more powerful than having immense regen. Though we do understand the need to manage your tame’s health and we’ll be investigating additional ways we can do this beyond the skill/feat system. Something we’re toying around with now is the idea of custom cooking recipes for individual creatures (or more broad recipes that can affect multiple creatures) to heal em up. It’s safe to say that you can expect changes and content coming in the days/weeks/yadda yadda ahead revolving around this. PvE Exploits Not going to share what the exploits are, that would be unwise…although I suppose for those of you who weren’t aware, you might be with my post. Just wanted to say we are well aware of what’s happening and are exploring ways to deal with it. The obvious solutions won’t quite work due to some backend stuff, however, we are actively looking into a more delicate and effective solution. In the meantime, quit being jerks and griefing each other, otherwise, I might have to set Amberenix (our Game Master) on ya! I think that covers most of what I wanted to discuss about v10. I realise that doesn’t cover everything, but then we could literally be here for days on end and right now it’s 8 a.m and I’d like to get some rest soon haha. We had some hotfixes and patches go out today following the release, mostly just to resolve things that had been overlooked/missed in the update and some exploit fixing… as well as deal with the menacing rapid-firing Ship of the Damned that we introduced ourselves. Which kind of brings me to another topic... Server Deployments and ETAs! Typically when we have a release candidate that’s ready to go out, we announce it via a server broadcast in-game. The release candidate usually will go through some basic smoke checks to make sure everything is running smoothly. Assuming we do not encounter any problems and the fix checks out, we then begin the deployment immediately. Unfortunately, sometimes we run into issues that were unexpected and have to deal with it, or a player report has just come in and we want to get it fixed prior to deploying, saving us needing to deploy multiple times a night -- unless it calls for it. As for the comments asking why we don’t keep builds in QA for a week at a time, well, to be frank, running a full playthrough of all our content and having QA check every nook and cranny for every update would take longer than a week. It would increase our development time and is not incredibly useful to us in our current development cycle, and as mentioned previously, we don’t want to sit on updates. If we believe a patch is ready, we plan to roll it out as soon as possible. It’s not our intention to get these times wrong and we don’t plan to make you guys wait, it’s just how it happens. I will say though, as long as I’m around during the deployment process I will be keeping the Discord and Twitter fully in the loop when it comes to actual-actual deployments, as much as I can. In essence, if it’s mentioned on either of those platforms, it’s probably going to be incoming. This is when it comes to specific deployment messages such as: in 15 minutes major version etc is incoming and not in related to the larger ETA timelines we share (i.e 4 hours). It’s no secret that we’re not the best with time management, there’s no point hiding it. It is definitely something we need to improve on and I’ll be encouraging the team to do so, it’s been a quibble of mine for ages and not just because of all the hate messages I get about missed ETAs, but because I know how frustrating it can be. For those of you asking why we even bother giving you these inaccurate ETAs and not just say the moment the patch is ready to deploy. Well, when we share these ETAs, we believe they are accurate at the time and then XYZ thing happen. Some players would like to be informed ahead of time so they can try to plan out their day around our ETAs (to their own risk... might I add, I always get messages about folks taking off days from work or skipping dinner to hang around for a patch, I don’t recommend doing it! Even if we were the best damn ETA-deadline hitters in the world, ya never know what could happen and if you do decide to, hey that’s on you man :P). For those of you who don’t want to be informed and would rather wait until the very moment we are deploying, then I’d recommend ignoring our general broad ETAs and look out for the ‘15 minutes’ to deployment ones, those are the most accurate -- and especially if they’ve hit social platforms like Twitter/Discord, but ya, the criticism around how we handle this is warranted. As for late night deployments, well I think I’ve covered this a few times with this post but just to reiterate. We don’t like to sit on fixes and updates. If we’re confident in something and the team is available, we’re happy to set it live. Whether that’s at 4 AM or 4 PM. It’s a little more chaotic at the moment as we’ve just launched and soon enough we’ll have some more structure and planning to it, but generally, you can expect the same frequent updates. ATLAS launched as an early access title and we plan to update it often, and regularly with meaningful changes. Rollbacks Moving on from that, let’s discuss rollbacks as this was mentioned today shortly after the Ship of the Damned patch was released and some players, unfortunately, had their ships sunk. First of all, I’d like to apologize profusely for that. I feel for anyone who suffered a loss, it definitely sucks and we’ll always do our best within our process to ensure we’re able to avoid those scenarios as much as possible. When it comes to rollbacks, it is something we explore as an option in the event of a catastrophic game failure, as they could potentially introduce other problems. This means things such as an unintended wipe, data deletion, game content not being cooked properly, etc. There are other scenarios, but not feasible to list it all out. Just know that as a team we do not take these decisions very lightly, and everything is handled delicately on a case by case basis, if we determine that a rollback would be warranted, we would inform players as soon as possible. I know that doesn’t make up for the loss of boats, creatures, etc in the event that a deployment goes awry; please understand that due to the rate that the game is changing, this could also happen due to a balance change, or the introduction of new content. A lot of players had their boats sunk early on by the insane fire arrows (which may still need to be looked at), or cheaply sunk with metal picks; it could happen for a number of reasons and is a downside when playing a highly iterative and ever-changing title. On that note, we will do our best to ensure that we avoid these situations. Having a patch screw you over sucks, having a rollback sucks, so let’s stay away from both if we’re able to! Support Tickets, Player Reports & Bug Reports As of yesterday, we launched our support ticketing system. Right now we’re helping out folks with Company Ownership issues and Players getting stuck, though hopefully, the latter is not as necessary anymore due to the recent v10 changes. Over time, we’ll be increasing the options for how we can support players as we identify more areas where it is necessary and implement more tools to tackle these. Please note, that we’re always going to be leaning on the side of technical solutions to game problems versus direct Game Master intervention where we can help it. We’re a small team and our resources are better funnelled into development. We’re also going to be actively investigating player reports as they come in. I primarily want to shut down cheaters who are using hacks/3rd party progs or ridiculously exploiting unintended game mechanics to gain an unfair advantage over other users. Please keep in mind the final verdict of these punishments comes down to us, in a sandbox environment, monitoring your game is best done on a case by case situation. There is no silver bullet, but we will certainly invest time and resources into dealing with this. Not going to go into details because it’s best left close to our chest - but it won’t be tolerated. This isn’t solely just limited to cheaters though, but also ‘toxic’ users. That word is probably overused now and has lost some of it’s meaning, but to be clear; we understand when people are joking between each other, we know there’s an element of banter when playing a competitive game, especially one of pirating and world-conquering nature, however, we will not tolerate outright harassment, discrimination etc on our servers and have already taken action against multiple companies/individuals. And finally, bug reports! Right now the reports are coming in from a variety of different platforms. The forums, Discord, Reddit, Twitter, Twitch, Youtube, etc. We’ve got our eyes spread around but are looking into a more effective way to accept reports, as well as show you that we’re aware of them. Whilst I was working on ATLAS pre-launch, I know the ARK team created a custom bug report system on survivetheark. I’m looking to do something similar based on the Support Ticket system, but hopefully more customized with better user permission management, highlighting things like developer response, and upvoting. Not sure how much of that is doable based on our current systems, but going to be exploring it as an option with Chris. We’ll see how things pan out with the Support Tickets and Report Players system, if it holds up well then we can look into implementing the bug reports area. In the meantime, continue as you are -- we’ve got enough coverage around the multiple platforms and you can be sure that your reports are being investigated! OKAY. I think I have covered everything that I wanted to talk about in this blog post. It’s a lot wordier than I anticipated. If you prefer seeing posts like this, let me know and I’ll probably end up doing more in the future, but maybe not as wordy -- this was more so as it was the first and there was a lot to say. Anyways, take it easy, and here’s hoping you all continue to enjoy sailing the seas of ATLAS!
  4. 46 points
    We reclaimed all ourselfes didnt need help anymore,ty
  5. 32 points
    Can you guys finally fix the animals and crewmembers and even players falling through boats and floors? Every serverrestart our tames, crew (and we sometimes as well) are dead because they fall either through two or three decks or two or three floors, animals as well as crew, and it's starting to get old. I know this isn't ark, but you're using a lot of the same code, and I've only seen this happen in ark once or twice in over 1300 hours. Please fix this!
  6. 32 points
    Lets face it, Galleons and Brigantines are huge, and we like building our fancy piers and docks and parking our ships next to them. Unfortunately, with many islands, the land drops off super deep super fast. So, I got to thinking, why not add a mooring system using the same key that activates anchoring, inspired by another lesser known function, the map key. Did you know, when you double-tap M, it brings up only the compass, and when you press and hold M, it brings up only the map? This function tells me that it's possible to use a single key for multiple functions based on how it is used. This said... The mooring system would involve two craftable parts: A ship-mounted mooring rope (similar to how dinghy and diving apparatus is mounted) and a building-mounted set of mooring posts. You place these mounting posts on your pier, similar to how a wall will snap, and then build the mooring rope on the side of a ship. When your ships mooring rope is near a mooring post, you'll see an icon on the right, similar to how the anchor icon pops up. When it's lit, press and hold X (the anchor key), and the ship will begin a 10-15 second mooring animation while the mooring rope is tossed several times over the mooring posts, slowly tightening until the mooring process is complete, and freezing the ship into place as if it had anchored next to the pier. This process would allow ships to moor to a pier when the water is too deep for anchoring, and can help easily organize the space in a company's large pier by using the docking space efficiently.
  7. 32 points
    Claims need to be limited to 1 per character, with a maintenance cost. In addition after so many hours if the clay. Isn't built on, it should expire. We've spent 14 hours now sailing, and found no claimable islands. players are claiming everything they come across, and it's then never used. I would also recommend adding another PvP and PvE server cluster to each region worldwide. No need to pack in so many players.
  8. 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?
  9. 29 points
    Come on Devs. FOR YEARS IN ARK WE ASKED FOR A CHOICE OF GATES, AND YOU WOULDN'T GIVE US THEM. I am sick and tired of having to build structures that are either TOO SMALL or stupidly OVERSIZED, just to fit the gates. Please give us a selection of Gates, or implement the DYNAMIC GATE from the S+ MOD from Ark. Its not difficult and can be implemented quickly. It would also stop so many shit oversized building having to be made. Which in turn will reduce the lag on the servers. WIN WIN WIN. Come on Devs start using some common sense, you've made a great game so far, but implementing Dynamic gates would make total sense. Give the players what they need. Sorry if this sounds aggressive but I love designing good buildings, but can because of the lack of gate choices I am limited to having to build massive ridiculous barns to incorporate the behemoth gate.
  10. 25 points
    Hello Atlas community. Today I'm proud to release to first iteration of my advanced dynamic map for Atlas. The map can be found here: https://pocketdevs.org/map/ Currently, the map has the following features Important Zone Highlighting (Freeports, Golden Age Ruins, Lawless Zones, Central Maw.) [Toggleable] Showing Map Grid [Toggleable] Showing Discovery Zones [Toggleable] Showing Biomes [Toggleable] Showing Official Server Top 10 Companies + Claims (NA PVP, NA PVE, EU PVP, EU PVE) [Toggleable] Showing Current Mouse Position as in-game GPS coordinates + Tile Showing Specific Point as in-game GPS coordinates [Right Click] Controls Layer Control, this control allows for changing which layers are shown on the map. Zoom, this control allows you to zoom the map in or out. Right clicking the map will show the in-game GPS coordinates rounded to two digits. Screenshots Click any screenshot for the full-size.
  11. 24 points
    Have you created an accordian but don't have the ability to play it? Check out my Autohotkey song macro tool: http://delayatlas.com/songmaker All you have to do is install Autohotkey, create your song, copy the text to a text editor and save the text with the .ahk extension like "mysong.ahk". Double click the file and press F12 or whatever toggle key you chose, and your character will start playing the song! The toggle key will pause/unpause the script. For example, this is the Lazytown You Are a Pirate song: r--r--gdsa--rrrrdrgiii--rrrrdrgdsa--a--g-hg-r---
  12. 24 points
    Just thought I would compile a list of Where to get what resource since I could not find any one place that listed them all and the Wiki is not yet update(plan to do some of that next). I got All these values/info from the game directory “steamapps\common\ATLAS\ShooterGame\Content\Atlas\AtlasCoreBP\HarvestComponents”. The listed Zones in that directory(which you can find below) are, NE Tropical, NW Temperate, E Temperate, W Tropical, W Tundra, Equator, Polar, C High Desert, C Low Desert, Ocean Floor. I will List zones then what you can find in them. Keep in mind free ports might be different in that zone. There is not a folder for some zones (North West Tropic, North East Temperate, et...) So I assume it might share the same values as its corresponding zone. Keep in mind these are just the HarvestComponent, what they yield might not be exactly what they are named. Many zones have more than 2 woods you can gather. North East Tropical Berries Acai, Acerolla, Elderberry, Sugarcane Coal Graphite Crystal Quartz Fiber Silk, Straw Flint Chalcedony, Chert Herbs Cilantro, Turmeric Metal Copper Oil Crude Pickup(can pick by using E) Granite, Coconut, Oak Sap Honey, Wax Stone Granite, Limestone Thatch Fond, Roots Veggie Bean, Rice Wood Oak, Eucalyptus North West Temperate Berries Schisandra, Strawberry, Coal Anthracite Crystal Emerald, Quartz Fiber Straw Flint Radiolarite Herbs Chamomile, Licorice, Mint, Oregano Metal Iron Oil Crude Pickup(can pick by using E) Granite, Carrot, Onion, Pine Sap Syrup Stone Granite, Slate Thatch Rushes Veggie Pepper Wood Pine, Poplar East Temperate Berries Black Berry, Schisandra Coal Sulfur Crystal Calcite, Ruby Fiber Straw, Bamboo, Silk Flint Chert Herbs Mint, Oregano Metal Silver Pickup(can pick by using E) Slate, Carrot, Onion, Poplar Sap Syrup Stone Slate Thatch Rush Veggie Pepper Wood Fir West Tropical Berries Acai, Acerolla, Elderberry Coal Graphite Crystal Calcite Fiber Hemp Flint Radiolarite Herbs Aloevera, Cilantro Metal Cobalt Oil Olive Oil Pickup(can pick by using E) Limestone, Coconut Sap Honey, Wax Stone Limestone Thatch Fond, Rushes Veggie Bean, Lime, Rice Wood Oak West Tundra Berries Lingonberry, Raspberry Coal Lignite Crystal Tellurite Fiber Cotton Flint Basalt Herbs Garlic Metal Iron Pickup(can pick by using E) Garlic, Granite Stone Granite, Marble Thatch Roots Veggie Potato, Turnip Wood Fir, Pine Equator Berries Acerolla, Seagrape Coal Sulfur Crystal Herkimer Fiber Jute Flint Basalt Herbs Aloevera, Basil, Thyme Metal Iron Pickup(can pick by using E) Coquina, Coconut Preservative Iodine, Seasalt Sap Latex Stone Coquina Thatch Fond Veggie Chickpea, Cocoa Wood Oak Polar Crystal Calcite, Opal, Tellurite Fiber Hemp Flint Basalt Herbs Thyme Metal Tin Pickup(can pick by using E) Sandstone Stone Sandstone Wood Pine Central High Desert Berries Bilberry, Schisandra Coal Nitre Crystal Herkimer Fiber Jute Flint Basalt Herbs Parsley, Yarrow Metal Tin Pickup(can pick by using E) Sandstone Preservative Flake Salt Stone Sandstone Thatch Roots Veggie Beet, Cactuss, Maize Wood Cedar Central Low Desert Berries Bilberry, Schisandra Coal Nitre Crystal Herkimer Fiber Jute Flint Chert Herbs Parsley, Poppy Metal Copper Pickup(can pick by using E) Sandstone Preservative Flake Salt Stone Sandstone Thatch Roots Veggie Cactus Wood Cedar Ocean Floor Coral Brain, Fire Fiber Seaweed Herb Green Algae, Red Algae, Spirulina Oil Olive Oil Pickup(can pick by using E) Calcite Pearl, Pearl If there are any errors, please let me know! Going to Add additional folders just to further the information provided however there is no set "zone" associated with them currently, from the directory itself. Temp Crystal Diamond, Garnet, Sunstone Fiber Hemp, Obsidian Flint Obsidian Herb Rosemary Metal Cobalt oil Naptha Preservative Pink Salt, Rock Salt Sap Nectar Thatch Bark Tree Syrup Veggie Celery, Chili, Greens, Maize, Wheat, Olive Wood Ash, Cedar RareFoliage Coal Peat Crystal Amethyst, Ruby Flint Agate Metal Iridium Oil Mineral Oil Preservative Kalak Namak Stone Marble Wood Ironwood Edit: Spellings. Added more information.
  13. 22 points
    Welcome to GamingOGs Atlas Servers! We're OG for a reason! We offer some high-quality atlas servers and community compared to our competition! We believe very strongly in building a safe clean community that everyone can enjoy! We have custom coded plugins being developed that no other atlas server will have to offer! Come check it out and see what you think! Server Details: Rated #1 on Reddit! Fast Rates Giveaways Custom Coded Ranks Outstanding nontoxic community. (Zero Toxicity and friendly all around peeps) Dedicated YouTubers and Streamers (Some of the biggest play our servers!) Amazing Custom Kits Amazing Dedicated Staff Team Godly Ping, Globally! (US - EU - AUS; All have an amazing low ping on our servers!) Rates: 20x Gathering US-EU 20x XP US-EU 20x Taming US-EU Features: Automated Arena Events: Massive PVP Arenas: Custom Coded Death Match Islands: Please note all of these are fully automated and you can join by simple typing /join when prompted. GamingOGs Boss Battles: We have created an insane plugin very complex and advance it will redefine how you do boss battles in Atlas! Our custom coded boss arenas allow you to do waves of boss battles and earn points by killing each dino/boss and earning loot boxes by winning the battles. You work together to fight bosses in waves and you have a max life of 2. BossBattles also have a custom lottery poll system by entering into a custom boss battle you can buy lottery tickets and earn points/gamble points in the boss battle. Earning upward of 10% of what you put into the lottery poll. Daily Rewards Plugin: You can now earn custom coded loot boxes by playtime and earn in-game loot and points every 24hours you log into the server and play. RankUP Plugin: One of our latest most exclusive plugins allows you to earn rewards by playing on our servers. You can now earn ranks - loot boxes - points and XP boost alongside points boost in the game just by playing on our servers. The more you play the more rewards you earn. Blessing Program: We are the first server to launch a program created for everyone on the server. At the end of every month, we give away $50-$100 USD GIFT CARDS that work in our donation store to give back to our community. FreeVIP: Everyone who plays on our server can earn FreeVIP rank! Military Veteran Program: Unlike other servers, We want to give back to the community and people who have served in the military! We reward military vets for playing on our server. They get a custom rank in discord and a custom rank in the game. This rank in-game will give you a special coded loot box that's special for the military rank. Many vets suffer from PTSD and Panic Disorder coming home from the military, We have backgrounds in psychology and we understand that mental health is a grave matter and studies have been done stating video games can provide some sort of relief for PTSD patients. As a result of this, we want to promote positive and provide a system in place to award our vets and offer them something cool. You won't find any server out there that offers what we have with such dedicate care and passions in gaming. Custom Home Teleport System: /addhome NameOfHome --Will create a home tp spot for you. Must be at your home base. /removehome NameOfHome /listhomes- will list your homes and names /home NameOfThatHome -- Will teleport you. You will be frozen for 20 seconds. 2 / Person allowed, cannot teleport near enemy structures, 20sec delay on teleport Custom Coded Shop system: In-game shop with points and loot boxes, earn them by activities or donations to help keep the server going and get more unique features added. Custom Coded Loot boxes Info: Feel like gambling? These loot boxes could contain prizes worth up to 30k points! Over 600 possibilities. Playtime or donations earn these. Custom Coded Auto Protection: You and your tribe mates automatically get structure protection that lasts 48 Hours, meaning no damage can be taken. Open world PVP is allowed, But structure damage is prevented within the 48 hours! Custom Coded Kits: Unlike most servers, We offer some of the most balanced and best kits out there! Custom Kill Feeds: Our Custom coded KillFeed will allow you to use our discord to check your in-game kills and to check the top leaderboard for the most kills on the server. No other server has this but ours! Raidable Admin Events: Custom admin events that pirates can raid and attack each other for amazing loot! The full list of all features/settings is available on website/discord. Website/Discord Links: GamingOGs.com Join Us on Discord! Vote Here! ──────────────Direct Connect Links────────────── Direct Connect to BlackWoods DLC: steam://connect/ ──────────────Direct Connect Links────────────── Direct Connect to United States Servers: steam://connect/ = Grid A1 US steam://connect/ = Grid A2 US steam://connect/ = Grid A3 US PI steam://connect/ = Grid A4 US steam://connect/ = Grid A5 US steam://connect/ = Grid A6 US steam://connect/ = Grid B1 US steam://connect/ = Grid B2 US Freeport steam://connect/ = Grid B3 US steam://connect/ = Grid B4 US steam://connect/ = Grid B5 US PI steam://connect/ = Grid B6 US steam://connect/ = Grid C1 US steam://connect/ = Grid C2 US steam://connect/ = Grid C2 US steam://connect/ = Grid C3 US steam://connect/ = Grid C4 US Kraken Grid steam://connect/ = Grid C5 US steam://connect/ = Grid C6 US steam://connect/ = Grid D1 US steam://connect/ = Grid D2 US steam://connect/ = Grid D3 US Trenches steam://connect/ = Grid D4 US steam://connect/ = Grid D5 US steam://connect/ = Grid D6 US ──────────────Direct Connect Links────────────── Direct Connect to Europe Servers: steam://connect/ = Grid E1 EU steam://connect/ = Grid E2 EU PI steam://connect/ = Grid E3 EU steam://connect/ = Grid E4 EU steam://connect/ = Grid E5 FreePort steam://connect/ = Grid E6 EU steam://connect/ = Grid F1 steam://connect/ = Grid F2 EU steam://connect/ = Grid F3 EU steam://connect/ = Grid F4 EU PI steam://connect/ = Grid F5 EU steam://connect/ = Grid F6 EU ──────────────Direct Connect Links────────────── Direct Connect to US PVE Servers: steam://connect/ = Grid A1 US PVE steam://connect/ = Grid A2 US PVE steam://connect/ = Grid A3 US PVE steam://connect/ = Grid B1 US PVE Freeport steam://connect/ = Grid B2 US PVE steam://connect/ = Grid B3 US PVE Freeport steam://connect/ = Grid C1 US PVE steam://connect/ = Grid C2 US PVE steam://connect/ = Grid C3 US PVE ──────────────Direct Connect Links──────────────
  14. 22 points
    Hey Pathfinders, We're still working on getting this fully set up, but for those of you who would like to host your own Unofficial Server, you can do so now. We've got some more information that we'd like to include with this, as well as some more setup but it'll come in time as right now our preparations are focused on getting the base game into a good state. Though we know a lot of you are quite savvy and comfortable diving into this yourselves, so we wanted to make the basics available . Here is a link to the ServerGridEditor src, as well as our wiki which covers some technical info on how to get started: https://github.com/GrapeshotGames/ServerGridEditor/wiki The latest version of the server can now be downloaded via the Steam Depo: https://steamdb.info/app/1006030/info/ and we've included an example JSON file. ServerGrid.json Over time we'll be editing the wiki to include more information, as well as cover as many of your questions as possible. We are working on getting this setup on an anonymous steam depo but for now, you are able to host an unofficial server with these files. Thanks for being so patient guys!
  15. 21 points
    The more I play this game the more the problems with its design become obvious. It's got huge potential but I can't help but feel that they need to make some massive changes in order to correct its path. The Devs announced at the start that they were taking massive inspiration from Eve. Given Eve's massive success it's a logical choice to look at for ideas on how to make this type of game work. Eve is effectively a game about space ships (ships) moving between planets (islands) with everyone harvesting resources to create everything that exists in game. With that in mind... There's a significant different between Atlas and Ark currently from a game design perspective. That is the existence of High Sev vs Null Sec and the existence of very mature player trade. High Sec being the area where approximately 70% of the players live and play. High Sec is safer, CONCORD (the police) rule the area and maintain law. Anyone breaking that law is swiftly dealt with (the police spawn in and blow you to pieces), it is possible however to break the law should you choose (incredibly difficult to do this successfully, near on impossible). The further you go from the safety of Concord the more dangerous and lawless the area becomes. I think it's the Atlas version of CONCORD that's missing. There should not be PVE and PVP servers. Just servers local to your region. It needs an AI controlled Governing force that maintains ownership of primary squares. Those squares become PVE squares. There should be enough to provide adequate space for the PvErs. They should absolutely have Trade Houses that are run by the game. Players should be able to place Buy and Sell orders in the Trade Houses knowing that they are in a relatively safe place. Those places should act as players hubs. Allow companies to have Company Offices if they are acting as trade merchants. Allow the bounties to be placed from these hubs. Ships should be able to be docked in relative safety in these locations with the understanding that they are under the protection of the local government. The PVE players can live safely within the governed regions. The PVP players can try and sneak into those regions and cause chaos if they like, with the knowledge that the AI controlled Government will come down on them swiftly. To make this work you need to create a reason to go out into Null Sec (pretty much all of Atlas is currently Null Sec). Define the resource availability in a way that there is reward for stepping out into the risky waters. Allow the'Pirates' to create their own Trade Hubs. This will encourage players to try and sail to these locations to fulfil trade orders. This gets the trade working. Prices need to be defined by the market. Not by the game. We need the market to fluctuate as this will encourage people becoming traders. Buying low and selling high from one port to the other. The Null Sec areas become serious business. Political borders start to form between some of the largest most feared companies. They may allow smaller companies to operate within their borders as alliances form. Eventually things will no doubt get very interesting. This would be a much better game experience for new players. They can begin the game in relative safety and as they grow more confident in their ability they can set forth into more dangerous waters to seek out glory and fame. If they fail, they can retreat, if they succeed they may very well end up dominating new lands. , This will encourage more mature meta-game. It will encourage better PVP. It will create a better community.
  16. 20 points
    Hello! I think my program is finally ready for public consumption. Thank you for waiting! Its still not even close to perfect and probably has a few bugs. Let's just call it an alpha release for now. Original video: Autoswitching feature: As a refresher this is the program that will dynamically help you open and close servers on the fly so you can play privately on the full official map, with just average hardware. If you can run at least 1 server, this will work, allowing people to even run it on the same computer they are playing on. Main bullet point features: * easily update the ports and ip address across all 225 grids on your map. No more needing to tediously update everything individually on the ServerGridEdior. * Automatically generate all 225 .bat files to start each of the servers * Open and close the server you are on plus the 4 surrounding you (automatically even), any 4 individual servers on the map, or a combination of the two, control up to 9 servers at a time. If your computer can handle more than 1 server, even better! If it can handle 5 grids the program will even track your location and dynamically open all the grids around you so you won't even have to look at the program while playing! A bunch has been added since I lasted showed off the program. Now I include steamcmd and a one click sever setup button as well as an update server function. I also added a redis server on and off switch, so it really now is a one stop shop for nearly everything. It even saves all your settings/locations on close so you don't have to remember anything. The only extra thing you'll need is the servergrideditor from grapeshot. I also wrote out an insanely indepth instruction list, included in the download to hopefully walk anyone, no matter what comfort level, through setting everything up. My apologies, apparently Windows doesn't like the website I setup to download and is blocking everything, so I have to use something stupid like dropbox... Link will also be in the discord server if this stops working. v1.5.4 changelog: Fix for Autosaving on exit not functioning properly. I won't say this is 100% working, but it's the most I will be able to do on my side given the program doesn't actually touch the servers, it's still all dependent on Atlas' autosaving on exit code firing off properly, which can be hit or miss, but in my preliminary tests, I was 5 for 5 on not having a slight rollback on exit and reload of entire server like it was happening before. Rollback may still happen on server updates because it seems for some reason the server is programmed to automatically do that? Fix for slight desync on individual grids, this goes hand in hand on the autosaving not functioning at 100% when switching servers, which may have caused desync, which in turn causes problems reconnecting, problems with the map not updating ship locations, problems with characters not loading. Fix for grids not shutting down on switch or on exit because another square has the server loaded up even though it was not turned on. NEWEST VERSION: http://dl.dropboxusercontent.com/s/jp37x0kras14x8j/ASCv1.5.4.zip OLD VERSION: http://dl.dropboxusercontent.com/s/lbei9x5t99gaggl/ASCv1.5.zip If you run into any issues/need help on the setup, feel free to join the discord here: www.discord.gg/YHGWPyd Discord is also where future updates will be posted until I can figure out why Windows hates my website. ****If you are trying to add this to an existing server, please backup everything before you do... I doubt there will be issues, but you need to be safe, and I haven't actually testing doing that.
  17. 20 points
    After spending 4 hours travelling to get an elephant and using it ONLY for gathering wood, and almost having it die to an alpha Snake, I cannot in good faith call the "nerf", for that's what it is, to elephants a good thing, or defend it at all. This is a foolish choice that completely ruins the reason to tame an elephant. Sure, you can maybe hold a stack more than a player, but what's the point? The bear holds more weight and can defend itself far easier than an elephant, is faster, has a better turn radius, and is a far, FAR easier tame. Please, if there is ANY chance to go back on this decision, please, do it. Elephants were the reason I didn't mind not finding any axe blueprints. I knew I could just use my elephant instead.
  18. 19 points
    having 300+hrs in their are many things still wrong with tames and other issues. but nerfing elephants weight reduction better come with a huge weight carry buff to the animals. if not they will be completely and utterly useless.. so I say everyone who reads this needs to upvote this post to make sure they hear your cries. but this nerf is a catch 22 (damned if you do, damned if you don't) I really honestly don't see anything positive coming from nerfing the elephants unless there is some sort of counter balance, which is not included in the patch notes btw. so I say to all who will read this.. upvote this to the top so the dev's know this is a VERY BAD move. they say they read the forums.. lets find out.
  19. 18 points
    As of now, the only use of the shipyard is to make ships. What if we can anchor or rather harbor 1 ship to the shipyard? This would work like the hitching post in s+ for Ark or the new breeding thing they added with extinction. This way, the ships would be more protected and shipyards would have a greater use (maybe give them a minor durability buff while harbored). My boats keep getting attacked by crocodiles and such that aggro onto my crewmembers. This would be a nice fix.
  20. 17 points
    Tutorial: Tattoo's, Flags, and You! Hey everyone, After seeing the great work by u/Mijeman from this thread and seeing the comment from u/BurlyusMaximus, I felt like I needed to deep dive into the mechanics of being able to upload artwork. (Not everyone is as talented as Mijeman, I mean just look at this.) I've done a lot of customized content for APB (All Points Bulletin), POTBS (Pirates of the Burning Sea), just to name a few... and I'm looking forward to bringing more creations to Atlas as we move through early access and release! Now please forgive the roughness of this guide and it's images. I really just wanted to put this together so the community had a better idea on how to bring in images to customize their characters, companies, and ships. Please let me know if anything is unclear or if there are questions. Requirements outside of Atlas: ARKpnt Editor (Version 1.23 updated June 8, 2018) can be found here and on this thread, Photoshop/GIMP/Image editing software Character template which I made can be found here: Template 1 and Template 2 Character Template: So this is a rough mockup I made today. It was a little difficult as anytime I started adding a ton of color the game would disconnect me, I would come back and lost all my progress as well as my dyes. As you can tell it's not really complete, so hopefully we can get this fully fleshed out later. Alright, let's get to it! Step 1: Create a paintbrush. You'll need the following materials: 1 Hide 20 Thatch 1 Wood Step 2: Create some dye. I recommend just doing one color initially to set up your templates, then once you get the hang of things you can go nuts with color. Dye generally requires berries and a fully filled waterskin (100 units). Be sure to have a rain barrel, open the inventory slots of the barrel, place the skin into it, and it will fill (as long as the actual barrel has water available). Each 100% waterskin will yield 5 dyes of your chosen color. Step 3: Create your base file If you're going to make a tattoo, you'll need to equip the paintbrush and right click. This will open the bodypaint/tattoo window. Be sure you click 'Tattoo' at the bottom to change over. Go ahead and drag the dye over onto the paintbrush to apply the paint. Once the bar is filled you can then select the brush and start painting on your character. (Remember you don't have to waste a ton of paint or be fancy, we're just doing this so we can save over it.) Once that is complete, choose the 'Save Paint' button at the top. The game will then prompt you to enter in a name, go ahead and do that now and jot it down. If you're going to make a flag, you'll need to equip the paintbrush and left click your claim flag. It's a similar process so just follow along. Step 4: Find your file and prepare it in ARKpnt Remember the name you jotted down? No? Guess you'll have to go back and see what you called it... do you have it now? Awesome! You'll find these files in a folder similar to this path: Steam\SteamApps\common\ATLAS\ShooterGame\Saved\MyPaintings Go ahead and fire up ARKpnt Editor and click on 'Load ARKpnt file' Load your basic .pnt file to establish the dimensions. This will be helpful when you go to re-upload the file. Step 5: Open the character template in your image editing software I apologize that it's so rough, but you can use this as your base for placement locations on your character. Be sure to take the image you want to use and overlay it where you want it to appear. Once you have your placement set, be sure to hide any other layers besides the tattoo you wish to use. Step 6: Convert the .png file to a .pnt file Go back into ARKpnt Editor and click on 'Load Image'. You'll now be using this program to open your .png file that you edited with your tattoo. Be sure to click 'Yes' when it asks you if you want it to reduce the colors (in the few tests I've ran, items just show better when this option is selected.) You should now see a large grey box and your tattoo! Let's go ahead and now click on 'Save as ARKpnt file'. You'll be using the program to SAVE OVER your base file that we quickly made in-game. Be sure you say that you're okay with saving over the file. Step 7: Get back ingame and apply your new tattoo! Go back into Atlas, use the paintbrush on yourself, and now click on the left icon to open the paint file. It should still retain the old name you gave it, but it should now allow you to apply the new design! Be careful, if you added tons of color and fancy stuff- it's going to eat up a LOT of dye. This is why I suggested starting out with something basic/easy. The game will automatically apply the new design, use up your dye, and you'll be sailing the seas in style from now on! I hope this makes sense. I'm available on here and reddit under Din_Narcotic if you have questions or if I can be of any assistance. I hope this helps people out!
  21. 17 points
    Why not just a full wipe to make everything fair?
  22. 17 points
    The overweighting issue is indeed a priority for our team and we definitely understand the frustration it's causing. We're working on a more delicate technical solution to resolve it, hopefully, we can get that in as soon as possible.
  23. 17 points
    Looks like 2019 is the Year of the Douche Bag...
  24. 16 points
    (Lets try to keep this to things that actually help people play the game, and not "wish i had known not to buy an EA game" type posts. Ill try to keep the list updated with additions.) This is meant to be a list of things the game doesnt tell you but that is very helpful to know. Get water to drink by hitting X and lmb on grassy area and do a short minigame, you will get about 60 units. If you use a shovel to do the minigame you can get about 600 units. These cant be used to fill waterskins You can use a grapple to get flotsam rather than jumping into the water. Fire arrows do amazing damage to most critters and pc and set things on fire, including oil globules (Greatly nerfed but still useful) Bees give up chasing you if you jump in water. A level 2 pig is a different level of difficulty compared to a level 2 bear. You can respec 1x/level for free by hitting the respec icon above your XP bar when you hit I. Respec potions are sold at freeport for 250g When you have the map out, holding left-ctrl turns the compass into a poor mans spyglass and camera You can search for items in the skill list, crafting search field, to find the item and what skill / station it uses (works for almost all items) There are more attacks than LMB and RMB, and some give combo bonuses. Starting in tundra = death due to cold if nothing else, dont go there till you have furs or can take the dying. Putting food on your hotbar in same order as the vitamins lets you keep track of what food you need for the Equilibrium bonus Eating in this ratio keeps vitamins balanced: 5 vege / 1 meat / 5 fruit / 1 fish (assuming not prime or cooked meals) A sloop with a single medium speed sail placed far back position will let you solo sail it without moving from wheel position. (still not as efficient as having a PC or AI crew member) You can build platforms even on sloops, and other ships, to let you place forward facing cannons (making it a glass cannon boat). You can sort your inventory by weight, ascending or descending Hitting T while moused over an item in inventory/container will transfer all of it. Hitting O while moused over an item in inventory/container will drop all of it. Build with defenses in mind, AI NPC's and pets will defend your area with cannons, weapons, or themselves. Not all islands have all materials, its intentional, but can be brutal aka Tundra where fiber is missing or very rare (modified some to make tundra easier) Different biomes have different materials, i.e. Sap is found in temperate regions. You can only equip one back item at a time (bow/spear/shovel/etc) Metal Tools from Advanced Tools should be first priority, you can build a smithy on a raft to make them. Holding H without a tool out shows you info about the world and any buffs/debuffs Holding H with a tool out shows what can be gotten with that too from the current thing you are aiming at. Freeport decay rate is super high, it is not a "safe" place to leave your ships overnight. This is intentional. Blueprints with numbers in upper left like 24x means you can use it 24 times. You can use a shovel to dig for potatoes pretty much anywhere there is grass and potatoes are a vitamin A food. I found keeping vitamin A in check to be super frustrating until I knew this. Also taking all three vitamin decay skills and pumping fortitude to at least 20 if not 30 changes vitamin management from a time consuming PIA to extremely manageable. When a blueprint says 2x or 3x of a mat it means you need 2 or 3 different kinds of that mat category. Luring wolves and lions into the water makes them easy to kill. Levels don´t mean that much. A level 30 character still dies really quickly to a level 1 predator. You can cut up your own corpse for free skins and meat. Water barrels fill with rain even if you don't see rain. Open the lid to collect it, close the lid to stop it depleting. (Same for reservoirs) You can prone to deplete vitals slower / recover stamina faster Your ship gets slower when it gets heavier, weight sails combat this. (There are 3 types of sails, speed, handling and weight) Don't build too close to water as you can get sieged by ship cannons Pressing the " ` " key give access to commands. Type "gamma 4" to raise brightness and make night time nicer, type "gamma 2" to lower it in the morning. (or use gamma slider) Ride bears and right click to farm fiber. You can get about 3k fiber in like 10 minutes with one. (Elephants for wood, etc, if needing mass materials, tames help) You can whistle T at your boat to get the ladders down and Y to roll them back up. The transfer all inventory arrow that's in top right and top left when accessing an object with storage. Giant whale tails are a surface only animation that slap the ever loving hell out of your ship. Serious damage. To get new players into your Company, have them spawn at a Freeport that is open, you die and set that Freeport as your home region, invite them to Company, then both die and respawn at your base beds When you craft an item from a blueprint, it will tell you how many times it can be upgraded and then show how much gold and mats required for each upgrade Ships have robust customization, from where the sails go to being able to build walls and platforms on them to mount cannons in positions they normally wouldnt go. A sloop can be configured to sail solo easily by putting a medium mast in the aft most position and the wheel right behind it. Then you just let go of wheel, adjust sails, regrab wheel, no movement. Instead of spamming left mouse button on a tree to hopefully get wood...use left and right mouse button one after another to use your magic punch and get more resources When anchored, NPC crew will do repairs if removed from sail/cannon and set to neutral and not follow (it looks like they are sweeping the deck) In the Captaincy tree there is a ship storage chest that NPC's will use to conduct repairs, along with a Mess Food Locker that they will eat from With a NPC on sails, Z is full stop, SPACEBAR is full go, LEFTSHIFT-A and LEFTSHIFT-D rotates sails. Turning General Shadows to Low removes weather Fog (not fog of war) When on the wheel of a ship, hit X to drop anchor and close sails at same time if you see the light grey anchor symbol on right indicating its shallow enough You can make folders in your inventory and storage chests. Double Tapping M only takes out the compass, Holding M only takes out the map, Pressing M Once takes out both the Compass and Map When placing items on a ship they look different than using them for a building. When placing any item, hit T to see if it has different functions (ie a wall is a doorway and a railing and a halfwall, etc) Where you place the Wheel for your ship becomes its pivot point. Crew Storage Boxes do not have a maximum capacity will stack every resource up to 500,000. Use this to hold all of your harvestables instead of large boxes. These guys only hold harvestable material and gold. Shift-Drag on any stacked items only drags half of them, Shift double Click retrieves 5 instead of 1. Craft wall hooks. Attach them to any surface on land, put torches/lanterns there. Craft and put somewhere a lever. Set the same pin code to lever and hooks. Now lever control all light on hooks with same pin code You can put skulls on wall hooks. If you screw up the rifle mini loading game just drew your one handed weapon and it will cancel the load. You don't lose ammo. List your TIWIHKS items and Ill add em to the list.
  25. 16 points
    Black Butterfly is Cheating! NA PVP A12 1.Our 52lv fully equipped warrior can‘t hurt them! You can see that man only lose 1 blood in the picture. We can‘t kill this man!!!!!!! 2.They can blow up everything and kill many people with NO weapon!We can't see where they attack us!!!! To anyone reading this could you please up vote this get this company banned and bring attention to the devs how big of a problem the cheating is on this game.