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Jatheish

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  1. Jatheish

    CANT LOG IN AFTER 15.6

    We've just released .65 -- are you still having issues?
  2. Jatheish

    CANT LOG IN AFTER 15.6

    You're still having the issues since .63?
  3. Jatheish

    CANT LOG IN AFTER 15.6

    Investigating this at the moment
  4. Ahoy Pathfinders! We’ve hope you’ve had a bountiful weekend! For those of you on our Official Network, we’re currently running a bonus 2x event through until Wednesday with double harvesting, gold, and taming on all our Official Servers! This Captain’s Log wraps up a big week which included our first ever Developer live stream, which we’ll have a link to below, as well as the introduction to our upcoming mega content patch, featuring bounties, player markets and more! thar she Streams! Thank you for joining the Seattle Crew for our Livestream! We were thrilled to interact with the community directly in a live environment whilst answering questions you had sent in, sharing an overview of our developmental process, our vision for the game, as well as giving ya a sneak peek at what’s to come! For those who weren’t able to catch the stream, you can check it out here: land ahoy for bounties, markets, cosmetics, and more! Complete Patch Notes During the live stream, we spoke about three pillars of development: optimization/bug fixes, balance changes, and content. Over the past few weeks since the launch of the title the team have been highly focused on the first two pillars, but now we’re ready to talk about the 3rd: additional content! In February, we’ll be launching our first major content update which will introduce a number of exciting new gameplay features and mechanics, new areas to explore, creatures, end game balance, fixes and miscellaneous changes. Here’s what you can look forward to: V16 - ETA: LATE FEBRUARY New Features - Bounty System for PVP: Don't like a particular player or Company? Set a bounty on their heads, then other players can get gold for bringing in the target's head - Guillotine: hanging your foes in a noose taking too long? Off with their heads! - Submarine: explore the depths of the ocean in this small scouting submarine. No weapons on board, but it does have claw arms to help harvest the ocean floor and explore (demolish) shipwrecks - Player shops in freeports. Players can setup automated shops in each freeport, listing loot for sale and naming their own gold coin prices - New creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - Tame tokens are available for more mythical creatures, allowing players to have limited-time tames of the Fire Elemental, Rock Elemental, Cyclops, and Gorgon. BONUS: Rock Elemental and Cyclops are rideable! - New cosmetics: get your pirate on with hook hands and peg leg cosmetics. Yarr! - New armor cosmetics to customize the look of your Company and crew - Streamer Stealth Mode: client option to disable showing all location information; super useful to prevent stream-sniping - New ship figurehead cosmetics to customize the look of your boats! - Added a new deep ocean trench environment to explore, with powerful underwater creatures and is the home of the new Giant Crab - Added a new extensive Polar Dungeon, only accessible by Pathfinders who have all the PowerStones or have defeated the Kraken Endgame Balance improvements - Beating the Kraken unlocks a new Feat, which allows players to prevent wild creatures from aggroing on them within range for a period of time - Beating the Polar Dungeon unlocks a new perfect water breathing Feat, allowing players to remain underwater for a period of time without consuming any oxygen Updates - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way - AOD AI Ships will now come in multiple size variations with different stats and difficulty levels - Global territory message updating - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Character creator now has a Height slider to make it easier to set your character's desired height - Territory map will now display allies as teal-colored - Reorganized claim flag notifications, so they no longer clutter up the entire HUD when lots of messages are flying by Misc - Streamlined ship hull rendering for performance gains - Server Performance improvements round 2 (+25%) - Additional balance changes - NPCs will be added to Freeports which will allow players to redesign their character's tattoos for a gold cost - Significant server improvements over the coming weeks, where we'll be doubling performance increment by increment. released patch notes Over the weeks ahead, we’ll be talking more specifically about some of these features in detail, including the Bounty System for PVP servers and Player Shops in freeports. Whilst the team have begun working on the content changes, we’ve still had a lot done over the past week in terms of updates, with more on the horizon too! In regards to balance, we gave wolves a thorough overhaul, as well as tweaks to both the Wild and Tamed Dragon plus the Kraken is now easier to defeat after having it’s health sliced and more rewarding, with a brand new passive skill that reduces all Feat cooldowns by 33%! Additionally, this patch also introduced phase one of our aging process and the Fountain of Youth. Characters aged 90 years and higher will receive a specialist quest which encourages them to visit the Fountain of Youth to reset their characters age back to 20, remove an age debuff, and receive a rejuvenated buff which is a significant permanent statistic boost. The past week has also included a number of other bug fixes and balance changes as we continue to iterate on and fine tune the live game. You can check out the full list of changes here: current v15.35 - Fixed an issue with Wild and Tamed Dragon scaling which would have cause it to have incorrect stats. - Rebalanced base weights for tamed creatures (increase) v15.33 - Fixed an issue where clients would not correctly see the Rejuvenate buff - Fixed an issue where players could not tame the Dragon using the token - Fixed an issue where players may not have been able to feed bola'd creatures due to a desync on servers v15.21 - Fixed an issue where doors, gateways, and gunports would break on server reload v15.1 - New "Fountain of Youth" quest will appear for characters aged 90 years and higher. The "Fountain of Youth" (currently represented as a magical particle effect) appears in a single Golden Age Ruins across the ATLAS, near the Power Stone Container. Every 50 in-game days, it teleports to another Golden Age Ruins, on a cycle. If you find the Fountain, and activate it, your character will be set back to age 20, and if you do this when you were aged over 90 years, you'll gain a significant permanent statistics boost (you can do this multiple times to gain further boosts, each time when you're at least 90 years old). - Characters over age 90 get an old age debuff that slightly reduces stats (shown in char panel) - Fixed an erroneous feat cooldown time calculation, now all the feat cooldowns are what was originally intended. - Defeating the Kraken now gives you a unique passive skill which permanently and automatically reduces all of your Feat cooldowns by 33%! - Summoning the Kraken now only require the first 8 powerstones (Ghostship powerstone is no longer necessary) - Fixed the bug that was preventing recruiting new Crew in Freeports - Reduced the total time for unclaiming enemy claimflags, the max is now 4 hours, with 15 minutes when at 100 flags. - Vultures no longer target low-health wild creature - Reduced Wolf spawn frequency - Reduced Wolf natural targeting range - Reduced Wolf notify neighbor range. - Reduced Wolf hp and damage - Fixed land creatures AI's not getting aggro properly if attacked from a a ship - Stop Allies being able to Capture other Allied territories - Fixed rapid unclaiming, now if your contested flag is unclaimed it will unclaim at the same rate that it took to claim! - Improved door ticking performance - Added cheat DestroyAllNonSaddlePlayerStructures - Reduced default gold from treasure maps by 50% (as originally intended) and added a new server scaling value for treasure gold. Though, the Official 2x weekend puts the gold back to pre-patch values. - +50% tame damage resistance - Shark and Jellyfish targeting/neighbor ranges reduced 30% - Diving suit adds 90 fortitude now and lasts for 2 hours at surface and about 30 minutes at deepest depths - Crop plots are now prevented from being placed on ships and are destroyed if they were on ships. - Ocean creatures can no longer be Alpha. - Fixed Whale AI to target the ship or player more, rather than the point the player touches the ship. - Fixed NPC Merchant ship showing as overweight when players carried a lot of weight aboard. - Fixed Merchant ship showing as Raft with company ID 0 when looking at it. - Fixed Company ID O showing on none player owned structures on maps (water spouts, etc.) - Fixed Pillars being build-able on PVE islands. - Fixed Fog event not appearing for players using low settings. - Fixed Chicken hurt SFX. - Added new Large Cannon SFX. - Fixed Parrot hurt SFX. - Fixed players not getting aggro when attacking whilst based on a ship. - Added Streamer stealth mode option. - Fixed Monkey hurt SFX. - Fixed a bug causing Map Markers to draw at incorrect locations on the map UI. - Fixed skill description error, "mythical" changed to "legendary." - Fixed flotsam items spoiling when reeled in with grappling hook. - Fixed client crash when transitioning with sextant buff. - Fixed a Song not referencing the correct song buff. - Fixed a bug making it so that the Raft could be repaired for free. - Increased Flame Arrow durability cost to 4 durability consumed per shot. - Reduced Flame Arrow max percentage damage by 25% (4% health per second to 3% health.) - Reduced Flame Arrow max damage per second from 10 to 5. - Reduced Flame Arrow damage to mythical creatures by 75%. - Reduced Kraken health by 60%. - Reduced Kraken Minion AoD Ships ship Health 50%. - Reduced Kraken damage by 50%. - Reduced Wild Dragon damage by 40% - Reduced Wild Dragon health be 40% - Reduced Wild Dragon targeting range by 66%. - Fixed Dragon not returning to its spawn area. - Increased Dragon end aggro grace period from 6 second to 9 as it has a tighter aggro range now. - Fixed Lucky Loader feat ability to not be used whilst prone (as you cannot reload prone.) - Fixed Cloth Gloves clipping into hands in FPV. - Fixed Dreadlocks not shrinking correctly with hats. - Fixed LtOrderSeat collision bug. - Improved death collision to human corpses. - Fixed female emotes playing male voices. - Fixed female player characters using male sleep SFX. - Added ability to place top hat on certain creatures. - Fixed Gorgon "Remove Snake" text. - Corrected Repair box inventory name to read "Ship Resources Box." - Removed Elephant having weight reduction for Wood, as this was never an intended mechanic and resulted in players being able to get around ship weight restrictions. Accordingly, we'll be re-balancing the base weight of tamed creatures early next week. - Fixed treasure guards despawning instantly on stasis. - Fixed Giant snake lock on and player ability to damage it using melee attacks. - Fixed Monkeys dropping human poop. - Fixed Client Crash when rendering ocean harvestables. - Reduced Greek Fire range by 40%. - Increased Greek Fire crafting costs by adding 6 firegel per ammo. - Fixed Cow death harvest component giving the same amount of prime as a Bulls. - Reduced trample damage for all applicable creatures. - Updated Pig force poop ability to scale with creature level, to incentivise taming higher levels. (45 secs at lvl 1 and 15 secs at lvl 130). - Reduced Lion grab weight threshold. Prevents unrealistic grabbing of Wolves and Horses. - Fixed newly tamed creatures being hungry despite being fed during taming. - Increased Dolphin follow ship range by 33%, and reduced interval by 20%. - Fixed Bola'ed HUD to better indicate where to feed creature during taming. - Removed "Giant" prefix from creatures' descriptive name that use it. - Changed "Giant Snake" descriptive name to "Cobra". - Fixed incorrect sounds being used by Lion and Tiger animations. - Fixed incorrect Bear attack ranges to prevent stopping movement for claw attack, which often missed and allowed players to gain distance when being chased. - Reduced attack and AI ranges for Cave Bear, based on its smaller size. - Fixed incorrect item weights for cloth, hide and plate armor. They are now heavier. - Added folder paths for wooden gateways and gates so you no longer see them instantly when opening the Smithy inventory. - Fixed ability of players to feed through walls of taming pens and not get attacked. - Prevented some creatures from not being able to be tamed if they are clipped too far into terrain or structures. - Prevents multi use feeding from the root, putting themselves in harm's way. - Improved Waking Tame Feeding sockets on Cow and Razortooth. - Improved bola socket on Crow - Updated Vulture AI controller to aim lower when targeting corpses. - Fixed various creature spawn issues. - Fixed players being able to bola certain alpha creatures (now you cannot.) - Updated Dolphin to prevent health bars appearing when they follow players. - Improved torpor animations of Razortooth and Ostrich. - Increased Ostrich melee swing socket radius to more consistently land attacks. Updated Ostrich IK to prevent leg distortion when running down slopes. - Reduced max wander height on flyers. - Improved server list efficiency for a better experience. - Fixed Greek Fire SFX. - Fixed player on fire SFX. - Fixed inability to repair door frames in certain constructions. - Added some additional server configs: Game.ini: [/script/shootergame.shootergamemode] EnemyBuildPreventionRadiusMultiplier=1 (only applicable if not using claimflags) bDontUseClaimFlags=false (this will disable claim flags) bUseStaticCharacterAge=false (this will disable dynamic aging) TreasureGoldMultiplier=1.0 v14.11 - Remember 'Show Non ATLAS Servers' setting - No lover overwrites the last connection string - Grid Number columns are now hidden when displaying non ATLAS servers v14.1 - Fixed a client side crash that could occur on login v14 - Launched ATLAS Devkit 11.4 - Fixed multiple exploits which allowed movement of excessively encumbered players through various gameplay mechanics - Disabled non allied players and creatures basing on anchored or docked ships which can be toggled with a server-setting on PVE servers with the in Game.ini - set bPvEAllowNonAlignedShipBasing=true If you want to allow non allies to be able to be on your ship - Disabled feats when encumbered - Melee auto target should no longer pick ally targets in any mode, or player/tame targets in pve - Disallowed freeport npc crew recruiting if 20 or more level 1 npc crew's for that company on the server We’ll continue to work on issues as they arise, including tackling ones that are important to you and relentlessly improving our server and client side performance. Additionally, there’ll be an update later this week which should enable BattlEye for Windows Insider builds which should allow those of you using that operating system to rejoin our Official Network. devkit ho! Early last Friday morning, we were able to release the first iteration of the ATLAS Devkit. As the game continues to grow overtime, you can expect the Devkit to grow in tandem with additional features, content, and gameplay mechanics for modders to enjoy. We put up an announcement thread which covered a lot of details regarding the kit and how you can get the most out of it, so if you’ve yet to have a read, we’d recommend doing so: Additionally, our modding Community Manager, ZenRowe, has also been working on with the team on putting together some documentation for the editor which will be updated on a regular basis. Check it out here: https://devkit.playatlas.com/ Dynamic atlas maps round-up 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 tribe’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: XSM???, French & Ships, Bad Company, BLDX DouYuTV 56876, Chem B, LEGION, ETERNIA, The French Monkeys, and ENSLAVED. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, Barry Sails, OWO and The Federation The top companies on both PvP Networks have held their positions! Are we already seeing the best companies as players contend for their place in the overall pecking order or will new contenders emerge next week? And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), Fenrirs Dogs, Tacorsair, and SouL SanD. Arrivals: Dos Bros$ and SwiftS.RU. Depatures: Black Lotus and M.E.R.C Spirit. [NA PVE] The Hydra's Den Held: Plunderers, Scales & Sails, Dead Men Floating, The Exiles, Atlas Shrugged, East India Trading Co, CN- adilt supplies, Paragon, and Narcos. Arrivals: Lotus, and Darksea Dawgs. Departures: Plunderers and The Salty Seamen. Show 'n Tell Showcase #3 We have extended the due date on our current Show ‘n Tell to give you all a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fanart or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! 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
  5. Ahoy Pathfinders! We’ve hope you’ve had a bountiful weekend! For those of you on our Official Network, we’re currently running a bonus 2x event through until Wednesday with double harvesting, gold, and taming on all our Official Servers! This Captain’s Log wraps up a big week which included our first ever Developer live stream, which we’ll have a link to below, as well as the introduction to our upcoming mega content patch, featuring bounties, player markets and more! thar she Streams! Thank you for joining the Seattle Crew for our Livestream! We were thrilled to interact with the community directly in a live environment whilst answering questions you had sent in, sharing an overview of our developmental process, our vision for the game, as well as giving ya a sneak peek at what’s to come! For those who weren’t able to catch the stream, you can check it out here: land ahoy for bounties, markets, cosmetics, and more! Complete Patch Notes During the live stream, we spoke about three pillars of development: optimization/bug fixes, balance changes, and content. Over the past few weeks since the launch of the title the team have been highly focused on the first two pillars, but now we’re ready to talk about the 3rd: additional content! In February, we’ll be launching our first major content update which will introduce a number of exciting new gameplay features and mechanics, new areas to explore, creatures, end game balance, fixes and miscellaneous changes. Here’s what you can look forward to: V16 - ETA: LATE FEBRUARY New Features - Bounty System for PVP: Don't like a particular player or Company? Set a bounty on their heads, then other players can get gold for bringing in the target's head - Guillotine: hanging your foes in a noose taking too long? Off with their heads! - Submarine: explore the depths of the ocean in this small scouting submarine. No weapons on board, but it does have claw arms to help harvest the ocean floor and explore (demolish) shipwrecks - Player shops in freeports. Players can setup automated shops in each freeport, listing loot for sale and naming their own gold coin prices - New creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - Tame tokens are available for more mythical creatures, allowing players to have limited-time tames of the Fire Elemental, Rock Elemental, Cyclops, and Gorgon. BONUS: Rock Elemental and Cyclops are rideable! - New cosmetics: get your pirate on with hook hands and peg leg cosmetics. Yarr! - New armor cosmetics to customize the look of your Company and crew - Streamer Stealth Mode: client option to disable showing all location information; super useful to prevent stream-sniping - New ship figurehead cosmetics to customize the look of your boats! - Added a new deep ocean trench environment to explore, with powerful underwater creatures and is the home of the new Giant Crab - Added a new extensive Polar Dungeon, only accessible by Pathfinders who have all the PowerStones or have defeated the Kraken Endgame Balance improvements - Beating the Kraken unlocks a new Feat, which allows players to prevent wild creatures from aggroing on them within range for a period of time - Beating the Polar Dungeon unlocks a new perfect water breathing Feat, allowing players to remain underwater for a period of time without consuming any oxygen Updates - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way - AOD AI Ships will now come in multiple size variations with different stats and difficulty levels - Global territory message updating - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Character creator now has a Height slider to make it easier to set your character's desired height - Territory map will now display allies as teal-colored - Reorganized claim flag notifications, so they no longer clutter up the entire HUD when lots of messages are flying by Misc - Streamlined ship hull rendering for performance gains - Server Performance improvements round 2 (+25%) - Additional balance changes - NPCs will be added to Freeports which will allow players to redesign their character's tattoos for a gold cost - Significant server improvements over the coming weeks, where we'll be doubling performance increment by increment. released patch notes Over the weeks ahead, we’ll be talking more specifically about some of these features in detail, including the Bounty System for PVP servers and Player Shops in freeports. Whilst the team have begun working on the content changes, we’ve still had a lot done over the past week in terms of updates, with more on the horizon too! In regards to balance, we gave wolves a thorough overhaul, as well as tweaks to both the Wild and Tamed Dragon plus the Kraken is now easier to defeat after having it’s health sliced and more rewarding, with a brand new passive skill that reduces all Feat cooldowns by 33%! Additionally, this patch also introduced phase one of our aging process and the Fountain of Youth. Characters aged 90 years and higher will receive a specialist quest which encourages them to visit the Fountain of Youth to reset their characters age back to 20, remove an age debuff, and receive a rejuvenated buff which is a significant permanent statistic boost. The past week has also included a number of other bug fixes and balance changes as we continue to iterate on and fine tune the live game. You can check out the full list of changes here: current v15.35 - Fixed an issue with Wild and Tamed Dragon scaling which would have cause it to have incorrect stats. - Rebalanced base weights for tamed creatures (increase) v15.33 - Fixed an issue where clients would not correctly see the Rejuvenate buff - Fixed an issue where players could not tame the Dragon using the token - Fixed an issue where players may not have been able to feed bola'd creatures due to a desync on servers v15.21 - Fixed an issue where doors, gateways, and gunports would break on server reload v15.1 - New "Fountain of Youth" quest will appear for characters aged 90 years and higher. The "Fountain of Youth" (currently represented as a magical particle effect) appears in a single Golden Age Ruins across the ATLAS, near the Power Stone Container. Every 50 in-game days, it teleports to another Golden Age Ruins, on a cycle. If you find the Fountain, and activate it, your character will be set back to age 20, and if you do this when you were aged over 90 years, you'll gain a significant permanent statistics boost (you can do this multiple times to gain further boosts, each time when you're at least 90 years old). - Characters over age 90 get an old age debuff that slightly reduces stats (shown in char panel) - Fixed an erroneous feat cooldown time calculation, now all the feat cooldowns are what was originally intended. - Defeating the Kraken now gives you a unique passive skill which permanently and automatically reduces all of your Feat cooldowns by 33%! - Summoning the Kraken now only require the first 8 powerstones (Ghostship powerstone is no longer necessary) - Fixed the bug that was preventing recruiting new Crew in Freeports - Reduced the total time for unclaiming enemy claimflags, the max is now 4 hours, with 15 minutes when at 100 flags. - Vultures no longer target low-health wild creature - Reduced Wolf spawn frequency - Reduced Wolf natural targeting range - Reduced Wolf notify neighbor range. - Reduced Wolf hp and damage - Fixed land creatures AI's not getting aggro properly if attacked from a a ship - Stop Allies being able to Capture other Allied territories - Fixed rapid unclaiming, now if your contested flag is unclaimed it will unclaim at the same rate that it took to claim! - Improved door ticking performance - Added cheat DestroyAllNonSaddlePlayerStructures - Reduced default gold from treasure maps by 50% (as originally intended) and added a new server scaling value for treasure gold. Though, the Official 2x weekend puts the gold back to pre-patch values. - +50% tame damage resistance - Shark and Jellyfish targeting/neighbor ranges reduced 30% - Diving suit adds 90 fortitude now and lasts for 2 hours at surface and about 30 minutes at deepest depths - Crop plots are now prevented from being placed on ships and are destroyed if they were on ships. - Ocean creatures can no longer be Alpha. - Fixed Whale AI to target the ship or player more, rather than the point the player touches the ship. - Fixed NPC Merchant ship showing as overweight when players carried a lot of weight aboard. - Fixed Merchant ship showing as Raft with company ID 0 when looking at it. - Fixed Company ID O showing on none player owned structures on maps (water spouts, etc.) - Fixed Pillars being build-able on PVE islands. - Fixed Fog event not appearing for players using low settings. - Fixed Chicken hurt SFX. - Added new Large Cannon SFX. - Fixed Parrot hurt SFX. - Fixed players not getting aggro when attacking whilst based on a ship. - Added Streamer stealth mode option. - Fixed Monkey hurt SFX. - Fixed a bug causing Map Markers to draw at incorrect locations on the map UI. - Fixed skill description error, "mythical" changed to "legendary." - Fixed flotsam items spoiling when reeled in with grappling hook. - Fixed client crash when transitioning with sextant buff. - Fixed a Song not referencing the correct song buff. - Fixed a bug making it so that the Raft could be repaired for free. - Increased Flame Arrow durability cost to 4 durability consumed per shot. - Reduced Flame Arrow max percentage damage by 25% (4% health per second to 3% health.) - Reduced Flame Arrow max damage per second from 10 to 5. - Reduced Flame Arrow damage to mythical creatures by 75%. - Reduced Kraken health by 60%. - Reduced Kraken Minion AoD Ships ship Health 50%. - Reduced Kraken damage by 50%. - Reduced Wild Dragon damage by 40% - Reduced Wild Dragon health be 40% - Reduced Wild Dragon targeting range by 66%. - Fixed Dragon not returning to its spawn area. - Increased Dragon end aggro grace period from 6 second to 9 as it has a tighter aggro range now. - Fixed Lucky Loader feat ability to not be used whilst prone (as you cannot reload prone.) - Fixed Cloth Gloves clipping into hands in FPV. - Fixed Dreadlocks not shrinking correctly with hats. - Fixed LtOrderSeat collision bug. - Improved death collision to human corpses. - Fixed female emotes playing male voices. - Fixed female player characters using male sleep SFX. - Added ability to place top hat on certain creatures. - Fixed Gorgon "Remove Snake" text. - Corrected Repair box inventory name to read "Ship Resources Box." - Removed Elephant having weight reduction for Wood, as this was never an intended mechanic and resulted in players being able to get around ship weight restrictions. Accordingly, we'll be re-balancing the base weight of tamed creatures early next week. - Fixed treasure guards despawning instantly on stasis. - Fixed Giant snake lock on and player ability to damage it using melee attacks. - Fixed Monkeys dropping human poop. - Fixed Client Crash when rendering ocean harvestables. - Reduced Greek Fire range by 40%. - Increased Greek Fire crafting costs by adding 6 firegel per ammo. - Fixed Cow death harvest component giving the same amount of prime as a Bulls. - Reduced trample damage for all applicable creatures. - Updated Pig force poop ability to scale with creature level, to incentivise taming higher levels. (45 secs at lvl 1 and 15 secs at lvl 130). - Reduced Lion grab weight threshold. Prevents unrealistic grabbing of Wolves and Horses. - Fixed newly tamed creatures being hungry despite being fed during taming. - Increased Dolphin follow ship range by 33%, and reduced interval by 20%. - Fixed Bola'ed HUD to better indicate where to feed creature during taming. - Removed "Giant" prefix from creatures' descriptive name that use it. - Changed "Giant Snake" descriptive name to "Cobra". - Fixed incorrect sounds being used by Lion and Tiger animations. - Fixed incorrect Bear attack ranges to prevent stopping movement for claw attack, which often missed and allowed players to gain distance when being chased. - Reduced attack and AI ranges for Cave Bear, based on its smaller size. - Fixed incorrect item weights for cloth, hide and plate armor. They are now heavier. - Added folder paths for wooden gateways and gates so you no longer see them instantly when opening the Smithy inventory. - Fixed ability of players to feed through walls of taming pens and not get attacked. - Prevented some creatures from not being able to be tamed if they are clipped too far into terrain or structures. - Prevents multi use feeding from the root, putting themselves in harm's way. - Improved Waking Tame Feeding sockets on Cow and Razortooth. - Improved bola socket on Crow - Updated Vulture AI controller to aim lower when targeting corpses. - Fixed various creature spawn issues. - Fixed players being able to bola certain alpha creatures (now you cannot.) - Updated Dolphin to prevent health bars appearing when they follow players. - Improved torpor animations of Razortooth and Ostrich. - Increased Ostrich melee swing socket radius to more consistently land attacks. Updated Ostrich IK to prevent leg distortion when running down slopes. - Reduced max wander height on flyers. - Improved server list efficiency for a better experience. - Fixed Greek Fire SFX. - Fixed player on fire SFX. - Fixed inability to repair door frames in certain constructions. - Added some additional server configs: Game.ini: [/script/shootergame.shootergamemode] EnemyBuildPreventionRadiusMultiplier=1 (only applicable if not using claimflags) bDontUseClaimFlags=false (this will disable claim flags) bUseStaticCharacterAge=false (this will disable dynamic aging) TreasureGoldMultiplier=1.0 v14.11 - Remember 'Show Non ATLAS Servers' setting - No lover overwrites the last connection string - Grid Number columns are now hidden when displaying non ATLAS servers v14.1 - Fixed a client side crash that could occur on login v14 - Launched ATLAS Devkit 11.4 - Fixed multiple exploits which allowed movement of excessively encumbered players through various gameplay mechanics - Disabled non allied players and creatures basing on anchored or docked ships which can be toggled with a server-setting on PVE servers with the in Game.ini - set bPvEAllowNonAlignedShipBasing=true If you want to allow non allies to be able to be on your ship - Disabled feats when encumbered - Melee auto target should no longer pick ally targets in any mode, or player/tame targets in pve - Disallowed freeport npc crew recruiting if 20 or more level 1 npc crew's for that company on the server We’ll continue to work on issues as they arise, including tackling ones that are important to you and relentlessly improving our server and client side performance. Additionally, there’ll be an update later this week which should enable BattlEye for Windows Insider builds which should allow those of you using that operating system to rejoin our Official Network. devkit ho! Early last Friday morning, we were able to release the first iteration of the ATLAS Devkit. As the game continues to grow overtime, you can expect the Devkit to grow in tandem with additional features, content, and gameplay mechanics for modders to enjoy. We put up an announcement thread which covered a lot of details regarding the kit and how you can get the most out of it, so if you’ve yet to have a read, we’d recommend doing so: Additionally, our modding Community Manager, ZenRowe, has also been working on with the team on putting together some documentation for the editor which will be updated on a regular basis. Check it out here: https://devkit.playatlas.com/ Dynamic atlas maps round-up 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 tribe’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: XSM???, French & Ships, Bad Company, BLDX DouYuTV 56876, Chem B, LEGION, ETERNIA, The French Monkeys, and ENSLAVED. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, Barry Sails, OWO and The Federation The top companies on both PvP Networks have held their positions! Are we already seeing the best companies as players contend for their place in the overall pecking order or will new contenders emerge next week? And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), Fenrirs Dogs, Tacorsair, and SouL SanD. Arrivals: Dos Bros$ and SwiftS.RU. Depatures: Black Lotus and M.E.R.C Spirit. [NA PVE] The Hydra's Den Held: Plunderers, Scales & Sails, Dead Men Floating, The Exiles, Atlas Shrugged, East India Trading Co, CN- adilt supplies, Paragon, and Narcos. Arrivals: Lotus, and Darksea Dawgs. Departures: Plunderers and The Salty Seamen. Show 'n Tell Showcase #3 We have extended the due date on our current Show ‘n Tell to give you all a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fanart or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! 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
  6. Jatheish

    Official Media

  7. Jatheish

    Fountain of Youth Location(s) & Issues

    An update regarding the Rejuvenate buff; even after death it still persists on your character, however you may not see it in the UI. Just relog (may have to do it more than once), and it'll show in your UI. We're investigating why it isn't properly replicating to clients.
  8. Jatheish

    Fountain of Youth Location(s) & Issues

    We've an issue with the Rejuvenated buff at the moment which makes it not persist through death. I'd recommend not going after the Fountain until it's resolved in an upcoming (hopefully minor) update. Unless of course you wish to remove the 'old age' debuff, but I am not sure if we'll be able to retroactively restore the rejuvenated buff for anyone that loses it presently. No ETA on that atm.
  9. Jatheish

    Ship sink bug PVE

    Will check this out, theoretically should be possible to solve it.
  10. Jatheish

    Can not hire crew at Freeport

    This should be fixed now with the latest update. Please let me know if you're still having problems
  11. Jatheish

    Bring Elephants Weight Reduction Back

    Regarding elephants, the change took place as specific-resource weight reduction was not something that they were intended to do (esp due to how they get passed ship weights), however, we'll be re-balancing the base weight of all tamable creatures early next week.
  12. Jatheish

    Linux Servers

    I'll flag up the issues regarding OpenSSL and CURL. It would be good to know what version of Linux you guys are using that is running into these issues, and whether you're able to host ARK servers on those same operating systems.
  13. Jatheish

    Black Butterflies

    Just to follow up on this, companies that are involved in cheating are risking themselves to wipe. We wiped 2 more companies within the last 8 hours, 1 on NA PVP and 1 on EU PVP and will wipe more as necessary.
  14. Jatheish

    ATLAS DevKit Launch!

    UPDATE 2: We've fixed some devkit related crashes, latest binaries can be download here: http://atlasdedicated.com/ATLAS_DevKit_Fixed_Binaries.zip and should be extracted into this location: \Projects\ShooterGame\Binaries\Win64\ UPDATE: We've fixed the issue with uploading content to the ATLAS Steam Workshop. Just download this file http://atlasdedicated.com/SteamVDF.template and place it here: \ModTools\SteamVDF.template (overwriting the old one). We've also updated the ATLAS_DevKit_v12.0.zip archive with the corrected file as well. We’re excited to announce, at long last, the ATLAS Devkit is ready to download! The ATLAS Devkit is a highly edited and simplified version of the Unreal Engine 4 Editor specifically compiled to streamline the process of creating mods, maps, and more for ATLAS, and to upload them directly to Steam Workshop for other users to download and play. In addition to the Steam Workshop, we have our own section of the forums dedicated to all things modding,. Feel free to use Navigator’s Tools category for general discussion, tutorials, and even showcase your mods! The Devkit will be launching with a lot of additional functionality including the ability to host servers without using the seamless grid system, but rather traditional "single server" specifically using Steam Workshop maps. Here are some more details: Downloading the ATLAS Dev Kit So if you want to make Mods & Maps for ATLAS, get the ATLAS Dev Kit here (sorry for the huge download, soon we’ll be using the Epic Launcher which is much more efficient but it will take some days to get it up there): http://atlasdedicated.com/ATLAS_DevKit_v12.0.zip Extract it to some location where you have 180 GB of free space (SSD recommended), and then run it with \ATLASDevKit.bat Running ATLAS Steam Workshop Content (Mods, Map Extensions, and Maps) in ATLAS If you’re hosting a seamless grid, all Mod Steam Workshop ID’s that you wish to use (also including any new persistent level Map Mod ID’s, and any Island Extension Mod ID’s) ought to to be specified here in the Grid json or via the World Grid editor (in Mod stacking order): Which is equivalent to adding ID’s directly into the ServerGrid.json here: However if you’re running a Non-seamless-grid Mod map, then you need to specify all the Mod ID’s (including the Mod Map’s ID) that you wish to use via commandline like so: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405,1625331561,1627715666?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer You can also add more mods in the Game.ini with this section: [ServerSettings] ActiveMods=12334593945,875445124 Upon being launched, the server will then automatically download and install the Mods upon being launched, as well as update them each time the server is run. If you wish to disable the autodownload/update functionality, you can run the server with -manualmanagedmods Creating Mods To make a Mod using the ATLAS Dev Kit, as you may remember from ARK, simply create a child of “Blueprint'/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.PrimalGameData_BP'” into your “Mods\YourModName” folder. We recommend following the naming scheme of “PrimaGameDataBP_YourModName.uasset”. Then change whatever values you in that new GameData asset to alter the game functionality (note there are various new fields for ATLAS, including “AdditionalInventoryComponentAppends” to add new craftable item types to existing inventories). Then click the “Steam Upload” button in the toolbar, select the folder of your Mod in the Steam Upload dialog, and click “Cook Game Mode”. After the Cook process is done (if you get a crash dialog at the end of the Cook process, just close the crash dialog as it’s harmless), browse for a small preview PNG (256x256 or so), add a Title, Description, Visibility Setting, and Upload to Steam (input your Steam Username and Password when prompted). Creating Map (Island) Extensions One of the most exciting new concepts for Workshop Content in ATLAS is the idea of “Map Extensions”, which allows you to add new sets of Islands and landmasses that server hosts can place upon their seamless grid layouts. To create a “Map Extension” for use in seamless grid layouts, simply open “SeamlessTest\Ocean.umap” in the Editor, and add a set of new uniquely named worldcomposition sublevels to the “SeamlessTest\” folder (yes, put them there, not in your Mod folder). These should all be centered on the ORIGIN 0,0,0 (where they’ll be placed in the actual seamless grid layout is up to the server host). Then, set the WorldComposition layer for each those Sublevels to “Farthest”, “Far” or “Near” depending on whether they’re long-distance or short-distance visible levels. Finally, create an empty “Mods\YourExtensionName” folder, and then select it in the Steam Upload dialog. Then input the names of each of your new sublevels into the Maps field like so, and click “Cook Map Extension”: After the Cook process, you should create a new Island Template for your landmass within the Server Grid Editor, like so, filling in the size and preview image (take a topdown screenshot in the editor) as appropriate to your Island’s appearance: Be sure to add a uniquely named “Extension” for your Island Template, because this will create a unique directory here: \ServerGridEditor\IslandExtensions\[EXTENSION_NAME] We recommend that you copy that unique extension directory into “\ModTools\Output\YourMapExtensionName\IslandExtensions” after you have cooked, like so: And then instruct server hosts, after subscribing to your Map Extension on their Steam clients, to copy the “IslandExtensions” folder you’ve included with your files, into their local ServerGridEditor application’s directory so that they can place your new Island Templates within their own server layout (as many times as they wish). So after a host downloads your content on their Steam client, the hosts should copy this folder: \SteamLibrary\steamapps\workshop\content\834910\[YOUR_WORKSHOP_CONTENT_ID]\IslandExtensions\ Over onto this in their ServerGridEditor application directory: \ServerGridEditor\IslandExtensions\ hey’ll then see your custom Island Template appear in the list of available Island Templates when they reload the Server Grid Editor. Note that server hosts should remember to add your Map Extension’s ID to their Grid’s Mod ID’s list in the Server Grid settings! And yes it’s entirely possible for a single Map Extension package to include multiple new Island Templates and landmasses for server hosts to use, you don’t have to limit to just a single new Island Template! (Note: if you set the sublevels to UNCATEGORIZED layer, they will be always-loaded, once, on every grid server -- that may be useful if you want, say, a persistent weather system addition to be present in every grid region.) Creating Maps Making a new “base” Map is similar to cooking a Mod, with the uniquely-named map file .umap needing to be placed in your Mods\YourMapName\ folder. Then click “Cook Map” in the Steam Uploads dialog. Typically, new custom Maps will ARK-style (and not seamless grid persistent levels), so you’ll want to run those with the following server commandline: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer However, you can certainly make new “seamless grid persistent levels” too, such as this SkyWorldLevel which removes the Ocean (and of course it could new things too, such as a different DayCycleManager for new weather systems!). To make new “seamless grid persistent levels”, we suggest resaving SeamlessTest\Ocean.umap into your Mods\WhateverCustomMapName directory, and then modifying it as you see fit. We think it’d be very cool to make some Avatar-esque floating islands Map Extensions to go along with that... New “seamless grid persistent levels” are cooked the same way, but then simply run with the grid commandline like so (presuming that the Map Steam Workshop ID for the level content is specified within the ServerGrid’s json, or via the [ServerSettings] ActiveMods section of the Game.ini!): ShooterGameServer.exe SkyWorldLevel?ServerX=12?ServerY=8?AltSaveDirectoryName=JerTest?ServerAdminPassword=grapeshot?MaxPlayers=200?ReservedPlayerSlots=50?QueryPort=57557?Port=5757?SeamlessIP=37.10.127.116?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -automanagedmods Steam Workshop ID 1626926342 for ‘SkyWorldLevel’ Note: ATLAS currently only supports client-and-dedicated server mode. Running in single-player or as a listen-server will have issues. To experiment with Seamless Grid levels (as a client) in the Editor, you can run Play-In-Editor on “SeamlessTest\Ocean.umap” with these Server Game Options in the Advanced Settings dialog: You can substitute whatever ServerX ServerY coordinates you want to play on different grid regions (the game uses whatever ServerGrid.json is located in the ShooterGame folder). Alternatively if you just wish to try your new Islands, or a specific combination of sublevels, without setting them up on the json grid layout, you can run Ocean.umap PIE without any ServerX/ServerY commands and it’ll Play-In-Editor without being on any specific region. If you have any sublevels VISIBLE in the Editor Viewport before you do this, they’ll remain loaded in Play-In-Editor, presumably at the origin where you constructed your Islands. In this way, you can test and iterate on the gameplay of your new islands without having to set them up on the servergrid (of course, this method is only practical for testing out one new island set of sublevels at a time). You can also run the Seamless Grid outside the Editor (useful for testing transition testing), with the following batch files: DedicatedServerAllFourAndClient_CLEAN.bat And alternatively ClientSub2.bat if you wish to connect a second client. You can also run a single non-SeamlessGrid server (such as TestMapArea or OceanTest) outside the Editor with the following batch files: GameDedicatedServer.bat GameClient.bat And alternatively GameClient2.bat if you wish to connect a second client Here are some example simple Mods/Maps we’ve provided, the sources for these are included in the DevKit ShooterGame\Content\Mods folder to help you get started: ATLAS OceanTest Level https://steamcommunity.com/sharedfiles/filedetails/?id=1627890405 This is a non-seamlessgrid level, a traditional ARK-style single-server level that has an ocean and some basic box floors for testing, as an example. Servers can host with this: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer ATLAS Sky World https://steamcommunity.com/sharedfiles/filedetails/?id=1626926342 This is a resave of OceanTest.umap, but with the Ocean water removed. It’s used as an example of how to have an alternate seamlessgrid persistent level. You can host it by adding this to your ServerGrid.json: Or by setting that value here in the Server Grid Editor: Or in the Game.ini: [ServerSettings] ActiveMods=1626926342 And then run the servers with: ShooterGameServer.exe SkyWorldLevel?ServerX=12?ServerY=8?AltSaveDirectoryName=JerTest?ServerAdminPassword=grapeshot?MaxPlayers=200?ReservedPlayerSlots=50?QueryPort=57557?Port=5757?SeamlessIP=[THEIP]?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye Extended Vehicles Mod (Stackable) https://steamcommunity.com/sharedfiles/filedetails/?id=1627715666 As an example, this stackable Mod appends craftable items (via the PrimalGameData) to the Smithy inventory for players to build the Airplane, Tank, and Steampunk Airship vehicles. Modders can duplicate “Blueprint'/Game/Mods/ExtendedVehiclesMod/PrimalItem_VehicleGeneric.PrimalItem_VehicleGeneric'” into your own Mods, and inherit from it per-Vehicle, as a foundation for craftable vehicle spawning. BoxIslandMapExtension https://steamcommunity.com/sharedfiles/filedetails/?id=1626922438 A very simple box-island-with-trees “Map Extension” for seamless grids, placeable as an island on your servergrid layouts using the included Island Template files. To use this in a server layout, in addition to adding the ID to the Mod Ids for the grid, subscribe to the files on a client and then copy this folder: SteamLibrary\steamapps\workshop\content\834910\1626922438\IslandExtensions Over this folder onto hosts’ Server Grid Editor application directory: \ServerGridEditor\IslandExtensions\ Then relaunch the Server Grid Editor and you’ll see the new “BoxIsland” Template available for use in your layout wherever you want: MyAtlasTestMod https://steamcommunity.com/sharedfiles/filedetails/?id=1625331561 A very simple “Base” or non-stackable Mod that just adds a few different Default Feats, used in testing that a base non-stackable Mod works. Stacking MOD Test https://steamcommunity.com/sharedfiles/filedetails/?id=1626876784 This is a stackable Mod that adds an additional unlocked Feat (testing stacking functionality). Hopefully that covers a lot of information in order for you guys to get started! Something you’ll notice is that we didn't strip the majority of ARK content from the kit, and that’s because it can be used as a basis for building new content in ATLAS, especially for those of you familiar with the ARK DevKit, and some of you may find it helpful when trying to port over your existing ARK Mods. As for the question regarding can ARK content be used in ATLAS and vice versa? The overall answer is that we’re fine with it, however, the only thing that would not be allowed and will cause your mod to be removed from the Steam Workshop is using any Wildcard specific maps. This means that you are not allowed to port over The Island, Scorched Earth, Aberration, Extinction, or Ragnarok. We’ll be working on some additional documentation that will help guide users through some of the new systems in the DevKit, so be on the lookout for that. Good luck, we can't wait to see all the epic content you guys create! 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
  15. Jatheish

    ATLAS DevKit Launch!

    UPDATE 2: We've fixed some devkit related crashes, latest binaries can be download here: http://atlasdedicated.com/ATLAS_DevKit_Fixed_Binaries.zip and should be extracted into this location: \Projects\ShooterGame\Binaries\Win64\ UPDATE: We've fixed the issue with uploading content to the ATLAS Steam Workshop. Just download this file http://atlasdedicated.com/SteamVDF.template and place it here: \ModTools\SteamVDF.template (overwriting the old one). We've also updated the ATLAS_DevKit_v12.0.zip archive with the corrected file as well. We’re excited to announce, at long last, the ATLAS Devkit is ready to download! The ATLAS Devkit is a highly edited and simplified version of the Unreal Engine 4 Editor specifically compiled to streamline the process of creating mods, maps, and more for ATLAS, and to upload them directly to Steam Workshop for other users to download and play. In addition to the Steam Workshop, we have our own section of the forums dedicated to all things modding,. Feel free to use Navigator’s Tools category for general discussion, tutorials, and even showcase your mods! The Devkit will be launching with a lot of additional functionality including the ability to host servers without using the seamless grid system, but rather traditional "single server" specifically using Steam Workshop maps. Here are some more details: Downloading the ATLAS Dev Kit So if you want to make Mods & Maps for ATLAS, get the ATLAS Dev Kit here (sorry for the huge download, soon we’ll be using the Epic Launcher which is much more efficient but it will take some days to get it up there): http://atlasdedicated.com/ATLAS_DevKit_v12.0.zip Extract it to some location where you have 180 GB of free space (SSD recommended), and then run it with \ATLASDevKit.bat Running ATLAS Steam Workshop Content (Mods, Map Extensions, and Maps) in ATLAS If you’re hosting a seamless grid, all Mod Steam Workshop ID’s that you wish to use (also including any new persistent level Map Mod ID’s, and any Island Extension Mod ID’s) ought to to be specified here in the Grid json or via the World Grid editor (in Mod stacking order): Which is equivalent to adding ID’s directly into the ServerGrid.json here: However if you’re running a Non-seamless-grid Mod map, then you need to specify all the Mod ID’s (including the Mod Map’s ID) that you wish to use via commandline like so: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405,1625331561,1627715666?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer You can also add more mods in the Game.ini with this section: [ServerSettings] ActiveMods=12334593945,875445124 Upon being launched, the server will then automatically download and install the Mods upon being launched, as well as update them each time the server is run. If you wish to disable the autodownload/update functionality, you can run the server with -manualmanagedmods Creating Mods To make a Mod using the ATLAS Dev Kit, as you may remember from ARK, simply create a child of “Blueprint'/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.PrimalGameData_BP'” into your “Mods\YourModName” folder. We recommend following the naming scheme of “PrimaGameDataBP_YourModName.uasset”. Then change whatever values you in that new GameData asset to alter the game functionality (note there are various new fields for ATLAS, including “AdditionalInventoryComponentAppends” to add new craftable item types to existing inventories). Then click the “Steam Upload” button in the toolbar, select the folder of your Mod in the Steam Upload dialog, and click “Cook Game Mode”. After the Cook process is done (if you get a crash dialog at the end of the Cook process, just close the crash dialog as it’s harmless), browse for a small preview PNG (256x256 or so), add a Title, Description, Visibility Setting, and Upload to Steam (input your Steam Username and Password when prompted). Creating Map (Island) Extensions One of the most exciting new concepts for Workshop Content in ATLAS is the idea of “Map Extensions”, which allows you to add new sets of Islands and landmasses that server hosts can place upon their seamless grid layouts. To create a “Map Extension” for use in seamless grid layouts, simply open “SeamlessTest\Ocean.umap” in the Editor, and add a set of new uniquely named worldcomposition sublevels to the “SeamlessTest\” folder (yes, put them there, not in your Mod folder). These should all be centered on the ORIGIN 0,0,0 (where they’ll be placed in the actual seamless grid layout is up to the server host). Then, set the WorldComposition layer for each those Sublevels to “Farthest”, “Far” or “Near” depending on whether they’re long-distance or short-distance visible levels. Finally, create an empty “Mods\YourExtensionName” folder, and then select it in the Steam Upload dialog. Then input the names of each of your new sublevels into the Maps field like so, and click “Cook Map Extension”: After the Cook process, you should create a new Island Template for your landmass within the Server Grid Editor, like so, filling in the size and preview image (take a topdown screenshot in the editor) as appropriate to your Island’s appearance: Be sure to add a uniquely named “Extension” for your Island Template, because this will create a unique directory here: \ServerGridEditor\IslandExtensions\[EXTENSION_NAME] We recommend that you copy that unique extension directory into “\ModTools\Output\YourMapExtensionName\IslandExtensions” after you have cooked, like so: And then instruct server hosts, after subscribing to your Map Extension on their Steam clients, to copy the “IslandExtensions” folder you’ve included with your files, into their local ServerGridEditor application’s directory so that they can place your new Island Templates within their own server layout (as many times as they wish). So after a host downloads your content on their Steam client, the hosts should copy this folder: \SteamLibrary\steamapps\workshop\content\834910\[YOUR_WORKSHOP_CONTENT_ID]\IslandExtensions\ Over onto this in their ServerGridEditor application directory: \ServerGridEditor\IslandExtensions\ hey’ll then see your custom Island Template appear in the list of available Island Templates when they reload the Server Grid Editor. Note that server hosts should remember to add your Map Extension’s ID to their Grid’s Mod ID’s list in the Server Grid settings! And yes it’s entirely possible for a single Map Extension package to include multiple new Island Templates and landmasses for server hosts to use, you don’t have to limit to just a single new Island Template! (Note: if you set the sublevels to UNCATEGORIZED layer, they will be always-loaded, once, on every grid server -- that may be useful if you want, say, a persistent weather system addition to be present in every grid region.) Creating Maps Making a new “base” Map is similar to cooking a Mod, with the uniquely-named map file .umap needing to be placed in your Mods\YourMapName\ folder. Then click “Cook Map” in the Steam Uploads dialog. Typically, new custom Maps will ARK-style (and not seamless grid persistent levels), so you’ll want to run those with the following server commandline: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer However, you can certainly make new “seamless grid persistent levels” too, such as this SkyWorldLevel which removes the Ocean (and of course it could new things too, such as a different DayCycleManager for new weather systems!). To make new “seamless grid persistent levels”, we suggest resaving SeamlessTest\Ocean.umap into your Mods\WhateverCustomMapName directory, and then modifying it as you see fit. We think it’d be very cool to make some Avatar-esque floating islands Map Extensions to go along with that... New “seamless grid persistent levels” are cooked the same way, but then simply run with the grid commandline like so (presuming that the Map Steam Workshop ID for the level content is specified within the ServerGrid’s json, or via the [ServerSettings] ActiveMods section of the Game.ini!): ShooterGameServer.exe SkyWorldLevel?ServerX=12?ServerY=8?AltSaveDirectoryName=JerTest?ServerAdminPassword=grapeshot?MaxPlayers=200?ReservedPlayerSlots=50?QueryPort=57557?Port=5757?SeamlessIP=37.10.127.116?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -automanagedmods Steam Workshop ID 1626926342 for ‘SkyWorldLevel’ Note: ATLAS currently only supports client-and-dedicated server mode. Running in single-player or as a listen-server will have issues. To experiment with Seamless Grid levels (as a client) in the Editor, you can run Play-In-Editor on “SeamlessTest\Ocean.umap” with these Server Game Options in the Advanced Settings dialog: You can substitute whatever ServerX ServerY coordinates you want to play on different grid regions (the game uses whatever ServerGrid.json is located in the ShooterGame folder). Alternatively if you just wish to try your new Islands, or a specific combination of sublevels, without setting them up on the json grid layout, you can run Ocean.umap PIE without any ServerX/ServerY commands and it’ll Play-In-Editor without being on any specific region. If you have any sublevels VISIBLE in the Editor Viewport before you do this, they’ll remain loaded in Play-In-Editor, presumably at the origin where you constructed your Islands. In this way, you can test and iterate on the gameplay of your new islands without having to set them up on the servergrid (of course, this method is only practical for testing out one new island set of sublevels at a time). You can also run the Seamless Grid outside the Editor (useful for testing transition testing), with the following batch files: DedicatedServerAllFourAndClient_CLEAN.bat And alternatively ClientSub2.bat if you wish to connect a second client. You can also run a single non-SeamlessGrid server (such as TestMapArea or OceanTest) outside the Editor with the following batch files: GameDedicatedServer.bat GameClient.bat And alternatively GameClient2.bat if you wish to connect a second client Here are some example simple Mods/Maps we’ve provided, the sources for these are included in the DevKit ShooterGame\Content\Mods folder to help you get started: ATLAS OceanTest Level https://steamcommunity.com/sharedfiles/filedetails/?id=1627890405 This is a non-seamlessgrid level, a traditional ARK-style single-server level that has an ocean and some basic box floors for testing, as an example. Servers can host with this: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer ATLAS Sky World https://steamcommunity.com/sharedfiles/filedetails/?id=1626926342 This is a resave of OceanTest.umap, but with the Ocean water removed. It’s used as an example of how to have an alternate seamlessgrid persistent level. You can host it by adding this to your ServerGrid.json: Or by setting that value here in the Server Grid Editor: Or in the Game.ini: [ServerSettings] ActiveMods=1626926342 And then run the servers with: ShooterGameServer.exe SkyWorldLevel?ServerX=12?ServerY=8?AltSaveDirectoryName=JerTest?ServerAdminPassword=grapeshot?MaxPlayers=200?ReservedPlayerSlots=50?QueryPort=57557?Port=5757?SeamlessIP=[THEIP]?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye Extended Vehicles Mod (Stackable) https://steamcommunity.com/sharedfiles/filedetails/?id=1627715666 As an example, this stackable Mod appends craftable items (via the PrimalGameData) to the Smithy inventory for players to build the Airplane, Tank, and Steampunk Airship vehicles. Modders can duplicate “Blueprint'/Game/Mods/ExtendedVehiclesMod/PrimalItem_VehicleGeneric.PrimalItem_VehicleGeneric'” into your own Mods, and inherit from it per-Vehicle, as a foundation for craftable vehicle spawning. BoxIslandMapExtension https://steamcommunity.com/sharedfiles/filedetails/?id=1626922438 A very simple box-island-with-trees “Map Extension” for seamless grids, placeable as an island on your servergrid layouts using the included Island Template files. To use this in a server layout, in addition to adding the ID to the Mod Ids for the grid, subscribe to the files on a client and then copy this folder: SteamLibrary\steamapps\workshop\content\834910\1626922438\IslandExtensions Over this folder onto hosts’ Server Grid Editor application directory: \ServerGridEditor\IslandExtensions\ Then relaunch the Server Grid Editor and you’ll see the new “BoxIsland” Template available for use in your layout wherever you want: MyAtlasTestMod https://steamcommunity.com/sharedfiles/filedetails/?id=1625331561 A very simple “Base” or non-stackable Mod that just adds a few different Default Feats, used in testing that a base non-stackable Mod works. Stacking MOD Test https://steamcommunity.com/sharedfiles/filedetails/?id=1626876784 This is a stackable Mod that adds an additional unlocked Feat (testing stacking functionality). Hopefully that covers a lot of information in order for you guys to get started! Something you’ll notice is that we didn't strip the majority of ARK content from the kit, and that’s because it can be used as a basis for building new content in ATLAS, especially for those of you familiar with the ARK DevKit, and some of you may find it helpful when trying to port over your existing ARK Mods. As for the question regarding can ARK content be used in ATLAS and vice versa? The overall answer is that we’re fine with it, however, the only thing that would not be allowed and will cause your mod to be removed from the Steam Workshop is using any Wildcard specific maps. This means that you are not allowed to port over The Island, Scorched Earth, Aberration, Extinction, or Ragnarok. We’ll be working on some additional documentation that will help guide users through some of the new systems in the DevKit, so be on the lookout for that. Good luck, we can't wait to see all the epic content you guys create! 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
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