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Dollie

Grapeshot Community Team
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Everything posted by Dollie

  1. Dollie

    Disappearing Building parts

    This issue should be rectified in a deployment we have planned for today.
  2. Ahoy Pathfinders! ATLAS 1.5 has arrived! ATLAS has been revised and re-envisioned in this Mega-Update 1.5, which is the culmination of 3 months of live feedback from players since launch! We know that this update has taken quite some time and we really appreciate everyone’s patience as we get our feet wet redesigning the claiming system, expanding the map, and getting all the content ready. As a team, this has been one of the largest updates we have ever worked on and we’re incredibly excited to get it out to you. We believe with these changes, ATLAS has come a long way and we’re going to continue to remain dedicated to the game, bringing you more major updates a monthly basis, which will include more content such as new items, weapons, creatures and new areas for players to check out! And now here’s what you can expect with ATLAS 1.5! official servers & claim changes With this update, we’ll be launching 4 fresh Official Networks to represent 3 different game modes, each with a unique claim system. We want to give you the choice to choose the mode which best represents your playstyle. Colonies PvP: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players and small to mid-sized groups. We’ll have two official networks available for this mode, one in Europe and one in North America. Empires PvP: This is our previous PvP mode. There are no limits on claim flags, and company sizes are at a maximum. We’ll have one Official Network in North America where players can fight it out to determine which Empire holds control of the ATLAS. PvE: This will be based on our Colonies mode, with the PvP specific elements disabled. There will also be additional limits on companies in terms of how many islands they can own based on how large they are. We’ll initially be launching one network hosted in Europe, with another North American network to follow in a few weeks (the hardware is currently being prepared!). Jump aboard and explore a greatly expanded World Map with new islands and regions ready to be plundered! With this update, The ATLAS world now has 40% more islands and unique land masses to grab as your own, along with a new biome and world map layout to explore. Take an explosive foray into new missions and quest lines and uncover the depths of ATLAS with new mechanics and items! Take a deep dive into new underwater content and explore the depths of the deepest ocean trenches in the brand-new Submarine, but be on the lookout as the ruins are guarded by powerful underwater creatures and are home to the Giant Crab! Construct towering monuments that will stand the test of time! With a revamped building system, you can be more creative than ever in the world of ATLAS. Immortalise your enemies via the thoughtful process of converting their heads into mementos to adorn the perimeters of your Company's lands. Catapult yourself into new raiding strategies and let loose the savage in you (and perhaps the contents of your stomach as you become airborne). Form a fleet and traverse vast expanses of ocean beneath the guiding light of the Aurora Borealis dancing on the horizon and reap the extra bounties she grants. Try your hand swinging across mountains with the new physical grappling mechanics. A whole new world of adventure awaits you! patch notes New Features and Content - Redesign: ATLAS World - 40% more islands/landmass & new world map layout. - Redesign: Claim System - Colonies: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players or smaller groups. Previous mode now known as Empires and PvE will be a modified version of colonies. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab - New Environment: Eastern Tundra now has its own visual design, no longer using the Western Tundra style - New Weather: 'Snow' weather systems for Polar and Tundra - New World Phenomenon: Aurora Borealis light display which will result in a harvesting bonus, visible in particular regions. - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. Use the claw arms to help harvest the ocean floor and explore (demolish) player shipwrecks. Also equipped with a harpoon (uses ballista bolts) as a new underwater weapon which will ramp up oceanic combat. - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - New Item: "Guillotine". Hanging your foes in a noose taking too long? Off with their heads! - New Item: "Large Wall". Equipped with parapets and ladder snaps so you can now build a proper defensive perimeter! - New Item: "Small Gates". 2-wall high gate structures for wood and stone. - New Item: "Player Shops". Players can set up automated shops, listing loot for sale and naming their own gold coin prices. - New Item: "Settlement War Declaration". Tied to the War System. Drag over a settlement on the ATLAS map to declare war on them! - New Item: More tame tokens for more mythical creatures! Allowing players to have limited-time tames of the Fire Elemental, Rock Elemental and Cyclops. BONUS: Rock Elemental and Cyclops are rideable! - New Feature: War System - Declare war on your enemies! - New Feature: 1 'Mainline Quest' involving gathering 9 trench stones and defeating the hardmode Kraken! - New Feature: 7 more ‘Quests’ which upon successful completion will provide their own unique Skill unlock - New Feature: Curses. Tied to the execution of players - New Feature: Player-to-Player secure trading system - New Feature: Procedurally Generated Shipwrecks which players can explore for items and blueprints. They can be found by diving deep into the ocean, or looking out for their visual indicator on the surface of the water, or successfully completing the sextant mini-game which will point you in the direction of nearby shipwrecks. - New Feature: Human Catapult. Player characters can now be deployed into battle using a catapult. - New Cosmetics: Peg Legs, Hook Hands, and Multiple Armor sets to customize the look of your company and crew! Can be purchased at the cosmetics vendor. - Redesign: Squads (Ship) of the Damned will now come in multiple size variations with different stats and difficulty levels. - Redesign: Grappling Hook has been revamped, better physics & rappelling mechanics, and players will be able to realistically swing using them. - Redesign: Explosive Barrels. Can now be carried in hand, thrown overboard to sink and will explode when they collide with anything underwater (Depth Charge!). Balance Changes - The higher quality shipyard used when building a ship, the more level ups a ship will be able to obtain. - Ships can now level up their total damage output (which effects all cannons on a ship) and their total resistance, as new upgradable stats. - All tamable creatures made breedable, with no exceptions except for Mythical Creatures. - Various spawner adjustments & fixes across all islands - Reloading now changed to have the mini-game appear back to back, rather than through various points of the animation. - Vitamin debuffs have been removed and will only cause health loss when a player has a vitamin surplus or deficiency. - Increased smithy inventory slots to 150. - Increased weight of catapult from 12 to 84. - Adjusted the crafting quantities on higher tier blueprints so they don't require as many resources as before. QOL Changes - Territory map will now display allies as teal-coloured - Character creator now has a Height slider to make it easier to set your character's desired height - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Global territory message updating - Currently contested claims will be indicated on the minimap - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way. - Toggle ladders button for ship captain, defaults to L key. - Company Groups have been increased to 10 - Players cannot accept alliance invites unless they're an admin - Company Log can now be sorted - New group permission which acts as an effective 'company owner'. Only the true company owner can set/unset that specific group rank. Misc - Improved Server and Client performance - Visual feedback for players being unable to board unallied boats on PvE - Full body animations for harvesting - More realistic old age wrinkles - Additional face sliders for character customization - Dive suit overlay has been adjusted so it's easier to see when underwater - Commodities trader can only be found on the Merchant Ship on PvP servers - Respec potion has been moved to the Crew Recruiter on Freeports Unofficial server settings With this update, we have a treasure trove of settings for unofficial server admins! Game.ini: [/script/shootergame.shootergamemode] bUseSettlementClaims=true Set this to true to use the new "Colonies" island settlement system bDontRequireClaimFlagsForBuilding=false If true, you can place all structures without claim flags. We strongly recommend setting this to true if you're using the settlement mode bForceRequireClaimFlagsForBuildingCannons=false If true, you are still required to have a claim flag to place cannons even if bDontRequireClaimFlagsForBuilding is true. We strongly recommend setting this to true if you're using the settlement mode SettlementCombatPhaseLengthSeconds=32400 The length of the settlement mode's combat phase TreasureGoldMultiplier=1.0 Scales how much gold you get from treasure maps MinPointsPerDiscoveryZone=1.0 Acts as a minimum value for how many points you'll get from any single discovery zone EnemyBuildPreventionRadiusMultiplier=1.0 Scales the enemy build prevention radius NonShipTurretInitializationTimeScale=0.0 Scales how long before newly-placed land cannons are allowed to fire. set it to zero to remove this feature. bPvEAllowNonAlignedShipBasing=false If true, 'enemies' will be allowed to stand on your ship in PvE bPvEDontReplicateLoggedOutPlayers=false If true and the server is in PvE configuration, player characters will disappear when logged out bHomeServerDontReplicateLoggedOutPlayers=false If true, player characters on homeservers will disappear when logged out DestroyUntaggedShipsInterval=0 If greater than zero, ships that have not had any of that team logged-in nearby will be destroyed after that amount of time bDisplayTopCompanies=true If true and NOT playing settlement mode, the list of top 10 companies will be displayed on the map CompanySoloIslandPointsAmount=0 CompanyMinIslandPointsPlayers=0 CompanyMaxIslandPointsPlayer=0 CompanyMinIslandPointsAmounts=0 CompanyMaxIslandPointsAmounts=0 For these, if non-zero they will scale-limit how many 'island points' a company is allowed to claim with claimflags. In non-settlement "Empires" mode that is simply the total number of claim flags. Here are the values we use for PvE as an example: CompanySoloIslandPointsAmount = 30; CompanyMinIslandPointsPlayers = 1; CompanyMaxIslandPointsPlayers = 50; CompanyMinIslandPointsAmounts = 30; CompanyMaxIslandPointsAmounts = 150; And for PvP: CompanySoloIslandPointsAmount=250; CompanyMinIslandPointsPlayers=1; CompanyMaxIslandPointsPlayers=1; CompanyMinIslandPointsAmounts = 250; CompanyMaxIslandPointsAmounts = 250; SettlementFlagResourceUpkeepMultiplier=2.0 For settlement mode, this will scale the amount of upkeep resources necessary in the claim flags. you can set it to 0 to remove the upkeep entirely. AllowedCombatPhaseStartAdjustmentInterval=604800 For settlement mode, this is how often (in seconds) players are allowed to adjust the combat schedule for a settlement (edited) SettlementWarInterval=86400 For settlement mode, this is how long a war lasts MinSettlementWarTimeOffset = 172800 For settlement mode, this is the minimum amount of time in the future that a war can be scheduled MaxSettlementWarTimeOffset = 345600 For settlement mode, this is the maximum amount of time in the future that a war can be scheduled MinimumSettlementWarCooldownInterval = 432000 For settlement mode, this is the amount of time after a war ends before a new war can be declared bDisableFogOfWar=false If you set this to true, the fog & shrowd of war will be disabled bUseNewStructureFoundationSupportChecks=false If you set this to true, foundation/supports will be more correctly required for horizontal structure building, improving server performance but consequently limiting certain kinds of architectural builds. bAutoCalculateIslandPoints = true; If true, for settlement mode, the island points will automatically be calculated by the island's size on the map, for any islands that are set to 1 point AutoIslandPointSizePower = 0.6f //a power to apply to this calculation AutoIslandPointSizeScale=0.000015f //a scale to this calculation AutoIslandPointsMin=1 //a minimum clamp on this calculation AutoIslandPointsMax=100 //a maximum clamp on this calculation SettlementOwnerAllowForceDemolishStructureInterval=8640 For settlement mode, the period of time that a settlement owner is able to instantly demolish any other settler team's structures during peacetime WaterClaimsMaximumDistanceFromShore=0 For non-settlement mode, the distance away from shore that water claims are allowed to be placed (0 means no limit) AutoDestroyWildDinosInterval = 259200 If greater than zero, wild dinos will be automatically destroyed and respawned at this interval if the server has been live this long, to help keep wild dino populations correct. Only recommend using this if bAllowSavingWildDinos=false from the ServerSettings section [ServerSettings] bAutoGenerateIslandSpawnRegions=true When true, players will be automatically given the option to select any of the islands on a homeserver as a spawn point bAllowSavingWildDinos=false By default now, wild dinos are not saved in order to increase server savegame speed. set this back to true if you want to have wild dinos save. We have also updated our ServerGridEditor and island jsons, which can be found on our github. They have been updated for this major release, including some fixes that have occurred over the past few days since the PTR went live. You can grab them here: ServerGridEditor & Fixes. steam sale ATLAS is now available on Steam Early Access for the weekend promotional price of $14.99! Alrighty, that’s it for this log! We hope you enjoy the update, and you can look forward to the DevKit later this weekend! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  3. Martyn, I don't see a ticket related to this. I understand your frustration but I'm not going to chastise our GM's for not being psychic Please submit a player report and include the relevant info and screeshots/video so it can be investigated and action taken if we deem it appropriate. Thanks.
  4. Dollie

    Atlas 1.5 GG

    Player reports need to be submitted via our ticketing system. Please remember to include proof and information that will assist us in investigating the report. Check out our Articles of Agreement in regards to Witch Hunting. I'll go ahead and close this thread now.
  5. Dollie

    major exploit back Cannons and worse

    Thank you. We'll look into it.
  6. Ahoy Pathfinders! ATLAS 1.5 has arrived! ATLAS has been revised and re-envisioned in this Mega-Update 1.5, which is the culmination of 3 months of live feedback from players since launch! We know that this update has taken quite some time and we really appreciate everyone’s patience as we get our feet wet redesigning the claiming system, expanding the map, and getting all the content ready. As a team, this has been one of the largest updates we have ever worked on and we’re incredibly excited to get it out to you. We believe with these changes, ATLAS has come a long way and we’re going to continue to remain dedicated to the game, bringing you more major updates a monthly basis, which will include more content such as new items, weapons, creatures and new areas for players to check out! And now here’s what you can expect with ATLAS 1.5! official servers & claim changes With this update, we’ll be launching 4 fresh Official Networks to represent 3 different game modes, each with a unique claim system. We want to give you the choice to choose the mode which best represents your playstyle. Colonies PvP: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players and small to mid-sized groups. We’ll have two official networks available for this mode, one in Europe and one in North America. Empires PvP: This is our previous PvP mode. There are no limits on claim flags, and company sizes are at a maximum. We’ll have one Official Network in North America where players can fight it out to determine which Empire holds control of the ATLAS. PvE: This will be based on our Colonies mode, with the PvP specific elements disabled. There will also be additional limits on companies in terms of how many islands they can own based on how large they are. We’ll initially be launching one network hosted in Europe, with another North American network to follow in a few weeks (the hardware is currently being prepared!). Jump aboard and explore a greatly expanded World Map with new islands and regions ready to be plundered! With this update, The ATLAS world now has 40% more islands and unique land masses to grab as your own, along with a new biome and world map layout to explore. Take an explosive foray into new missions and quest lines and uncover the depths of ATLAS with new mechanics and items! Take a deep dive into new underwater content and explore the depths of the deepest ocean trenches in the brand-new Submarine, but be on the lookout as the ruins are guarded by powerful underwater creatures and are home to the Giant Crab! Construct towering monuments that will stand the test of time! With a revamped building system, you can be more creative than ever in the world of ATLAS. Immortalise your enemies via the thoughtful process of converting their heads into mementos to adorn the perimeters of your Company's lands. Catapult yourself into new raiding strategies and let loose the savage in you (and perhaps the contents of your stomach as you become airborne). Form a fleet and traverse vast expanses of ocean beneath the guiding light of the Aurora Borealis dancing on the horizon and reap the extra bounties she grants. Try your hand swinging across mountains with the new physical grappling mechanics. A whole new world of adventure awaits you! patch notes New Features and Content - Redesign: ATLAS World - 40% more islands/landmass & new world map layout. - Redesign: Claim System - Colonies: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players or smaller groups. Previous mode now known as Empires and PvE will be a modified version of colonies. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab - New Environment: Eastern Tundra now has its own visual design, no longer using the Western Tundra style - New Weather: 'Snow' weather systems for Polar and Tundra - New World Phenomenon: Aurora Borealis light display which will result in a harvesting bonus, visible in particular regions. - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. Use the claw arms to help harvest the ocean floor and explore (demolish) player shipwrecks. Also equipped with a harpoon (uses ballista bolts) as a new underwater weapon which will ramp up oceanic combat. - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - New Item: "Guillotine". Hanging your foes in a noose taking too long? Off with their heads! - New Item: "Large Wall". Equipped with parapets and ladder snaps so you can now build a proper defensive perimeter! - New Item: "Small Gates". 2-wall high gate structures for wood and stone. - New Item: "Player Shops". Players can set up automated shops, listing loot for sale and naming their own gold coin prices. - New Item: "Settlement War Declaration". Tied to the War System. Drag over a settlement on the ATLAS map to declare war on them! - New Item: More tame tokens for more mythical creatures! Allowing players to have limited-time tames of the Fire Elemental, Rock Elemental and Cyclops. BONUS: Rock Elemental and Cyclops are rideable! - New Feature: War System - Declare war on your enemies! - New Feature: 1 'Mainline Quest' involving gathering 9 trench stones and defeating the hardmode Kraken! - New Feature: 7 more ‘Quests’ which upon successful completion will provide their own unique Skill unlock - New Feature: Curses. Tied to the execution of players - New Feature: Player-to-Player secure trading system - New Feature: Procedurally Generated Shipwrecks which players can explore for items and blueprints. They can be found by diving deep into the ocean, or looking out for their visual indicator on the surface of the water, or successfully completing the sextant mini-game which will point you in the direction of nearby shipwrecks. - New Feature: Human Catapult. Player characters can now be deployed into battle using a catapult. - New Cosmetics: Peg Legs, Hook Hands, and Multiple Armor sets to customize the look of your company and crew! Can be purchased at the cosmetics vendor. - Redesign: Squads (Ship) of the Damned will now come in multiple size variations with different stats and difficulty levels. - Redesign: Grappling Hook has been revamped, better physics & rappelling mechanics, and players will be able to realistically swing using them. - Redesign: Explosive Barrels. Can now be carried in hand, thrown overboard to sink and will explode when they collide with anything underwater (Depth Charge!). Balance Changes - The higher quality shipyard used when building a ship, the more level ups a ship will be able to obtain. - Ships can now level up their total damage output (which effects all cannons on a ship) and their total resistance, as new upgradable stats. - All tamable creatures made breedable, with no exceptions except for Mythical Creatures. - Various spawner adjustments & fixes across all islands - Reloading now changed to have the mini-game appear back to back, rather than through various points of the animation. - Vitamin debuffs have been removed and will only cause health loss when a player has a vitamin surplus or deficiency. - Increased smithy inventory slots to 150. - Increased weight of catapult from 12 to 84. - Adjusted the crafting quantities on higher tier blueprints so they don't require as many resources as before. QOL Changes - Territory map will now display allies as teal-coloured - Character creator now has a Height slider to make it easier to set your character's desired height - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Global territory message updating - Currently contested claims will be indicated on the minimap - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way. - Toggle ladders button for ship captain, defaults to L key. - Company Groups have been increased to 10 - Players cannot accept alliance invites unless they're an admin - Company Log can now be sorted - New group permission which acts as an effective 'company owner'. Only the true company owner can set/unset that specific group rank. Misc - Improved Server and Client performance - Visual feedback for players being unable to board unallied boats on PvE - Full body animations for harvesting - More realistic old age wrinkles - Additional face sliders for character customization - Dive suit overlay has been adjusted so it's easier to see when underwater - Commodities trader can only be found on the Merchant Ship on PvP servers - Respec potion has been moved to the Crew Recruiter on Freeports Unofficial server settings With this update, we have a treasure trove of settings for unofficial server admins! Game.ini: [/script/shootergame.shootergamemode] bUseSettlementClaims=true Set this to true to use the new "Colonies" island settlement system bDontRequireClaimFlagsForBuilding=false If true, you can place all structures without claim flags. We strongly recommend setting this to true if you're using the settlement mode bForceRequireClaimFlagsForBuildingCannons=false If true, you are still required to have a claim flag to place cannons even if bDontRequireClaimFlagsForBuilding is true. We strongly recommend setting this to true if you're using the settlement mode SettlementCombatPhaseLengthSeconds=32400 The length of the settlement mode's combat phase TreasureGoldMultiplier=1.0 Scales how much gold you get from treasure maps MinPointsPerDiscoveryZone=1.0 Acts as a minimum value for how many points you'll get from any single discovery zone EnemyBuildPreventionRadiusMultiplier=1.0 Scales the enemy build prevention radius NonShipTurretInitializationTimeScale=0.0 Scales how long before newly-placed land cannons are allowed to fire. set it to zero to remove this feature. bPvEAllowNonAlignedShipBasing=false If true, 'enemies' will be allowed to stand on your ship in PvE bPvEDontReplicateLoggedOutPlayers=false If true and the server is in PvE configuration, player characters will disappear when logged out bHomeServerDontReplicateLoggedOutPlayers=false If true, player characters on homeservers will disappear when logged out DestroyUntaggedShipsInterval=0 If greater than zero, ships that have not had any of that team logged-in nearby will be destroyed after that amount of time bDisplayTopCompanies=true If true and NOT playing settlement mode, the list of top 10 companies will be displayed on the map CompanySoloIslandPointsAmount=0 CompanyMinIslandPointsPlayers=0 CompanyMaxIslandPointsPlayer=0 CompanyMinIslandPointsAmounts=0 CompanyMaxIslandPointsAmounts=0 For these, if non-zero they will scale-limit how many 'island points' a company is allowed to claim with claimflags. In non-settlement "Empires" mode that is simply the total number of claim flags. Here are the values we use for PvE as an example: CompanySoloIslandPointsAmount = 30; CompanyMinIslandPointsPlayers = 1; CompanyMaxIslandPointsPlayers = 50; CompanyMinIslandPointsAmounts = 30; CompanyMaxIslandPointsAmounts = 150; And for PvP: CompanySoloIslandPointsAmount=250; CompanyMinIslandPointsPlayers=1; CompanyMaxIslandPointsPlayers=1; CompanyMinIslandPointsAmounts = 250; CompanyMaxIslandPointsAmounts = 250; SettlementFlagResourceUpkeepMultiplier=2.0 For settlement mode, this will scale the amount of upkeep resources necessary in the claim flags. you can set it to 0 to remove the upkeep entirely. AllowedCombatPhaseStartAdjustmentInterval=604800 For settlement mode, this is how often (in seconds) players are allowed to adjust the combat schedule for a settlement (edited) SettlementWarInterval=86400 For settlement mode, this is how long a war lasts MinSettlementWarTimeOffset = 172800 For settlement mode, this is the minimum amount of time in the future that a war can be scheduled MaxSettlementWarTimeOffset = 345600 For settlement mode, this is the maximum amount of time in the future that a war can be scheduled MinimumSettlementWarCooldownInterval = 432000 For settlement mode, this is the amount of time after a war ends before a new war can be declared bDisableFogOfWar=false If you set this to true, the fog & shrowd of war will be disabled bUseNewStructureFoundationSupportChecks=false If you set this to true, foundation/supports will be more correctly required for horizontal structure building, improving server performance but consequently limiting certain kinds of architectural builds. bAutoCalculateIslandPoints = true; If true, for settlement mode, the island points will automatically be calculated by the island's size on the map, for any islands that are set to 1 point AutoIslandPointSizePower = 0.6f //a power to apply to this calculation AutoIslandPointSizeScale=0.000015f //a scale to this calculation AutoIslandPointsMin=1 //a minimum clamp on this calculation AutoIslandPointsMax=100 //a maximum clamp on this calculation SettlementOwnerAllowForceDemolishStructureInterval=8640 For settlement mode, the period of time that a settlement owner is able to instantly demolish any other settler team's structures during peacetime WaterClaimsMaximumDistanceFromShore=0 For non-settlement mode, the distance away from shore that water claims are allowed to be placed (0 means no limit) AutoDestroyWildDinosInterval = 259200 If greater than zero, wild dinos will be automatically destroyed and respawned at this interval if the server has been live this long, to help keep wild dino populations correct. Only recommend using this if bAllowSavingWildDinos=false from the ServerSettings section [ServerSettings] bAutoGenerateIslandSpawnRegions=true When true, players will be automatically given the option to select any of the islands on a homeserver as a spawn point bAllowSavingWildDinos=false By default now, wild dinos are not saved in order to increase server savegame speed. set this back to true if you want to have wild dinos save. We have also updated our ServerGridEditor and island jsons, which can be found on our github. They have been updated for this major release, including some fixes that have occurred over the past few days since the PTR went live. You can grab them here: ServerGridEditor & Fixes. steam sale ATLAS is now available on Steam Early Access for the weekend promotional price of $14.99! Alrighty, that’s it for this log! We hope you enjoy the update, and you can look forward to the DevKit later this weekend! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  7. Advice on that was posted four hours ago. Sorry you missed it.
  8. Ahoy Pathfinders! It’s here! Our Public Test Realm is now live and ready for all of you to dive into. This Captain’s Log will cut straight to it and provide more detail on our new claiming systems along with some information on our PTR. We appreciate your patience as we prepared this megapatch to go out on the PTR: ATLAS 1.5 is an ambitious new chapter and we recognize that it has taken us some time, but as we’ve said before, we’re hardened adventurers and we’re looking forward to the fun and challenges that we’ll experience alongside you! Claim Systems Overview First we will revisit the three modes which will be implemented for ATLAS 1.5 and their respective claim systems in a brief overview: Colonies PvP: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players and small to mid-sized groups. Empires PvP: This is our previous PvP mode with which our PvP players are familiar. Some changes have been made to the declaim timers to mitigate griefing and water claims have been eliminated. Companies have a high member limit of 250 members. Alliances are limited to four. PvE: A modified version of our Colonies system. There will be a limit on the amount of Islands one Company can claim via a points system. Public Test Realm Our Public Test Realm will run the Colonies system on a full 15x15 grid. This is the most important mode for us to have players test currently and we’re excited to see how players interact with it. THE COLONIES SYSTEM Please bear in mind that the values described below may be subject to change pending our observations and player feedback during the PTR. We've implemented some test values which we'll be using for the Settlement system throughout the PTR. Islands will be delineated and ranked through a points system predominantly based on size. A Company will have a total of 200 accumulative points to “spend” on claiming and settling islands. One claim flag per island (claim flag owner is the Owner of the island) An owned island is called a Settlement An Island can be claimed by placing the claim flag skill which has a cost equal to the island's initial base upkeep. Claim flags are no longer mergeable There will be no sea claims. Upkeep scales based on: Size of island and its rank (summarised by an Island’s point value) How many different Companies are on the island (more Companies = lower cost) To steal an Island, you must unclaim an enemies’ flag by placing your own flag within range of theirs. It is a smaller radius that can be visualized by pressing the “H” key. A Settlement’s upkeep cost will scale in relation to its points ie: the upkeep cost of a 30 point island will be significantly less than that of a 100 point island. Upkeep costs will be deposited in the island’s Claim Flag. Tax rates and taxes themselves will be collected within the Claim Flag. The tax bank is utilized to transport resources that will be used in the Claim Flag from different locations on the same Island. Other companies may build on a Settlement. The company holding ownership of the island can attack others built upon their island at all times. The Settlement owner can only be attacked during combat or war. A claimed Island/Settlement can be in one of three different states: Peace, Combat and At War. The World Map will display an Islands: point value, current ownership, the tax rate on the island, and its current war status along with its raidable hours. An Island’s standing will also be displayed ie: Own/Ally/Enemy. The Settlement Owner can select building options as follows: Cannons can only be built during combat/war phase Allies can build cannons freely Everyone can build cannons Other companies can build defense structures (puckle) any time. Ships will now receive invulnerability when docked at their companies’ settlement for 15 minutes during peace phase. The Settlement owner chooses a non-optional 9-hour window of vulnerability from a 24-hour cycle in which their Island is raidable. This window can be changed once a week, but for PTR will be able to be changed once every 2 days. A War Declaration can be purchased during PTR for 50k gold (100k when ATLAS 1.5 releases) plus some uncommon items in order to circumvent raiding windows altogether. An item is given upon purchase. To declare war this item is dragged from the hotbar onto the island upon which you want to declare war. Once a War Declaration is made against an enemy Island, the attacker must set a time that is at least 2 days (12 hours on PTR) and as far as 4 days (24 hours in PTR) to commence the war and the duration of the war period is 24 hours, but for the duration of PTR will be 12 hours. Cannons now have an initializing timer which will vary dependent on the cannon type. An island has a 5 day (1 day for PTR) cooldown before another War Declaration can be made on it. A War Declaration is per-island, so it is possible to declare war against multiple Settlements simultaneously. Joining the PTR The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. Server Grid Editor New Server Grid Editor, JSON, and Unofficial Servers are already available on GitHub. Unofficial Server files will be made available later this weekend once we've confirmed there are no critical issues we need to deal with. Linux hosts will have to wait until early next week. We'd recommend folks play on our test servers as we won't be providing direct support to any servers hosting their own version of the branch, though we'll look into issues you report. Upcoming Patch Notes If you haven’t checked out all of the content, features and QoL changes we have coming to the PTR (and the ATLAS 1.5 launch) jump into the patch notes below: New Features and Content - Redesign: ATLAS World - 40% more islands/landmass & new world map layout. - Redesign: Claim System - Colonies: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players or smaller groups. Previous mode now known as Empires and PvE will be a modified version of colonies. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab - New Environment: Eastern Tundra now has its own visual design, no longer using the Western Tundra style - New Weather: 'Snow' weather systems for Polar and Tundra - New World Phenomenon: Aurora Borealis light display which will result in a harvesting bonus, visible in particular regions. - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. Use the claw arms to help harvest the ocean floor and explore (demolish) player shipwrecks. Also equipped with a harpoon (uses ballista bolts) as a new underwater weapon which will ramp up oceanic combat. - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - New Item: "Guillotine". Hanging your foes in a noose taking too long? Off with their heads! - New Item: "Large Wall". Equipped with parapets and ladder snaps so you can now build a proper defensive perimeter! - New Item: "Small Gates". 2-wall high gate structures for wood and stone. - New Item: "Player Shops". Players can set up automated shops, listing loot for sale and naming their own gold coin prices. - New Item: "Settlement War Declaration". Tied to the War System. Drag over a settlement on the ATLAS map to declare war on them! - New Item: More tame tokens for more mythical creatures! Allowing players to have limited-time tames of the Fire Elemental, Rock Elemental, and Gorgon. BONUS: Rock Elemental and Cyclops are rideable! - New Feature: War System - Declare war on your enemies! - New Feature: 1 'Mainline Quest' involving gathering 9 trench stones and defeating the hardmode Kraken! - New Feature: 7 more ‘Quests’ which upon successful completion will provide their own unique Skill unlock - New Feature: Curses. Tied to the execution of players - New Feature: Player-to-Player secure trading system - New Feature: Procedurally Generated Shipwrecks which players can explore for items and blueprints. They can be found by diving deep into the ocean, or looking out for their visual indicator on the surface of the water, or successfully completing the sextant mini-game which will point you in the direction of nearby shipwrecks. - New Feature: Human Catapult. Player characters can now be deployed into battle using a catapult. - New Cosmetics: Peg Legs, Hook Hands, and Multiple Armor sets to customize the look of your company and crew! Can be purchased at the cosmetics vendor. - Redesign: Squads (Ship) of the Damned will now come in multiple size variations with different stats and difficulty levels. - Redesign: Grappling Hook has been revamped, better physics & rappelling mechanics, and players will be able to realistically swing using them. - Redesign: Explosive Barrels. Can now be carried in hand, thrown overboard to sink and will explode when they collide with anything underwater (Depth Charge!). Balance Changes - The higher quality shipyard used when building a ship, the more level ups a ship will be able to obtain. - Ships can now level up their total damage output (which effects all cannons on a ship) and their total resistance, as new upgradable stats. - All tamable creatures made breedable, with no exceptions except for Mythical Creatures. - Various spawner adjustments & fixes across all islands - Reloading now changed to have the mini-game appear back to back, rather than through various points of the animation. - Vitamin debuffs have been removed and will only cause health loss when a player has a vitamin surplus or deficiency. - Increased smithy inventory slots to 130. - Increased weight of catapult from 12 to 84. - Adjusted the crafting quantities on higher tier blueprints so they don't require as many resources as before. QOL Changes - Territory map will now display allies as teal-coloured - Character creator now has a Height slider to make it easier to set your character's desired height - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Global territory message updating - Currently contested claims will be indicated on the minimap - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way. - Toggle ladders button for ship captain, defaults to L key. - Company Groups have been increased to 10 - Players cannot accept alliance invites unless they're an admin - Company Log can now be sorted - New group permission which acts as an effective 'company owner'. Only the true company owner can set/unset that specific group rank. Misc - Improved Server and Client performance - Visual feedback for players being unable to board unallied boats on PvE - Full body animations for harvesting - More realistic old age wrinkles - Additional face sliders for character customization - Dive suit overlay has been adjusted so it's easier to see when underwater - Commodities trader can only be found on the Merchant Ship on PvP servers - Respec potion has been moved to the Crew Recruiter on Freeports Discord Webhook Notifications This update comes with Discord Notifcations which you can set up pretty easily! All you have to do is grab your webhook URL and copy it into your Company's Manage Notifications UI. For more info on how to get your webhook URL, check out Discord's how to guide here: https://support.discordapp.com/hc/en-us/articles/228383668-Intro-to-Webhooks Please note that we have opened Public Test Realm-related subforums here on the playATLAS forums along with new specific channels on the Discord. We look forward to your thoughts, experiences and feedback. The Discord channels can be accessed by assigning yourself the PTR role in the #role-assignment channel and links to the PTR subforums are below. General Public Test Realm Subforum PTR Bug report Forum Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  9. Ahoy Pathfinders! We’ve seen some interesting action over the past week whilst Anarchy rules! Players have found imaginative ways to entertain themselves within this no holds barred meta whilst we gather useful data for the future. Meanwhile, the team has had in-depth discussions regarding the upcoming patch, with some specific focus on claim and war systems. There will be some adjustments to our previously announced plans and this Captain’s Log will outline the details that have emerged during this process.The specifics will be honed and adapted as we approach the PTR as well as the launch of these new systems. Setting a course March Mega Patch Update! If you didn't have a chance to read our previous Captain's Log, please do so as it covers a lot of information regarding our massive update coming later this month, and will add some clarity to the changes we discuss below. General Claim Changes We’ll be making some general changes to the system which will impact both PvE and PvP servers: The boat decay system will be enabled. This means that there will be a tagging system attached to boats which will cause them to self destruct after multiple weeks of inactivity on PvE, Golden Age Ruin, and Freeport servers. To tag a boat, the owner of that boat (single player or company) will just need to enter its stasis/render distance. Claim owners will be able to demolish structures (via the pinwheel) on their settlements temporarily as long as the structure has been placed within the last 12 hours. After the 12 hour period has passed, they will not be able to demolish the structures using the pinwheel, and must manually destroy it. Claim owners can do this outside of raid hours or warlike. This exists as an anti-griefing mechanism. On PvE servers, we may extend the time beyond 12 hours as players will not have the option to destroy via PVP. There will be a notice sent to the Settlement Owner’s Company and also via a cross-server notification pop-up when new players/companies are building on their territory. Players will have the option to subscribe to this Company Log via email or Discord, similarly to other Company Log messages. PvE Claim Changes We received an extensive amount of feedback from the PvE community regarding our upcoming changes. The overwhelmingly clear message was a desire to retain some form of a claiming system. One aspect of the design we intend to stick to is the fact we want players to always have an option to build, otherwise, the game cannot be truly experienced in its current state.We understand that there are some concerns regarding how that could potentially be exploited in a PvE environment, and we’ll be working on designs and systems to ensure that isn’t the case from a technical point of view, as well as through GM involvement. With the Mega March update, the claim systems on PvE will change from being lawless-esque servers to the following: Use the same claim system as PvP, but remove the raidable hours and war aspect. This means that players will be able to claim islands, and anyone can build on those settlements. Each settlement will have an upkeep cost which is based on a variety of factors such as the islands ranking, the number of settlements that company has, and how many different companies are building on the settlement. Settlement owners will be able to set a tax rate, and also players will be able to place their player run shops on the claimed land. However, we are planning some PvE specific changes We’ll be imposing a hard limit of Claim Points equivalent to one small island for single players. Companies will be able to own multiple settlements, but there will be a hard limit (lower than PvP) and it will be based on Island Points and the number of players who are currently in that company. This means that larger companies will have access to more ‘Claim Points’ and are therefore able to settle on more islands with higher rankings, however, we will still be imposing a relatively low cap. Company alliances will no longer be enabled on PvE servers. We understand that there are some legitimate use cases, however, in this sandbox environment, we believe they will primarily be used to game the system and get past company rules/limitations. We recognize that this may impact how trading communication takes place on PvE servers and we are looking into an alternative option for players. PvP Claim Changes We’ll also be adding some new options along with changing how cannons are used during raidable/wartime hours. Give claim owners the option to enable allied companies to build cannons on their lands Give company owners the option to allow allies to use their cannon (governance setting) Enable an activation timer on cannon structures placed by non-allied companies during wartime and raidable hours to prevent instant FoBs. Similarly to battery-powered heavy turret activation timer on ARK. Delay on joining a new company or alliance after leaving one (24 hours) Company owners and admins can now set other companies as neutral. This is done via the in-game pinwheel, similarly to alliances when targeting another company’s structure or player. Companies which are marked as neutral will have a different colour display HUD, as a way for players to indicate they are non-hostile, however, they will not have other benefits which the alliance system would provide. In summary, there will now be three states in which other companies can appear: ally/neutral/enemy. We acknowledge that there has been a lot of feedback regarding alliance limitations and how they impact mid-sized companies along with the role they play when sharing territory. This is something we are currently discussing and we may have an update for you closer to the time of the patch. Player to Player Secure Trading System This update will also include our first phase of the Player to Player secure trading system! We regard this is an important aspect of the game, alongside our Player ran shops, which you’ll be able to experience later this month on the PTR! Procedurally Generated Shipwrecks The March Mega update will also be introducing a new environment objective for players to explore whilst out at sea! Procedurally generated shipwrecks exist as a new source to loot for items and blueprints. You’ll be able to find them randomly populating throughout the sea floor, with a higher density present around the underwater trench. You can find them by diving deep into the ocean or looking out for their visual indicator on the surface of the water, or successfully completing the sextant mini-game which will point you in the direction of nearby shipwrecks (procedurally generated or player-made). We’ll have various types with their own unique looks. Players will need to swim into them to locate the chest to loot, which will vary based on the shipwreck. The structural pieces (planks) will not be able to be harvested, and the submarine can just directly attack the shipwreck to harvest the loot. Once the chest inside the wreck has been activated, it will begin a timer which will destroy the wreck, additionally, looting it entirely will also cause the wreck to be destroyed. Please keep in mind that this will be our initial implementation for these procedurally generated shipwrecks and we’ll be expanding on them in a future update, as well as introducing more PvE content for players to explore and experience. Public Test Realm (Test Live) This update, including the war system and claim changes, will be making its way to our Public Test Realm before it hits the entire Official Network and will be accessible for all players for both PvP and PvE. It is anticipated that Test Live will be available to play around the 20th of March and we will keep you posted should there be any more updates as the time approaches. We appreciate all of the feedback you’ve shared regarding the update and will continue to work on improving the systems, and the game by incorporating aspects of that feedback into our existing developmental pipelines as well as our vision for the game! Upcoming Major Version We’ll also be releasing a major version update on the 8th of March, which will contain a massive overhaul to the way items are replicated on our networks. This should result in a considerable performance gain and reduction in bandwidth on servers, and due to the scale and necessity of the changes, a major update will be required. Additionally, we will be rolling out the Peg Leg and Hook Hand cosmetics which can be acquired at your nearest Freeport! Dynamic ATLAS Maps Our roundup of the Dynamic ATLAS Maps will be on a temporary hiatus due to the current Anarchy patch and the fact we have announced the wipe. It will be making a return when the ATLAS relaunches with the new claim and war system. SHOW 'N' TELL #5 We enjoyed the variety of creative submissions in this fortnight's Show 'n Tell. It's awesome to see all of your originality and talent. Feast yer eyes on th' best o' th' bunch below! Congratulations to our winners who have scored themselves cash prizes! WINNERS PCHELA LESNAYA We were stunned by this beautiful piece with its skilled use of light and shadow displaying the artist's impressive talent and attention to detail. This art both formally and conceptually points to being awarded first place! PRINCESS SUGAR If joining this Company means we get an adorable map like this in order to learn locations on the Island for clear comms during defense, we're in! MARNII A well situated and architecturally impressive offering from an imaginative builder who is obviously honed at their craft. HONOURABLE MENTIONS OTAWA72 ARGH! GLOBYTHEOLDPIRATE STRITE ABYSIAN Congratulations to the winners and runners up and thank you to all of the entrants; we love looking through everything you guys send in! Alrighty, that wraps up this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  10. SHOW 'N TELL Avast, Pathfinders it be time for a new Show 'n Tell Showcase!\ Hear ye, hear ye! We be treasure huntin' fer the finest of ATLAS community creations! Show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! Each fortnight, we'll be runnin' a contest where we'll select th' best o' th' bunch 'n award tha winners wit' a cash prize! Submit your entries in this 'ere thread for us to be viewin'. We’ve created this dedicated thread for submissions. Don’t hesitate to show us what you’ve got. The last two week's entries were amazing and we look forward to what you have for us this fortnight! Boom! OTAWA72 This is a friendly contest and not intended as something highly competitive. We'd like to showcase your creations in their many varied shapes and forms.  Submit your entries by Thursday 28th March for a chance to fill your chests with some booty!
  11. Dollie

    Unable to join/select sector

    Check out this post explaining how to join the Public Testing realm:
  12. Dollie

    CAPTAIN’S LOG 25: TEST AHOY!

    Ahoy Pathfinders! It’s here! Our Public Test Realm is now live and ready for all of you to dive into. This Captain’s Log will cut straight to it and provide more detail on our new claiming systems along with some information on our PTR. We appreciate your patience as we prepared this megapatch to go out on the PTR: ATLAS 1.5 is an ambitious new chapter and we recognize that it has taken us some time, but as we’ve said before, we’re hardened adventurers and we’re looking forward to the fun and challenges that we’ll experience alongside you! Claim Systems Overview First we will revisit the three modes which will be implemented for ATLAS 1.5 and their respective claim systems in a brief overview: Colonies PvP: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players and small to mid-sized groups. Empires PvP: This is our previous PvP mode with which our PvP players are familiar. Some changes have been made to the declaim timers to mitigate griefing and water claims have been eliminated. Companies have a high member limit of 250 members. Alliances are limited to four. PvE: A modified version of our Colonies system. There will be a limit on the amount of Islands one Company can claim via a points system. Public Test Realm Our Public Test Realm will run the Colonies system on a full 15x15 grid. This is the most important mode for us to have players test currently and we’re excited to see how players interact with it. THE COLONIES SYSTEM Please bear in mind that the values described below may be subject to change pending our observations and player feedback during the PTR. We've implemented some test values which we'll be using for the Settlement system throughout the PTR. Islands will be delineated and ranked through a points system predominantly based on size. A Company will have a total of 200 accumulative points to “spend” on claiming and settling islands. One claim flag per island (claim flag owner is the Owner of the island) An owned island is called a Settlement An Island can be claimed by placing the claim flag skill which has a cost equal to the island's initial base upkeep. Claim flags are no longer mergeable There will be no sea claims. Upkeep scales based on: Size of island and its rank (summarised by an Island’s point value) How many different Companies are on the island (more Companies = lower cost) To steal an Island, you must unclaim an enemies’ flag by placing your own flag within range of theirs. It is a smaller radius that can be visualized by pressing the “H” key. A Settlement’s upkeep cost will scale in relation to its points ie: the upkeep cost of a 30 point island will be significantly less than that of a 100 point island. Upkeep costs will be deposited in the island’s Claim Flag. Tax rates and taxes themselves will be collected within the Claim Flag. The tax bank is utilized to transport resources that will be used in the Claim Flag from different locations on the same Island. Other companies may build on a Settlement. The company holding ownership of the island can attack others built upon their island at all times. The Settlement owner can only be attacked during combat or war. A claimed Island/Settlement can be in one of three different states: Peace, Combat and At War. The World Map will display an Islands: point value, current ownership, the tax rate on the island, and its current war status along with its raidable hours. An Island’s standing will also be displayed ie: Own/Ally/Enemy. The Settlement Owner can select building options as follows: Cannons can only be built during combat/war phase Allies can build cannons freely Everyone can build cannons Other companies can build defense structures (puckle) any time. Ships will now receive invulnerability when docked at their companies’ settlement for 15 minutes during peace phase. The Settlement owner chooses a non-optional 9-hour window of vulnerability from a 24-hour cycle in which their Island is raidable. This window can be changed once a week, but for PTR will be able to be changed once every 2 days. A War Declaration can be purchased during PTR for 50k gold (100k when ATLAS 1.5 releases) plus some uncommon items in order to circumvent raiding windows altogether. An item is given upon purchase. To declare war this item is dragged from the hotbar onto the island upon which you want to declare war. Once a War Declaration is made against an enemy Island, the attacker must set a time that is at least 2 days (12 hours on PTR) and as far as 4 days (24 hours in PTR) to commence the war and the duration of the war period is 24 hours, but for the duration of PTR will be 12 hours. Cannons now have an initializing timer which will vary dependent on the cannon type. An island has a 5 day (1 day for PTR) cooldown before another War Declaration can be made on it. A War Declaration is per-island, so it is possible to declare war against multiple Settlements simultaneously. Joining the PTR The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. Server Grid Editor New Server Grid Editor, JSON, and Unofficial Servers are already available on GitHub. Unofficial Server files will be made available later this weekend once we've confirmed there are no critical issues we need to deal with. Linux hosts will have to wait until early next week. We'd recommend folks play on our test servers as we won't be providing direct support to any servers hosting their own version of the branch, though we'll look into issues you report. Upcoming Patch Notes If you haven’t checked out all of the content, features and QoL changes we have coming to the PTR (and the ATLAS 1.5 launch) jump into the patch notes below: New Features and Content - Redesign: ATLAS World - 40% more islands/landmass & new world map layout. - Redesign: Claim System - Colonies: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players or smaller groups. Previous mode now known as Empires and PvE will be a modified version of colonies. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab - New Environment: Eastern Tundra now has its own visual design, no longer using the Western Tundra style - New Weather: 'Snow' weather systems for Polar and Tundra - New World Phenomenon: Aurora Borealis light display which will result in a harvesting bonus, visible in particular regions. - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. Use the claw arms to help harvest the ocean floor and explore (demolish) player shipwrecks. Also equipped with a harpoon (uses ballista bolts) as a new underwater weapon which will ramp up oceanic combat. - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - New Item: "Guillotine". Hanging your foes in a noose taking too long? Off with their heads! - New Item: "Large Wall". Equipped with parapets and ladder snaps so you can now build a proper defensive perimeter! - New Item: "Small Gates". 2-wall high gate structures for wood and stone. - New Item: "Player Shops". Players can set up automated shops, listing loot for sale and naming their own gold coin prices. - New Item: "Settlement War Declaration". Tied to the War System. Drag over a settlement on the ATLAS map to declare war on them! - New Item: More tame tokens for more mythical creatures! Allowing players to have limited-time tames of the Fire Elemental, Rock Elemental, and Gorgon. BONUS: Rock Elemental and Cyclops are rideable! - New Feature: War System - Declare war on your enemies! - New Feature: 1 'Mainline Quest' involving gathering 9 trench stones and defeating the hardmode Kraken! - New Feature: 7 more ‘Quests’ which upon successful completion will provide their own unique Skill unlock - New Feature: Curses. Tied to the execution of players - New Feature: Player-to-Player secure trading system - New Feature: Procedurally Generated Shipwrecks which players can explore for items and blueprints. They can be found by diving deep into the ocean, or looking out for their visual indicator on the surface of the water, or successfully completing the sextant mini-game which will point you in the direction of nearby shipwrecks. - New Feature: Human Catapult. Player characters can now be deployed into battle using a catapult. - New Cosmetics: Peg Legs, Hook Hands, and Multiple Armor sets to customize the look of your company and crew! Can be purchased at the cosmetics vendor. - Redesign: Squads (Ship) of the Damned will now come in multiple size variations with different stats and difficulty levels. - Redesign: Grappling Hook has been revamped, better physics & rappelling mechanics, and players will be able to realistically swing using them. - Redesign: Explosive Barrels. Can now be carried in hand, thrown overboard to sink and will explode when they collide with anything underwater (Depth Charge!). Balance Changes - The higher quality shipyard used when building a ship, the more level ups a ship will be able to obtain. - Ships can now level up their total damage output (which effects all cannons on a ship) and their total resistance, as new upgradable stats. - All tamable creatures made breedable, with no exceptions except for Mythical Creatures. - Various spawner adjustments & fixes across all islands - Reloading now changed to have the mini-game appear back to back, rather than through various points of the animation. - Vitamin debuffs have been removed and will only cause health loss when a player has a vitamin surplus or deficiency. - Increased smithy inventory slots to 130. - Increased weight of catapult from 12 to 84. - Adjusted the crafting quantities on higher tier blueprints so they don't require as many resources as before. QOL Changes - Territory map will now display allies as teal-coloured - Character creator now has a Height slider to make it easier to set your character's desired height - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Global territory message updating - Currently contested claims will be indicated on the minimap - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way. - Toggle ladders button for ship captain, defaults to L key. - Company Groups have been increased to 10 - Players cannot accept alliance invites unless they're an admin - Company Log can now be sorted - New group permission which acts as an effective 'company owner'. Only the true company owner can set/unset that specific group rank. Misc - Improved Server and Client performance - Visual feedback for players being unable to board unallied boats on PvE - Full body animations for harvesting - More realistic old age wrinkles - Additional face sliders for character customization - Dive suit overlay has been adjusted so it's easier to see when underwater - Commodities trader can only be found on the Merchant Ship on PvP servers - Respec potion has been moved to the Crew Recruiter on Freeports Discord Webhook Notifications This update comes with Discord Notifcations which you can set up pretty easily! All you have to do is grab your webhook URL and copy it into your Company's Manage Notifications UI. For more info on how to get your webhook URL, check out Discord's how to guide here: https://support.discordapp.com/hc/en-us/articles/228383668-Intro-to-Webhooks Please note that we have opened Public Test Realm-related subforums here on the playATLAS forums along with new specific channels on the Discord. We look forward to your thoughts, experiences and feedback. The Discord channels can be accessed by assigning yourself the PTR role in the #role-assignment channel and links to the PTR subforums are below. General Public Test Realm Subforum PTR Bug report Forum Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  13. Dollie

    How To Join The PTR

    The ATLAS Public Test Realm is available to all players via the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS.
  14. Dollie

    Empires to get same claim system as Colonies

    I can see how this may be interpreted due to the wording. The new claiming system will not be on Empires.
  15. @Ixel The grid editor should be available when the PTR goes up on the 3rd. @photek ah I can see how it might be interpreted that way. No, the new claiming system will definitely be on the PTR! @Raysix Thank you. We're excited to get it out too! The new Eastern Tundra biome and the underwater trench look amazing and I'm very interested to see how players interact with the new claiming system. @Korak91 I understand. We're planning a breeding/creature pass after the megapatch. v18.9 fixed an issue with babies not eating from inventory/troughs when in stasis. That said, breeding temperature requirements may remain; we don't intend for breeding and creatures to be the pinnacle of the meta.
  16. Ahoy Pathfinders! This will be a rather compact Captain’s Log focused around updating you all on our progress as we work towards the upcoming megapatch -- which we’re going to designate “ATLAS 1.5” so that we don’t have to keep calling it megapatch! It will include information on some changes along with further details related to our Public Testing Realm. public testing realm Ahoy A submarine is used to salvage a treasure chest on a new procedurally generated shipwreck. PvP Networks We have made a decision in regards to our PvP networks for ATLAS 1.5 based upon taking your feedback into consideration along with our own development pipelines and vision for the game. We feel our players are interested in, primarily, two distinctly different styles and scopes of gameplay. One group of players is interested in design focused on small to mid-sized companies (2-50 players) and another has a preference for large company-centric design (200+ players). Rather than aiming to strike a middle ground between the two groups, which might end up diminishing the experience for either style of gameplay, we wanted to support two modes separately to see how that plays out. We’re going to be running 2 uniquely configured PvP networks, to allow players to choose the game mode which best represents your playstyle. To be clear, while we hope both of these networks prove permanently successful for their specific purposes, we’ll continue to iterate on their rules if necessary. ATLAS 1.5 will feature three unique game modes: Large-scale PvP Mode: ATLAS: Empires ATLAS: Empires will honor the original ATLAS system with which players are familiar whilst incorporating some small adjustments to the claiming system to address issues players were experiencing. To clarify, ATLAS: Empires’ claiming system will be very similar to the traditional claiming system, but adjusted for maximum speed (increased rates) and no “anti-size” scaling. This will be the go-to hardcore mode for those looking for sandboxy high risk and high reward on a grand scale. We will not be limiting large companies, there will be no scaling based on members and there will be no pvp windows or war system. Mid/Small-Scale PvP Mode: ATLAS: Colonies ATLAS: Colonies will be more structured and will utilise the new claim system we’ve announced. It will include hard company and alliance limits, the war system, and raiding hours. This game mode will be survive-and-thrive, targeted towards smaller and medium sized groups. We will be seeking to incentivise players to fight in the open world and on the sea whilst maintaining the options to raid bases and seize territory from enemies for those dedicated to doing so. PvE Mode: ATLAS: PvE This game mode will be spooling up with changes and the system will be based upon details discussed in the last Captain’s Log. We will monitor our PvE mode in the PTR and beyond and continue to iterate on it as we move forward. The submarine harpoon is a new underwater weapon which will ramp up oceanic combat. Public Testing Realm Work is still continuing on the upcoming game systems changes and, to ensure we put out the most quality and complete patch possible, we will be delaying the release schedule. As such, the PTR will be released late March / early April and we expect the test realm will run for approximately 1 week. Please bear in mind the run time may be adjusted after players get a feel for the changes, and, if any critical issues arise. We know that players are keen to get back into ATLAS, we are excited for you to do so as well! We’re committed to a quality ATLAS 1.5 launch though and it will take a little more time. In relation to our Public Testing Realm overall, we’re planning to get multiple smaller clusters online which will incorporate the three game modes as well as everything else listed in the patch notes. Players can expect higher rates to facilitate fast progression and testing of the new systems along with the fact these servers are likely to wipe as needed. Various armor skins to help you personalise your character will be included in ATLAS 1.5! Kraken Bowl Various Companies organised and participated in an entertaining FFA Kraken Bowl on NA PvP on the 3/6/2019. OwO emerged victorious after various rounds of ship on ship combat. You can check out some highlights from their event here: released patch notes up to v22.21 v22.21 Fixed a bug where tamed creatures, boats, and NPC Crew stats didn't replicate properly. v22.1 - Fixed a case where players would disconnect on certain servers when loading into large bases. We advise setting your "Client Network Bandwidth" Option value back to Epic if you had previously changed it, to deal with the disconnections. - Fixed a case which would cause creatures to flash or flicker. - Fixed a case where players on saddled creatures would teleport back to the server's origin if the creature they were mounted on had been killed by another creature. - Sail canvas now takes twice as long to repair. Repair hammer can no longer be used to repair a canvas. A canvas must be repaired using the pinwheel option on the mast, which can be accessed by holding down E. - Target Soft Spots will no longer add torpor to other player teams in PvE. - Camera no longer interpolates to origin when destroyed. - Glider will no longer activate when encumbered. - Buoy signs remain attached after server restart (retroactive). - Server and client performance optimizations. - Fixed an exploit which allowed players to stall and potentially disconnect other clients. - No longer able to turn off cannons that do not belong to your team. v21.43 - Fixed some server side crashes and added additional server performance optimizations for NPC Crew v21.1 (client) - Fixed choppy claim flag physics 21.42 - Further optimizations to NPC crew 21.41 - Optimized replication and ticking of NPC crew on turrets, for significantly improved server performance. v21.31 - Improved Structure replication rate from servers, though this may increase client stalls slightly. Clients can reduce their "Client Network Bandwidth" Option value if they are experiencing too many stalls with this change (we do recommend the default, 60 KB/s). v21 - Optimized how items are networked resulting in significantly higher performance and less bandwidth usage - Added the Hook Hand and the Peg Leg to the Freeport cosmetic vendor v20.1 With our planned changes for March, the game will be heading into a more rule based system, so for the next few weeks we’ll be making some changes to experience what it would be like if we took an alternative route. We’ll be releasing an update tomorrow which includes the following changes: - 6x Rates - Harvesting, Taming, Experience, Gold, Farming, and Breeding. - Claim flags will no longer prevent enemy building. You can now build anywhere, and only structure build radius will prevent it. This does not apply to cannons and mortars, which will still require a claim flag. This is a non-default, which will be enabled on our PvP Networks. Unofficials can also use this as a custom server-side config. - All servers, other than Golden Age Ruin servers, can be set to home servers, allowing players to respawn at them. (PvP only) Game.ini: [/script/shootergame.shootergamemode] bDontRequireClaimFlagsForBuilding=1 bIsLawlessHomeServer=1 bForceRequireClaimFlagsForBuildingCannons=true This is what we’re enabling on all our non-Golden Age ruin servers, but please note that you must also flag the corresponding grids as homeservers on the servergrid.json This patch will also include: - Whispering voice hotkey [* [numpad] key] - Server side config that allows you to alter the distance for the 3 voice modes: Whispering, Normal, and Yelling. Game.ini: [/script/shootergame.shootergamemode] ProximityRadius = 8500 YellingRadius = 22000 WhisperRadius = 2000 - Removing the Destruction Mesh on Lighthouses - Increased the limit of folders in inventories from 20 to 40, and 80 in Bookshelves - Treasure Map names now includes the grid for easy filtering - Explosive Barrels can no longer be used as an ammo type for cannons. Any loaded ones will just fire regular cannons. They'll be receiving a large redesign in the major update coming in March. - Fixed chat scrolling, so it now works again with Page Up and Page Down - Fixed an edge case where voice chat would stop working unless the client relogged These changes will allow us to see how the game would pan out if we didn’t have the claim system affect build rules, which helps us collect more feedback on playstyles. SHOW 'N' TELL #6 Continue to show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! The Show n’ Tell deadline is the 28th of March. Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  17. Ahoy Pathfinders! It's your Co-Captain back again with my trusty bag of pistachios and bad Dad jokes (although I'll restrain myself in relation to the latter this once). We’ve prepared a hearty edition of the Captain’s Log to make up for last week’s absence. There is a load of information, updates, and glimpses of what’s to come to share with you! In this Captain’s Log, we will be taking a look at what has been implemented over the past fortnight along with a view of what’s on the horizon for the weeks ahead including some key changes to design aspects of the game. HULL-UP ON THE HORIZON Upcoming ‘Mega’ patch and Current Focus In an earlier Captain’s Log, we announced that we would be making changes to the game which reduce the steepness of the climb necessary to experience some of the later game content. We want to reduce how punishing ATLAS is, especially to solo players and smaller groups, and ensure that those who cannot invest as much time are still able to experience the fun that ATLAS has to offer. We’ve begun that process with our recent minor updates which have incorporated changes to weight, structures, QOL improvements and small tweaks to creatures. However, we recognize that there is still a lot more that needs to change, including revisiting some major design aspects of the game. It is for that reason, we’ll be delaying the February Content update to Mid/Late March so we can include some of these major changes. First of all, we’ll be revamping the Land Claim/Ownership System. We recognize that for a lot of players, land is incredibly difficult to get, and in some cases impossible, unless you’re in a lawless zone or playing with a large group. This is something we’re planning on addressing by introducing some new mechanisms related to land claiming, such as upkeep, as well as some possible limitations which we’ll be able to cover precisely in the next Captain’s Log, as we’re still hashing out the details. The next aspect we’d like to tackle and include in this March update is defense against ‘offline raiding’. This is something that has often been echoed around the community as being a critical problem with the game. Players are unable to enjoy PvP versus one another because the meta encourages/enables offline raiding through how easy and effective it is. Our plan is to introduce game mechanics which will funnel PvP taking place during online hours and the overall objective is to provide players more power and defensive options over their land. These are two major systems that will be receiving attention from our development team over the coming weeks so we can have them ready to launch in tandem with the aforementioned changes in March. We’ll also be including some additional QOL changes, first pass adjustments to the vitamins system, Companies and other aspects of the game based on recent feedback. You can look forward to the specifics of those changes in the next Captain’s Log where we’ll share the full updated patch notes, including the revamp of the Claim System and how we want to deal with the offline raid meta. Public Test Realm As we get closer to the release of this update, we’ll be deploying the changes in advance on a publicly accessible test network before it hits the Official Network. We’ll be iterating based on the feedback and reports you guys make, ensuring that we’re able to deal with any critical concerns prior to the update hitting our live servers. Additionally, we’d also like to use this network for some of our more regular updates too. Most hotfixes will still go through our internal processes before they’re pushed live, but when it comes to the more widespread/impactful changes, whether balance or fixes, we may look to deploy them onto this network for players to experience first hand in a test environment. Please note that these servers won’t be considered ‘stable’, and therefore could be wiped at any given moment. We’ll likely set them up as multiple smaller clusters, and have tweaked rates on them to account for the fact that it won’t be as large of a network, have as many players, and playtime being minimized. ISO Blackwood! Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython. The mega content update to drop in March will also include an alpha release of ISO Blackwood (from the creator of the popular ARK mod, ISO Crystal Isles). This will be a standalone map which players can host on a single server and still experience all that ATLAS has to offer! Creature Feedback Following (or alongside) the upcoming update, we’d like to take a pass at the creatures we’ve currently implemented and are presently seeking feedback related to them! If you’d like to suggest some changes, especially if it’s related to their abilities/perks, then please do so here: Patch Roundup Complete Patch Notes We wanted to tackle concerns players had in regards to QOL along with overall balance and we implemented some key aspects of that in our v18.84 patch. We have made interesting design choices at times and realised it would be good to take a step and back and observe how some of those aspects were playing out on a grand scale. Taking a look at weight in general was a focus and we made some sweeping changes to the weight of all items and resources as well as providing buffs to weight capacity in some specific ways. Balance in relation to defense was also on the agenda, with built structures being given resistance buffs along with some a new defensive mechanism for anchored boats. We'll continue to monitor PvP balance moving forward and make further adjustments as we deem necessary. Creatures were also given some love in an initial pass and, as mentioned elsewhere in this Log, we are currently taking feedback on creatures that we will utilize in tandem with our plans moving forward. General QOL changes also included the Fountain Of Youth (pending a redesign in the future), a respec option, and skillpoints among others. released patch notes up to v18.95 v18.95 - Optimized server spatial octree, which should result in better server performance and reduced stalls. v18.94 - Fixed an issue with NPC's not interacting when stationed. v18.92 - Canvases are now free-paintable - Improved the appearance of storm cyclones vfx v18.9 - Fixed an issue with babies not eating from inventory/troughs when in stasis. - Fixed a bug with Alpha creatures. v18.89 - Fixed an issue with the unstasis/render distance on ships - Optimized performance of various server subsystems. v18.87 - Optimized performance of various server subsystems. v18.84 Weight - Gold coins have had their weight reduced by 50% - The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories) - Weight Sails now provide 20% more bonus weight. - Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater - Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195. - Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14) - Tamed creatures now gain an additional 6% weight per level into weight rather than 4% Creatures & Tames - Elephants and Rhinos now provide a 25% weight reduction to their specialised resources - Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch - Elephant base stamina increased to 390 - Rhino base stamina increased to 190 - Giraffe base stamina increased to 440 - Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave - Tamed creature resistance has been increased by 30% and damage increased by 20% - Bear health has been reduced by 10% - NPC Crew can now be renamed - NPC Crew can no longer be placed on Bear and Horse Carts - Company Tame Limits have been doubled - The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again) - Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only. Structures and Items - Puckle Damage has been increased to 100 base and is 50% more armour piercing - Carbines reload time has been reduced by 10% - Pistol reload time has been reduced by 33% - Blunderbuss reload time has been reduced by 20% - Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed. - Stone Structure SAP crafting requirements changed to fibre. - Wooden Structures resistance to explosive and siege damage types increased by 30% - Stone Structures resistance to explosive and siege damage types increased by 45% - Explosive Barrel change reverted until the redesign - Reverting damage increase and crafting cost decrease to Grenades - Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50% - Oil Jar has been made more difficult to craft - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance QOL - Old Age no longer has a debuff - Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future) - Players can now purchase a respec soup at the Commodity Trader in Freeports - Players now have approximately 20% more skill points per level Bug fixes - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward. - Mortars will no longer be able to shoot at players outside of render distance v18.76 - Fixed a bug where fire AoE would not attach properly to moving boats. v18.74 - Potential fix for some frequent server side crashes. We'll be monitoring with this build v18.73 - Diving Suit will make wild underwater creatures ignore you unless you attack them - Alcohol will no longer spoil - Cooking Recipes spoil time increased to 10 hours - Spoiling time increase bonus on Preserving Bag has been increased - Decreased crafting costs for Grenades by approximately 20% - Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport. - Diving Attachment now has the same health as the Dinghy Hangar - Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore. - Cannister shot range increased by approximately 20% - Cannister shot damage increased by approximately 10% - Spike shot explosion timer is now 30 seconds instead of 20 seconds - Spike shot now reloads approximately 10% quicker - Spike shot range increased by approximately 15% v18.69 - Fixed some server startup crashes - Widened the amount of networking info the server can send to clients - Server optimisations v18.65 - Fixed a bug related to server transitions v18.6 - Crow's Nest peak will no longer block the camera. - When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage. - Dolphins chance to jump has been reduced to 20%. - Client-side option to hide the Gamepedia Wiki button in player inventory. - Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP - On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them. - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources. - Fixed crew on puckle gun taking damage from fire aoe buffs. - When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight. - Gunport crafting and repair costs are now the same as regular planks. - Fixed an exploit which allowed players to place multiple claim flags at once. - Large Cannons now do 30% less damage against Ship planks and Ship decks. v18.58 - Added extra server-side protection to remote inventories to resolve an exploit v18.57 - Company Claim Flags cannot be personally owned anymore. - Server crash fixes v18.55 - Client Side GPU Optimisations - Explosive Barrel Weight now correctly displayed as 60 - Added a direct button to the ATLAS wiki when opening your inventory v18.5 - Server optimisation for structures on boats - Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself Dynamic atlas maps roundup The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your Company’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: French & Ships, The French Monkeys, IVANARMY, ENSLAVED, and Frogues Orientales. Arrivals: Eternal Diamond, CHZ!!**, Kraken, Dark Project Armada, and Stray Cats. Departures: Goulou Goulou, Future, ETERNIA, Bad Company, and Les Spectres. [NA PVP] The Kraken's Maw Held: Dynasty, TPG, CSTG, OwO, The Federation, and No No No. Arrivals: Uganda, SoV, Sons of the Seven, and Team Casualty. Departures: High Seas Booty Bandits, Barry Sails, Destiny and SNC. And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Rum ueber Bord, Future Company (HUN), SouL SanD, Dos Bros$ and SwiftS.RU. Arrivals: Black Hand, Phantasia, M.E.R.C Spirit, and mochi. Departures: Paragon, Woelfe des Rudels, Fenrirs Dogs, and Tacorsair. [NA PVE] The Hydra's Den Held: Scales & Sails, Atlas Shrugged, The Exiles, East India Trading Co, and Sons of Orion. Arrivals: Without Divide, TPG, Lotus, Poets and Pirates, and Darksea Dawgs. Departures: Narcos, Paragon, Dead Men Floating, Plunderers, and CN- adilt supplies. SHOW 'N' TELL#4 We saw an impressive array of submissions in this edition of Show 'n Tell. It's awesome to see all of your creativity and talent. Feast yer eyes on th' best o' th' bunch below! WINNERS CAPTAINOKAMI This beautifully constructed coastal village reminds us of Bora Bora. No attention to detail was spared and this idyllic sanctuary is a testament to its creators' vision and dedication. GINGERBABY This dramatic action shot captured whilst numerous Companies take on their first Kracken kill sums up the large scale aspect of the fight. Congratulations on defeating the Kracken, guys! OTAWA72 What can be said that isn't already caught in this awesome shot? Boom! BRIANEATSZOMBIES Elegant design and tidy composition. Winner winner chicken dinner. BOSSNDABEAT Thematically consistent and an aesthetic delight; we loved this entire build that can't quite be conveyed via a screenshot. HONOURABLE MENTIONS NOOM NOMAD_RAV THE PILGRIM GLOBYTHEOLDPIRATE Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  18. This thread has been derailed by a flame war. Going to lock it now.
  19. Following up on character loss issue; we've fixed some cases where people were unable to connect to their characters with v15.67 and we are continuing to investigate reports. It is a priority for the team. In the interim, we recommend creating a new character if you are still effected as we cannot restore them at the moment. We appreciate your patience while we work through this and we're sorry for any inconvenience this has caused. If the character you lost was the owner of your Company, please submit a support ticket here so we can have a GM assist you in regaining ownership. If you would like to tell us the steps leading up to this occurring for you, please do so as it may be useful to our ongoing investigation. Include the Network on which you were playing at the time and the server. Please keep it concise ie: Network/Server/Steps prior the the issue: Did you experience this: - When logging in after a deployment - After death - After transition And for those of you who managed to get your characters back, did that occur when: - Relogging - After death - After transition Thank you guys.
  20. Ahoy Pathfinders! This will be a rather compact Captain’s Log focused around updating you all on our progress as we work towards the upcoming megapatch -- which we’re going to designate “ATLAS 1.5” so that we don’t have to keep calling it megapatch! It will include information on some changes along with further details related to our Public Testing Realm. public testing realm Ahoy A submarine is used to salvage a treasure chest on a new procedurally generated shipwreck. PvP Networks We have made a decision in regards to our PvP networks for ATLAS 1.5 based upon taking your feedback into consideration along with our own development pipelines and vision for the game. We feel our players are interested in, primarily, two distinctly different styles and scopes of gameplay. One group of players is interested in design focused on small to mid-sized companies (2-50 players) and another has a preference for large company-centric design (200+ players). Rather than aiming to strike a middle ground between the two groups, which might end up diminishing the experience for either style of gameplay, we wanted to support two modes separately to see how that plays out. We’re going to be running 2 uniquely configured PvP networks, to allow players to choose the game mode which best represents your playstyle. To be clear, while we hope both of these networks prove permanently successful for their specific purposes, we’ll continue to iterate on their rules if necessary. ATLAS 1.5 will feature three unique game modes: Large-scale PvP Mode: ATLAS: Empires ATLAS: Empires will honor the original ATLAS system with which players are familiar whilst incorporating some small adjustments to the claiming system to address issues players were experiencing. To clarify, ATLAS: Empires’ claiming system will be very similar to the traditional claiming system, but adjusted for maximum speed (increased rates) and no “anti-size” scaling. This will be the go-to hardcore mode for those looking for sandboxy high risk and high reward on a grand scale. We will not be limiting large companies, there will be no scaling based on members and there will be no pvp windows or war system. Mid/Small-Scale PvP Mode: ATLAS: Colonies ATLAS: Colonies will be more structured and will utilise the new claim system we’ve announced. It will include hard company and alliance limits, the war system, and raiding hours. This game mode will be survive-and-thrive, targeted towards smaller and medium sized groups. We will be seeking to incentivise players to fight in the open world and on the sea whilst maintaining the options to raid bases and seize territory from enemies for those dedicated to doing so. PvE Mode: ATLAS: PvE This game mode will be spooling up with changes and the system will be based upon details discussed in the last Captain’s Log. We will monitor our PvE mode in the PTR and beyond and continue to iterate on it as we move forward. The submarine harpoon is a new underwater weapon which will ramp up oceanic combat. Public Testing Realm Work is still continuing on the upcoming game systems changes and, to ensure we put out the most quality and complete patch possible, we will be delaying the release schedule. As such, the PTR will be released late March / early April and we expect the test realm will run for approximately 1 week. Please bear in mind the run time may be adjusted after players get a feel for the changes, and, if any critical issues arise. We know that players are keen to get back into ATLAS, we are excited for you to do so as well! We’re committed to a quality ATLAS 1.5 launch though and it will take a little more time. In relation to our Public Testing Realm overall, we’re planning to get multiple smaller clusters online which will incorporate the three game modes as well as everything else listed in the patch notes. Players can expect higher rates to facilitate fast progression and testing of the new systems along with the fact these servers are likely to wipe as needed. Various armor skins to help you personalise your character will be included in ATLAS 1.5! Kraken Bowl Various Companies organised and participated in an entertaining FFA Kraken Bowl on NA PvP on the 3/6/2019. OwO emerged victorious after various rounds of ship on ship combat. You can check out some highlights from their event here: released patch notes up to v22.21 v22.21 Fixed a bug where tamed creatures, boats, and NPC Crew stats didn't replicate properly. v22.1 - Fixed a case where players would disconnect on certain servers when loading into large bases. We advise setting your "Client Network Bandwidth" Option value back to Epic if you had previously changed it, to deal with the disconnections. - Fixed a case which would cause creatures to flash or flicker. - Fixed a case where players on saddled creatures would teleport back to the server's origin if the creature they were mounted on had been killed by another creature. - Sail canvas now takes twice as long to repair. Repair hammer can no longer be used to repair a canvas. A canvas must be repaired using the pinwheel option on the mast, which can be accessed by holding down E. - Target Soft Spots will no longer add torpor to other player teams in PvE. - Camera no longer interpolates to origin when destroyed. - Glider will no longer activate when encumbered. - Buoy signs remain attached after server restart (retroactive). - Server and client performance optimizations. - Fixed an exploit which allowed players to stall and potentially disconnect other clients. - No longer able to turn off cannons that do not belong to your team. v21.43 - Fixed some server side crashes and added additional server performance optimizations for NPC Crew v21.1 (client) - Fixed choppy claim flag physics 21.42 - Further optimizations to NPC crew 21.41 - Optimized replication and ticking of NPC crew on turrets, for significantly improved server performance. v21.31 - Improved Structure replication rate from servers, though this may increase client stalls slightly. Clients can reduce their "Client Network Bandwidth" Option value if they are experiencing too many stalls with this change (we do recommend the default, 60 KB/s). v21 - Optimized how items are networked resulting in significantly higher performance and less bandwidth usage - Added the Hook Hand and the Peg Leg to the Freeport cosmetic vendor v20.1 With our planned changes for March, the game will be heading into a more rule based system, so for the next few weeks we’ll be making some changes to experience what it would be like if we took an alternative route. We’ll be releasing an update tomorrow which includes the following changes: - 6x Rates - Harvesting, Taming, Experience, Gold, Farming, and Breeding. - Claim flags will no longer prevent enemy building. You can now build anywhere, and only structure build radius will prevent it. This does not apply to cannons and mortars, which will still require a claim flag. This is a non-default, which will be enabled on our PvP Networks. Unofficials can also use this as a custom server-side config. - All servers, other than Golden Age Ruin servers, can be set to home servers, allowing players to respawn at them. (PvP only) Game.ini: [/script/shootergame.shootergamemode] bDontRequireClaimFlagsForBuilding=1 bIsLawlessHomeServer=1 bForceRequireClaimFlagsForBuildingCannons=true This is what we’re enabling on all our non-Golden Age ruin servers, but please note that you must also flag the corresponding grids as homeservers on the servergrid.json This patch will also include: - Whispering voice hotkey [* [numpad] key] - Server side config that allows you to alter the distance for the 3 voice modes: Whispering, Normal, and Yelling. Game.ini: [/script/shootergame.shootergamemode] ProximityRadius = 8500 YellingRadius = 22000 WhisperRadius = 2000 - Removing the Destruction Mesh on Lighthouses - Increased the limit of folders in inventories from 20 to 40, and 80 in Bookshelves - Treasure Map names now includes the grid for easy filtering - Explosive Barrels can no longer be used as an ammo type for cannons. Any loaded ones will just fire regular cannons. They'll be receiving a large redesign in the major update coming in March. - Fixed chat scrolling, so it now works again with Page Up and Page Down - Fixed an edge case where voice chat would stop working unless the client relogged These changes will allow us to see how the game would pan out if we didn’t have the claim system affect build rules, which helps us collect more feedback on playstyles. SHOW 'N' TELL #6 Continue to show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! The Show n’ Tell deadline is the 28th of March. Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  21. Dollie

    Tames broken?

    Thanks, we're looking into it.
  22. Dollie

    Why is it sooo laggy?

    You should see an improvement once we push this patch live, guys.
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