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ATLAS

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Posts posted by ATLAS


  1. Ahoy Pathfinders!

    With the new season, we have an updated Server Grid Editor (SGE) available for unofficial server owners. We wanted to ensure making a map was as easy as possible to all players, so we have added the ability to export and import server layouts. Players will be able to export/import grid layouts from season 10 or another personal layout they prefer. It should be noted that this feature and update is optional! 

    To download the latest Server Grid Editor (SGE) click the the following link: SGE download

    :anchor: Exporting Grids :anchor:

    1. Open up an instance of the SGE and load a project that you want to take grid layouts from.
    2. Be sure to have ‘Show Server Data’ checked to see all the server coordinates

    image.png

    3. Go to the export tab and you’ll see new options with text fields above them:
         a. Export Server Json (this section will be covering this)
         b. Import Server Json (next section)

    image.png

    4. In the text field above ‘Export Server Json’ type in the server you want to export in alphanumeric format like A1 or M12 not the numerical coordinates such as (0,0) or (12,12) respectively.
         a. NOTE: you cannot bulk choose servers, it has to be one at a time. Do not try to use lists like A1,B2,C3 as it will not work.

    image.png

    5. Once the server you want to export is typed in click ‘Export Server Json’ and an explorer window will open
    6. Save that file wherever you will find it and leave the syntax as its default (It will be something like: ServerGrid_B2)

    image.png

    7. Repeat steps 3-6 with all servers you are interested in exporting/importing.
    8. NOTE: The data you are exporting will include Discovery Zones, Server Data and Island Data (instances, overrides and positioning).
    9. Close this editor or File -> Open the project you are importing to.

     

    :anchor: Importing Grids :anchor:

    1. Open up an instance of the SGE and load a project that you want to take grid layouts from.
    2. Be sure to have ‘Show Server Data’ checked to see all the server coordinates.
    3. Go to the export tab and you’ll see new options with text fields above them:
         a. Export Server Json (Previous section)
         b. Import Server Json (This section)
    4. In the text field above ‘Import Server Json’ type in the server you want to overwrite with an export in alphanumeric format like A1 or M12 not the numerical coordinates such as (0,0) or (12,12) respectively.
         a. NOTE: Same as last time, you cannot bulk choose servers. It has to be one at a time. Do not try to use lists like A1,B2,C3 as it will not work.
    5. Once the server you want to overwrite is typed in, click ‘Import Server Json’ and an explorer window will open.

    image.png

    6. Navigate and choose the “ServerGrid_Server.json” file you want to import and hit ‘Ok”
    7. It will replace the layout and information of the Grid you entered in step 4.
    8. Repeat steps 3-7 for all other grids.
    9. Save your project.

    :anchor: Final Note :anchor:

    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! 🙂
     

    anAZiG79wQ7JQ1gbZvcKu6zN-gJkV_OXsn_W8VVN

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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


  2. Ahoy Pathfinders!

    A new season is soon to be here! We have new server layouts, a Winter Holiday to celebrate, some items to improve taming and tame storage, and a long list of bug fixes. With the changes to the servers, we are expecting an extended downtime to get everything up and running. 

    Official servers are expected to go down Wednesday November 30th around 7AM PST and should be back up around 7PM PST. 

    There were some questions regarding the status of the Season 10 Roadmap previously posted here.  Since we were not originally anticipating the current season ending so soon, not everything on the roadmap was able to be completed. The information in that roadmap is still relevant, it will just be extended into the new season. You can still expect to see those trading system upgrades, factions, modular ship improvements, and singleplayer maps. 

    :anchor: Released Patch Notes :anchor:

    v.554.3
    New Content

    New Servers / World Maps

    As mentioned in our previous announcement, there are some changes coming to the size, count, and layout of our official servers this season. There will be one 6x6 PvE server and ten 3x3 sized PvP servers.

    Layout Variants: For the PvP servers, players will have access to 3 different map layouts.

    • Variant 1: Mostly temperate
    • Variant 2: All Equatorial and Tropical
    • Variant 3: All Equatorial and Tropical

    List of Official Servers:

    • [Global][PvE] Kraken’s Grasp
    • [EU][PvP] The Shark’s Frenzy (Variant 1)
    • [EU][PvP] Typhoon Lagoon (Variant 2)
    • [EU][PvP] Crimson Tides  (Variant 3)
    • [NA][PvP] Cobra’s Strike (Variant 1)
    • [NA][PvP] Red Beard’s Revenge (Variant 1)
    • [NA][PvP] Royale Reef (Variant 2)
    • [NA][PvP] Greedy Gulf (Variant 2)
    • [NA][PvP] Ivory Shores (Variant 3)
    • [NA][PvP] Seagull’s Beak (Variant 3)
    • [NA][PvP] Stingray Bay (Variant 3)

    Gameplay Changes for the PvE Server:

    • 6x6 size
    • Quest content is available
    • All grids are unclaimable lawless
    • There are no regions or portals
    • No Maw Waters Regions

    Gameplay Changes for PvP Servers:

    • 3x3 size (10 total)
    • There will be a mixture of NA and EU Servers
    • Quest content will not be available
    • Mixture of Island Claim, Claimable Lawless and Unclaimable Lawless grids
    • There are no regions or portals
    • No Maw Waters Regions
    • Boosted Rates*

    * The season will start out with PvE and PvP servers having the same server rates (2x normal and 4x boosted on weekends), then will later transition into PvP servers having higher rates than PvE.


    Winter Event

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    Winter has arrived in Atlas, so cozy up next to a warm fire and enjoy the jolly times ahead during this limited time event!

    Winter themed items can be obtained from Holiday Vendors found on Freeport islands:

    • Gold Turkey Statue: (50g) a placeable cosmetic structure.
    • Cooked Turkey Decoration: (50g) a placeable cosmetic structure.
    • New! Cooked Turkey Cannon Skin: (1000g) a cosmetic skin for your cannons to change the appearance of shot cannon balls.
    • Top Hat: (200 Gold) a cosmetic skin for helmets.
    • Santa Hat: (200 Gold) a cosmetic skin for helmets.
    • Christmas Tree: (100g) a placeable structure that produces a random gift every 24 hours!
    • Festive Lights: (100g) a placeable decoration that can be hung on walls.
    • Holiday Gift: (100g) a festive variant of the Small Storage Box.
    • Sleigh: (100g) a festive variant of the Wooden Chair.
    • Snowman: (100g) a placeable cosmetic structure.
    • Stocking: (100g) a decoration that can be hung on walls. Produces one Coal every five minutes.
    • Wreath: (100g) a placeable decoration that can be hung on walls.
    • New! Snowball Cannon Skin: (1000g) a cosmetic skin for your cannons to change the appearance of shot cannon balls.
    • New! Sleigh Saddle: (2000g) a saddle that can be equipped on horses, bears, and cows.


    Barn

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    The Barn is a structure used to store up to 255 tames. Tames in the Barn will not reproduce or require food. 

    Crafting: Can be crafted in the Smithy after learning the Beastmastery 2 skill 

    • 240 stone 
    • 40 flint 
    • 80 hide 
    • 120 wood 
    • 40 fibers 
    • 50 metal 
    • 90 keratinoid
       

    Bait Station

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    The Bait Station is a small structure used to lure and bait nearby creatures with their preferred food. The Bait Station can be picked back up and reused as long as the inventory has been emptied.

    Activation: To activate the Bait Station, a Toxic Compound needs to be added as a fuel. Each of the different fuels will provide a different effect to the bait that creatures consume. Creatures will only be lured to the Bait Station if their preferred food is inside the Bait Station inventory.

    Toxic Flora:

    • Will pacify creatures to allow easy passive taming.
    • Wild tameable creatures only.
    • Max baited at a time: 1
    • The tame will continue to be affected and consume bait from the Bait Station until one of the following occurs: the Bait Station is deactivated, the creature is successfully tamed, the creature is damaged, or the Bait Station runs out of food.

    Toxic Sludge:

    • Will slow the movement speed of creatures.
    • Wild and tamed creatures (tamed on PvP servers only). 
    • Will not bait tames owned by the company who placed the Bait Station (or their allies).
    • Max baited at a time: 5
    • Time the effects last depends on the bait potency set on the Bait Station.

    Venom:

    • Will add a bleed effect (5% health over 10 seconds)
    • PvP servers only: Will cause aggression on affected tames. Naturally non-aggressive tames will only target players and tamed creatures owned by enemy companies.
    • Wild and tamed creatures (tamed on PvP servers only). 
    • Will not bait tames owned by the company who placed the Bait Station (or their allies).
    • Max baited at a time: 5
    • Time the effects last depends on the bait potency set on the Bait Station.

    Bait Potency: Players will have the option of increasing the time a creature is baited by changing the bait potency from the Bait Station’s radial menu. Tames will consume more food when the potency is higher.

    • 1 food: 10 seconds (default)
    • 2 food: 12 seconds
    • 3 food: 14 seconds
    • 4 food: 16 seconds
    • 5 food: 18 seconds
    • 6 food: 20 seconds

    Crafting: Can be crafted in the Smithy after learning the Beastmastery 2 skill.

    • 40 thatch
    • 10 metal
    • 50 wood
    • 35 fiber


    Cow Carts

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    Cows (and Bulls) are finally able to pull carts, carriages and sleighs! While Horses may be faster and Bears tougher, nothing compares to a Cow when it comes to beasts of burden. Storage Carts (carts and sleighs) pulled by Cows have an increased bonus to weight reduction, allowing players to haul even heavier loads of goods.


    Bug Fixes

    • Fixed instance of being able to select “Join with New Character” when selecting a new home server while in-game.
    • Fixed an issue with bad grammar in the “Join with New Character” message warning.
    • Fixed some instances of text overflow in the pathfinder creator.
    • Fixed some instances of spelling mistakes.
    • Fixed a minor text issue with enemy crewmates.
    • Fixed an issue where ceiling tiles were not placeable after placing a Sea Dock on the FOB.
    • Fixed an issue with the Sea Dock door and stair alignment.
    • Fixed an issue where the FOB decay timer is reset when rendered.
    • Fixed an issue where floors placed on FOB only had 5000 health.
    • Fixed an issue with some structure snap points on the FOB.
    • Fixed an issue where the damaged bark texture ended up being projected on the player. 
    • Fixed an issue with invisible collision at the center of each grid.
    • Fixed an issue where the range of the Grave Digger and Ore Miner covered the whole island.
    • Fixed an issue of players not being able to access pin coded or unlocked autofarm structures.
    • Fixed an issue with the Farmhouse being difficult to place.
    • Fixed an issue where some structures can be installed on irregular / steep terrain on mountains.
    • Fixed an issue where the raft and dinghy showed as craftable from the Small Shipyard.
    • Fixed an issue with the Harrier being improperly positioned while being built on a basic shipyard.
    • Fixed an issue with being able to consume toxic sludge.
    • Fixed an issue with holes around Sea Forts.
    • Fixed an issue where the Swarm House could be used as a hatchery.
    • Fixed an issue where tames with Cargo Saddles could be loaded into a Tame House.
    • Fixed an issue with cargo saddles appearing below cows/bulls when equipped.
    • Fixed an issue where ships made in a lower quality shipyard would have their quality improved when unbottled in a higher quality shipyard.
    • Fixed an issue with Duplicated ships having duplicated items from the Original ship (items, ammo, weapons, etc.)
    • Fixed an issue where duplicated ships with duplicated storage boxes leave behind death caches with duplicated items that were stored on the Original ship's storage box.
    • Fixed an issue with having multiple small sails causing NPCs to stack on railing on the Carrack
    • Fixed an issue where installing two small sails close to each other on a Cog will cause the NPCS to stack on the railing.
    • Fixed an issue where installing two small sails close to each other on a Tramp Freighter will cause the NPCS to stack on the railing.
    • Fixed an issue where installing two small sails close to each other on a Kraken will cause the NPCS to stack on the railing.
    • Fixed an issue with an incorrect error message when attempting to place an Industrial Shack away from the Industrial Lab.
    • Fixed an issue where a ship docked in an armored dock could be sunk by another player with a bucket.
    • Fixed an issue with the client crashing after rejoining a non dedicated session after changing grids without the host in a previous game.
    • Fixed an issue that caused the game to crash when using the Grappling Hook.

     

    Misc.

    • Removed Halloween items from loot and Holiday Vendor.
    • Reduced decay times for all standard placeable structures to 10 days.
    • Slightly reduced light glare.
    • The Smithy can now be placed on the ground.
    • Increased the render range of the Floating Operating Base and Sea Dock.
    • Skins can now be purchased from vendors more than once.

     

    Known Issues

    • The Barn UI becomes difficult to navigate when an excessive amount of tames are stored.
    • The Barn’s encroachment area makes it difficult to place.
    • The Bait Station may no longer work after loading the Toxic Compound from the Bait Station’s inventory.
       

    :anchor: Final Note :anchor:

    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! 🙂
     

    j4MzMdOVpIhHgCaMCIrOfp-f0Gwm8Gdfvk2fM1Tz

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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!

    We have some important news to share regarding our official servers. As most of you are likely aware, our current season has seen some particularly rough waters. Some unintended features were unfortunately introduced that had an extremely negative impact on the game before they could be disabled. In response to this, we’ve made the difficult decision to wipe both the official PvP and PvE servers to provide everyone with an even playing field. We understand that this is not the direction we all expected this season to go and would like to sincerely apologize to our community as we take measures to improve the ATLAS experience.

    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!

    On a lighter note, here’s a sneak peek at a fun new feature coming in our next patch!
    image.png

    :anchor: Upcoming Wipe :anchor:

     The final day of the current season will be Wednesday November 30th when we will be wiping both official servers for a fresh start. Servers are expected to go down around 7AM PST and should be back up around 7PM PST. Unofficial servers are not expected to need to wipe at this time. 

    :anchor: Server Changes :anchor:

    With your patience and understanding, we’d like to take this new season as an opportunity to bring some adjustments to our official servers so we can better prepare for some major changes coming to ATLAS gameplay in the future. We need more servers to thoroughly test what we have in store, so we are temporarily downsizing our official servers. We understand this change is not going to be looked favorably upon by the entire community, so please keep in mind this is only temporary for this season! For more details about this experimental phase, please see a preview of the server changes below. More details will be provided as we get closer to our wipe date.
     

    PvP Servers:

    • The PvP server will be split into 10 different 3x3 servers. 
    • Will be a mix of NA and EU servers.
    • There will be no regions or portals.
    • Claim type: will be a mix of claimable islands, claimable lawless, and unclaimable lawless.
    • Quest content (Power Stones etc.) will not be available.
    • Boosted rates.

    PvE Server:

    • The PvE server will be reduced in size to a 6x6. 
    • Will be EU.
    • There will be no regions or portals.
    • All grids will be unclaimable lawless.
    • All quest content will be available.

    :anchor: Final Note :anchor:

    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! 🙂

     

    zKBThW2-N6ljInstY2_v8VWbHgfGcOQIyumYNlJl

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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


  4. Ahoy Pathfinders!

    We have some much needed bug fixes and an increase to Floating Operating Base health with today’s hotfix. 

    Official servers will be going down to deploy the update on Monday November 7th around 1 PM PST and are expected to be back up shortly after. There will be a client download.
     

    :anchor: Released Patch Notes :anchor:

    V553.0
    Bug Fixes

    • Fixed an issue where the Swarm house could not be crafted.
    • Fixed an issue with the Jack O' Lantern helmet skin not being able to be removed from player inventories.
    • Fixed an issue where NPC crew manning ship cannons and sails would be shielded by large storage boxes or larders.
    • Fixed an issue with the VR feature being displayed in the options menu.
    • Fixed an issue where wild creatures and tames were not damaged by lava.
    • Fixed an issue where a grappling hook could cancel fall damage when the grapple was located below the player.
    • Fixed an issue where the forge would stop crafting when the limiting item is wood.
    • Fixed an issue where structures were sometimes not locking properly in PvE.
    • Fixed an issue where spiders attempting to follow players onto water structures would get stuck on the first attempt. 
    • Fixed an issue where treasure map bottles did not always have a map.
    • Fixed an issue where various planks on Floating Operating Bases had small gaps in them.

    Misc.

    • Increased Floating Operating Base health to 30 million.

     

    :anchor: Final Note :anchor:

    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! 🙂
     

    XQUxEc-ud380qMKA-2UuH_irkNnMI_CgKhzTNxGJ

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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. Ahoy Pathfinders!

    In our last post we revealed our Season 10 Roadmap to cover some of our goals for the current season. Included in this update are several of those new features as well as some much needed bug fixes. Pathfinders can celebrate the holiday season with some spooky decor and skins, enjoy life at sea with the new Floating Operating Bases, and partake in the plentiful harvest provided by new tameable creatures.

    Servers will be going down to deploy the update on Monday October 31st at 1:00 PM PDT. Servers are expected to be back up shortly after.
     

    :anchor: Released Patch Notes :anchor:

    v.552.9

    New Content

    Halloween Event

    Atlas Screenshot 2022.10.25 - 11.59.11.59 (2).png

    Halloween has arrived in Atlas again, so get in on the tricks and treats available with this limited time holiday event! Players can also enjoy a week long bonus rate event!


    Jack O’ Lantern 
    This carved pumpkin contains a variety of Halloween themed gifts inside when opened. Can only be obtained from destroyed Ship of the Damned loot.

    Halloween Items:

    • Two-Handed Scythe: a cosmetic variant of the 2-Handed Mace.
    • Jack O’ Lantern: a placeable cosmetic structure.
    • Gravestone: a placeable cosmetic structure.
    • Scarecrow: a placeable cosmetic structure.
    • Candy Corn: an edible treat (or is this a trick?) with no nutritional value.
    • Witch’s Hat: a cosmetic hat for Cats, Crows, Crocodiles, Yeti, and Monkeys.
    • Jack O’ Lantern Helmet Skin: a cosmetic skin for a helmet.
    • New! Jack O’ Lantern Cannon Skin: a cosmetic skin for your cannons to change the appearance of shot cannon balls.

    Items can alternately be individually purchased from the Holiday vendor located in Freeports.
     

    Floating Operating Base

    image (35).png

    Some crafty Pathfinders without an island to call home have managed to strap four schooners together and built a platform on them! This new Floating Operating Base has finally made its debut into Atlas!

    Floating Operating Bases (FOBs) introduce a whole new strategic system into Atlas where players are able to build temporary floating bases to stage their fleet. The foundation of the FOB is a large square with a hollow center. Along each side of the foundation are snap points for Sea Docks (max: 6), where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There are, of course, limits on where FOB foundations can be placed to avoid potential griefing.

    Placement Restrictions:

    • Companies will be limited to one FOB per grid.
    • Must be placed in the open ocean.
    • Can’t be placed near Tradewinds, portals, islands, or other FOBs (being allied does not reduce the placement restriction).
    • Can’t be placed in Golden Age, kraken, or Maw grids.

    After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected.

    Foundation Decay:

    • Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration
    • Lawless and Lawless Claim Grids: The foundation will decay after 36 hours.
    • PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions.

    On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well.


    Crafting: Crafted from the Smithy after learning the Esotery of Building skill.

    Foundation: 

    • Wood: 35000
    • Gold: 10000
    • Metal: 15000
    • Fibers: 10000

    Sea Dock:

    • Wood: 10000
    • Fibers: 5000
    • Metal: 5000
       

    Swarm House

    Atlas Screenshot 2022.09.13 - 11.37.52.20.png

    The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs*. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable.

    Passive Resource Generation:

    • Bee: Honey
    • Rattlesnake: Venom
    • Bat: Nitro Fertilizer
    • Ant: Toxic Flora
    • Mini Crab: Crustacean Meat*

    *Please note: the Mini Crab will be added in a following patch.

    Crafting: Crafted at the Smithy after learning the Beastmastery Tier 2 skill.

    • Thatch: 40
    • Stone: 20
    • Hide: 10
    • Wood: 20
    • Fibers: 40
       

    Bug Fixes

    • Fixed various issues with tames being unloaded from the Tame House and Hatchery.
    • Fixed an issue wherein poison arrow inflicted zero damage against a Fire Elemental.
    • Fixed an issue with buried Treasure Chests always containing Shipyards as loot.
    • Fixed an issue with unclaimed tame timers resetting on ships.
    • Fixed an issue with water spouts disappearing immediately after digging them up.
    • Filled in an exploitable gap near the Rock Elemental boss.
    • Fixed an issue with misplaced Voyage of Power map markers.
    • Fixed an issue where Waterskins and Jars could not be used to add water to Water Barrels.
    • Fixed some issues with incorrect soil types on certain islands.
    • Fixed an issue where the Aurora Borealis would appear in the tropical J10.
    • Fixed an issue with island spawn selections for previous season’s freeport grids.
    • Fixed an issue with the game crashing when joining with a new character.
    • Fixed an issue with respawning on home server not spawning on home server.
    • Fixed text issue in the keyboard bindings menu.
    • Fixed an issue where Power Stone map markers were displayed in incorrect locations.
    • Fixed an issue with players being able to clip floors and foundations into each other.
    • Fixed an issue where Guillotines are spawning on the new sea fort too many times.
    • Fixed an issue where NPCs will stand up when the player accesses the inventory of a sail with a junk skin.
    • Fixed an issue where NPCs are not seated correctly when a junk sail skin is used.
    • Fixed an issue where dismounting the wheel or sail of a moving modular ship would cause the player to fall into the ocean.
    • Fixed an issue with crashing when gridding on non-dedicated servers.
    • Fixed an issue about disconnected terrain on the north side of the north island in L9.
    • Fixed minor map issues.
    • Fixed an issue where non-fertilized chicken eggs could not stack.
    • Fixed an issue where the Large Wood Wall was placed in the wrong folder in the Smithy.
    • Fixed an issue where buried treasure chests did not contain high durability Small Shipyards.
    • Fixed an issue where items that require Toxic Compounds to make would be missing from the Mortar and Pestle after a server reset.
    • Fixed an issue with turtles not hatching from eggs.
    • Fixed an issue where the Puckle Tower was too difficult to place.
    • Fixed an issue with rowing module activation while anchored.
    • Fixed an issue with players able to clip through modular ship hulls and onto lower decks.
    • Fixed an issue with the Crab Boss not dropping Mythos.
    • Fixed an issue with selecting the join with new character option.
    • Fixed an issue with Tame Houses and Tame Hatcheries increasing the mating interval instead of reducing it.
       

    Misc.

    • Added limits on how many Wall Hooks, Wall Planters, and Hanging Plants can be placed in close proximity to each other.
    • Increased the movement speed of Kekada (crab boss).
    • All bosses drop 2000 Mythos when defeated.
    • Ship bottle duplication enabled on PvP servers.
    • Increased cost to duplicate bottled ships.
    • Tames/crew can be stored inside bottled ships.
       

    :anchor: Final Note :anchor:

    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! 🙂

     

    IKgMc0625r-zvK3TpP-U0jRDbVItcPLKU_dsGVPd

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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

     


  6. Ahoy Pathfinders!

    The season has already begun and our path to full release is getting clearer on the horizon. While this ship’s journey is well underway, we still have a few stops to make before we arrive at our intended destination. Our current plans for the season include new additions and improvements to sea activity, the trading system, tame utilization, and single player.

    We do understand the current frustration from the community about the focus on introducing new content while there are still existing systems and features that need fine-tuning and fixing. Fear not though! We’re getting closer to being able to focus most of our attention on bug fixes and polishing of existing content. The waters may be turbulent now, but the storm will soon pass, so batten down the hatches and hold on for the ride!

    On that note, here are some things to look forward to in the current season! 


    S10Roadmap_VerticalDisplay.png

     

    :anchor: Sea Activity :anchor:

    To put it simply, ATLAS is a pirate game. Player activities should focus on the sea and, well, pirating! To that end we are introducing some new features to encourage leaving your home base, taking part in sea combat, and increasing conflicts with opposing players and factions. 

    Modular ships were introduced, in part, to supply a quick and straightforward way to get out to sea. We’ve made it no secret we’re not entirely happy with how they’ve turned out, so we’ll be exploring ways to improve their looks with new art and how sails work on them. Any major changes to modular ships will likely not happen mid-season, if only to prevent any issues with ships crafted prior to any changes.

     

    Floating Operating Bases

    Floating Operating Bases (FOBs) will introduce a whole new strategic system into Atlas where players will be able to build temporary floating bases to stage their fleet. The foundation of the FOB will be a large square with a hollow center. Along each side of the foundation will be snap points for Sea Docks, where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There will, of course, be limits on where FOB foundations can be placed to avoid potential griefing.

    Placement Restrictions:

    • Companies will be limited to one FOB per grid.
    • Must be placed in the open ocean.
    • Can’t be placed near Tradewinds, portals, islands or other FOBs (being allied will not reduce the placement distance restriction).
    • Can’t be placed in Golden Age, Kraken or Maw grids.

    After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected.

    Foundation Decay:

    • Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration.
    • Lawless and Lawless Claim Grids: The foundation will decay after 36 hours.
    • PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions.

    On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well.

     

    Factions

    Fighting against Ship of the Damned and ships from other player companies is fun and all, but the rewards for doing so can seem underwhelming at times. A new faction-based system will be introduced that allows players to sail their ships under the flag of the faction of their choosing! While we’re still designing the specifics on exactly how factions will play their part in the game, you can expect to see ships from each of the available factions roaming the open seas, special faction-based rewards, and PvE quest line progression. More information will be shared as we get closer to implementing these new features.
     

    :anchor: Trading System :anchor:

    It’s been a couple of years now since we first started building a more automated and robust trading system, so we’ve had some time to evaluate how these systems are being used, their effectiveness, and enjoyability. The multiple types of auto-farm buildings, warehouses, markets, and sea forts all have an interconnected role in the current trading system, and we have several plans to improve many aspects of these.

    A few of our planned improvements:

    • A new interface (UI) for Markets
    • Physical trade ships
    • Tame trading
    • Improved Sea Forts

    Sea Forts will become a more integral and engaging system for both PvP and PvE players. Our last content patch included a slight preview of what’s to come by introducing our new smaller Sea Fort. We have much more in store for all of you though! From enemy NPCs, to hidden treasures and more, there’s plenty to entice players from all around. We don’t want to give everything away just yet though, so you’ll have to stay tuned for more details to come!
     

    :anchor: Tame Utilization :anchor:

    While creatures and tames may not be the main theme of ATLAS, they still play an integral part in current gameplay. With that in mind, we’ve been looking to improve how tames are being used. We’ve already introduced Tame Houses, Tame Hatcheries, and Tame Cargo Railings to improve breeding and transporting of tames, but there is still more we can do to improve their storage and utility. 

    We’ve also received a lot of feedback from the community on Tame Houses/Hatcheries, with one of the main critiques being the current UI used to view what tames are currently being stored inside. Having to go through the radial menu can become quite cumbersome when there are more than a few tames inside, not to mention the available information displayed is quite lacking. We’ll be working on providing a much better user interface to display tames and their relevant information.


    Tame Barn

    While the Tame Houses/Hatcheries can be used to simply store tames, their unwieldy size and limited capacity do not always make doing so an ideal choice. The Tame Barn will be a new structure used for the sole purpose of storing mass amounts of tames. Tames within the barn will not reproduce or require food, they will simply be in stasis.


    Swarm House

    The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable.

    Passive Resource Generation:

    • Bee: Honey
    • Rattlesnake: Venom
    • Bat: Nitro Fertilizer
    • Ant: Toxic Flora
    • Mini Crab: Crustacean Meat
       

    :anchor: Single player :anchor:

    While our current focus may be on official servers, we have not abandoned single player or non-dedicated players. One of the main draws of playing in single player (or a non-dedicated session with a friend) is the ability to play at your own pace. Official servers (and many unofficial servers) tend toward seasonal play with periodic wipes. Those with limited time to play often feel rushed to complete content and may not complete all goals before all that progress ends up getting erased. 

    So why haven't we been keeping the single player map updated? When we update the single player map, this causes all existing single player worlds to be wiped as well. While not updating the map for so long has saved players from many unwanted wipes, it has also come with the unfortunate side effect of many new features not being accessible or obtainable.

    We want players to have access to current content without being forced to start a brand-new game unless they choose to do so. We also want players to be able to play on the same map as the one used on official servers. To do that, we’re investigating ways on allowing players the choice of what season’s map to play on at any given time. One of the possible ways we’re looking into is free DLCs for each map. 
     

    :anchor: Final Note :anchor:

    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! 🙂
     

    oSm_qMtIk4NS1qbjuRj_1jcrw4tqC6Q0JVg0WOc2

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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. 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.

     

    :anchor: Hotfix :anchor: 

    v.551.4

    Bug Fixes

    • Fixed various issues with tames being unloaded from the Tame House, Tame Hatchery, and Tame Cargo Railings.

     

    :anchor: Devkit Update :anchor:

    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

     

    :anchor: Final Note :anchor:

    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! 🙂

     

    nAuJrReAelwO1TtGWU18dlKFO6dfNIKNb4b7JTzo

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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


  8. 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!

    :anchor: Released Patch Notes :anchor:

    v.551.2

    New Content

    shipinabottle.jpg

    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

     

    seafort.jpg

    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

     

    :anchor: Final Note :anchor:

    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! 🙂

    U6Junwy1WQJwBYUeso0QbR-JpWbuI191y1rPIGIx

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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

     

    • Like 1

  9. 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:
     

    :anchor: New SGE :anchor:

    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).
    6pDr4yFLPvJeuVXJGzC03udjCmIBgGCRZalLE40k

     

    2- You need to add this parameter to the server launch arguments -UseRedisForRemoteFileManagerStorage. This can be done by adding the argument to BaseServerArgs 

    I5JUXfYeL1IVZCNpOc1T4KGz6xnJdC2ZoSMwLFm8

     

    S3:

    1- To Use S3 simply add the S3 Credentials to the project settings

    3e70FWwGLVn6UEiYTlF8aTqiA1IQlLwYO-YrxrwS

     

    2- Then click on the Ship Bottle Data button and the prefix info.

    -z6f8aabdgUCaREj0EdSFJURiloHvYFmnFafK4tK

     

    Finally for both options after the above steps you will need to export, so that info get parsed to ServerGrid.ServerOnly.json 

    :anchor: Final Note :anchor:

    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! 🙂

     

    rfe_o27gx5Utq4rT1lvfd44m_2JrzHoCowdzwymN

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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


  10. 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...".

    image.png

     

    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.

    image.png

    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.


  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.
     

         :anchor: Q&A :anchor:

    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.

     

         :anchor: Bonus Q&A :anchor:

    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.

     

         :anchor: Final Note :anchor:

    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! 🙂

    oiDG-MHZR3aimTY1YPcNk67H4QpU5VqFmR9jA10f

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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

     


  12. 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!
     

    :anchor: Upcoming Wipe :anchor:

    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!
    Atlas Screenshot 2022.09.08 - 12.13.10.64.jpg

    :anchor: Live Dev Q&A :anchor:

    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.
     

    :anchor: Final Note :anchor:

    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! 🙂

     

    ZZaJf67UZZ6kZdalpuwXkBoOS2nYndR3kuGnXAjj

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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,

    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.   

         :anchor: Released Patch Notes :anchor:

    v549.6
    Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT

    New Content
    image (17).jpg

    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)

    image (11).jpg

    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

     

         :anchor: Final Note :anchor:

    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! 🙂

    l-vwrbJX1J1fo6t_MJqDFc60KGhh8X9trJQ3K1KP

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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


  14. 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.

        :anchor: Released Patch Notes :anchor:

    v548.2

    Patch will be deployed at ~7PM PDT 7/6/22

    New Content

    Tame Hatchery

    image (11).jpg

    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.

    image (6) (3).jpg

    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

    image (13).jpg

    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

    Atlas Screenshot 2022.06.30 - 11.18.20.68.jpg

    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.

    Atlas Screenshot 2022.06.30 - 11.29.06.61.jpg

    :anchor: Final Note :anchor:

    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! 🙂

     

    n97VJrZV2Tuk_oVe4WK7RBcanRednPE4uMknoTT3

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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!

    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:

    image (6) (2).jpg

    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! 🙂

     

    LeY7B6nGwTKahCUoqkpeagOHjOF87tfGBNRSdS_k

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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


  16. On 5/25/2022 at 2:16 PM, DiseasedLeopard said:

    It would be nice if tickets were actually answered and not automatically marked as "solved".

    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!

    On 5/25/2022 at 11:51 PM, Teron Gray said:

    These "Industrial" structures look absolutely terrible.  Why does it look like much of this is made of corrugated steel and plastic tarps, like some post-apocalyptic salvage crap?  This isn't remotely "Pirate" at all.  It's garbage, what did you all do, buy some generic, wasteland assets off of Turbosquid?  For f___ sake, guys...

    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

    On 5/27/2022 at 2:14 AM, Teron Gray said:

    Part 2:  Big round of applause, guys.  Whatever you tinkered on in the network code corrupted some regions on the unofficial server I play on.  We need to wipe, too, as it's totally FUBAR  Bravo, clearly the best people on the job.  Appreciate all the hard work downloading freebie assets and pushing out bad netcode.

    If I seem bitter, damn right I am.  This team takes the wrong turn every chance they get, and when I try to go to private hosted grids to get some semblance of a good game, they still manage to cock that up.  I want to like Atlas, I want to enjoy it; they're hellbent on going nowhere fast with it.

    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


  17. 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!

         :anchor: Released Patch Notes :anchor:


    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

    full.jpg

    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

    ship.jpg
    Resources to Build

    • 300 Hide
    • 400 Wood
    • 200 Fibers

    Industrial Armory Station

    armory.jpg
    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

    culi.jpg

    Resources to build

    • 500 Stone
    • 200 Flint
    • 800 Wood
    • 400 Metal

    Industrial Structure Studies Station

    industrial.jpg
    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:

    stage1.jpg
    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:

    mid tower.jpg
    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

    final.jpg

    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

    inttower.jpg

         :anchor: Final Note :anchor:

    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! 🙂

    RStfp5uQ0nUqckNk5UHNHnQWoBLzBO1Psuzxp5km

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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


  18. 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! 

         :anchor: Released Patch Notes :anchor:


    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

    firejpg.jpg
    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

    rockjpg.jpg
    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

    crabjpg.jpg
    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

    crocjpg.jpg
    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

    boarjpg.jpg
    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

    scojpg.jpg
    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

    cycjpg.jpg
    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

    lanjpg.jpg
    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.
    mawjpg.jpg

    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.

         :anchor: Final Note :anchor:

    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

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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. On 5/6/2022 at 5:01 PM, DiseasedLeopard said:

    It would be nice if tickets were actually answered and not automatically marked as "solved".

    Thank you for the feedback! We know we have many things to fix and are working towards resolving as many as we can. If you'd like to assist in making Atlas better, please click the link below and submit any issues you have. Thanks again and happy sailing!

    bit.ly/304d7FE

    On 5/8/2022 at 4:17 PM, George Catcher said:

    U know guys... what I really love to see in release version - is reworked weather engine. Because weather (along the ocean and ships themselves) is the CORE of sailing game! It should be cool. It should bring spectacular view. It should require us to deal with it!!!

    What should be done:

    - Removed "Waves" (both cold, heat and fog) because they just makes no sense and doesn't brings anything to the game (seriously - If I hunt SotDs during fog I just stop, go alt+tab and watch youtube, and if I sail somewhere - I just sail).

    - Removed 3D clouds. We're not in flight simulator, where 3D clouds matters.

    - Wind rotation system should be canceled.

    - Pacman with 100500 tornadoes - should be canceled.

    ---

    - New skyboxes added, with different types of weather. So everyday we experienced something different. Bright sunny days. Partly cloudy. Gloomy gray. Drizzle. Heavy rains etc. Also snowstorms, white mist in cold areas. With spectacular sunrises and sunsets, rainbows after the rains, st. Elmos before storms. And all that kind of stuff.

    - Steady wind (most of the time it's average strength, but rarely goes to calm or hurricane). It's fine for me if it will be random direction and strength every grid. It should change it's strength and direction from time to time (not that often).

    - Deadly thunderstorms with lightning strikes risk. Damaging planks if you point wrong angle to waves, or go full speed, and damaging fully opened sails.

    - Tornado should land rarely. It should be large, single, predictable, avoidable (at all costs) and deadly to pass through.

    ---

    Maybe some weather skills allowing us to predict the weather, or check one at neighbor grids.

    Maybe some +xp bonus for ship - sailing through dangerous conditions.

    WZvsXR2.jpg

    5ZcSiWA.jpg

    e9f6ot3.jpg

    qYFGWQ5.jpg

    O4yTFc3.jpg

    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


  20. Ahoy Pathfinders!

    As we draw closer to a new patch and a new season, we know the excitement and anticipation is brewing for what's to come in only a couple weeks time. With each season, the opportunity to start fresh and take on new challenges on the open seas is something we celebrate. In the meantime, we have a few fun things planned to give you a small look at what's in store. See if you can guess what new adversaries are coming to Atlas!

    crop2.png
    This fearsome creature may not be grumpy, but it definitely doesn't like pathfinders messing around where they're not supposed to be. One second, you and your crew may be scuttling along the shore, but the moment you may find yourself in a pinch, it's curtains for you and your adventure. 

    crop2b.png

    Careful where you swim since you never know what's under the waves and waiting to roll up on you in a flash. While a new set of shoes might sound nice, they won't help you out run this scaly stalker of the sea . You might as well save your tears, because if this predator finds you, there's no mercy for you.

    crop 3.png

    It'll be hard to find another creature as a more solid challenge than this one. Its strength and size will definitely bring any inexperienced crew back down to earth. Those looking to climb this mountainous challenge will have to avoid crumbling under the pressure and deftly slide through the battle unscathed.

    Again, we have the Kraken Bowl grids open on both PvE and PvP servers where players can take part in the festivities before the wipe on May 18th. Need a dance partner? Check out the community discord and get yourself a few battle buddies for the trip. We appreciate all the support. Happy sailing!
     

       :anchor: Final Note :anchor:

    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! 🙂

     

    TYT9LrvE1oLA6ZIVW84gGIxF7PHM2gvN3w1jqlMl

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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. Ahoy Pathfinders!

    As mentioned previously, the winds of change are blowing! Soon, Atlas will enter a new era of exploration and adventure! New technologies and new inventions will bring new avenues for exciting and thrilling campaigns. We can’t wait to show you what we have in store for the next season! We’ll be providing more and more information as we get closer to the update. 
     

    crop1.jpg


    As a teaser, we have a glimpse of some strange new phenomenon coming to Atlas next patch. What could it be? You’ll have to find out for yourself next season! 

    As we usher in a new age for Atlas, we will say goodbye to the previous season with fond memories. We hope you enjoyed it and look forward to what’s to come! The final day of the season will be May 18th when we will be wiping all servers for a fresh start. We hope you’ll continue the journey with us as we prepare to exit early access later this year. Thanks for your support, take care, and happy sailing! 

         :anchor: Kraken Bowl :anchor:

    The Kraken Bowl will have a dedicated grid this season! To reach the Kraken Bowl, sail out from Tortuga in any direction across the grid line. Both PvE and PvP pathfinders will get to take part in the festivities. Grab your crew and send this season off with a bang! The grid will be accessible May 4th-May 18th. 

         :anchor: Final Note :anchor:

    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! 🙂

     

    HeYXTovKCX2ZPQK8pT7bLZ9Sn-6rSgI2lYDLt4yz

     

    Happy Sailing,

    - ATLAS Crew

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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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