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INVALID

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Posts posted by INVALID


  1. You can use the ` key to access your console, it'll be the one above TAB. You'll also see a keybind option for it in the settings, under the Misc heading. Some other commands you guys may find handy:

    cheat forceplayertojointargettribe 0 

    It'll place you in the company of the structure you're looking at

    also:

    cheat givetome

    This will transfer ownership of an object (creature or structure) that you're looking at to you. So in the case where you've accidentally lost ownership of your creature, you can move it back. Will discuss with the team about relocating that option so it's not at the bottom, as well as ways we can handle the company loss from a technical POV -- not sure if it's possible due to the nature of SP, but we'll see.


  2. Earlier today we released a client-side update which moved the Blackwood content into an optional DLC, rather than a mandatory download with the base content. You'll need to make sure you've opted into the DLC, that should allow you to launch the map. You can gain access here: 

    https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/

    If for some reason that doesn't work, just open up your Steam client. Select Library, then ATLAS, and you'll see an option to have Blackwood as a DLC in the centre of the screen. Make sure that is ✅ and you're good to go.

    https://gyazo.com/6cd33ca47a9e5991ab0975754f5b98cb


  3. 25 minutes ago, globytheoldpirate said:

    If there is 3 peoples on different boat, and host change grid, do their boat will be transfered aswell ?

    We working on this too, it's currently being tested by our team so hopefully, it'll be good to go with the release of the game mode. Though you'll want to sail in tandem with the host in order to make sure you're not pulled off your boat for exceeding the tether range. It's recommended that you slow down once you get towards a transition wall, so that everyone can be together rather than sailing off into the distance. 

    • Like 1

  4. It will be the entire map, there will be a tether range (limitation for playing as a server and a client at the same time), and you do have to stay on the same grid as one another; only the host will be able to initiate a transfer as the host is the server, so they control which grid is active or not.

    • Like 1

  5. 3 minutes ago, boomervoncannon said:

    Copy that, just haven’t watched much of the streams.  Thanks for letting me know. The idea doesn’t seem very consistent with their goal, but I don’t know how practical it is to run a game of this nature with no gm’s. Unchecked trolling behavior is certainly one of the things that has driven many away so far. 

    We don't plan to run our games that have live service aspect with No GMs, but we aren't a large team so we do like to focus on implementation that can minimize the workload on our GMs, so they can focus on other things.


  6. It was by design that players weren't able to rename ships, as we had some intentions surrounding keeping a log for each boat on board, in order to follow it's 'voyage'. Whilst the renaming-prevention implementation may need some work (as highlighted above), there is an argument that it be scrapped until that entire system is in place. So whilst there isn't an ETA right now, it may be something that you see changed in the future. 

    • Like 1
    • Thanks 1

  7. We've gone ahead and will be disabling the option to raze islands on PvE. Structure spam is still an issue, and one we would like to resolve but we recognize the problems this causes on a PvE network, in particular to settlers who have been living under the guise that their bases would be safe following the initial structure-placement timer. We'll keep on reading your guys' feedback and consider ourselves more suitable ways to approach this.

    This patch also introduces a change where island owners can place down more tax banks around their island, to help encourage other settlers who live there to contribute to the upkeep cost. 

    There's a lot of fair and valid feedback here, but there are also some unnecessary remarks towards one another. Remember, it's okay to have a different opinion and share it folks, but keep things civil 😉

    • Like 6
    • Thanks 4

  8. 6 hours ago, DocHolliday said:

    They are going to fix it......it just needs to be tweaked.  We liked the change, but immediately saw the gap in its implementation and complained.  Turning it on and off sounds good, but does not fix the underlying issue in how it works.  1 metal lost every single repair.  Every time it decays 1 HP another metal lost.  We checked our ships 6 hours after this was implemented and none of our ships had metal on them and many were missing other basics.  We keep some ships stocked and ready to go for a quick reaction force, not possible with this change without a lot of extra work.  Defeats the purpose. 

    Aye, it's a matter of a change that'll come in time. We could put resources into creating an option or something similar now, but that'll mean pulling resources from something else. Whilst we aren't particularly fond of having too many idle crew (they're more intensive than stationed crew), it at least existed as a partial choice for players to determine when they want to repair. The good news is that the perf improvements for crew are still in, and as are the synced up costs :). We'll revisit the process in the future to further improve it.

    • Thanks 3

  9. Honestly, it's not a huge priority for us at the moment, our content team is focused on working on functional additions which introduce enhance/introduce gameplay, perhaps there may be a time where we're spending more on furniture but not at this time. Any time that does go towards adornments would typically be in the form of skins, and the exception would be if it would introduce a new technical system into the game which we can leverage into other things, that may be worth exploring but can't think of anything off the top of my head.

    Plus the addition of every piece of content has a memory cost and our goal is to try and make Officials accessible to as many as we can hard from a hardware perspective, and each piece of memory matters to that. Perhaps it's not so much of an issue on PC, but when we're working towards getting the game shipped on a console, it makes all the difference there. 


  10. 7 hours ago, josh_cartwright said:

    Well it redownloaded whatever was missing...however the issue still remains and now my game crashed when I tried to return to mainmenu.

    This was after verifying your files correct?

    Do you happen to have a copy of the specific crashstack? It's saved in this folder location:

    \SteamLibrary\steamapps\common\ATLAS\ShooterGame\Saved\Logs

    It'll be the .crashstack file which can be opened with notepad. You can attach it to this post, or upload it to a site like www.pastebin.com and send us the info 🙂


  11. Aye, we had em cut down considerably from a month or so ago but looks like they're getting through a lot more aggressively now. Spoken to our tech folks and they'll be making some further enhancements to the spam filter which will should cut down on these guys getting through.

    • Like 1

  12. 1 hour ago, Inigo said:

    There is a legit way to glitch structures that makes them almost impossible to damage, like you have invisible walls in front of them, you have a super narrow angle you have to find in order to do damage. It's very hard, we've dealt with it numerous times when attacking people, wether it is intentional or unintentional, it wastes a lot of ammo when you are hitting behemoth gates or regular walls and doing 0 damage until you hit it from the right angle.

    Do you happen to have a video of how this works, or perhaps locations to an area where this is being used in game? 

     


  13. 2 hours ago, Badkebab said:

    While it's good that those who wanted to play single player now have the ability to do so, I mused in my car on the drive home if a single player option was a precursor to the closure of the official servers. 

    Nah definitely not, just an additional way for folks to play the game targetted at those who couldn't really commit to the online persistent world environment.


  14. 2 minutes ago, Luxfere said:

    Why not just make it so people can choose from what things come from or allow them to change the options instead of resource box 3 you can make it number 1 and so on. 

    Much more logic involved and heavier on server performance to make it dynamic. 

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