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  1. Did some breeding for the first time this weekend. started with bears. It will take a long time, but with a bit of observation and timing it can be relatively easy. For where we are based i experimented and observed that with 6 grills on all the time a baby bear does not get hot or cold thoughout the day & night. One stack of wood will power a grill for about 4 hours. One stack of potatoes will feed the baby for about 40 minutes. with all that information I can set a timer and do other stuff either in game or not, I also put up signs around the breeding pen as reminders of this information. This will not be the same for everyone but experiment see what you can make easier. (thinking of the meat eater breeding, has anyone tried putting ice into a feeding trough? - just thought that up, anyone in game to try?)
  2. ATLAS

    Patch Notes

    released patch notes v24.4 - Reverted optimization to how Seating Structures are replicated, caused some issues. v24.3 - Fixed invisible tamed creature case, and optimized some networking related to creatures on ships. - Optimized how ladders network their extended/retracted states. - Attempted an optimization to how Seating Structures are replicated (Steering Wheels etc) v24 - Further fix for case where steering wheel usage became desynchronized. v23 - Major client and server optimization for ships - Fixed remaining case of Client Disconnections (Not necessary to adjust Client Bandwidth, this was related to something else. We recommend all players try to use EPIC Bandwidth!) - Various new server performance optimizations - Sail Canvas is now unaffected by Repair Hammer - AoD soldiers now take significantly less damage from bullets. 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. v19.62 - New style Claim Flag with improved flag physics - Improved mini map X icon for visibility - Added chat tabs - Reorganized claim flag notifications (requires updated server) v19.52 - Fixed multiple cases where inpulses would be stacked causing players or creatures to be launched into the distance. v19.51 - Disabled the use of some client side console commands which could be used to gain an unfair advantage in PvP v19.5 - Army of the Damned Soldiers and Crew melee attacks now properly hit. - Fixed an issue with servers that could have stalled them out for significant periods of time (5+ seconds) - Improved general server performance v19.4 - Further optimized server performance - Fixed issue where Buffs were not being added (drinks and such) if you were on a seating structure, or if you were encumbered. v19.3 - Significantly improved server performance when unstasising structures (50%+). - Fixed the bug where picking up stat'ed Structures would eliminate quantity of existing structures in your inventory. - Fixed a case where server-side Spoiling Times were incorrect on preserving bins. - Whale corpses now last 30 minutes - Giraffe harvesting now yields 6x thatch v19.21 - Doubled maximum server physx substeps to maintain more consistent ship movement at low server framerates. v19.2 - 2x Harvesting, XP, Taming and Gold enabled on the Official Network until Monday 25th. - Bookshelf added to organize your maps, blueprints, notes, and songs. You can learn it from the Esotery of Building skill. - Signs/Canvases can now be placed on storage boxes and bookshelves to help indicate what they're used for. - Note added to the game to leave each other messages. You can learn it from the Secrets of Building skill. - Company UI now displays last online time for members - Significant server optimizations (company network data is now replicated more efficiently to clients) - Maximum ship level is now 52. v18.97 - Fixed Melee damage application to Army of the Damned - Fixed NPC crew disappearing for a fraction of a second when mounting on cannons - Prevented climbing of the Kraken barrier wall - Improved Cyclops movement to allow it to clamber over rocks better 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 - Explosive Barrels will be undergoing some changes with this patch, please note that they're still in the process of receiving their redesign, but this puts them close to it: Limited to 1 carryable stack per person. Stack size will remain at 10 You will not be able to store them in creature inventories, however, legacy ones will remain there. They will be able to be placed near enemy structures and water without needing a claim flag, but not on boats itself. You will not be able to equip them into your hotbar, they must be placed from within the inventory. There will be a restriction to how many can be put down at a time within a certain radius. Reduced Explosive Barrel damage by approximately 20% Reduced Explosive Barrel explosive radius by approximately 20% - 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 - Increased Grenade damage by approximately 50% - 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 v18.43 - Fixed an exploit which allowed players to stall out servers - Added extra protection to inventories to fix and prevent players from bypassing pin codes - Fixed a bug with the Kraken which would have inflicted a high amount of unintended damage - The Kraken's Barrier will no longer damage ships on collision - Explosive Barrel weight has been increased back to 60 (we're still working on a redesign). This is not visible on clients but will be active on servers. We will have a corresponding client fix to go out with this later. v18.31 - Explosive Barrels can no longer be placed on enemy ships, and only have a weight of 6 now. This is a temporary measure due to undesired gameplay. We are going to be redesigning the barrels from a technical/gameplay point of view to give them more use in the future. - Fixed a case which allowed players to enter the bottom of ships - Fixed a case which allowed players to clip and stick themselves inside the boat's hull - Protected against players accessing inventories from outside ships via clipping into boats - Fixed multiple cases where players would fall through structures upon server restart, login, transition, etc. - Fixed a crash which would occur when transitioning with the sextant buff - Fixed Swivel Cannons from firing through walls - Allow players to pick-up structures if you're on the same team even if you do not have demolish rights - Global Number of Ships is now displayed in the player's ATLAS Map UI. We'll be making this more visible on the UI in a future update. It will not display if you do not have any ships and do not belong to a company. - Cleaned up an error message when attempting to craft a boat when you were at the maximum global limit - Added a Crew name filter for company UI - Added a 12 second delay between playing status voice clips (such as injured or starvation) - War Drum songs have been adjusted to be more rewarding. Details can be found here. - Tweaked war drum battle songs to eliminate a big gap in the note sheet preview (just the preview, not the actual song) - Fixed a bug causing the buff timer shown on the music UI during a looping song that gives a perpetual buff to become off by 1 second from the actual buff timer. - Fixed a bug causing notes to incorrectly fail when activated near the edges of song loops - Fixed a bug where client fps stutters could cause notes to fail that should have been auto-played - Reduced tutorial background opacity - Made it so text wasn't cut off for long paragraphs in the tutorial - Mod Map Extensions now work (and will not require recooking the mod) - Linux WaveWorks optimisations (Linux Servers will run much better) - Kraken will no longer give impulses to players for the tentacle slams or tentacle impacts - Impacts with the Kraken bodyparts will no longer cause ship damage - Ship of the Damned Kraken minions are now damageable in PvE - Reduced the damage of the Kraken homing projectiles by 50% - Increased the damage taken by the Kraken tentacles by 50% - Ghost ship will now appear every night rather than every 3 nights - Swapped Mythical and Legendary in the descriptions for tools skills tier 2 and 3, as they were previously incorrect. - Fixed a bug where beds that were placed beyond the default accommodation limit were destroyed on server load v18.15 Bug Fixes - Turrets and Cannons will no longer fire underwater and can no longer be mounted underwater - Fixed a bug allowing players to reset all glider cooldowns by moving the glider between hotbar slots - Increased the required minimum diving velocity before going into the glide-fall state to reduce gaining/maintaining height - Ghost Ship has been fixed and will now take damage. Server Performance - Eliminated Cannon Animations playing entirely on the server for performance savings Quality Of Life - Option to hide territory broadcast messages - Territory broadcast message boxes now scale according to the character size of the message - Gunport camera socket has been lowered and moved forward for better viewing when shooting from gunports - PvE players will now be able to see their claim flag's inactivity timer on the flag itself - Attacking Player no longer needs to be in range for declaiming progress - Glider now has a required dive duration rather than a forced dive cooldown (achieves the same nerf effect on glider spam and feels better to use) Creatures - Whale Counts have been boosted on the Tundra and reduced the spawn interval between whales by 50% - Wild Dragon damage has been reduced by 30% - Golden Age Spawns have had their spawn interval increased from 30 seconds to 5 minutes and increased distance from players from 7700 to 9000 Music - Various buffs/changes made to musical songs played on the Accordion. Details can be found here - we have some planned updates to come for the War Drum in a future update, once we've resolved some technical issues related to it. Miscellaneous - PvE Claim Flag inactivity timer has been adjusted so that it now scales dynamically. A company with a small number of flags will be declaimable after 3 weeks of inactivity, whereas a company with a large number of claim flags would be declaimable after 3 days of inactivity. - The gold cost has been increased on upgrading higher quality items and structures - Cooking Recipes spoil time has been increased - Top Companies will have their names displayed on the left-hand side of the map and are now granted special nameplates and figureheads - Fixed server issue that could disconnect clients if they had a lot of map entities. v17.1 - Fixed a case where players/boats would get stuck playing transition ping-pong between two servers, frequently happened with large boats. - Pinging on an enemy claim flag should show all contesting NPC crew, in addition to players. - Multiple serious performance optimisations for companies on servers - Improved Ship position on the minimap so that it updates more smoothly v16.39 - Fixed a server crash - Fixed a server startup crash that would effect modded servers v16.36 - Fixed a bug which prevented players from being able to demolish structures v16.35 - Fixed an exploit related to structures v16.34 - Resolved a server crash v16.33 - Fixed Barshot so that it now targets sails and acts a slow through to incapacitating a ship's movement as intended. - Company Flags will now update properly onto www.playatlas.com - PvE servers will now automatically kill any character that has not been logged in for 4 weeks. Official Network only. - PvE servers can now use the homeserver option which disables replication on sleeping/logged off bodies. (Non Default but enabled on Official Network). Game.ini: [/script/shootergame.shootergamemode] bHomeServerDontReplicateLoggedOutPlayers=1 (enables logged off/sleeping players from replicating on home servers) bPvEDontReplicateLoggedOutPlayers=1 (enables non-replicating logged off/sleeping players on all PvE servers) - Climbing on other boat's ladders now disabled in PvE if the ship is anchored - PvE claim flags now only allow logged in players to contest the claim - Fixed a bug which would cause the activity timer on PvE claimflags to tick into the negatives. Also updated so the timer now displays days, hours, minutes, and seconds. - Tamed Dragon lifespan reduced to 3 hours - Tamed Dragon damage reduced by 33% - Tamed Dragon health reduced by 33% - Added Effect descriptions to Music and Cooking Recipes - Fixed an incorrect fiber reference in crafting barshot - Fixed a bug where Dead Bodies wouldn't be replicated on servers with replication turned off (Freeports and all PVE) v16.26 - Resolved a save-load issue with appended inventory engrams (Devkit Issue) v16.25 - Fixed Water Spout inventories not appearing on PvE servers - Eliminated frequent server crashes v16.22 - Alpha Creature damage has been reduced by 50% - Alpha Creature resistance has been reduced by 50% - Alpha Creatures are now 25% less common v16.21 - Server optimisations for structures (approximately 8% gain) v16.2 - Dragon Tame Token costs 40k gold as intended - Old "permanently unlocked" Power Stone Artifacts are removed (it was a bug that they were, some weeks ago, granted as a permanent character default item) - Tamed Dragon movement speed reduced by 33% - Tamed Dragon health reduced by 10% - Tamed Dragon stamina reduced by 78% - Tame Dragon Fire has 45% less lifetime v16.14 - Fixed a server crash related to demolishing structures - Fixed an exploit with Grapeshot that allowed it to be shot rapidly v16 Server Changes - Player Movement Optimisation for an approximate 15-20% performance gain on servers - Server Launch Option which locks the Fountain of Youth to one Golden Age Ruins server: -AlwaysActiveFountainsOfYouth Balance Changes Land - Stone Structures crafting costs have decreased by reducing the metal cost by 55% and reducing the organic paste requirement by 25% Ship - Steering Wheels are now considered 'stone' when it comes to their defence type, so they cannot be hurt by fire and take less explosive damage Creatures - Dragon now has 65% less HP when Tamed - Dragon now takes 40% more bullet and explosive damage when tamed - Dragon now recovers stamina 25% more slowly when flying - Dragon can no longer be healed by Nature's Touch - Dragon tamed timer reduce from 8 hours to 6 hours - Dragon Fire Damage reduced by 50% - Dragon Token cost increased to 40,000 gold coins v15.76 - Retroactively fixed an issue which destroyed all sails on rafts - Retroactively fixed an issue which would prevent rafts and ramshackle sloops from sailing v15.73 - Fixed a bug which allowed players to place multiple steering wheels on boats - Fixed a bug which allowed players to bypass the Ship Sail Unit Limit. This is a retroactive fix. - Removed the initial stamina cost for blocking v15.67 - Fixed a case where Steam clients sometimes were unable to connect to the servers. We recommend hosts upgrade to this version. v15.63 - Discovery Zones now provide 1 Discovery Point per unlock - Resolved some connection timeout issues. v15.61 Server Changes - Server optimisations to increase performance by approximately 5% - Optimized transition data cleanup in Redis to avoid DB bloat. - Server Listing for non-ATLAS servers has been rewritten and will list non-ATLAS servers immediately. Fountain of Youth and Aging Changes - Fountain of Youth is only usable if you're over age 90. - Fountain of Youth is now available on two random Golden Age Servers. - Old Age debuff has been reduced by 50% Bug and Exploit Fixes - Fixed a bug which made it so that beds and boats would not display on the map if they weren't in a company. - Fixed a bug with the Drake which allowed it to phase through structures - Fixed a bug which allowed players to have more beds on their boat than permitted, this is a retroactive fix. Balance Changes Land - Increasing explosive damage to stone structures by 2.5x. - Increasing seige structure damage to stone structures by 60% - Wood Land Structure has been buffed to provide better resistance to siege weapon types by 40%. - Wood Land Structures have been buffed to provide better defence against all non-explosive/siege damage types by 50%. - Stone Structures crafting costs have been increased by adding metal cost, and changing fiber requirement to organic paste, which requires both fiber and sap to craft - Thatch Structures have had their crafting costs reduced by 3x. - NPCs mounted on Puckles are now invincible Ship - Ships can only receive damage from collision encounters with other ships if they're of the same or a greater weight class (deals with cheesy cheap ramshackle builds to sink bigger boats). Galleon - Weight class 5 Brig - Weight class 4 Schooner - Weight class 3 Sloop (Ramshackle) - Weight class 2 Raft - Weight class 1 Dingy - Weight class 0 Creatures - Drake balances adjustments (10% less HP, 10% less damage, and double stamina cost for using fire breath) - Magical tames can no longer be used in boss fights and will be destroyed when used inside the dome (Drakes) Misc Changes - BattlEye has been updated to now support Windows Insider Builds. - Resolved multiple Devkit crashes. - Updated latest translations: German, Spanish, Italian, Russian, Turkish, Ukranian, and Chinese - Discovery Zones now count as 3 Discovery Points instead of 1. Players no longer need to discover all zones to reach max level. Not a retroactive change. This value can be adjusted for Unofficial Servers here: Game.ini: [/script/shootergame.shootergamemode] MinPointsPerDiscoveryZone=3 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) - Added an additional Fountain of Youth on a different Golden Ruins server, so 2 are active tonight. The additional Fountain of Youth will not be visible until the client side update releases later tonight. 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 11.3 - Fixed an exploit which allowed cannons on cargo carts to shoot through walls - Additional backend infrastructure for anti-cheat and hack detection 11.2 - Server performance optimisations (20%+ improvement). We'll have more changes in the week for an additional (approximately) ~25% server perf improvement. v11.1 - Enabled BattlEye Anti Cheat on all Official Servers. Please restart your Steam Clients and make sure to install BattlEye in order to play on our Official Network. Unofficial Networks can still play without BattlEye, and players can right-click the title in their Steam Library and play without the anti-cheat. For those of you who have made custom shortcuts, please update the executable to this: ShooterGame\Binaries\Win64\AtlasGame_BE.exe - Implemented code to kill off inactive bodies in Freeports and Lawless Regions (players who have been logged off for more than 10 days). v11 - Re-enabled weapon/attack based feats - Fixed game exploits v10.82 - Temporarily disabled weapon/attack based feats v10.8 - Claim Flag Settings have now been enabled - Taxing Resources now affect crops - Tax Bank will stack items similar to a Crew Resource Box - Tax Bank will no longer allow you to drag item's into the inventory, so to prevent items from being taxed, they must be dragged from within the Tax Bank itself to the ignore folder. - Cost of Drake Token has been reduced to 20,000 Gold Coins and is now available for purchase at the cosmetic vendor in freeports. - 25% buff to explosives against stone structures v10.79 - Changed how custom blueprints are crafted for STACKABLE items when they're given a stat roll: > If a stackable item is crafted from the same blueprint and you already have an item crafted from that blueprint in your inventory, it will stack on that pre-existing item and not receive a different Intelligence Stat Bonus. > If you want a different roll from the same blueprint, you must make sure that you do not have an item which was crafted from that same BP in your inventory (stated or non) > This means that you can keep rolls by keeping the item in your inventory when crafting from the BP, even if you do not have the level of intelligence required to get the crafting bonus. Alternatively, you can remove the stated item from your inventory to get a new roll from the BP. - Resource respawn should now function as they did on Lawless servers prior to v10. - 50% reduction in the enemy structure prevention radius so that you can now build closer together on Lawless Servers. v10.75 - Wild land creatures will no longer target crew, tames, or characters on ships unless they have been aggro'd - Fixed a bug where Ship of the Damned would have rapid fire - Temporarily reduced Crew Log length as it undergoes some rewrites because it would cause performance problems. v10.71 - Fixed a bug which prevented cannons from being reloaded - Tightened up server-side protection on gliders - Fixed an exploit with mortars v10.5 - Fixed Ramshackle sloops breaking when you leave freeports - Fixed a bug which prevented you from accessing newly tamed inventories unless you relogged - Fixed a bug which caused Mantrays to be unusually aggressive - Comodity trader gold cost increased v10.43 Claim flag related changes - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build. - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live. - Only admins and above will be able to make changes to company claims. - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them. - Fixed some bugs related to Sea Claims. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby - The time required to steal an enemy claim now decreases the more Claims that enemy team has. - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag. general changes - Server performance improvements - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel - Fixed up some temperature scalings and Weather events are now indicated on the HUD - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes. - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot) - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets - Explosive Barrel weight has been increased - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking - Puckle damage has been increased and also been made more effective against armour - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats) - Updated some legacy sounds and icons - Updated stair collision on shipyards - Fixed a bug which prevented passive feats from applying after death - Fixed a bug with the torch which caused it to repair endlessly - Lighthouses can now be lit even if they are touching water - Using a bucket on a tamed cow now causes the bucket to lose durability - Fixed a bug where players would get stuck in the crouched position - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company - Fixed a bug which prevented creatures from receiving experience points above a certain level - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range - Rewrote structure destruction logic to avoid cases of floating structures - Inventory ranks per structure and creature will now work for companies - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks. - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true - Gunmounts are now colorizable - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone) - Gateways and Gates are now crafted in smithy instead of player inventory - Fixed an exploit with Prying Eyes - Can no longer glide up mountains with the glide suit - Fixed an exploit which allowed you to gain massive height when using the zipline - Fixed a building exploit which allowed you to float structures and fortify walls with floors Creature related changes - Sea Monsters' damage has been reduced by 66% - Tamed Creatures take 20% less damage - Wild Alpha creatures HP and Damage reduced by 20% - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event. - Penguin AoE insulation now scales by level, the higher the level, the more insulation. - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts. - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff! - Updated affinity ineffectiveness values based on the recent x2 taming increase - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames. - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping. - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3. - Updated some undesired movement speed bonuses on tamed creatures - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently. - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away) - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size. - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value. - Added durability decreased to the bucket when milking. - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures! - Added Lion roar animation. - Fixed fur stretching on Wolf's face and hind leg - Decreased Crocodile swim speed. - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate. - Baby breeding balance changes to compensate for the overall creature regen changes. - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc. - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc. - Updated taming foods to allow a variety of items to be used in taming creatures. Effectiveness left(more) to right(less): Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats v9.392 - Fixed a client-side crash on logging in v9.35 - Fixed some server-side crashes and desync when transitioning 9.33 - Fixed some server-side crashes when transitioning v9.32 - Fixes a bug where servers couldn't be connected to on startup. v9.31 - Fix for PVP Claim flags, not upkeep timer not updating properly when a friendly player is in range, should be it now guys! v9.3 - Resolved some server-side stalls related to perf large companies - Fixed alliance chat sometimes duplicating messages - Fixed a bug where clients could end up invisible when demolishing a podium v9.2 - Default resource and taming speeds have been increased to 2x as the baseline. - Reduced min damage and min percentage on flame arrow buff by 33%. - Reduced max damage done on flame arrow projectile hit to 50. - Increased gravity on flame arrows 20% to make it less ranged. - Increased firegel cost of flame arrows by 100%. - Added durability consumption to flame and stone arrows (1 dura per shot, 40 shots per bow repair). - Change bow durability from 50 to 40. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed an issue where upkeep timer on PVE Claimflags was not correctly updating. - Company Member, Company Groups, and Alliance data loss issue should hopefully be resolved. - Official Network Companies are now hard limited to 500 members, and this is a current measure until the Company system receives a backend overhaul in the long-term. - Fixed inland water buoy's being invisible and fixed buoys, so they no longer prevent resource respawn. - Prevent ship collision damage from occurring when caused by other player ships on PVE servers. - Fixed sunken-ship area indicator lingering even after a shipwreck has been entirely salvaged. - Reduced deepwater aggressive creature frequency and targetting range. - Melee weapons are now temporarily ineffective against ship planks. Later this will be changed so that it will only be ineffective against anchored ship planks. - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%. - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%. - Every Tame can now get a minimum of 30 tame level-ups put into it, plus however many base levels it had when wild. So for example, a level 5 wild wolf would get 35 tame level-ups to apply, whereas a level 40 wild wolf would get 70 tame level-ups to use. - Increased the base carry Weight of all ships by +40% v8.72 - Fixed some server crashes - Slightly improved server performance and reduced server stalls - Ended New Year's event (Tophats remain but no longer grant double treasure gold and can no longer be bought at in-game cosmetics NPC traders) - Buffed Tamed creatures HP and Damage globally by 25% v8.56 - Anyone can now demolish shipwreck structures to regain resources so get your diving suits ready! - NPC Trading Ships are back and no longer affected by wild creature destruction commands! Reminder for those with deep pockets, the trader ships have an epic Dragon which can be purchased for 50,000 gold coins v8.35 - Improvements made to joining/rejoining servers, should make it more reliable and eliminate many cases of connection lost/failure to grab server info. v8.35 - Fixed a bug where HUD may not have shown to players in some cases. v8 - Further improved server stability. - Further reduced Ship of the Damned spawns by 20% - Ship of the Damned now are allowed to "Wander" away from shore if they find themselves close to shore - Ship of the Damned targeting ranges now are reduced by the type of ship (down to 30% for rafts (which means they will now attack rafts - but you have to get pretty darn close to them!) and 0% for dinghies) - -LowMemoryMode now disables the background movies for lighter memory footprint - Changed damage type on repair hammer to 0 against players, human npcs, and creatures to stop pvp on pve servers, not used as a weapon on pvp. - Ships near shore do not attract cyclones anymore - Vultures should now more easily harvest corpses - Ships that players are based on do not use staggered updates now (resolving the issue of the choppy spyglass rotation when in the crow's nest, for example) - Can no longer weapon-charge or dodge when encumbered. - Fixed erroneous reference to chalcedony instead of flint base - Added Ingots/Alloys and Organic Paste to the list of resources allowed in the ship repair box - Tripled gathering weighting of metal in all the generic rocks for both pick and hatchet damage types - Grenades damaged to stone multiplied by 3x - Changed Human Crew character carry inv max weight from 1000 to 60. - Switched damage weightings around so the pick tool is preferred from metal/crystal/gem/salts and hatchet for wood/coal/stone, etc. No adjustments have been made to yield changes, just tools have been adjusted. - Fixed an issue with treasure bottle's spawning (there will now be more of them and more reliably spawned) and increased the quality of loot found in treasures. v7.8 - Further server/networking optimisation to improve server performance and stability. We have effectively eliminated over 95% of our crashes. We'll be continuing to monitor our servers over the coming days ahead and tackle more events. Consequently, we will be turning our primary attention to data transfer issues and connection issues. - Reduced Ship of the Damned targeting range by 50%. We're going to look into scaling that based on the type of ship. v7.6 - Further server/networking optimisation to improve server performance, stability, and connection issues. - Further tweaks made to Ship of the Damned should no longer wander close to shore, however they may chase you. - Shipyards are now properly tagged on the server side, so enemy players will not be able to demo them unless the decay timer has truly hit 0 on the server. v7.33 - Improvements made to -lowmemorymode to use async loading, resulting in less freezy load times. - Added -nosound launch command - Added -noinlinestreamer launch command - Server-side crash fixes and stability improvements. Resulting in approximately 40% more stable servers, with additional changes to come! - Reduced Army of the Damned ships spawn rate by 60% - Reduced Army of the Damned ship HP per level scaling by 20% - Reduced Army of the Damned ship Aggro range by 10% - Boosted Army of the Damned ship loot quality by 10% - Reduced Flotsam spawn rate by 35% - Increased Treasuremap item quality by 15% - Eliminated at-sea increased rate of vitamin/vitals consumption. Now it just causes food to spoil faster, and temperatures to drop. - Increased vitamin equilibrium range to +/- 20% rather than 10% (making it easier to achieve and stay in equilibrium) - Decreased vitamin deficiency debuff threshold to 10% rather than 20% - Reduced base rate of vitamin consumption by 2% - Ensured army of the damned ships spawn farther away from shore, and don't spawn too near player ships - Fixed Diving Platform to take any oils, not just blubber - Changed Lighthouse HP to 25k, gave it stone structure settings, and allow it to burn oil - Vultures will no longer erroneously target players they can't hit - Army of the Damned Ships will no longer initially aggro to drydocked or anchored ships, unless fired upon by them or already targeting them. - Added one more Skill Point earned by all level-ups above 10 (recommend players Respec) v7.0 - Added a new event cosmetic, 'Top Hat'. Permanent skin with 10 applicable uses. Can be purchased from Cosmetic Vendors in Freeports or Travelling Merchants. From the 27th of December, through til the 2nd of January, wearing this hat whilst digging up treasure will result in double the gold. - Improved server performance by adjusting server water thread utilization - Changed declaim period (stealing enemy territory) to 30 minutes from 1.5 hours (requires they have no alive crew or players in the vicinity) - Removed requirement to be on a boat to steal someone's boat after placing the claim flag. Adjusted base value times to claim the boats to be 1 one minute to steal a dinghy, 2hrs~ to steal a raft, a couple hours to steal sloop, and so forth (levelling a ship increases the time it takes to steal that ship). - Rebalanced Skill Point requirements as originally intended, where higher tier skills cost more SP. Forced a one-time 'free' respec to use these new values. - "Low Memory" Launch Option for more reliable <= 8GB OS support. Launch the game with '-lowmemorymode' to utilize this! - Ship collision damage is now disabled on Freeport servers. - Alpha creature spawns are now disabled on Freeport and Lawless Servers. - Item yield and Gold yield from Treasure have been doubled - Significantly reduced Torch and Fire Arrow Damage - Fixed a bug which prevented resources from respawning. Please note when this update goes live, it may be a few hours until they naturally start appearing again. - Increased the damage from Dragon Fire AOE and set it to an 8-hour tame time with the token - Equilibrium Buff now gives +20% XP, -20% reduced incoming damage, +30 temperature fortitude, +10% movement speed, +20% melee damage, and takes 30 minutes to achieve rather than an hour. - Fixed a bug which prevented Bottles and Flotsams from spawning - Fixed a bug ocean and deep ocean spawners, including Mermaids, Whales, Ship of the Damned, and Squids. - NPC crew that are recruited in Freeport are now correctly assigned to your team. - Fixed Shovels and Heavy Shields so they no longer damage stone structures - All freeports now have pirate music in town - Scuttling is now tied to the demolishing tribe governance setting and Prevent Demolishing Structures in Group Management Settings - Group ranks now enabled on seating structures, so you're able to have better control of who is able to use those (Steering Wheel and Lt Podium) - PvE Claim Flag contesting now displays the enemy Claim Flag's upkeep time remaining before you can contest it, and provides a proper HUD message to that effect. v.6.7 - Further changes made to resource respawn limitations which should result in less barren islands. - Fix for claim flags on PVP servers v6.5 - Ships and rafts no longer prevent resources from respawning. Note that nearby online players & structures (not claimflag ) will prevent resources from respawning. - Fixed an issue where bed overlap protection was too strong, prevent players from respawning when they were too close to unfriendly ships or structures. - Can no longer claim unallied boats on PVE servers. PVE Territory can only be claimed if the owner has not been active around the territory within the last 3 days. - Further optimised server-side performance - Fixed a bug with the repair hammer which allowed players to repair structures even if they had a damage cooldown. It will temporarily use the resources, however, this will be fixed in our upcoming client patch. - Can now claim enemy ships in Lawless and Golden Age Ruin servers. v6.2 - Lawless Regions no longer have EXP caps. v6.1 - Further server performance optimisation - Multiple server and client crash fixes - Fixes for beds and boats not displaying on maps/spawn UI - Ships are now instant craft in shipyards - Piercing Shot cooldown increased - Improved client replication on boats so they appear more smooth when the boats are moving - Fix for character creation prompts upon server join/respawn (still investigating additional edge cases) - Alliance players should no longer contest each other's claim flags - Coldfront and Heatwave extremity reduced by 60% - Fixed an issue where the game would leave players in the encumbered state after fast travelling to another or same server. v5.9 - More performance related fixes for clients and servers - Fixed for appearing in a random location upon relog - Fix for beds and boats not being selectable/visible on the spawn UI v5.5 - Fix for players spawning in the Ocean on Lawless Regions - Fixed multiple connection issues and bugs impacting server performance - Sleeping players are no longer replicated in freeports. v5 - Major version upgrade to investigate client issues when attempting to connect to a server, as well as server performance problems. v4.3: - Fixed multiple client-side crashes v4.2: - Fixed multiple server-side crashes v4.1: - Fix for Lawless maps not being named appropriately. v4.0: - Enabled Lawless regions to be connected to at the start - Reduced timeout length on disconnections - Switch to steam sockets to resolve players being unable to connect to servers
  3. Thank to the breeding update , i managed to raise the baby to adulthood safely . Tundra actually quite good for breeding razor , you only worry about it being too cold but nothing can't be fixed with enough grill and torch . They also eat fast , i lost one baby due to food consuming rate miscalculation .
  4. Breeding temperature mechanics are awful. Expecting the player to stay logged in and essentially stationary with a baby animal to manage it's food is horrible. Theoretically you get a break later when the baby matures and can eat out of a trough, but that doesn't matter because you still have to babysit it THE WHOLE TIME or it will freeze to death some night. The only people that can breed right now are giant companies with lots of members that can trade off on this horrible task for DAYS, or people that don't have a job or need sleep. I know it's not the intended final implementation but why the hell are you leaving a broken, horrible system in the game, gating a feature for your players rather than take it out until you can implement it right? It adds NOTHING to the game experience except rage at the moment. People have been complaining about this since launch, but hey, you're too busy digging trenches and building jumping crabs.
  5. Breeding carnivores requires too much maintenance, due to low meat stack count in feeding troughs. If we could get the stack count increased to 100, so it matches berries and vegetables that would solve the issue. Or let carnivores eat cooked meat, that has higher spoil timers. Just had 2 baby lions and a wolf die after refilling 5 feeding troughs with full meat before I went to sleep. They died after 5.5 hours due to spoiled meat. Unless it suppose to be this time consuming, I doubt it. I can raise 20 baby bears at a time, and sleep for 8 hours with the 100 stack support for vegetables. Thanks!
  6. Its the same as in Ark, the baby randomly gets from the parents, each stat. So if the baby gets the worst of a bunch of stats, then his level is lower, because less points per stat. Its unlikely, but always possible.
  7. Woah woah woah! Let’s not get crazy. Baby steps man, baby steps. I’m perfectly capable of turning the game off, but showering? I just did that last month! Clean my clothes? Why? They don’t smell any worse than anything else around here. Step outside? Now you’ve gone too far. There’s like, plants and animals and stuff out there. I might be allergic. I mean I’m not sure because it’s been years since I went out there, but why take chances?
  8. Why dont you just turn it off in the settings? If you remove bar shots, sailing would basically become 100% safe. Ship gold cost is the only reason I would ever even bother to capture a ship in the first place and i+f you remove gold cost every company would hit ship cap on day 3. This i can agree with. Would also like 100% headshot damage back. Most of the other stuff you suggest would just turn the game back to season 1 offline raiding again and shooting\baby sitting structures 4am in the morning is not something i miss.
  9. So ... We got whinners in this post, just bitching about the game but doesn't say anything to make it better ... And those same people tell other people they suck just because they give a constructive opinion about the game and what should get a focus to make it better. That's utterly stupid, if you have nothing to say than just crying or litteraly insult people, just quit the post and say goodbye, we don't need you for this game nor the game need you at all, you're dead meat. About the next update of the game, i'm happy they are finally doing what have been requested since the first week. - Claim rework (Was so much needed and asked) - Vitamin rework (Was so much asked, but not needed, game is still playable even if this system is a piece of *bip*) - SOTD rework and variety in their design (Was so much needed and asked) - Player trades via shops or other things (Was so much needed and asked) What makes an MMO shine is it's content and the possibilities it offers, those shops are a step futher in the trading element of the game even if it's still not gonna be perfect, in my opinion, we really need trade routes, not everybody wanna search for treasure H24, we need other gameplay elements to provide gold, and trading is one of the best way to make it possible. Buy those resources in this freeport then sail for ten minutes to sell it in another freeport, or in a player port to make your profit ... Or make the cafting element of the game shine by forcing players to use it (Only manufactured product can be sold with this system). For example, everybody can harvest wood in the wild, so why NPC's should even buy it from you ? Or if they buy it, that would be really low price like 1 gold for 100 wood, but what would happen if you had the forger skill and craft metal ingots with your wood and the metal you harvested ? Oh baby !! Now NPC would buy it because metal is something that's used in everything. Same can go for clothes, armor, weapons and every manufactured item with a dynamic variation in the price that's evloving with the quantity of product you sell. For exemple : 10 people will sell their clothes and armor to NPC, the price will drop because the offer gotten bigger on this item categories, but at the same time, the price of others product would have raised because nobody sold them what's needed. That can be a really deep element of the game, and really important too, because players would think of everything they get or loot, even when they are raiding, they would try to steal everything they can to sell it and make profit out of their raids. You raid someone, you steal what they have, then you sell it, you buy better equipement with it, better canons, better ships, then you raid someone else and so it can go on ... Trading can be a big part of the game but without forcing player to make trading to get stronger. I can tell a stupid example for that, but we could have stats for the canons, wich could be upgraded a number of times (Just like in a real MMO with weapon enchantments), but that would be really expensive, and this kind of canon would be buyable from NPC's at a very high price or sold (Because some crafting/trading maniac like me would be stupid enough to upgrade tons of canons to max level just to make stupid amount of gold and then never use it). MEDIUM CANON : Lv1 canon : 100% damage (Overall abilities, so splash damage, etc) Lv2 canon : 125% damage (Overall abilities, so splash damage, etc) Lv3 canon : 150% damage (Overall abilities, so splash damage, etc) Lv4 canon : 175% damage (Overall abilities, so splash damage, etc) Lv5 canon : 200% damage (Overall abilities, so splash damage, etc) MEDIUM CANON PRICE : Lv1 canon : (28 Alloy / 14 Fibers / 20 Hide / 42 Wood) Lv2 canon : (70 Alloy / 35 Fibers / 50 Hide / 105 Wood) x2.5 Price Lv3 canon : (175 Alloy / 88 Fibers / 125 Hide / 263 Wood) x2.5 Price And on and on ... Only the strongest would have access to the strongest weapons and that's how an MMO should be, the more time you spend into the game and the stronger you become, that's how an MMO work and how it should work ... (It's as stupid as a Diablo game, you get loot, you get stronger, you go kill stronger monsters, you get stronger loot, then you go fight stronger monsters that are stronger than the stronger monsters from before, etc, etc, etc). Anyway, this game have an enormous potential, so don't ruin it with your baby whinning, what are you seriously ? Twelve years old kid that get mad because mom didn't want to buy a shity ice scream ? XD PS : Stop crying about the new creatures because the game doesn't evolve only around you and some pirates prefer to tame beasts and breed them instead of figthing wars, that's my case and i want Atlas to offer diversity because that's all an MMO is about. WOW is still here and it give tons of things to do when you log in, same for Dofus or Wakfu wich are old MMORPG'S but they are still here, because they give tons of things to do, and that's what ATLAS need.
  10. My first stone base. The terrain was uneven so I had to double foundation in areas. Animals constantly sunk into the foundations and I couldn't get them out. Cliff plaform I had an alpha rattlesnake get in and ate a bunch animals I had on passive. It was enclosed so no reason a snake could get into it. I used railings but somehow it got through. Elephants went awol tyring to board them onto ships. Now I just have them follow me up ladders. Breeding needs some adjustments from what I hear. It is nice they are gonna make all animals as breedable. But they do need to clarify on the system and put what animals need what biome to grow in. In todays world. Most people don't want to have to play a guessing game or waste the time to figure out what biome a baby is gonna grow up in. If the animal naturally spawns in that biome. It should be breedable and be able to grow in that same biome. I get how ark did it with specific eggs needed specific tempatures. But all of that was mitigated with the use of air conditioners or campfires/torches. We don't have incubators/air conditioners etc in game. Once the egg hatch the baby shouldn't die from to much heat/cold etc. Esp not in an enclosed pen where you are supposed to be protected from those variables.
  11. OMG! Seriously? Please fix these things! Well, for your freakin info, this is a bear in Tundra, and the temp keeps changing, and it keeps taking damage, so fires have to be turned off, and turned back on, or it dies. It finally reached adulthood, but I had to stay with it the entire time, or it would have died. The issue isn't whether it's hard or easy...this was not hard, it's the fact that it takes so long, and the main point...during that long period, you can't walk away or it dies. Bears, wolves etc... should be fine in Tundra and Temperate. Honestly, if it lives on that island, it should easy breed and grow on that island...if not, how the hell is there a population there? I wouldn't even mind if it is HARDER, so long as I am not having to stay up for hours to cater to the baby. Why not make it a mechanic that allows you to leave, and not cater to it, but nothing happens, it doesn't grow and imprint during that time? So if you can only put in 2 hours per day, it takes 5 days for it to reach full maturity, but somebody who can put in ten hours, can get it done in one day. It's not about being hard. Nothing was hard about this. It's easy. The problem is the lengthy time where you cannot leave the server, or the baby dies.
  12. Yep, I can see it now: "Baby demands 8 gold or it will mutiny in 3:31:23!" Swab the deck, baby, or it'll be the plank for ye! Get back ta work! 1 gold an hour, I'll be puttin the little buggers on duty straight from the womb. Manning the guns, the sails, or swabbing the deck, I don't care which.
  13. I feel that they should stop being temp dependent after the baby phase, like you have to set up to work hard to get it past baby then like hey good job temp don't effect it anymore. temp control it was a neat thought on paper not in game if this was ark were you could ac it then ok you set ac to temp and you can only raise x type of tame ok would of worked, or have the range of temps stay in range in the area that there saying to raise it in.
  14. Yeah, sorry I gotta call you out man. You are talking about cry baby lobbies yet you are the one acting they way you say they are acting. Can’t tell if you are a hypocrite or just the cry baby. Maybe send an email to the devs. It wasn’t really that smart to try to post a private message on an open forum. Hopefully this will be a good lesson learned for you
  15. We were attempting to breed bears, and noticed something weird: We got them born, and were raising them just fine. The grid we were in had about a 5 hour "too warm" period every day, but it was ok because the bears would live through that, and they would heal once they cooled off in the late afternoon. After 6 hours (they'd been on the trough for 2) we decided to take a short 2 hour break, then come back to imprint. When we came back, they were dead. I noticed a pattern as they were aging that they seemed to be ending up at lower health every day, but it never got bad enough to be dangerous. My GF also noticed this, but we just assumed it was a % of health and had to do with how they were gaining health as they grew. After the death, I decided to play around on my private server, and I'm noticing a pattern. It seems that as the baby ages, the impact of being in the wrong temperature grows. Unless you can find a location that NEVER leaves perfect temperature zone, you won't be able to raise babies without near constant attention. You can make it work by going to somewhere that is frequently too cold and playing the play with fires game, but you cannot be gone since you have to turn the fires on and off to keep them in the right temperature range. It would make more sense if the impact of temperature got WEAKER as they aged, shouldn't it? After Juvenile stage, they should have a 2-3 degree wider range. As it stands right now, it looks like your baby will just grow older until they're gauranteed to die unless you are present and constantly manipulating. I'm assuming that making them feed from the trough implied that breaks should be possible in the design. I'm not expecting to be able to just leave them alone for 2 days, but at least 6 to 8 hour breaks, please. Hopefully this data will help showcase why people are still reporting inconsistent results with breeding @Jatheish @Dollie
  16. not even a problem anymore.. i spend 1 hour with a baby when its born, then it can hold enough food to last till it can get to the trough, i only come back and check it for the imprinting. No need to sit with it for hours. If your food is decaying faster than the animal can eat it look into growing some veggies as they provide more food meaning the eat less, and they last forever in a trough. If your living in an area that tempeture needs constant monitoring. might want to look into renting land in temperate zones. Since the new patches last week i have bread close to 35 baby bears and lost 0 to food or temp issues. PS im a solo breeder
  17. Every time you restart your crap it eats my fertilized eggs and baby tames. Quit yo shit.
  18. Love this game, thank you all for working on it! I've teched into taming and think it is really cool. A few general ideas that stand out to me after the many hours I've played this are... 1. Because the 'exploration' theme of this game is so addicting to players (and myself) why not make different variants of each animal type for different regions in the map (colors, textures, skins, sizes, builds, ect). If there are multiple different kinds of thatch, wood, fiber, stone than why not animals? each variant could be better scaled into a certain stat? Instead of randomly generating skins globally, make different populations in different places (i.e. polar bears in the arctic). 2. Breeding is wayyyy too time consuming for anyone to do who doesn't want to press E for several hours, AFTER waiting for the female to give birth for 4 hours. Currently this requires a ton of resources and a ton of uninterrupted attention. Pick one; either make a player have to sit with the baby but shorten the time, or make it so the baby requires tons of resources, but those resources can be accessed from a trough or something. Reward the player for their time, or their resource collection. 3. Hot keys for switching between tame groups? how about a bar below the inventory bar? shift+1 = tame group 1, ect. (I feel like this should exist? I just don't see it?) 4. Birds birds birds. they are hella hard to hit with the bolas or trap anywhere. I feel like bird tames could be so cool in naval combat (send a swarm of birds to the enemy ship) but the glichy-ness of their taming is currently soo hard. if they got below 20% health could their movement speed slow? or the hitbox for bolas against them needs to be much larger? I don't think i'm the only person who has issues with bird taming. 5. This occurred to me by reading the posts above but I want to echo it. Yes, a pack buff should be huge for the wolves! Hopefully you like these ideas. I want to make sure I say that I really like that you have to work hard for things in this game. It makes them rewarding so don't make it easier, just make a couple quality of life changes like those above would be nice. thanks for your time and asking us! really appreciate it!
  19. All Tames: (*all subject to having the correct tame commands found in beast mastery tree) - *Many listed below are if then or while statements that check variables and proceed according to what the code finds. - Ability to filter food from resources when tame gathers. - Example: If I send a wolf.. err wait don’t use those anymore *sniffle*… a lion out to gather meat I would like to be able to have it just gather meat, not resources (hide, keratinoid, etc) too. - Ability to limit weight of food gathered. - Example: If I send a tiger to defend around a building, I would like it to not be heavily encumbered because it has a crazy number of meat stacks and resources on it. Limiting it to say 50, 100, 200, etc lbs meat would be sufficient. - Ability to set a perimeter for a tame to walk in defense of area X. (sentry mode) - Example: very simple. Walks a set route to defend area X and if it gets into a fight it wont run 100 miles away from it’s route chasing a bird. Which leads me to the next ability. - Ability to set a leash limiter on range, preferable in meters not low, medium, high… that tame won’t go outside that range from its center marker (if a circle) or set route which can be any shape a player sets when creating the route. (see above). - Examples: A rhino walks a big circle around building or area X until called off. A bear walks a complex sequence around several buildings and resource areas before returning to its start point which has a feeder. It delays 10 mins to regen health before returning to its route. If health is >= 90% it doesn’t stop but keeps on running its route. This used the delay in the route (see below). - Ability to set a delay which connects to time or a variable when tame is running a route or in aggression mode. - Example: Stay in active aggression mode unless health is below (10, 20, 30, 40, 50, etc %), if health is below the set % than stop, regen health and return to aggression mode when health is well again. Example 2: This allows a delay to be added to whatever route points are set in the routing ability (sentry mode). Every point could have a 5, 10, 20, 30, etc second delay or no delay unless a preset variable is recognized like health low or weight too heavy. - Ability to flee or fight when in aggression mode according to variables (health %, weight %). - Example: I don’t want a tame to rush into a fight with low health. It needs to intelligently know its wounded and regen health or even return to a set spot until its health is back to normal. So like the above examples if in aggression mode or sentry mode if its health drops below 50% it doesn’t wait but instantly turns, exits fight and runs back to preset point (which tamers can set with the correct commands). Perhaps within range of a feeder and sentry guns that can help defend it until its healthy again. Once its health is good again it returns to its route. - Ability to call a tame back to base with a long-range whistle w/map help. - Example: sent tame to defend around base and can’t find it but this whistle will signal tame to return to base and, this is key, if the tame is stuck it will signal where on the map. - Ability to send a tame on a resource gathering route. Similar to sentry mode but gathering mode instead. - Example: I could send an elephant through 2, 3, 4+ different groves of trees and have it harvest them all and then return to point A. Or gather until it reaches weight X and then return and wait to be unloaded. - Ability to set aggression mode to predators or 2 neutral modes or all. - Example: aggression predator only will only attack wilds that are naturally hostile. - Example: aggression neutral 1 only will only attack wilds that are naturally neutral and flee from predators. - Example: aggression neutral 2 only will only attack wilds that are naturally neutral and fight predators if they attack first. - Id like to see a set of armor for mounts. Think Heman and his armored Tiger. - I’d like to see the breeding system completed by allowing the breeding of tigers, lions, rhinos, elephants, giraffs, etc. - I’d like to see the breeding system evolve into training babies when they are young for their future roles. - Example: farm animals, war mounts, sentries, etc. - I’d make the tames a part of the rng system with normal, fine, journeyman, mastery, legendary, mythic and you don’t know what ya have until the tame is done. Once tamed the tames name changes to its rarity and so does its bonus stats, abilities, etc. - Same as above with tames except with babies. Once they reach full maturity in that moment they change to their rarity (normal, fine, journeyman, mastery, legendary, mythic) with their respective bonuses and abilities. Higher rarity tiers get greater stats and more abilities. - I’d like to see tames get their mutations and or an ability list that differs from tames to tames (see below). - I’d like to see each animal type get their respective breeds: i.e Bears: brown, black, Grizzly, Polar, and have their slight variations in strengths & weaknesses that are also handed down to their cubs. Same for tigers, lions, horses (so many breeds and qualities to each), elephants, rhinos, etc - Like to see tames harvesting menu expanded upon. Example: fiber only, berries only, thatch only, wood only, stone only, metal only, etc. - I’d like to see a sprinkler system that cools down players, tames, etc that uses the current irrigation pipes and water reservoirs. Instead of water plants it showers players and/or tames with water and this produces a cooldown affect. - Like to see a cart that bears, bulls, horses, etc can pull that has a weight reduction because the cart with wheels is baring most of the weight. The weight reduction is directly proportional to the max weight of the animals pulling it AND the quality of the cart (blueprints). If a single tame than off its weight but if it’s a team pull than off the combined weight of both tames. - Add medium sized gates that are 2 tiles wide by 2 tiles high. - Add fortress grade walls that go with the small, medium (see above) and large gates. Bear Maul: vicious attack that bleeds. Body slam: knockdown target and pins to ground for 6 secs. Chicken Face gauge when provoked Cow Rear kick Bull A charge that does dmg and bleeds/knockback. Pro-puller: pulls weighted carts 15% faster than other mounts. 2nd bull with pro-puller would be 30% faster than other mounts. Crow Face gauge that blinds and bewilders target Razortooth Trample that knockdowns and breaks bones Assault: high dps burst from front Shieldhorn Shield mode that defends target A. Absorbs 50% of any damage target A takes. Trample that knockdowns and breaks bones Elephant Trample that knockdowns and breaks bones Tusk slam, breaks bones, sends flying Giant Pig Gore: similar to bear but no knockdown but does bleed and high dmg output. Giraffe Trample that knockdowns and breaks bones Neck thrust: sends flying with dmg. Horse Rear kick: breaks bones, sends flying, knocks down. Sprint: a burst very fast gallop. Lion Rack: high dmg from claws Roar that rallies nearby allies and temporarily boosts lions combat prowess. Monkey Taunts that distract target with monkey squeals and hoots that lowers def. Ostrich Bill peck: think street fighter Chung Li rapid kick except with its bill. Naturally a fast mount. Parrot Taunts with insults which lowers def. Face gauge: blurred vision/bewildered. Penguin Hugging a penguin gives you a 30 min heat res buff. Penguins provide aoe heat res naturally. The closer you are or a baby is the more res they get against heat. Rabbit When worn character is 5-10% faster on feet. Luck bonus to treasure Rhino Aimable Charge with high crit dmg from horn. Trample that knockdowns and breaks bones Seagull Widened fog of war and can send/receive long range low weight items. Weather warning Sheep Hugging a sheep gives you a 30 min cold res buff. Sheep provide aoe cold res naturally. The closer you are or a baby is the more res they get against cold. Tiger Rack: high dmg from claws Surprise Attack Pounce: knocks target down and bites for high dmg chance to crit. Vulture Face gauge that blinds and or bewilders. Short burst to see targets health. Wolf BUFF Health and dmg output. It’s a wolf they are supposed to be dangerous. Howl: Rallies nearby wolves to come to your aid temporarily. Random roll d20 + character level + wolf level to determine duration and to decide who wins aid if multi wolf howls are heard. Several min cooldown. If wolf A howls and obtains aid than wolf B can howl for a chance to break aid. Making the previously aided wolfs now hostile. If wolf Bs roll + character level + wolf level is high enough it not only breaks aid but turns those wolves to aid wolf Bs team. Howl range is based off wolf level. Bite: high dmg chance to crit Pounce: similar to tiger but no surprise crit dmg but does knock down target with a bite to follow. Owl – provides night vision & mild stealth at night. Eagle – able to scout area. Think assassins creed origin and greater zoom with rifle. Goose – chance to lay golden egg. Panther – naturally stealthy w/ a stealth bonus, fast attacks, pounce, claw rack Saber-tooth – cold res when mounted, high dmg bite with high chance to crit, pounce, only found in tundra. Lynx - quiet like a wolf, superior agility, fast attacks, Thank you. Cheers! DC
  20. Taking into consideration that the game is based on Ark, with the same team (almost). In Ark breeding "is not meant to be done alone" and is end game. So yes, we can easily asume that's same gameplay mechanic, not to be done alone, and end game. Simply as that. The major problem breeding had, was coldwave and heatwave, which insta killed baby. Impregnation on baby is the most OP thing you can get on Atlas, bear with ~2500 health and ~250 atck. With that, you can easily get to a bear with ~5000k and 300-350% atck. If any solo player could do that, it won't have any sense, what end game does it have except that ?
  21. Need to remove weather effects from baby animals after the first 8 hours this would be more realistic. The fact that as they get older damage to them is multiplied is stupid it should be reversed. I only raised one baby bear and that was bad enough almost died 11 times.
  22. Our bear babies continue to die, too. The temperature is much better. This works. But now the babies are dying of starving even they have full inventory / feeders with food. We may have noticed today what the reason can be. As soon as you leave the area where the baby animal is, it stops eating. If you come back, it starts again. We do not know if it is a bug or if it is so wanted. However, it would still mean that it is impossible for single players or small companies to breed, otherwise you would have to be 24/7 in the area of the animal baby. Do others have this problem too? Sorry for my english..
  23. Bear: I agree that bears should be able to gather honey it's what bears do. HEY HEY BOO BOO and all that Chicken: Chickens could maybe help with garden with scratching being able to work as tilling and their poop as fertalizer while placed on a crop plot. Cow: ok but wish could put a saddle on it also. Bull: could gather thatch much better Crow: seems ok atm Razortooth : no comment atm Shieldhorn: no comment atm Elephant: The elephants tusks get hung up on EVERYTHING please find a way to fix that they can't move when they do this Giant Pig: Maybe make pigs dig up our treasure and give a buff or increase for using them?? Giraffe could gather thatch much better. Horse :Make Passive tame on the horses or make a carrot on a stick to lure them Lion : I like the idea of it being able to grab an animal and move it for u. Monkey : Give a climbing buff or food reduction buff. Ostrich: more hp is all i can think of atm Parrot: Maybe use as a way to find discoveries also allow it to be your eyes or something like that. Penguin: Fix penguins to help with babies I tamed 10 and they didn't help once with bears. Rabbit :Rabbits really should give some buff also, but glad they finally ride on shoulder. Maybe they could help find certain veggies in an area? Or as someone suggested a lucky buff when doing treasure. Rhino: Rhinos should get metal also from rocks like a pickaxe can and better metal from nodes i can mine more with hand than rhino can. Seagull: I loved VEG's idea that seagulls help with fog or someone else's idea of them warning of storm... ..Someone said seagulls to send msgs or bps in this case I love this idea. Can send maps also. Sheep: I loved the ideas others said about it being for fiber which is technically real world what it is. Tiger: not used enought to comment on. Vulture: Vultures could give a buff for killing animals or something. Wolf: Wolves need better stam period. Just some of others ideas and some of my own. make it so when you lvl certain aspects of shoulder pets they give a larger buff. Love the idea to make animals ignore gathering certain items like the ankys that got changed on ark. REALLY not animal change wise but you all had the fix for animals falling through the floors on ark please bring it over to here. I'm so tired of demolishing floors to get an animal unstuck. Some animal does need to be better with gathering thatch doesn't matter if giraffe or bull or something new. Breeding please please please infinity PLEASE fix it. Shouldn't have to babysit it past the baby stage a 30+ hour watch is horrible. Something not mentioned but maybe make more NPC's that could maybe help with raising baby's? Help with farming they can sweep decks maybe they can till gardens or milk the cows etc? Please make it where u can tame the animal you should be able to get it's food source within that region if not that island. I agree with those that have said crew should be seperate from tames. Also you have the means to have items go into a bank can we have the same happen when we buy from other players? I'd love to be able to sell from my own land I have a western town set up and would love to have visitors there because hey they might farm while visiting. I would also like to add i'd love to have more premade buildings we can use and be used like forge houses etc.
  24. So I posted this already in the suggestions but I believe it kind of goes unnoticed since there seems to be alot of suggestions lol But I for one would love this to be a thing.. Just wanted to give a suggestion in this regard. I think it would be cool to have the option to marry/impregnate women from other crews or even your own. I say this because the whole going and buying a baby thing just seems weird... lol And lets face it.. There are an overwhelming amount of men on these games playing as female toons.. So think of how cool it would be to raise your own replacement.. Hell maybe they could even get breeding stats from both parents... If you think about it, it really would add a whole new layer of depth to the game gameplay and how you interact with other people in the game.. I just feel like a system such as this would be more fluid and something to actually get more involved with than say sailing for hours only to have to die for another hour running the gambit to the FOY.. "Not saying take out he foy but maybe the buying babies part could go away" Or say buying a baby.. The last part just seems wrong on soo many different lvls wouldn't imagine I should have to post the many reasons why it might feel immoral to some.. lol I also feel as though it would promote more alliances in PVP for the sake of breeding your bloodlines and insuring it keeps going forward.. But in any case I think marriage and breeding with others is a fantastic idea and should be looked into by you guys at the very least.. Of course I have a shit ton of ideas on what i'm suggesting but I just wanted to throw out the basic idea to you guys.. Here's hoping you read this and at least consider my idea.. I think it would be awesome to set my kid on wonder in my base and see him walk around sit or interact with everything in my base.. lol
  25. One of the animals (preferably more) need to be able to gather thatch from trees at a higher rate than a metal pick. Yes the bear can pickup reed and leaves that count as thatch but not all biomes have them which means that you have to travel fairly far to get one of the most used materials in the game. Breeding needs a rework so they eat even when your offline and the only threats are temperature and predators. The timer itself would be less of a pain if i could atleast log off for an hour before they "starved" to death with full inventories and trough within range. After the initial "baby" stage breeding should get slightly easier in terms of temperatures that they can handle, most biomes have fairly large swings in temperatures which means that its going to be almost impossible to get them to full maturation without babysitting for the entire maturation. Dont nerf any of the animals more because of PvP, most of them are already useless or have hidden effects that are almost impossible to find without doing weird testing (like someone said crows make you take way less fall damage). For specific changes to animals: - Cows Have a stat that lets you get more milk - Sheep Change the harvestable wool to something that is more used (at this point im fairly certain that most players are swimming in hide). - Elephant Make its stamina regen faster, at its current speed its less atrocious for me to run around farming on my own and dropping wood on it than it is to farm with the elephant, wait for stamina and farm again. - Rhino Let it get metal at the same rate as with a pick, right now it basically removes the metal from the stones and only picks up the stone+flint. - Penguins Their current AoE insolation needs to become an actual buff (instead of silently adding to the values) and it needs to affect baby animals (if it currently does its not noticable).
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