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  1. Ahoy Pathfinders! We’re happy to announce that the ATLAS Devkit has been updated to include all current game content. Thank you everyone who has been waiting so patiently for it! In addition, we have a small server-side hotfix for some tame data issues. Hotfix v.551.4 Bug Fixes Fixed various issues with tames being unloaded from the Tame House, Tame Hatchery, and Tame Cargo Railings. Devkit Update The latest version of the ATLAS Devkit can be downloaded at the Epic Games Store: https://store.epicgames.com/en-US/p/atlas-mod-kit Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  2. Ahoy Pathfinders! We’re happy to announce that the ATLAS Devkit has been updated to include all current game content. Thank you everyone who has been waiting so patiently for it! In addition, we have a small server-side hotfix for some tame data issues. Hotfix v.551.4 Bug Fixes Fixed various issues with tames being unloaded from the Tame House, Tame Hatchery, and Tame Cargo Railings. Devkit Update The latest version of the ATLAS Devkit can be downloaded at the Epic Games Store: https://store.epicgames.com/en-US/p/atlas-mod-kit Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  3. Ahoy Pathfinders! Get ready for another season of ATLAS! We’re starting off with a new map, Ship in a Bottle, the beginnings of our Sea Fort reconstruction, a whole collection of bug fixes, and several quality of life changes suggested by the community! A large focus of this season will be improving existing game features, so pathfinders can look forward to several changes throughout the season, including; the start of the modular ship design overhaul, a revamped trade system, factions, and much more! Servers will be going down to deploy the update tonight, Wednesday September 21st at around 7:00 PM PDT. Servers are expected to come back up within a few hours. Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. We apologize for any inconvenience and disappointment players experienced due to the Kraken Bowl grid not being online when advertised. We will be working on ensuring this does not happen again in the future. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing! Released Patch Notes v.551.2 New Content Ship in a Bottle New magics have been uncovered while exploring the ghastly island in the Maw. Pathfinders who incorporate these magics can shrink their ships to store them in special bottles. Some pathfinders have even reported that they can sometimes make a duplicate of their ships while they are in a bottle! Please note: Ship duplication has been disabled on the official PVP network for the first month of the season. To use the ship in a bottle system, players will craft the Ship Bottle Station and Ship Bottles from the Smithy. The Ship Bottle Station must be placed on the shipyard it will be used at. When interacting with the bottles in the inventory of the Ship Bottle Station, press the Right Mouse Button or Right Trigger(Gamepad) to access the options menu. These options are Bottle, Duplicate, and Recover. Bottle: Takes the ship that is currently anchored or in scaffolding in that shipyard and transfers it to the bottle. You can take the bottle out of the bottle station. Resource cost: 50 Solidified Essence. Duplicate: If the required resources are present in the bottle station, and you have an empty bottle, you may duplicate your ship. Resource cost: 50 Solidified Essence and 1 empty Ship Bottle. Recover: Restores the ship to the shipyard in scaffolding. Ship Bottle Station After learning the Master Shipwright skill, it can be crafted in the smithy. Resources: Gem: 60 Gold Coin: 270 Metal: 96 Stone: 110 Thatch: 134 Wood: 240 Ship Bottle After learning the Master Shipwright skill, it can be crafted in the smithy. Resources: Solidified Essence: 50 World Map The region layout has been updated, names of regions have changed, Freeport locations have changed, and temperature fluctuations within the regions have been reduced. The following regions will be open at the season launch: Pharos Mytroa Carribia Hakar Komolos Azuela Gelare Kalda Tortuga Kraken’s Lair Cervantes’ Rest Maw Waters The following regions will not be open at the season launch: Huawi Trackless Waters Unknown Depths Sea Fort Reconstruction The reconstruction of Sea Forts throughout the Atlas has begun. Pathfinders will find that the islands have been fortified and new visuals have been added. The new Sea Forts are currently only found in Carribia, the largest of the regions in Atlas. Additional Sea Forts will be added in upcoming patches. We can expect to see additional types of Sea Forts in the coming months. Bug Fixes Fixed an issue with the object text overlapping the repair tool tip pop-up menu. Fixed an issue with floating damage text not appearing for poison arrows. Fixed an issue with Flame arrows not displaying damage numbers when hitting a target. Fixed an issue with rivers flowing backwards. Fixed an issue with the workstation converting materials into the same type. Fixed an issue with players being able to mesh buildings into a mountain. Fixed an issue with the submarine crafting skill being missing. Fixed an issue with lanterns not being able to be lit. Fixed an issue with maxed out ground clutter density and/or distance causing players to crash. Fixed an issue where destroying an industrial wonder prevented the owning company from building another. Fixed an issue with the Industrial Lab and Great Temple buffs conflicting with each other. Fixed an issue with the camera collision when inside a submarine in third-person view. Fixed an issue with the death cache causing some non-stackable items to stack. Fixed an issue with the North Pole and Antarctica regions on the Overworld map not being accessible with a controller. Fixed an issue where it does not display the pop-up descriptions for all regions in the Overworld map mode when using a controller Fixed an issue about inconsistent text description for Torpedo Launcher Kraken Railing. Fixed an issue with random structures in the middle of the ocean. Fixed an issue with spiders losing stats when put in the Tame Hatchery. Fixed an issue with baby spiders having worse stats than their parents. Fixed an issue where the player’s head would change size when taking damage. Fixed minor art issues on the map. Fixed island coastline art issues. Fixed an issue where artifact keys could be dropped and moved within the inventory after picking them up from the player’s own corpse. Fixed a performance issue when attempting to place a great temple. Fixed an issue with accessibility of the Dragon Head on the Turtle ship Fixed an issue with the Hide Map Text feature (Default is now: F12) Fixed an issue with towers stacking on sea forts. Fixed an issue where Water Jugs could only be filled once. Fixed an issue where the poison debuff was removed by swimming. Fixed an issue where the ocean did not have light blue water along the Trade Wind path. Fixed an issue where Altar of the Damned building foundations could overlap each other. Fixed an issue where some resources were refunded when overwriting a Statue Base and Framework with a finished Statue. Fixed an issue where the Tame House and Hatchery were counting invalid tame types in the “Load Nearby X Tames” command. Fixed an issue where dead tames could be loaded into the Tame House. Fixed an issue where the “stop the bar” minigame did not appear when reloading a partially loaded Hydra Revolver. Fixed an issue with inconsistent text style for “ship” and “railing” for railing structures. Fixed an issue where the player can bucket water onto a cooking structure without putting it out. Fixed an issue where Dinghies made in the Tiny Shipyard weren’t being renamed after putting a name in the “Name Your Ship!” window. Fixed an issue where clients in non-dedicated sessions would crash when gridding. Fixed an issue where the host in non-dedicated sessions would crash when respawning at a bed while a client was connected. Fixed an issue where a player could bleed tames that are protected by an armored dock. Fixed an issue with players being able to go prone as soon as they begin their reload animation. Fixed an issue with the artifact key decay timer resetting when the player dies and acquires both old and new artifact keys. Fixed an issue with floating structures in the middle of the sea. Fixed an issue where damaged armors would share their depleted durability with other armors of the same type when dropped. Fixed an issue with overlapping text on the song stone when the verse book is dropped. Fixed an issue where tiger tames could bleed bosses for massive damage. Fixed an issue where the Macuahuitl could bleed bosses for massive damage. Fixed an issue where lava did not hurt the player. Fixed an issue where the last arrow that would break a bow would not fire. Fixed an issue where the description for the Chicken Egg incorrectly implies that they cannot be found in the wild. Fixed an issue where the player could bucket water onto a cooking structure without putting it out. Fixed an issue where the description for the Chicken Egg incorrectly implies that they cannot be found in the wild. Fixed an issue where the player could bucket water onto a cooking structure without putting it out. Fixed an issue where tamed fire elementals were not rideable. Fixed an issue where poison arrows weren’t damaging some creatures. Misc. Server grids will no longer be added to favorites when joining. Removing hats from spiders. Industrial Shack decay timer increased to 10 days from 12 hours. Bookshelves can now be placed inside modular ships Adjusted Crocodile taming affinity effectiveness. Updated the NPC portal art to enter Rookie Cove to remove the ring. Increased the maximum an item can be sold for in player shops from 100,000 to 1,000,000. Tame Cargo Ship Railing can now be crafted in the Smithy. Medicinal Herbs can now be placed in the Crew Silo. The Pegasus ship no longer has the same icon as the Majestic Kraken. Players can no longer activate Circular Slice from a crouching and prone position. Updated terminology in the single player options menu and warning messages. Decreased how bright lanterns are. Fertilizer can now stack. Players can no longer animation cancel the sword’s overhead slice. Increased Drake duration from 3 hours to 6 hours. Increased Drake stamina from 1000 to 1500. Removed the button to create a new character from the respawn menu. The create new character button was previously added to the server selection screen. Mortar Ship’s mortar damage has been reduced. Land Mortar’s damage has been increased. Companies are limited to three of each type of shipyard and armored dock per grid. Xbox Only Memory usage has been optimized. Memory leaks have been fixed. Graphics have been optimized for each version of xbox. Known Issues Xbox version’s respawn screen still shows the create new pathfinder button. Sea Fort defensive towers are sometimes shooting at their owning company. Sea Fort Taxation Banks can sometimes not be placed. Water spouts sometimes vanish rapidly after being dug up. Loading Screen Images are not up to date Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  4. Ahoy Pathfinders! Get ready for another season of ATLAS! We’re starting off with a new map, Ship in a Bottle, the beginnings of our Sea Fort reconstruction, a whole collection of bug fixes, and several quality of life changes suggested by the community! A large focus of this season will be improving existing game features, so pathfinders can look forward to several changes throughout the season, including; the start of the modular ship design overhaul, a revamped trade system, factions, and much more! Servers will be going down to deploy the update tonight, Wednesday September 21st at around 7:00 PM PDT. Servers are expected to come back up within a few hours. Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. We apologize for any inconvenience and disappointment players experienced due to the Kraken Bowl grid not being online when advertised. We will be working on ensuring this does not happen again in the future. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing! Released Patch Notes v.551.2 New Content Ship in a Bottle New magics have been uncovered while exploring the ghastly island in the Maw. Pathfinders who incorporate these magics can shrink their ships to store them in special bottles. Some pathfinders have even reported that they can sometimes make a duplicate of their ships while they are in a bottle! Please note: Ship duplication has been disabled on the official PVP network for the first month of the season. To use the ship in a bottle system, players will craft the Ship Bottle Station and Ship Bottles from the Smithy. The Ship Bottle Station must be placed on the shipyard it will be used at. When interacting with the bottles in the inventory of the Ship Bottle Station, press the Right Mouse Button or Right Trigger(Gamepad) to access the options menu. These options are Bottle, Duplicate, and Recover. Bottle: Takes the ship that is currently anchored or in scaffolding in that shipyard and transfers it to the bottle. You can take the bottle out of the bottle station. Resource cost: 50 Solidified Essence. Duplicate: If the required resources are present in the bottle station, and you have an empty bottle, you may duplicate your ship. Resource cost: 50 Solidified Essence and 1 empty Ship Bottle. Recover: Restores the ship to the shipyard in scaffolding. Ship Bottle Station After learning the Master Shipwright skill, it can be crafted in the smithy. Resources: Gem: 60 Gold Coin: 270 Metal: 96 Stone: 110 Thatch: 134 Wood: 240 Ship Bottle After learning the Master Shipwright skill, it can be crafted in the smithy. Resources: Solidified Essence: 50 World Map The region layout has been updated, names of regions have changed, Freeport locations have changed, and temperature fluctuations within the regions have been reduced. The following regions will be open at the season launch: Pharos Mytroa Carribia Hakar Komolos Azuela Gelare Kalda Tortuga Kraken’s Lair Cervantes’ Rest Maw Waters The following regions will not be open at the season launch: Huawi Trackless Waters Unknown Depths Sea Fort Reconstruction The reconstruction of Sea Forts throughout the Atlas has begun. Pathfinders will find that the islands have been fortified and new visuals have been added. The new Sea Forts are currently only found in Carribia, the largest of the regions in Atlas. Additional Sea Forts will be added in upcoming patches. We can expect to see additional types of Sea Forts in the coming months. Bug Fixes Fixed an issue with the object text overlapping the repair tool tip pop-up menu. Fixed an issue with floating damage text not appearing for poison arrows. Fixed an issue with Flame arrows not displaying damage numbers when hitting a target. Fixed an issue with rivers flowing backwards. Fixed an issue with the workstation converting materials into the same type. Fixed an issue with players being able to mesh buildings into a mountain. Fixed an issue with the submarine crafting skill being missing. Fixed an issue with lanterns not being able to be lit. Fixed an issue with maxed out ground clutter density and/or distance causing players to crash. Fixed an issue where destroying an industrial wonder prevented the owning company from building another. Fixed an issue with the Industrial Lab and Great Temple buffs conflicting with each other. Fixed an issue with the camera collision when inside a submarine in third-person view. Fixed an issue with the death cache causing some non-stackable items to stack. Fixed an issue with the North Pole and Antarctica regions on the Overworld map not being accessible with a controller. Fixed an issue where it does not display the pop-up descriptions for all regions in the Overworld map mode when using a controller Fixed an issue about inconsistent text description for Torpedo Launcher Kraken Railing. Fixed an issue with random structures in the middle of the ocean. Fixed an issue with spiders losing stats when put in the Tame Hatchery. Fixed an issue with baby spiders having worse stats than their parents. Fixed an issue where the player’s head would change size when taking damage. Fixed minor art issues on the map. Fixed island coastline art issues. Fixed an issue where artifact keys could be dropped and moved within the inventory after picking them up from the player’s own corpse. Fixed a performance issue when attempting to place a great temple. Fixed an issue with accessibility of the Dragon Head on the Turtle ship Fixed an issue with the Hide Map Text feature (Default is now: F12) Fixed an issue with towers stacking on sea forts. Fixed an issue where Water Jugs could only be filled once. Fixed an issue where the poison debuff was removed by swimming. Fixed an issue where the ocean did not have light blue water along the Trade Wind path. Fixed an issue where Altar of the Damned building foundations could overlap each other. Fixed an issue where some resources were refunded when overwriting a Statue Base and Framework with a finished Statue. Fixed an issue where the Tame House and Hatchery were counting invalid tame types in the “Load Nearby X Tames” command. Fixed an issue where dead tames could be loaded into the Tame House. Fixed an issue where the “stop the bar” minigame did not appear when reloading a partially loaded Hydra Revolver. Fixed an issue with inconsistent text style for “ship” and “railing” for railing structures. Fixed an issue where the player can bucket water onto a cooking structure without putting it out. Fixed an issue where Dinghies made in the Tiny Shipyard weren’t being renamed after putting a name in the “Name Your Ship!” window. Fixed an issue where clients in non-dedicated sessions would crash when gridding. Fixed an issue where the host in non-dedicated sessions would crash when respawning at a bed while a client was connected. Fixed an issue where a player could bleed tames that are protected by an armored dock. Fixed an issue with players being able to go prone as soon as they begin their reload animation. Fixed an issue with the artifact key decay timer resetting when the player dies and acquires both old and new artifact keys. Fixed an issue with floating structures in the middle of the sea. Fixed an issue where damaged armors would share their depleted durability with other armors of the same type when dropped. Fixed an issue with overlapping text on the song stone when the verse book is dropped. Fixed an issue where tiger tames could bleed bosses for massive damage. Fixed an issue where the Macuahuitl could bleed bosses for massive damage. Fixed an issue where lava did not hurt the player. Fixed an issue where the last arrow that would break a bow would not fire. Fixed an issue where the description for the Chicken Egg incorrectly implies that they cannot be found in the wild. Fixed an issue where the player could bucket water onto a cooking structure without putting it out. Fixed an issue where tamed fire elementals were not rideable. Fixed an issue where poison arrows weren’t damaging some creatures. Fixed an issue where client players in non-dedicated sessions could not respawn without a bed placed down. Misc. Server grids will no longer be added to favorites when joining. Removing hats from spiders. Industrial Shack decay timer increased to 10 days from 12 hours. Bookshelves can now be placed inside modular ships Adjusted Crocodile taming affinity effectiveness. Updated the NPC portal art to enter Rookie Cove to remove the ring. Increased the maximum an item can be sold for in player shops from 100,000 to 1,000,000. Tame Cargo Ship Railing can now be crafted in the Smithy. Medicinal Herbs can now be placed in the Crew Silo. The Pegasus ship no longer has the same icon as the Majestic Kraken. Players can no longer activate Circular Slice from a crouching and prone position. Updated terminology in the single player options menu and warning messages. Decreased how bright lanterns are. Fertilizer can now stack. Players can no longer animation cancel the sword’s overhead slice. Increased Drake duration from 3 hours to 6 hours. Increased Drake stamina from 1000 to 1500. Removed the button to create a new character from the respawn menu. The create new character button was previously added to the server selection screen. Mortar Ship’s mortar damage has been reduced. Land Mortar’s damage has been increased. Companies are limited to three of each type of shipyard and armored dock per grid. Xbox Only Memory usage has been optimized. Memory leaks have been fixed. Graphics have been optimized for each version of xbox. Known Issues Xbox version’s respawn screen still shows the create new pathfinder button. Sea Fort defensive towers are sometimes shooting at their owning company. Sea Fort Taxation Banks can sometimes not be placed. Water spouts sometimes vanish rapidly after being dug up. Loading Screen Images are not up to date Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  5. ATLAS

    SGE Update 9.21

    Ahoy Pathfinders! With the upcoming season, we have an updated Server Grid Editor (SGE) available for unofficial servers. IMPORTANT: All unofficial servers using (or plan on using) Ship in a Bottle must set up redis/s3 to store ship data. Direction listed below: New SGE To download the latest Server Grid Editor (SGE) click the the following link: SGE download Ship In A Bottle Configuration There are two options to set up the Ship in a Bottle info storage, using either S3 or Redis database. Redis Database: 1- To store the info in Redis you need to add the information for the redis table (make sure the table name is FileManagerDB). 2- You need to add this parameter to the server launch arguments -UseRedisForRemoteFileManagerStorage. This can be done by adding the argument to BaseServerArgs S3: 1- To Use S3 simply add the S3 Credentials to the project settings 2- Then click on the Ship Bottle Data button and the prefix info. Finally for both options after the above steps you will need to export, so that info get parsed to ServerGrid.ServerOnly.json Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  6. Ahoy Pathfinders! With the upcoming season, we have an updated Server Grid Editor (SGE) available for unofficial servers. IMPORTANT: All unofficial servers using (or plan on using) Ship in a Bottle must set up redis/s3 to store ship data. Direction listed below: New SGE To download the latest Server Grid Editor (SGE) click the the following link: SGE download Ship In A Bottle Configuration There are two options to set up the Ship in a Bottle info storage, using either S3 or Redis database. Redis Database: 1- To store the info in Redis you need to add the information for the redis table (make sure the table name is FileManagerDB). 2- You need to add this parameter to the server launch arguments -UseRedisForRemoteFileManagerStorage. This can be done by adding the argument to BaseServerArgs S3: 1- To Use S3 simply add the S3 Credentials to the project settings 2- Then click on the Ship Bottle Data button and the prefix info. Finally for both options after the above steps you will need to export, so that info get parsed to ServerGrid.ServerOnly.json Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  7. The latest version of the Server Grid Editor (SGE) can be found here: https://s3.us-east-1.amazonaws.com/cdn.atlasdedicated.com/ServerGridEditor_9.21.zip
  8. Please report any bugs specific to the PTR using the following form: https://forms.gle/GGsuAq8r1fJxmRXH6
  9. The ATLAS Public Test Realm (PTR) is available to all players via the Steam beta branch. You can join the PTR by following these steps: 1. Right click on the ATLAS game in your steam library and select "Properties...". 2. Select the "BETAS" tab on the left. 3. Enter the following beta access code: PathfinderLifeForMe 4. Select the "test2021 - recruit testers" beta in the drop down box. 5. Close the window and launch ATLAS after it updates. To opt back into the live version of the game, select the "None" beta in the drop down box.
  10. Ahoy there! You'll be happy to hear tickets are no longer auto-solved after submitting!
  11. Ahoy Pathfinders! It was fantastic seeing so many of you listening in on the Live Dev Q&A in our discord! For those of you who were not available at that time and couldn’t make it, we have a written version of the event here for you now. First, let’s get some introductions of the staff in attendance! H2O-Melons: Hi, I’m H2O-Melons (or Melons for short), I’m the Community Manager for Atlas. For those that might not be familiar with what that means, I am essentially the liaison between the players and the developers. I get feedback from the players and bring their concerns forward to the development team. In turn, you could say I’m the spokesperson for the development team. I publish information and manage our social media accounts. Red Beard: Hi everyone, I’m the senior designer for Atlas, and the team leader for the design team and development teams. Weird Beard: Ahoy pathfinders! I'm Weird Beard, former Community Manager for Atlas. I’m now in QA (Quality Assurance) for Atlas. I know a lot of you are wondering why I disappeared so quickly. I had to go away for a bit for some personal reasons, but now I'm getting settled into the QA team. I'm happy to be there and think Melons is doing an amazing job in my stead. I just wanted to thank her and thank you, the community, for all your support throughout my tenure. Grapeshot Nami: Hi, everyone. Some of you might know me, some of you might not, but I’m Nami. I was also once upon a time ago, one of the Community Managers here. I've since moved to a more behind the scenes role with the company working in a lot of marketing campaigns/sales and project management type stuff. I'm very excited to have our first Live Q&A, so I wanted to drop by and show my support and say hi to everyone. Q&A As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, we can’t always foresee what is in store for us. We appreciate your support and understanding. Question 1: During early access wipes are necessary as changes are implemented; however, in this process the game has shifted heavily towards seasonal play. What is your vision for the long-run in regards to wipes? Are you going to continue to embrace the seasonal aspect of the game or do you hope to eventually get the game in a state where seasons aren't necessary? Answer: As Atlas has evolved we have noticed a trend where we see the highest number of players during the first month after a wipe. It goes without saying that the land grab, the exploration, and the early days of forging your company are some of the best parts of the experience. We are working on various ideas to have a seasonal based game but also not require players to do the same content every time. Some player data will be saved, the Power Stone quest will be redesigned, and achievements will persist for every season. How we are going to do all of this is still being talked about, but it is coming. Question 2: What is the overall plan for the game? Do you have an updated roadmap that you can share with the community? Answer: You can expect to see a roadmap in the next few weeks, which will cover at least the next couple of seasons. As for the overall plan for the game, we are upgrading the current systems, adding a few new systems that we feel tie the entire Atlas experience together, and focusing on polish. Our current goal is to end early access strong. As for the future after early access is over... well, we will just have to wait to see what the tide uncovers. Question 3: Are there plans to add to the storyline of the game? For example, right now there are endgame quests and specific items added, but there isn't a lot of lore built into the game around them. Answer: What is a game without lore? Well, I certainly have a few questions about Atlas lore. What are the Army of the Damned? Where do they come from? What about the mysterious tech that we see surrounding mythical creatures like the Kraken? Why does the world keep changing? These are some of the lore aspects that should be found within the game world, or through certain Journals that have washed up on our shores. The storyline of Atlas was intended to be player driven. However, we have a main questline to collect Power Stones and kill a Kraken. Seems like a great opportunity to expand. The most exciting way to add lore in a game like ours is by making the world feel alive through scraps of information here and there that you will have to piece together to get a story, texts to read, and lands to explore. This allows players to discover the lore organically, or optionally ignore it. Question 4: Will we ever have real enemy pirate ships or privateers on the ocean ? Will factions ever appear? Answer: Yes. Both are coming during season ten. Expect to see more than just Ships of the Damned on the seas one day. Question 5: Do you have plans on further developing the ocean? Answer: If you are referring to the trenches, yes. If you mean how blank and empty the bottom of the ocean is between islands and trenches, also yes. Though, it may have to wait until after we leave early access. It is a goal, but not a priority at this time. Question 6: Why is new content/items being added to the game when there are still so many bugs that need to get addressed? Answer: Let's be real, bugs are annoying. We all hate them. We are working to fix as many as we can, and when they are reported to us we prioritize them. It is my view that new content is just as important, however, to the health of a game. It will take a while to fix all the bugs. Why not enjoy something new while we work? Also, different teams can work on different things, you don't really want an artist trying to code a fix for how fast a cannonball moves do you? Question 7: Can you elaborate on the Unreal Engine 5 rumors? It would be great to hear more details about this and how we could expect the change to affect the game. Will it help with the current optimization issues? Answer: Unreal Engine 5 is coming. We are currently in the process of the engine update. Once it updates we will have one last early access season to ensure it is as bug free as possible. Also, this upgrade is granting us the opportunity to fix much of the optimization issues at the same time. Question 8: What's the plan with modular and legacy ships? Will legacy ships ever be removed from the game? Answer: At this time, there are no plans to remove legacy ships out of the game. Modular ships were intended to allow players to create a fleet of ships, each with a specific role, to play in a fight. The theory is good, we just need to fix the implementation. Question 9: One of the biggest appeals of ATLAS is building your own unique ship plank-by-plank. Will more customization options be added to modular ships? Answer: Building your own ship is half of the fun in the game. To that end, modular ships are being worked on to incorporate all the best parts of the ship building process that legacy ships enjoy. Tons of new customization options will be added, ship art is being completely overhauled, internal rooms/modules are being added, customizable captains quarters are being added….the list goes on. The main draw in Atlas for me is its ships, let's make that a good experience. Question 10: There has been an overwhelming amount of player feedback to slow modular ships down. Do you have any plans to do so? Answer: They have been slowed for season ten. Ship balance is an extremely difficult thing in Atlas due to multiple ship systems being used. I think we can all agree the implementation of it was bad. We have learned from the past several seasons to not make huge ship changes mid-season anymore, so that is something we will strive to no longer do. Question 11: Will modular ships be better balanced in the future? Right now everyone is sailing on a Ramming Galley. Answer: They have been updated for the new season, and while these changes are minor right now, they will be perfected for season 11. Additional changes will probably not be pushed to the live servers until season eleven to preserve a fair experience for all players in season ten. Question 12: Are there plans to make changes to the modular ship repair system? In their current state there is no delay for repairing modules, while there is the smoke delay on the legacy ships. Answer: The entire experience of building, repairing, and customizing the modular ships is being changed. Question 13: Are there any plans to increase the incentives of ship PVP? The only thing players can consistently (rarely) do right now is to battle fleeing ships that will most definitely popcorn their loot and scuttle their ships right when they feel like they are losing. There is zero incentive to go out and battle other ships for veteran players. Answer: With the implementation of ship in a bottle, players will no longer fear losing hundreds of hours of work in a few moments. With the faction system that is coming in the future, we can expect to see an improved experience that will greatly reward the hunting of ships on the seas, be they owned by another player or by an NPC. Question 14: Do you have any plans to change the drop rates, craft count, and stat range for current blueprints for crafting? As it is now, we get many useless blueprints and the ones worth using have very low craft counts. Oftentimes, higher tier blueprints (mythic etc.) actually have worse stats than lower tier ones. Answer: Yes, I think a tiered system would fix this. We will need to design this further, but I agree, finding a mythical that is worse than a fine is beyond frustrating. Question 15: Is the team going to take a look at the existing island templates and overhaul them prior to the game's official launch? Many of the islands are not very useful in PvP due to either having no natural harbor, having too shallow water in harbors, or being too tall to place island defenses. Answer: The only reason this is taking so long is the sheer number of islands we have in the game. There are hundreds. At a bare minimum, it will take an entire season of one dev's time to adjust them. We have received lists of issue islands, islands that would be great if pillars were lowered, or if a bay was deepened, and we are working on adjusting them, when we have time. Question 16: Are there any current plans to reduce structure spam? Answer: The majority of Atlas issues, optimization, lag, and exploits are all directly connected to the structure spam we see. Building a base on PvP that is able to withstand a raid requires players to cover every inch of the island, and then build an absurd wall around their islands. So to answer your question, yes, we will aggressively change structure limits, add ways to prevent enemy building on islands, and address land raid defensive options. Question 17: In PvE, people cover the islands quickly with warehouses so it's impossible to find a spot later on in the season. Are there any plans on modifying the warehouses so this isn't an issue? Answer: The entire trade system is being revamped this season, including warehouses and autofarms. Question 18: Are there any plans to make living in Freeport no longer possible? Answer: Let's just say it won't be completely removed until we add some way for solo/small companies to not lose everything every time they log out. Question 19: Would you consider making a separate server for single players and tiny companies? Answer: It can be done, but it's a complicated issue. Not only would there have to be enough constant players to warrant the cost of the servers, but we need to figure out what impact it would have on the core pvp server. I don't think anyone wants a huge map with 4 mega companies only. I think a better solution would be to address the issues that prevent solo players and small companies from being not only viable, but also fun. Question 20: Any estimate on when the single player world map will be updated to match the new multiplayer map? Answer: We are currently working on allowing players to choose which season's map to play in single player, so you're not limited to just a single map and Blackwood. An option here is free DLCs that contain the different maps, so you can access them like you would Blackwood. Question 21: Right now for Xbox this game is only playable for the series X. Are there plans to make it more Xbox friendly? Answer: Yes! Great news on that. We are in the final stages of fixing that. I believe it will make this upcoming patch, but if it doesn't, it will be in the first patch of the new season. Bonus Q&A The following questions were obtained and answered during the Live Q&A after the pre-selected questions were answered. Question: When will there be a Devkit and SGE update? Answer: Both of those should be out next week. Question: Are there any current plans for changing the armored docks? Answer: With the ship in a bottle, the armored docks are going to be adjusted. In addition, for all shipyards (and armored docks) you will be limited to placing only three per type per company per grid for the following season. Question: Are there any plans on changing the Drakes or token tames? Answer: There has been a lot of discussion about that between the team. I think everybody knows I do not personally like being able to tame them. But we recently asked the question for feedback about the mythical teams and everybody seems to really enjoy them. Or they have a specific purpose, so they will remain there. At least for the time being. We do have a team working directly on fixing and updating all of the creatures of Atlas so they will be adjusted to be better in the future. Question: Are there any plans to change the visual design of Ship of the Damned? Answer: Yes, that is upcoming as well. I think they kind of look a little alien and out of place right now. So we are replacing them with a natural pirate ship that just looks cursed rather than alien. Question: Are there any plans for a PlayStation release? Answer: That is also a complicated question. The short answer is…it’s possible. Possible but no guarantee it will happen. It really depends on how we do at the end of early access. Question: Do we have an estimate on the Unreal Engine 5 update? Answer: We can expect that early next year. Question: One of the main issues right now in the game is the tames falling off ships when grid changing. Can you give us any details on the status of getting that fixed? Answer: Tames falling off of ships, through our investigation, has kind of related to a larger core game mechanic or code base issue that's happening. So for now, we're fixing it on a case by case basis. With the engine update it will be fixed in the core game code so it won't happen again. Question: How about the rates in the new season, are we going to be sticking with just 5x the whole season again? Answer: It seems like 5x was a good choice for most of the season. The original plan here was to have weekends be 5x and weekdays be 3x, then occasional special events would be higher. It wouldn't always be the same per weekend, so it could be resource gathering would be 5x this weekend or tame speed will be 5x this weekend. Question: Are there any chances of alliance members being able to use things on ships? Answer: Yes, we are working on a system, with the first part of it getting Alliance members to use a special bed on ships so you can go to your alliance member’s ships or bases. As for other systems, we are working on it, again, as we have time. Question: Will the game ever be on Game Pass? Answer: It’s a possibility. I don't have any control or say over that, so I can’t comment on that other than saying maybe or maybe not. Question: We talked about getting a devkit update and upgrading to Unreal Engine 5. Will the upgrade affect modders? Answer: When we're upgrading to Unreal Engine 5, the devkit will also be updated. This does unfortunately mean that the mods created in the Unreal Engine 4 version will have to be either adjusted or redone in the new UE5 devkit. For the community servers, I am working on several options to see if we can minimize this impact. More news on that will come soon, but hopefully it will have a negligible impact if everything goes well. Question: During the time when the modular ships are overhauled, will they be lootable by players who sink them? Answer: Yes, they should be. I think it's silly that you can't loot everything you destroy. Question: Are there currently any plans to add any new maps similar to Blackwood? Answer: We've talked about it a lot in our internal meetings. We have thought of doing a lot of smaller DLC based maps like Blackwood that would introduce different areas of the world. As everybody can see, through our world map, we've been trying to transition to an alternate Earth experience for Atlas. So if we did do this, you could expect to see, for example, a whole expansion for a snow region, or an ice region, or an African type sand region, or something like that. This also gives us an opportunity to expand on trenches for Atlantean stuff as well. Question: Are there any plans on adding any new ships? Answer: There are plans for a lot of new ships. I believe we have 10 new modular ships coming. That number may change, but they won't be introduced until we fix and update the system. Adding new ships without fixing the system doesn't make sense. Question: Is anything changing with enforcement? Answer: As we are exiting Early Access, our enforcement is ramping up. I think everybody had a fairly negative experience this last season with our wide bands. Having said that, we are going to be updating our systems so that we are able to get individuals. Certain offenses are still company wide. If the entire company benefits from the bannable offense, the entire company will still be banned. Having said that, that will be extremely rare. Question: Is the map always going to be portal based, or will we ever return to one big map? Answer: The map with the portals was always intended to give easy and fast travel throughout the world. You should be able to sail to the majority of the game at any given time. We are working on a system to have servers and grids that come online for certain amounts of time and then go offline. Additional content or additional routes will probably be portal based for the majority. Question: Any plans for an Xbox only server? Answer: That is also more than likely not coming. Question: Any plans for new melee weapons? Answer: With the engine update, we are going to completely redo the combat system. It's going to feel much smoother, nicer, and not so bloated Question: Can we get friendly fire turned on? Answer: It's possible to turn that on, however, that's going to drastically change the game. So if we did do that it would be on a smaller test server for a super hardcore game experience. Question: Can we get cosmetic items we can buy with IRL money to help support the game? For example, ship cannon skins. Answer: We will internally discuss that and if it is deemed appropriate, we might pursue it or we might not. I cannot make any promises. Question: Will you ever make legacy ships usable again in PvP? Answer: Yes, legacy ships still have their place in PvP. They are customizable to the point where it is almost impossible to get rid of them. There are so many tactics that I see players do that you just cannot replicate with a modular ship. Having said that, we are focusing on the modular ship system, although we will be balancing it to make sure that the legacy ships and that customization is not lost. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  12. Ahoy Pathfinders! It was fantastic seeing so many of you listening in on the Live Dev Q&A in our discord! For those of you who were not available at that time and couldn’t make it, we have a written version of the event here for you now. First, let’s get some introductions of the staff in attendance! H2O-Melons: Hi, I’m H2O-Melons (or Melons for short), I’m the Community Manager for Atlas. For those that might not be familiar with what that means, I am essentially the liaison between the players and the developers. I get feedback from the players and bring their concerns forward to the development team. In turn, you could say I’m the spokesperson for the development team. I publish information and manage our social media accounts. Red Beard: Hi everyone, I’m the senior designer for Atlas, and the team leader for the design team and development teams. Weird Beard: Ahoy pathfinders! I'm Weird Beard, former Community Manager for Atlas. I’m now in QA (Quality Assurance) for Atlas. I know a lot of you are wondering why I disappeared so quickly. I had to go away for a bit for some personal reasons, but now I'm getting settled into the QA team. I'm happy to be there and think Melons is doing an amazing job in my stead. I just wanted to thank her and thank you, the community, for all your support throughout my tenure. Grapeshot Nami: Hi, everyone. Some of you might know me, some of you might not, but I’m Nami. I was also once upon a time ago, one of the Community Managers here. I've since moved to a more behind the scenes role with the company working in a lot of marketing campaigns/sales and project management type stuff. I'm very excited to have our first Live Q&A, so I wanted to drop by and show my support and say hi to everyone. Q&A As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, we can’t always foresee what is in store for us. We appreciate your support and understanding. Question 1: During early access wipes are necessary as changes are implemented; however, in this process the game has shifted heavily towards seasonal play. What is your vision for the long-run in regards to wipes? Are you going to continue to embrace the seasonal aspect of the game or do you hope to eventually get the game in a state where seasons aren't necessary? Answer: As Atlas has evolved we have noticed a trend where we see the highest number of players during the first month after a wipe. It goes without saying that the land grab, the exploration, and the early days of forging your company are some of the best parts of the experience. We are working on various ideas to have a seasonal based game but also not require players to do the same content every time. Some player data will be saved, the Power Stone quest will be redesigned, and achievements will persist for every season. How we are going to do all of this is still being talked about, but it is coming. Question 2: What is the overall plan for the game? Do you have an updated roadmap that you can share with the community? Answer: You can expect to see a roadmap in the next few weeks, which will cover at least the next couple of seasons. As for the overall plan for the game, we are upgrading the current systems, adding a few new systems that we feel tie the entire Atlas experience together, and focusing on polish. Our current goal is to end early access strong. As for the future after early access is over... well, we will just have to wait to see what the tide uncovers. Question 3: Are there plans to add to the storyline of the game? For example, right now there are endgame quests and specific items added, but there isn't a lot of lore built into the game around them. Answer: What is a game without lore? Well, I certainly have a few questions about Atlas lore. What are the Army of the Damned? Where do they come from? What about the mysterious tech that we see surrounding mythical creatures like the Kraken? Why does the world keep changing? These are some of the lore aspects that should be found within the game world, or through certain Journals that have washed up on our shores. The storyline of Atlas was intended to be player driven. However, we have a main questline to collect Power Stones and kill a Kraken. Seems like a great opportunity to expand. The most exciting way to add lore in a game like ours is by making the world feel alive through scraps of information here and there that you will have to piece together to get a story, texts to read, and lands to explore. This allows players to discover the lore organically, or optionally ignore it. Question 4: Will we ever have real enemy pirate ships or privateers on the ocean ? Will factions ever appear? Answer: Yes. Both are coming during season ten. Expect to see more than just Ships of the Damned on the seas one day. Question 5: Do you have plans on further developing the ocean? Answer: If you are referring to the trenches, yes. If you mean how blank and empty the bottom of the ocean is between islands and trenches, also yes. Though, it may have to wait until after we leave early access. It is a goal, but not a priority at this time. Question 6: Why is new content/items being added to the game when there are still so many bugs that need to get addressed? Answer: Let's be real, bugs are annoying. We all hate them. We are working to fix as many as we can, and when they are reported to us we prioritize them. It is my view that new content is just as important, however, to the health of a game. It will take a while to fix all the bugs. Why not enjoy something new while we work? Also, different teams can work on different things, you don't really want an artist trying to code a fix for how fast a cannonball moves do you? Question 7: Can you elaborate on the Unreal Engine 5 rumors? It would be great to hear more details about this and how we could expect the change to affect the game. Will it help with the current optimization issues? Answer: Unreal Engine 5 is coming. We are currently in the process of the engine update. Once it updates we will have one last early access season to ensure it is as bug free as possible. Also, this upgrade is granting us the opportunity to fix much of the optimization issues at the same time. Question 8: What's the plan with modular and legacy ships? Will legacy ships ever be removed from the game? Answer: At this time, there are no plans to remove legacy ships out of the game. Modular ships were intended to allow players to create a fleet of ships, each with a specific role, to play in a fight. The theory is good, we just need to fix the implementation. Question 9: One of the biggest appeals of ATLAS is building your own unique ship plank-by-plank. Will more customization options be added to modular ships? Answer: Building your own ship is half of the fun in the game. To that end, modular ships are being worked on to incorporate all the best parts of the ship building process that legacy ships enjoy. Tons of new customization options will be added, ship art is being completely overhauled, internal rooms/modules are being added, customizable captains quarters are being added….the list goes on. The main draw in Atlas for me is its ships, let's make that a good experience. Question 10: There has been an overwhelming amount of player feedback to slow modular ships down. Do you have any plans to do so? Answer: They have been slowed for season ten. Ship balance is an extremely difficult thing in Atlas due to multiple ship systems being used. I think we can all agree the implementation of it was bad. We have learned from the past several seasons to not make huge ship changes mid-season anymore, so that is something we will strive to no longer do. Question 11: Will modular ships be better balanced in the future? Right now everyone is sailing on a Ramming Galley. Answer: They have been updated for the new season, and while these changes are minor right now, they will be perfected for season 11. Additional changes will probably not be pushed to the live servers until season eleven to preserve a fair experience for all players in season ten. Question 12: Are there plans to make changes to the modular ship repair system? In their current state there is no delay for repairing modules, while there is the smoke delay on the legacy ships. Answer: The entire experience of building, repairing, and customizing the modular ships is being changed. Question 13: Are there any plans to increase the incentives of ship PVP? The only thing players can consistently (rarely) do right now is to battle fleeing ships that will most definitely popcorn their loot and scuttle their ships right when they feel like they are losing. There is zero incentive to go out and battle other ships for veteran players. Answer: With the implementation of ship in a bottle, players will no longer fear losing hundreds of hours of work in a few moments. With the faction system that is coming in the future, we can expect to see an improved experience that will greatly reward the hunting of ships on the seas, be they owned by another player or by an NPC. Question 14: Do you have any plans to change the drop rates, craft count, and stat range for current blueprints for crafting? As it is now, we get many useless blueprints and the ones worth using have very low craft counts. Oftentimes, higher tier blueprints (mythic etc.) actually have worse stats than lower tier ones. Answer: Yes, I think a tiered system would fix this. We will need to design this further, but I agree, finding a mythical that is worse than a fine is beyond frustrating. Question 15: Is the team going to take a look at the existing island templates and overhaul them prior to the game's official launch? Many of the islands are not very useful in PvP due to either having no natural harbor, having too shallow water in harbors, or being too tall to place island defenses. Answer: The only reason this is taking so long is the sheer number of islands we have in the game. There are hundreds. At a bare minimum, it will take an entire season of one dev's time to adjust them. We have received lists of issue islands, islands that would be great if pillars were lowered, or if a bay was deepened, and we are working on adjusting them, when we have time. Question 16: Are there any current plans to reduce structure spam? Answer: The majority of Atlas issues, optimization, lag, and exploits are all directly connected to the structure spam we see. Building a base on PvP that is able to withstand a raid requires players to cover every inch of the island, and then build an absurd wall around their islands. So to answer your question, yes, we will aggressively change structure limits, add ways to prevent enemy building on islands, and address land raid defensive options. Question 17: In PvE, people cover the islands quickly with warehouses so it's impossible to find a spot later on in the season. Are there any plans on modifying the warehouses so this isn't an issue? Answer: The entire trade system is being revamped this season, including warehouses and autofarms. Question 18: Are there any plans to make living in Freeport no longer possible? Answer: Let's just say it won't be completely removed until we add some way for solo/small companies to not lose everything every time they log out. Question 19: Would you consider making a separate server for single players and tiny companies? Answer: It can be done, but it's a complicated issue. Not only would there have to be enough constant players to warrant the cost of the servers, but we need to figure out what impact it would have on the core pvp server. I don't think anyone wants a huge map with 4 mega companies only. I think a better solution would be to address the issues that prevent solo players and small companies from being not only viable, but also fun. Question 20: Any estimate on when the single player world map will be updated to match the new multiplayer map? Answer: We are currently working on allowing players to choose which season's map to play in single player, so you're not limited to just a single map and Blackwood. An option here is free DLCs that contain the different maps, so you can access them like you would Blackwood. Question 21: Right now for Xbox this game is only playable for the series X. Are there plans to make it more Xbox friendly? Answer: Yes! Great news on that. We are in the final stages of fixing that. I believe it will make this upcoming patch, but if it doesn't, it will be in the first patch of the new season. Bonus Q&A The following questions were obtained and answered during the Live Q&A after the pre-selected questions were answered. Question: When will there be a Devkit and SGE update? Answer: Both of those should be out next week. Question: Are there any current plans for changing the armored docks? Answer: With the ship in a bottle, the armored docks are going to be adjusted. In addition, for all shipyards (and armored docks) you will be limited to placing only three per type per company per grid for the following season. Question: Are there any plans on changing the Drakes or token tames? Answer: There has been a lot of discussion about that between the team. I think everybody knows I do not personally like being able to tame them. But we recently asked the question for feedback about the mythical tames and everybody seems to really enjoy them. Or they have a specific purpose, so they will remain there. At least for the time being. We do have a team working directly on fixing and updating all of the creatures of Atlas so they will be adjusted to be better in the future. Question: Are there any plans to change the visual design of Ship of the Damned? Answer: Yes, that is upcoming as well. I think they kind of look a little alien and out of place right now. So we are replacing them with a natural pirate ship that just looks cursed rather than alien. Question: Are there any plans for a PlayStation release? Answer: That is also a complicated question. The short answer is…it’s possible. Possible but no guarantee it will happen. It really depends on how we do at the end of early access. Question: Do we have an estimate on the Unreal Engine 5 update? Answer: We can expect that early next year. Question: One of the main issues right now in the game is the tames falling off ships when grid changing. Can you give us any details on the status of getting that fixed? Answer: Tames falling off of ships, through our investigation, has kind of related to a larger core game mechanic or code base issue that's happening. So for now, we're fixing it on a case by case basis. With the engine update it will be fixed in the core game code so it won't happen again. Question: How about the rates in the new season, are we going to be sticking with just 5x the whole season again? Answer: It seems like 5x was a good choice for most of the season. The original plan here was to have weekends be 5x and weekdays be 3x, then occasional special events would be higher. It wouldn't always be the same per weekend, so it could be resource gathering would be 5x this weekend or tame speed will be 5x this weekend. Question: Are there any chances of alliance members being able to use things on ships? Answer: Yes, we are working on a system, with the first part of it getting Alliance members to use a special bed on ships so you can go to your alliance member’s ships or bases. As for other systems, we are working on it, again, as we have time. Question: Will the game ever be on Game Pass? Answer: It’s a possibility. I don't have any control or say over that, so I can’t comment on that other than saying maybe or maybe not. Question: We talked about getting a devkit update and upgrading to Unreal Engine 5. Will the upgrade affect modders? Answer: When we're upgrading to Unreal Engine 5, the devkit will also be updated. This does unfortunately mean that the mods created in the Unreal Engine 4 version will have to be either adjusted or redone in the new UE5 devkit. For the community servers, I am working on several options to see if we can minimize this impact. More news on that will come soon, but hopefully it will have a negligible impact if everything goes well. Question: During the time when the modular ships are overhauled, will they be lootable by players who sink them? Answer: Yes, they should be. I think it's silly that you can't loot everything you destroy. Question: Are there currently any plans to add any new maps similar to Blackwood? Answer: We've talked about it a lot in our internal meetings. We have thought of doing a lot of smaller DLC based maps like Blackwood that would introduce different areas of the world. As everybody can see, through our world map, we've been trying to transition to an alternate Earth experience for Atlas. So if we did do this, you could expect to see, for example, a whole expansion for a snow region, or an ice region, or an African type sand region, or something like that. This also gives us an opportunity to expand on trenches for Atlantean stuff as well. Question: Are there any plans on adding any new ships? Answer: There are plans for a lot of new ships. I believe we have 10 new modular ships coming. That number may change, but they won't be introduced until we fix and update the system. Adding new ships without fixing the system doesn't make sense. Question: Is anything changing with enforcement? Answer: As we are exiting Early Access, our enforcement is ramping up. I think everybody had a fairly negative experience this last season with our wide bans. Having said that, we are going to be updating our systems so that we are able to get individuals. Certain offenses are still company wide. If the entire company benefits from the bannable offense, the entire company will still be banned. Having said that, that will be extremely rare. Question: Is the map always going to be portal based, or will we ever return to one big map? Answer: The map with the portals was always intended to give easy and fast travel throughout the world. You should be able to sail to the majority of the game at any given time. We are working on a system to have servers and grids that come online for certain amounts of time and then go offline. Additional content or additional routes will probably be portal based for the majority. Question: Any plans for an Xbox only server? Answer: That is more than likely not coming. Question: Any plans for new melee weapons? Answer: With the engine update, we are going to completely redo the combat system. It's going to feel much smoother, nicer, and not so bloated Question: Can we get friendly fire turned on? Answer: It's possible to turn that on, however, that's going to drastically change the game. So if we did do that it would be on a smaller test server for a super hardcore game experience. Question: Can we get cosmetic items we can buy with IRL money to help support the game? For example, ship cannon skins. Answer: We will internally discuss that and if it is deemed appropriate, we might pursue it or we might not. I cannot make any promises. Question: Will you ever make legacy ships usable again in PvP? Answer: Yes, legacy ships still have their place in PvP. They are customizable to the point where it is almost impossible to get rid of them. There are so many tactics that I see players do that you just cannot replicate with a modular ship. Having said that, we are focusing on the modular ship system, although we will be balancing it to make sure that the legacy ships and that customization is not lost. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  13. Ahoy Pathfinders! With summer winding down, we have a new season to look forward to. A new season of ATLAS that is! Stay tuned for more details as we get closer to patch day! Upcoming Wipe The final day of the season will be Wednesday September 21st when we will be wiping both official servers for a fresh start. Servers are expected to go down at 7PM PDT and should be back up within a few hours. Unofficial servers are not expected to need to wipe at this time. A dedicated Kraken Bowl grid will be accessible September 14th - September 21st, so grab your crew and send this season off with a bang! To reach the Kraken Bowl, sail out from Tortuga in any direction across the grid line. PvE players should be particularly cautious, as the zone is PvP enabled for all who enter. We hope you’ll continue the journey with us as we make our way closer to exiting early access. Thank you for your support and happy sailing! Here’s a sneak peek at some changes headed our way! Live Dev Q&A Come meet the ATLAS Senior Game Designer and the Community Manager on September 15th at 12:00 PM PDT in our discord Stage voice channel! We’ll be answering many of the questions recently gathered from our discord community. Pathfinders will also have the opportunity to ask additional questions or for further clarification. For those who will not be able to make it, we’ll be posting a written version afterwards. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  14. Ahoy Pathfinders! With summer winding down, we have a new season to look forward to. A new season of ATLAS that is! Stay tuned for more details as we get closer to patch day! Upcoming Wipe The final day of the season will be Wednesday September 21st when we will be wiping both official servers for a fresh start. Servers are expected to go down at 7PM PDT and should be back up within a few hours. Unofficial servers are not expected to need to wipe at this time. A dedicated Kraken Bowl grid will be accessible September 14th - September 21st, so grab your crew and send this season off with a bang! To reach the Kraken Bowl, sail out from Tortuga in any direction across the grid line. PvE players should be particularly cautious, as the zone is PvP enabled for all who enter. We hope you’ll continue the journey with us as we make our way closer to exiting early access. Thank you for your support and happy sailing! Here’s a sneak peek at some changes headed our way! Live Dev Q&A Come meet the ATLAS Senior Game Designer and the Community Manager on September 15th at 12:00 PM PDT in our discord Stage voice channel! We’ll be answering many of the questions recently gathered from our discord community. Pathfinders will also have the opportunity to ask additional questions or for further clarification. For those who will not be able to make it, we’ll be posting a written version afterwards. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  15. Ahoy Pathfinders, This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT New Content Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements: Secrets of the Bow Mortar and Pestle 1 Stone Arrow 10 Toxic Compound (any combination) New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole Bug Fixes Fixed instances of all treasure maps in single player going to H6 Fixed instances of text inconsistencies Fixed collision issue with the stairs on the Turtle Ship Fixed instances of graphics quality lowering after loading in Fixed some UI issues Fixed an issue of unloading tames when accessing fertilizer barrel Fixed an issue with floor tiles not snapping to same height as the floor foundation Fixed an issue with railings facing the wrong direction on the right side of a Pegasus Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game Fixed an issue with sail placement on mortar ship blocking the door and ladder. Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding. Fixed an issue where the spyglass and sextant overlay did not display in the maw waters Fixed an issue where players were able to go prone during circular slice Fixed an issue where players were able to reset the heavy shield bash cooldown Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack Fixed an issue where sails could be placed and block the Front Castle door on the Harrier Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley Fixed an issue with the transient tracker tutorial text Fixed issues with normal and Kraken style railings Fixed an issue where Medkits could not be used on Tames Fixed an issue with Ore Miner and Grave Digger blocking other farming structures Fixed a text overlap issue in Industrial Smithy recipes for structures with long names Fixed an issue where structures would continue to auto-repair forever Fixed a collision issue with the stairs on the Carrack Fixed an issue that allowed players to place certain Industrial structures on a shipyard Fixed an issue with baby spiders dying on server restart Fixed an issue wherein holiday vendor was selling outdated items at Freeports Fixed map collision issues. Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash. Fixed an issue with a missing description for Large Storage box item. Fixed an issue about naming inconsistency for the Verse Book item. Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure. Fixed instances of railings not snapping while in Simplified Chinese Fixed an issue where the discovered banner would appear each time the player fast traveled Fixed an issue where cobras could not be targeted by a puckle gun Fixed instances of player’s being able to place bed underwater Fixed instances where players would lose functionality after logging out on ships in shipyards Misc. The art for the advanced dock has slightly changed Adjusted trade wind routes to better match map art New art for Orichalcumized Rock New art for Sulfurized Rock Tames born in the tame house are set to follow the player when unloaded Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again Artifact keys can only be used on the island the boss was defeated on Removal of underwater effects and maw waters fog effects have been disabled in .ini files Removed inventory access from Cursed Temple Equipment slots on the Ritual Pedestal have been removed Blueprints for modular ship tiles and railings will now drop from SoTD flotsam Xbox Only Reduced memory usage in certain areas Known Issues Visual effect on the poison arrows will sometimes last longer than intended Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  16. Ahoy Pathfinders, This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT New Content Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements: Secrets of the Bow Mortar and Pestle 1 Stone Arrow 10 Toxic Compound (any combination) New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole Bug Fixes Fixed instances of all treasure maps in single player going to H6 Fixed instances of text inconsistencies Fixed collision issue with the stairs on the Turtle Ship Fixed instances of graphics quality lowering after loading in Fixed some UI issues Fixed an issue of unloading tames when accessing fertilizer barrel Fixed an issue with floor tiles not snapping to same height as the floor foundation Fixed an issue with railings facing the wrong direction on the right side of a Pegasus Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game Fixed an issue with sail placement on mortar ship blocking the door and ladder. Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding. Fixed an issue where the spyglass and sextant overlay did not display in the maw waters Fixed an issue where players were able to go prone during circular slice Fixed an issue where players were able to reset the heavy shield bash cooldown Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack Fixed an issue where sails could be placed and block the Front Castle door on the Harrier Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley Fixed an issue with the transient tracker tutorial text Fixed issues with normal and Kraken style railings Fixed an issue where Medkits could not be used on Tames Fixed an issue with Ore Miner and Grave Digger blocking other farming structures Fixed a text overlap issue in Industrial Smithy recipes for structures with long names Fixed an issue where structures would continue to auto-repair forever Fixed a collision issue with the stairs on the Carrack Fixed an issue that allowed players to place certain Industrial structures on a shipyard Fixed an issue with baby spiders dying on server restart Fixed an issue wherein holiday vendor was selling outdated items at Freeports Fixed map collision issues. Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash. Fixed an issue with a missing description for Large Storage box item. Fixed an issue about naming inconsistency for the Verse Book item. Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure. Fixed instances of railings not snapping while in Simplified Chinese Fixed an issue where the discovered banner would appear each time the player fast traveled Fixed an issue where cobras could not be targeted by a puckle gun Fixed instances of player’s being able to place bed underwater Fixed instances where players would lose functionality after logging out on ships in shipyards Misc. The art for the advanced dock has slightly changed Adjusted trade wind routes to better match map art New art for Orichalcumized Rock New art for Sulfurized Rock Tames born in the tame house are set to follow the player when unloaded Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again Artifact keys can only be used on the island the boss was defeated on Removal of underwater effects and maw waters fog effects have been disabled in .ini files Removed inventory access from Cursed Temple Equipment slots on the Ritual Pedestal have been removed Blueprints for modular ship tiles and railings will now drop from SoTD flotsam Xbox Only Reduced memory usage in certain areas Known Issues Visual effect on the poison arrows will sometimes last longer than intended Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  17. Ahoy Pathfinders, The summer is here and there’s no better way to enjoy the season than spending your time out on the open seas. We have a couple new items, a new region, and some welcome improvements to the game, especially for our XBox players. We have an “egg”-cellent new structure that will make breeding new tames even easier. The Tame Hatchery is the perfect spot to store your eggs and give them the care that’s needed. The swivel gun railing is going to add a new dimension to sea battles. These out-facing guns will make combat more precise and change the battlefield forever. As always, we have a slew of bug fixes and improvements inching us closer to an ideal gaming experience. We will continue to improve and iterate on player’s feedback and suggestions so check out the changes below. Released Patch Notes v548.2 Patch will be deployed at ~7PM PDT 7/6/22 New Content Tame Hatchery Egg-laying tames can now be stored at the new Tame Hatchery. Eggs produced by stored tames are sent to the inventory to be fertilized. Fertilized eggs will be incubated and hatched directly into the Tame Hatchery. While food is stored in the inventory, tames will continue to reproduce and generate Nitro Fertilizer, which gives crops a growth boost for a short time. Tames allowed in the Hatchery: Chicken, Crow, Parrot, Vulture, Seagull, Penguin, Ostrich, Spider, Turtle, Crocodile, Razortooth, Shieldhorn, Crab, and Tortugar After obtaining the Beastmaster 2 skill, the Tame Hatchery will be buildable at a Smithy: Crafting Resources 300 Stone 20 Flint 90 Keratinoid 65 Wood 80 Fibers New Resource type: Toxic Compounds Toxic Flora: Harvested from mushrooms in swamp biomes Venom: Harvested from Snakes and Scorpions Toxic Sludge: Crafted from Nitro Fertilizer New Ship Railing: Swivel Gun Railing A new railing that supports two out facing swivel guns has been added. Unlocked from Swivel Gun Skill in the Artillery tree, this railing can be built at the Smithy. Crafting Resources 550 Wood 225 Thatch 250 Fibers 98 Alloy 180 Stone New Region: Uncharted Sea Uncharted Sea has been reintroduced into the world of Atlas. Tropical Islands here have rare resources for pathfinders to plunder as well as more access to industrial and Army of the Damned nodes. Access to this region is located via portals in the South America and Africa Regions. This region is Lawless. Bug Fixes Fixed instances where shooting a spear gun while riding an underwater tame damaged the tame Fixed instances of players consuming the ship rename token Fixed instances where the ‘collect now’ function only working once on the warehouse Fixed instances where players were not getting Essence of the maw from destroying enemy ships Fixed instances where players could not defecate Fixed instances in which some module ships’ initial module point totals were incorrect Fixed instances in which the tame house was placeable on shipyards Fixed multiple instances of holes in the ocean in various islands Fixed instances where players could not place turtle shells into the advanced shipyard Fixed instances where bed travel and respawning would default to the rookie cove Fixed instances where the game could crash when set to any language other than English Fixed instances where sails would be be misaligned with the ships center Fixed instances where the Tame House could be built on other structures Fixed instances where the 6th shot in the revolver would not deal damage Fixed instances where industrial buffs would give incorrect UI icons Fixed instances of projectiles spawning at incorrect locations when the player is moving Fixed instances where the Cog could not turn correctly Fixed instances where Transient Nodes provided incorrect resources Misc. Durability for the Industrial Hydra Pistol and Industrial have been increased Large Stone Walls and gates and their Industrial variants are now limited to 30 per company per server Please ensure the 30 you want to keep are the only 30 placed before the patch. Any walls/gates placed over the 30 limit will be destroyed, at random until there are only 30 remaining. Large Stone Walls and their industrial variants will start at a lower health when first built and will need to be repaired to max health Ship Icons on the map will now show life as an HP amount instead of a percentage UI is now more consistent for Industrial stations Return to the overworld tab on the map has been moved to be less obtrusive Added more keys to be bound to defecate Ash wood bundles and unbundles have been added to the workstation Shipyards can no longer be placed unless all ships within the variant can be built Ritual Generator and Ritual Pedestal Health has been increased Xbox Only Fixed instances where the game would crash if the player switched between tabs in the menu too quickly Adjusted distance islands render to decrease memory usage Fixed instances where changing grids would result in a crash Known Issues Crash occurs when interacting with the Great Temple’s progression table Crash occurs when interacting with the Industrial Lab’s progression table Static nodes that are located on Island Claim grid islands are claimable and destroyable when a company wipes the island The Hatchery has an issue where the fertilizer barrel can’t be accessed from certain directions Treasure Map Bottles picked up in the PVP realm will sometimes not produce a treasure map The limit on stone walls / gates is currently 30 per variant per company per grid, instead of 30 total per company per grid. This is being adjusted in next hotfix patch. Crew seated on sails will sometimes be seated at a wrong location. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  18. Ahoy Pathfinders, The summer is here and there’s no better way to enjoy the season than spending your time out on the open seas. We have a couple new items, a new region, and some welcome improvements to the game, especially for our XBox players. We have an “egg”-cellent new structure that will make breeding new tames even easier. The Tame Hatchery is the perfect spot to store your eggs and give them the care that’s needed. The swivel gun railing is going to add a new dimension to sea battles. These out-facing guns will make combat more precise and change the battlefield forever. As always, we have a slew of bug fixes and improvements inching us closer to an ideal gaming experience. We will continue to improve and iterate on player’s feedback and suggestions so check out the changes below. Released Patch Notes v548.2 Patch will be deployed at ~7PM PDT 7/6/22 New Content Tame Hatchery Egg-laying tames can now be stored at the new Tame Hatchery. Eggs produced by stored tames are sent to the inventory to be fertilized. Fertilized eggs will be incubated and hatched directly into the Tame Hatchery. While food is stored in the inventory, tames will continue to reproduce and generate Nitro Fertilizer, which gives crops a growth boost for a short time. Tames allowed in the Hatchery: Chicken, Crow, Parrot, Vulture, Seagull, Penguin, Ostrich, Spider, Turtle, Crocodile, Razortooth, Shieldhorn, Crab, and Tortugar After obtaining the Beastmaster 2 skill, the Tame Hatchery will be buildable at a Smithy: Crafting Resources 300 Stone 20 Flint 90 Keratinoid 65 Wood 80 Fibers New Resource type: Toxic Compounds Toxic Flora: Harvested from mushrooms in swamp biomes Venom: Harvested from Snakes and Scorpions Toxic Sludge: Crafted from Nitro Fertilizer New Ship Railing: Swivel Gun Railing A new railing that supports two out facing swivel guns has been added. Unlocked from Swivel Gun Skill in the Artillery tree, this railing can be built at the Smithy. Crafting Resources 550 Wood 225 Thatch 250 Fibers 98 Alloy 180 Stone New Region: Uncharted Sea Uncharted Sea has been reintroduced into the world of Atlas. Tropical Islands here have rare resources for pathfinders to plunder as well as more access to industrial and Army of the Damned nodes. Access to this region is located via portals in the South America and Africa Regions. This region is Lawless. Bug Fixes Fixed instances where shooting a spear gun while riding an underwater tame damaged the tame Fixed instances of players consuming the ship rename token Fixed instances where the ‘collect now’ function only working once on the warehouse Fixed instances where players were not getting Essence of the maw from destroying enemy ships Fixed instances where players could not defecate Fixed instances in which some module ships’ initial module point totals were incorrect Fixed instances in which the tame house was placeable on shipyards Fixed multiple instances of holes in the ocean in various islands Fixed instances where players could not place turtle shells into the advanced shipyard Fixed instances where bed travel and respawning would default to the rookie cove Fixed instances where the game could crash when set to any language other than English Fixed instances where sails would be be misaligned with the ships center Fixed instances where the Tame House could be built on other structures Fixed instances where the 6th shot in the revolver would not deal damage Fixed instances where industrial buffs would give incorrect UI icons Fixed instances of projectiles spawning at incorrect locations when the player is moving Fixed instances where the Cog could not turn correctly Fixed instances where Transient Nodes provided incorrect resources Misc. Durability for the Industrial Hydra Pistol and Industrial have been increased Large Stone Walls and gates and their Industrial variants are now limited to 30 per company per server Please ensure the 30 you want to keep are the only 30 placed before the patch. Any walls/gates placed over the 30 limit will be destroyed, at random until there are only 30 remaining. Large Stone Walls and their industrial variants will start at a lower health when first built and will need to be repaired to max health Ship Icons on the map will now show life as an HP amount instead of a percentage UI is now more consistent for Industrial stations Return to the overworld tab on the map has been moved to be less obtrusive Added more keys to be bound to defecate Ash wood bundles and unbundles have been added to the workstation Shipyards can no longer be placed unless all ships within the variant can be built Ritual Generator and Ritual Pedestal Health has been increased Xbox Only Fixed instances where the game would crash if the player switched between tabs in the menu too quickly Adjusted distance islands render to decrease memory usage Fixed instances where changing grids would result in a crash Known Issues Crash occurs when interacting with the Great Temple’s progression table Crash occurs when interacting with the Industrial Lab’s progression table Static nodes that are located on Island Claim grid islands are claimable and destroyable when a company wipes the island The Hatchery has an issue where the fertilizer barrel can’t be accessed from certain directions Treasure Map Bottles picked up in the PVP realm will sometimes not produce a treasure map The limit on stone walls / gates is currently 30 per variant per company per grid, instead of 30 total per company per grid. This is being adjusted in next hotfix patch. Crew seated on sails will sometimes be seated at a wrong location. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  19. Ahoy Pathfinders! While we anxiously await the new content patch and bug fixes coming next week, we are returning an old favorite back to the seas in Atlas. Come rediscover these islands teeming with resources and adventures. New Region: Uncharted Sea Uncharted Sea has been reintroduced into the world of Atlas. Tropical Islands here have rare resources for pathfinders to plunder as well as more access to industrial and Army of the Damned nodes. Access to this region is located via portals in the South America and Africa Regions. Finally, here is a teaser of what's to come next week: Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  20. Ahoy Pathfinders! While we anxiously await the new content patch and bug fixes coming next week, we are returning an old favorite back to the seas in Atlas. Come rediscover these islands teeming with resources and adventures. New Region: Uncharted Sea Uncharted Sea has been reintroduced into the world of Atlas. Tropical Islands here have rare resources for pathfinders to plunder as well as more access to industrial and Army of the Damned nodes. Access to this region is located via portals in the South America and Africa Regions. Finally, here is a teaser of what's to come next week: Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  21. Although marked "solved", all submissions are reviewed by our support team. We'll look into improving the process before we leave early access later this year. Thank you for the response and happy sailing! Thank you for your feedback. If you have any further suggestions, we invite you to join our community Discord and submit your ideas. We appreciate your support and happy sailing! discord.gg/PzU9DvNMUy Thank you for your feedback! If you'd like to assist us in making Atlas better, please click the link below and use our bug report form to report any issues you might be having. Thanks again and happy sailing! bit.ly/304d7FE
  22. Ahoy Pathfinders! The clouds have dissipated and the seas have calmed so the conditions are finally ideal to get this season started! Along with numerous fixes and additional content mentioned last week, we will also be including the Industrial wonder structures and buildings in this update. Pathfinders have heard rumors of new technologies that will change the shape of Atlas. These innovations are now available for one and all to discover. Advancements in astronomy, shipbuilding, and various other areas will take Pathfinders to new lands and new heights. Join us on May 25th at 7PM PDT as we wipe the Atlas world and start a new season filled with new adventures and discoveries! As always, we appreciate all the support we’ve received form our amazing community. Until next time, happy sailing! Released Patch Notes In addition to the content mentioned below, this update will include the previously mentioned Season 9 patch published last week. You can read more about those changes by clicking this link: https://www.playatlas.com/index.php?/atlas-news/news/patch-54300-season-9-patch-and-wipe-r524/ v544.1 Industrial Wonder Content New Monuments and a fantastic new Wonder have arrived on the shores of Atlas. Tier 2 Monument - Industrial Lab This monument is built in two stages and they are found in the Industrial Smithy Stage 1: Industrial Lab Foundation Resources to build Stage 1 2000 Metal 1800 Brimstone 800 Orichalcum 800 Pure sulfur 500 Crystal Stage 2: Industrial Lab Resources to build Stage 2 2000 Wood 2500 Brimstone 2000 Crystal 7500 Orichalcum 5000 Pure Sulfur 5000 Metal Unlike the Cursed Temple, this Monument offers four externally placeable modular room locations. Players must build and place these modular room locations within shacks that are in range of the monument for them to be useable. Stations Industrial Shack Resources to build Industrial Shack 200 Stone 300 Wood 400 Metal Industrial Vessel Studies Station Resources to Build 300 Hide 400 Wood 200 Fibers Industrial Armory Station Resources to build 300 Stone 250 Flint 250 Brimstone 400 Wood 600 Metal Industrial Astronomy Station Resources to build 200 Stone 400 Wood 100 Orichalcum Industrial Culinary Station Resources to build 500 Stone 200 Flint 800 Wood 400 Metal Industrial Structure Studies Station Resources to build 300 Stone 250 Flint 125 Hide 400 Wood 450 Orichalcum Tier 3 Monument- The Observatory This Monument is built in 6 stages. With the completion of stage 6, the wonder is completed and an intelligence buff is awarded. It is built directly on top of the Tier 2 Monument. Unlike the Great Temple, this Wonder can be obtained by every Pathfinder crew. All stages of the Observatory are built in the Industrial Structures Studies Station Stage 1: Resources to build Stage 1: 50 Cedar Bundles 50 Slate Blocks 1000 Pure Sulfur 1000 Orichalcum 500 Crystal Stage 2: Resources to build Stage 2: 50 Fir Bundles 50 Coquina Blocks 1500 Pure Sulfur 1500 Orichalcum 500 Crystal Stage 3: Resources to build Stage 3: 50 Oak Bundles 50 Granite Blocks 2000 Pure Sulfur 2000 Orichalcum 500 Crystal Stage 4: Resources to build Stage 4: 50 Pine Bundles 50 Limestone Blocks 2500 Pure Sulfur 2500 Orichalcum 1000 Crystal 500 Brimstone Stage 5: Resources to build Stage 5: 50 Poplar Bundles 50 Sandstone Blocks 3000 Pure Sulfur 3000 Orichalcum 1250 Crystal 1000 Brimstone Stage 6: Resources to build Stage 6: 50 Ironwood Bundles 50 Marble Blocks 3500 Pure Sulfur 3500 Orichalcum 1500 Crystal 1500 Brimstone Bug Fixes Fixed instances where the workstation had incorrect crafting recipes. Fixed instances where the Spider tame would take fall damage. Fixed instances where the Cog was turning too slowly. Fixed instances where the player would lose controller functionality when returning to main menu on pc. Fixed instances where the fog of war would reset in single player. Fixed instances where server times could be different. Fixed instances where the player would change age when transferring grids. Fixed instances where performance would drop when building the Cursed Temple. Misc. Timeworn quality has been removed until content and bugs are fixed Removed drop shadow from text on the map. XBox Only Improved memory performance Improved network connection Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  23. Ahoy Pathfinders! The clouds have dissipated and the seas have calmed so the conditions are finally ideal to get this season started! Along with numerous fixes and additional content mentioned last week, we will also be including the Industrial wonder structures and buildings in this update. Pathfinders have heard rumors of new technologies that will change the shape of Atlas. These innovations are now available for one and all to discover. Advancements in astronomy, shipbuilding, and various other areas will take Pathfinders to new lands and new heights. Join us on May 25th at 7PM PDT as we wipe the Atlas world and start a new season filled with new adventures and discoveries! As always, we appreciate all the support we’ve received form our amazing community. Until next time, happy sailing! Released Patch Notes In addition to the content mentioned below, this update will include the previously mentioned Season 9 patch published last week. You can read more about those changes by clicking this link: https://www.playatlas.com/index.php?/atlas-news/news/patch-54300-season-9-patch-and-wipe-r524/ v544.1 Industrial Wonder Content New Monuments and a fantastic new Wonder have arrived on the shores of Atlas. Tier 2 Monument - Industrial Lab This monument is built in two stages and they are found in the Industrial Smithy Stage 1: Industrial Lab Foundation Resources to build Stage 1 2000 Metal 1800 Brimstone 800 Orichalcum 800 Pure sulfur 500 Crystal Stage 2: Industrial Lab Resources to build Stage 2 2000 Wood 2500 Brimstone 2000 Crystal 7500 Orichalcum 5000 Pure Sulfur 5000 Metal Unlike the Cursed Temple, this Monument offers four externally placeable modular room locations. Players must build and place these modular room locations within shacks that are in range of the monument for them to be useable. Stations Industrial Shack Resources to build Industrial Shack 200 Stone 300 Wood 400 Metal Industrial Vessel Studies Station Resources to Build 300 Hide 400 Wood 200 Fibers Industrial Armory Station Resources to build 300 Stone 250 Flint 250 Brimstone 400 Wood 600 Metal Industrial Astronomy Station Resources to build 200 Stone 400 Wood 100 Orichalcum Industrial Culinary Station Resources to build 500 Stone 200 Flint 800 Wood 400 Metal Industrial Structure Studies Station Resources to build 300 Stone 250 Flint 125 Hide 400 Wood 450 Orichalcum Tier 3 Monument- The Observatory This Monument is built in 6 stages. With the completion of stage 6, the wonder is completed and an intelligence buff is awarded. It is built directly on top of the Tier 2 Monument. Unlike the Great Temple, this Wonder can be obtained by every Pathfinder crew. All stages of the Observatory are built in the Industrial Structures Studies Station Stage 1: Resources to build Stage 1: 50 Cedar Bundles 50 Slate Blocks 1000 Pure Sulfur 1000 Orichalcum 500 Crystal Stage 2: Resources to build Stage 2: 50 Fir Bundles 50 Coquina Blocks 1500 Pure Sulfur 1500 Orichalcum 500 Crystal Stage 3: Resources to build Stage 3: 50 Oak Bundles 50 Granite Blocks 2000 Pure Sulfur 2000 Orichalcum 500 Crystal Stage 4: Resources to build Stage 4: 50 Pine Bundles 50 Limestone Blocks 2500 Pure Sulfur 2500 Orichalcum 1000 Crystal 500 Brimstone Stage 5: Resources to build Stage 5: 50 Poplar Bundles 50 Sandstone Blocks 3000 Pure Sulfur 3000 Orichalcum 1250 Crystal 1000 Brimstone Stage 6: Resources to build Stage 6: 50 Ironwood Bundles 50 Marble Blocks 3500 Pure Sulfur 3500 Orichalcum 1500 Crystal 1500 Brimstone Bug Fixes Fixed instances where the workstation had incorrect crafting recipes. Fixed instances where the Spider tame would take fall damage. Fixed instances where the Cog was turning too slowly. Fixed instances where the player would lose controller functionality when returning to main menu on pc. Fixed instances where the fog of war would reset in single player. Fixed instances where server times could be different. Fixed instances where the player would change age when transferring grids. Fixed instances where performance would drop when building the Cursed Temple. Misc. Timeworn quality has been removed until content and bugs are fixed Removed drop shadow from text on the map. XBox Only Improved memory performance Improved network connection Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  24. Edit (May 18th): Due to an unexpected issue, we’ve made the difficult decision to delay tonight’s patch to next Wednesday, May 25th @ 7PM PDT. We want to ensure the start of the new season is as smooth as possible. Thank you for your patience and understanding. Ahoy Pathfinders! The time has come for new adventures to begin again in the world of Atlas. While familiar, the seas have shifted and hold new mysteries and challenges for both new and old pathfinders alike. With the recent discovery of the Golden Age ruins, pathfinders will find themselves tested by new adversaries that will strike down the most experienced of pirates if not careful. Seven of these bosses now roam the lands waiting to unleash their might on any that dare to find them. Are you brave enough to take the challenge? There is also talk of an new unexplored region, shrouded in mystery, that may bring a new set of trials to pathfinders looking to unlock its secrets. Do not trust your senses in this eerie place for one false move may spell doom for you and your crew. The map itself has also undergone a few changes to make traversing the world a little easier. As always, with the new content, we are also continuing to fix many of the issues that have been reported by you, the community, and will continue to do so until we get it right. We want to say thank you to all the pathfinders that have provided feedback and suggestions and that continue to support us as we make gradual steps to make Atlas the best gameplay experience possible. With that said, the servers will go down May 18th at 7PM PDT and will undergo a few hours of maintenance. Barring any issues, we expect the servers to return and season nine to start around May 18th, 10PM PDT. We wish all the best luck in your new adventures and, of course, happy sailing! Released Patch Notes v543.0 Season 9 Patch Ahoy pathfinders! The tides of Atlas are shifting again. New exotic locales to explore and dangers to confront have emerged. New Content New Mini-Bosses of the Golden Age Ruins Seven new Mini-Bosses have been added. Each Golden Age Ruin island will now have its own boss to find and fight. Ancient Fire Elemental The first fire elemental ever to be created. An unknown, wicked deity possessed inflamed, volcanic rocks. It is rumored that all other fire elementals derive from this one. Found on the Golden Age Ruin island in A7 Elder Rock Elemental A Giant Rock Elemental that has seen the tides of the Atlas shift many times. He has finally arisen from the sulfurous land to destroy pathfinders who trespass on his grounds. Found on the Golden Age Ruin island in F4 Kekada A Deep Sea crab that invaded the surface long ago. Its docile nature was corrupted by the power stone contained on the island it is found on. Kekada now brutally crushes anything it can fit in its massive claws. Found on the Golden Age Ruin island in L7 Buwaya A cursed Crocodile that is only told about in myths originating from the Philippines. Legend says, those who fall victim to this monster are taken to the world of the spirits. Found on the Golden Age Ruin island in G8 Eber The Boar God. Even creatures have deities, and this one smells awful according to Pathfinders who have encountered it. They say it is a big, feral boar with rotting flesh and piercing eyes that roams the forest. Found on the Golden Age Ruin island in L3 Crystal Scorpion Legend of a mysterious scorpion that appears only in darkness that is drawn to dark energies. Found on the Golden Age Ruin island in M13 The Sentinel A cyclops creature tasked with protecting crystal entities. Corrupted by tainted crystals, this creature's appearance has taken on the visage of the very crystals he guards. Found in the Golden Age Ruin island in E1 Maw Waters A new region has been discovered! A brave, possibly foolish, Pathfinder followed the Ships of the Damned across the waters of Atlas. He returned with tales of a land shrouded in darkness and unnaturally thick fog, with creatures that seem to vanish or appear out of thin air, and eerie green fires. As proof of his findings he brought back a strange crystalline substance, soft to the touch yet somehow solid. His final notes state that any Pathfinder who ventures to these lands should not trust their eyes, as empty stretches of land may have hidden dangers. New Items Lantern of the Maw A special lantern that automatically appears on ships when they enter the Maw Waters region. Interact with the steering wheel to access the lanterns inventory, see current Essence value, and craft Solidified Essence. Fully fill your lantern to leave the Maw Waters region. How to gather Essence of the Maw and fill your Lantern There are several activities that will grant your lantern Essence of the Maw. With the exception of the Relic of the Maw all Essence is gathered on the ship the player enters on. Active Accumulation Destroy Ships of the Damned - Each ship destroyed will grant 10 Essence Destroy other players ships - Each ship destroyed will grant 25 Essence Obtain a Relic of the Maw - The Relic of the Maw is found in Flotsom and when consumed on a ship instantly fills that ship's lantern to full. Grants 100 Essence Passive Accumulation Travel 500 meters, either by sailing, swimming, or walking. Rewards 2-3 Essence. Survive in the Maw - For every 5 minutes spent inside the Maw Waters 3 Essence is rewarded. Essence of the Maw A viscous smoke that can be collected within a special lantern. This item is only acquired in the Maw Waters region, and can not be used outside of the Maw Waters. Solidified Essence A semi-soft semi-solid crystal that glows a dim blueish green hue. Relic of the Maw An ancient Golden Age Relic, found only in the Maw Waters. Using this Relic will instantly grant 100 Essence of the Maw. Reworked Map The World of Atlas has shifted again, new lands have emerged and the known world has been disfigured. Maps all around the Atlas will need to be redrawn with these newly discovered regions. Bug Fixes Fixed instances where babies born in the tame house did not require imprinting. Fixed instances where the forge would prioritize burning thatch before wood. Fixed instances where controller disconnect can cause a crash. Fixed instances where Shipyard scaffolding clipped through the front of the Pegasus. Fixed instances where tame house debris would have incorrect textures. Fixed instances where perpetual portals had invisible collisions. Fixed instances where invisible collisions existed around damaged portal entrances. Fixed instances where health was not displayed correctly for the Cursed Temple. Fixed instances where the Harrier had an incorrect description. Fixed several issues with the Giant Turtle tame. Fixed instances where the Industrial Smithy had an incorrect description. Fixed instances where the height and interact volume of the tame house was to high. Fixed instances where the error messaging when joining an online session was incorrect. Fixed instances where there was a lack of UI feedback for the Great Temple progression. Fixed instances where the Pegasus had an incorrect description. Fixed instances where unanchored ship limit increased when demolishing a ship before it is released. Fixed instances where orichalcumized walls had incorrect LOD settings. Fixed instances where Industrial statue framework being mislabeled as burial mound framework. Fixed instances where Industrial statue framework returned a burial mound framework when picked up. Fixed instances where the Industrial statue would float in the air when completed. Fixed instances where there was a storage limitation of the Great Temple progression table. Fixed instances of baby male tames being able to mate while in the tame house. Fixed instances where food added to the tame house does not increase spoil time. Fixed instances where medium weight sails are over-performing. Fixed instances where medium and small weight sails would not take damage. Fixed instances where transient node harvesting structures would collect resources from different factions. Fixed instances where a baby tame would spawn under the ground causing its death. Fixed instances where the workstation had incorrect crafting recipes. Misc. Timeworn quality has been removed until content and bugs are fixed Giant Turtles no longer spawn underwater Chromatic Aberration has been removed from underwater post processing Increase cost of the tame house No longer rounding on ship sail unit values. Players can no longer store temporary tames in the Pegasus. Industrial Rifle has been adjusted. Bleed removed, increased damage from 160 to 200 per shot, increased durability loss from 4 to 8 per shot. Industrial Revolver has been adjusted. Bleed removed, increased damage from 50 to 100 per shot, increased durability loss from 1.5 to 3 per shot. Tames will be ejected from the Tame House when the Tame House is destroyed instead of killed. The time it takes a modular ship to sink after it starts leaking has been increased. The resource costs for crafting patch kits and armor patch kits has been reduced by 50%. Modular ships have had their base weights adjusted. Server restarts have been set to automatically happen at 10:30 PST daily, including weekends. Scuttle and Unclaim options for ships have been changed to be locked behind company rank, similar to how structure access is. Interact with the steering wheel to set the minimum rank that can scuttle or unclaim. Adjusted lighting so there will be less contrast between day and night Xbox Only Improved memory performance Improved network connection Industrial Wonder Content Due to the feedback we received surrounding the Industrial Wonder, we have decided to cut it from this patch so that we have adequate time to redesign and adjust. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  25. Edit (May 18th): Due to an unexpected issue, we’ve made the difficult decision to delay tonight’s patch to next Wednesday, May 25th @ 7PM PDT. We want to ensure the start of the new season is as smooth as possible. Thank you for your patience and understanding. Ahoy Pathfinders! The time has come for new adventures to begin again in the world of Atlas. While familiar, the seas have shifted and hold new mysteries and challenges for both new and old pathfinders alike. With the recent discovery of the Golden Age ruins, pathfinders will find themselves tested by new adversaries that will strike down the most experienced of pirates if not careful. Seven of these bosses now roam the lands waiting to unleash their might on any that dare to find them. Are you brave enough to take the challenge? There is also talk of an new unexplored region, shrouded in mystery, that may bring a new set of trials to pathfinders looking to unlock its secrets. Do not trust your senses in this eerie place for one false move may spell doom for you and your crew. The map itself has also undergone a few changes to make traversing the world a little easier. As always, with the new content, we are also continuing to fix many of the issues that have been reported by you, the community, and will continue to do so until we get it right. We want to say thank you to all the pathfinders that have provided feedback and suggestions and that continue to support us as we make gradual steps to make Atlas the best gameplay experience possible. With that said, the servers will go down May 18th at 7PM PDT and will undergo a few hours of maintenance. Barring any issues, we expect the servers to return and season nine to start around May 18th, 10PM PDT. We wish all the best luck in your new adventures and, of course, happy sailing! Released Patch Notes v543.0 Season 9 Patch Ahoy pathfinders! The tides of Atlas are shifting again. New exotic locales to explore and dangers to confront have emerged. New Content New Mini-Bosses of the Golden Age Ruins Seven new Mini-Bosses have been added. Each Golden Age Ruin island will now have its own boss to find and fight. Ancient Fire Elemental The first fire elemental ever to be created. An unknown, wicked deity possessed inflamed, volcanic rocks. It is rumored that all other fire elementals derive from this one. Found on the Golden Age Ruin island in A7 Elder Rock Elemental A Giant Rock Elemental that has seen the tides of the Atlas shift many times. He has finally arisen from the sulfurous land to destroy pathfinders who trespass on his grounds. Found on the Golden Age Ruin island in F4 Kekada A Deep Sea crab that invaded the surface long ago. Its docile nature was corrupted by the power stone contained on the island it is found on. Kekada now brutally crushes anything it can fit in its massive claws. Found on the Golden Age Ruin island in L7 Buwaya A cursed Crocodile that is only told about in myths originating from the Philippines. Legend says, those who fall victim to this monster are taken to the world of the spirits. Found on the Golden Age Ruin island in G8 Eber The Boar God. Even creatures have deities, and this one smells awful according to Pathfinders who have encountered it. They say it is a big, feral boar with rotting flesh and piercing eyes that roams the forest. Found on the Golden Age Ruin island in L3 Crystal Scorpion Legend of a mysterious scorpion that appears only in darkness that is drawn to dark energies. Found on the Golden Age Ruin island in M13 The Sentinel A cyclops creature tasked with protecting crystal entities. Corrupted by tainted crystals, this creature's appearance has taken on the visage of the very crystals he guards. Found in the Golden Age Ruin island in E1 Maw Waters A new region has been discovered! A brave, possibly foolish, Pathfinder followed the Ships of the Damned across the waters of Atlas. He returned with tales of a land shrouded in darkness and unnaturally thick fog, with creatures that seem to vanish or appear out of thin air, and eerie green fires. As proof of his findings he brought back a strange crystalline substance, soft to the touch yet somehow solid. His final notes state that any Pathfinder who ventures to these lands should not trust their eyes, as empty stretches of land may have hidden dangers. New Items Lantern of the Maw A special lantern that automatically appears on ships when they enter the Maw Waters region. Interact with the steering wheel to access the lanterns inventory, see current Essence value, and craft Solidified Essence. Fully fill your lantern to leave the Maw Waters region. How to gather Essence of the Maw and fill your Lantern There are several activities that will grant your lantern Essence of the Maw. With the exception of the Relic of the Maw all Essence is gathered on the ship the player enters on. Active Accumulation Destroy Ships of the Damned - Each ship destroyed will grant 10 Essence Destroy other players ships - Each ship destroyed will grant 25 Essence Obtain a Relic of the Maw - The Relic of the Maw is found in Flotsom and when consumed on a ship instantly fills that ship's lantern to full. Grants 100 Essence Passive Accumulation Travel 500 meters, either by sailing, swimming, or walking. Rewards 2-3 Essence. Survive in the Maw - For every 5 minutes spent inside the Maw Waters 3 Essence is rewarded. Essence of the Maw A viscous smoke that can be collected within a special lantern. This item is only acquired in the Maw Waters region, and can not be used outside of the Maw Waters. Solidified Essence A semi-soft semi-solid crystal that glows a dim blueish green hue. Relic of the Maw An ancient Golden Age Relic, found only in the Maw Waters. Using this Relic will instantly grant 100 Essence of the Maw. Reworked Map The World of Atlas has shifted again, new lands have emerged and the known world has been disfigured. Maps all around the Atlas will need to be redrawn with these newly discovered regions. Bug Fixes Fixed instances where babies born in the tame house did not require imprinting. Fixed instances where the forge would prioritize burning thatch before wood. Fixed instances where controller disconnect can cause a crash. Fixed instances where Shipyard scaffolding clipped through the front of the Pegasus. Fixed instances where tame house debris would have incorrect textures. Fixed instances where perpetual portals had invisible collisions. Fixed instances where invisible collisions existed around damaged portal entrances. Fixed instances where health was not displayed correctly for the Cursed Temple. Fixed instances where the Harrier had an incorrect description. Fixed several issues with the Giant Turtle tame. Fixed instances where the Industrial Smithy had an incorrect description. Fixed instances where the height and interact volume of the tame house was to high. Fixed instances where the error messaging when joining an online session was incorrect. Fixed instances where there was a lack of UI feedback for the Great Temple progression. Fixed instances where the Pegasus had an incorrect description. Fixed instances where unanchored ship limit increased when demolishing a ship before it is released. Fixed instances where orichalcumized walls had incorrect LOD settings. Fixed instances where Industrial statue framework being mislabeled as burial mound framework. Fixed instances where Industrial statue framework returned a burial mound framework when picked up. Fixed instances where the Industrial statue would float in the air when completed. Fixed instances where there was a storage limitation of the Great Temple progression table. Fixed instances of baby male tames being able to mate while in the tame house. Fixed instances where food added to the tame house does not increase spoil time. Fixed instances where medium weight sails are over-performing. Fixed instances where medium and small weight sails would not take damage. Fixed instances where transient node harvesting structures would collect resources from different factions. Fixed instances where a baby tame would spawn under the ground causing its death. Fixed instances where the workstation had incorrect crafting recipes. Misc. Timeworn quality has been removed until content and bugs are fixed Giant Turtles no longer spawn underwater Chromatic Aberration has been removed from underwater post processing Increase cost of the tame house No longer rounding on ship sail unit values. Players can no longer store temporary tames in the Pegasus. Industrial Rifle has been adjusted. Bleed removed, increased damage from 160 to 200 per shot, increased durability loss from 4 to 8 per shot. Industrial Revolver has been adjusted. Bleed removed, increased damage from 50 to 100 per shot, increased durability loss from 1.5 to 3 per shot. Tames will be ejected from the Tame House when the Tame House is destroyed instead of killed. The time it takes a modular ship to sink after it starts leaking has been increased. The resource costs for crafting patch kits and armor patch kits has been reduced by 50%. Modular ships have had their base weights adjusted. Server restarts have been set to automatically happen at 10:30 PST daily, including weekends. Scuttle and Unclaim options for ships have been changed to be locked behind company rank, similar to how structure access is. Interact with the steering wheel to set the minimum rank that can scuttle or unclaim. Adjusted lighting so there will be less contrast between day and night Xbox Only Improved memory performance Improved network connection Industrial Wonder Content Due to the feedback we received surrounding the Industrial Wonder, we have decided to cut it from this patch so that we have adequate time to redesign and adjust. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
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