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  1. Regardless of all the bugs, this is a great game. During my short time of game play I have come across several situations where I can't help but think that there must be a way to correct it. BTW, I use an XBOX SERIES X. Keeping track with almost 300 tames can be a headache and some tames worse than others. For example the Yeti. This beast has an appetite that could kill a horse and as a result paying close attention to the food supply is a must. What if the name started to blink every time the tame reached below 10% health from starvation??? Something that could identify the tame as having this issue so one could be attentive to the tames needs...... Also, concerning the follow distance assigned to tames, lowest selection is horrible. Have you ever been on a Razortooth with a tiger following to get paralyzed from the neck down because the tiger justed meshed through the Razor and now has completely froze the Razortooth in place. Thanks for creating a challenging and fun game. Bang
  2. Ahoy Pathfinders! Last week, we unveiled our roadmap for the coming year in a short video briefly detailing our goals and what's in store for Atlas. Today, we are sailing forward with new content and some much needed maintenance as we look to prepare for our exit of early access later this year. Included in this patch is a new ship, UI improvements, a map adjustment, new content, and of course, major fixes to improve the gameplay experience. Need to transport your menagerie to a new location? Look no further than our latest vessel to join the fleet, the Pegasus. The Pegasus allows for Pathfinders to move their tames from island to island with ease. Carrying up to 30 tames, this ship can be constructed at the advanced shipyard and is a valuable addition to any crew. In response to player feedback, we've made a few UI adjustments to clarify the journey out on the open sea. We've added indicators on modular ships to help players identify the condition of each section as well as if there are any leaks. We've also reworked the overworld map, eliminating dropdowns and making navigating the map a little easier. We're also bringing in the new Industrial path for Wonders. With the new path, players will have new nodes to discover, new resources, new structures for harvesting, and even new weaponry for to craft - with even more content to come in future patches. Lastly, we are continuing to make improvements based on the wonderful feedback from our community. This patch we are making significant changes for not only the PC players, but are starting to address XBox-specific issues as well. We are not done yet, and are grateful for your patience and cooperation as we continue to improve the game. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Servers will be going down on 3/10 at around 7:00 PM Pacific Time. Released Patch Notes v538.6 New Content New Modular Ship The Pegasus This is a new modular ship focused on transporting players’ tames. It is a 5 length ship built in the Advanced Shipyard once players have found blueprints for it. Blueprints can be found in shipwrecks. Unlocked in the Advanced Shipwright Skill It comes with 6 tame railings that can store 5 tames each (30 Total). Resources for a base version: Wood - 2500 Thatch - 2000 Fibers - 2000 Metal - 20 New Modular Ship UI We’ve added a popularly voted on request to the game in the form of additional UI for captains to know where leaks and damage is on their modular ships. There are 3 stages for durability: Green - Durability is good Yellow - Durability is moderate Red - Durability is poor If the portion of the ship is flashing, it means this area has a leak. We will look to make this UI element colorblind friendly in the future. Map Menu UI Visual Revamp The Atlas tab map UI has been revamped visually for an easier navigation of the regions. Instead of having dropdown tabs of the regions on the left, all regions available will be shown on one Overworld map. Players will be able to click and see all regions available on the overworld map. To get to the Overworld map click on the icon of the globe in the top left of your map screen. The region the player is currently in on the Overworld map is highlighted in green. Open Water Servers There is a new way to traverse through the atlas’ regions besides portals. There are now intermediate open water servers that connect regions to one another. There are no islands to be found here, just open seas and the treasure and dangers that come along with it. They are known as open waters and there are four of them within the world. They are connected through all sides of the Central Waters region. Depending on which cardinal direction the player goes through determines which region they travel to. Northern Sea - North Pole, Eastern Waters, Central Waters, Western Waters Eastern Sea - North Pole, Eastern Waters, Africa, Central Waters Southern Sea - Central Waters, Africa, Antarctica, South America Western Sea - North Pole, Central Waters, South America, Western Waters Industrial Wonder Content The industrial path of Wonders is slowly making its way into the Atlas. Transient and Static nodes for this path can be found and harvested exclusively within the Uncharted Sea region. Industrial Wonder: Power Nodes Transient Node - Geothermal Vents This transient node is similar to the Army of the Damned ones in that they have a time limit of one week before they deplete, despawn, and respawn at a different location, but they spawn more inland. Players will need to craft the new Ore Miner structure in order to harvest the resource of these nodes. These transient nodes produce a new resource type of coal: Brimstone Static Nodes There are two variants of Industrial static nodes - Lava vents and Sulfur pits. There is no need to create a harvesting structure for either as Pathfinders who’ve traveled here have built them already, but they seem to have perished. Lava Vents produce a new metal: Orichalcum. Sulfur Pits produce a new type of coal: Pure Sulfur Both of these resources are needed to craft new Industrial structures and gear now and in the future. Lava static nodes allow players to build the Industrial Smithy. Sulfur pit static nodes will get new crafting recipes in the future! New Craftables Ore Miner - harvests the resources of the industrial transient node only. Unlocked in the Metallurgy skill. Crafted in the smithy Resources Wood - 125 Thatch - 400 Fibers - 320 Metal - 360 Hide - 100 Stone - 1200 Industrial Smithy - The structure allows players to build Industrial Wonder specific content. Unlocked in the Metallurgy Skill. Crafted in the Lava Static nodes Resources Orichalcum - 100 Pure Sulfur - 60 Wood - 50 Brimstone - 50 Industrial Rifle - A rifle variant unique to this path that deals bleed additional damage Unlocked in the Secrets of Rifle skill Crafted in the Industrial Smithy Resources Ingot - 65 Orichalcum - 85 Pure Sulfur - 32 Flint - 30 Oil - 20 Industrialized Hydra Pistol - A pistol variant unique to this path that deals additional bleed damage Unlocked in the Revolvers skill. Crafted in the Industrial Smithy Resources Ingot - 35 Orichalcum - 45 Pure Sulfur - 20 Flint - 24 Oil - 12 Sulfurous Minni - A new ammo type that is fired out of the industrial rifle and pistol. Unlocked in the Secrets of Rifle skill Crafted in the Industrial Smithy Resources Orichalcum - 2 Gunpowder - 2 Pure Sulfur - 3 Brimstone - 1 Freeport Tortuga Freeport islands has been updated with new visuals. New Holiday Content St. Patties Day Holiday Pot of Gold has been added to the holiday vendor in freeports. Green Ale has been added to the holiday vendor in freeports. New Skill Pirates Resilience Pirates Resilience will be a passive buff gained when any pathfinder achieves the ‘Veteran Explorer’ quest. This buff will cause all incoming torpor damage to be reduced by 50%. Bug Fixes Fixed instances where Vendor NPCs’ purchasable item highlights worked incorrectly Fixed instances where the monumental studies structure was missing collision Fixed instances where the market trade system is not locating the correct trade connections Fixed instances of Circular Slice not functioning with a shield equipped Fixed instances where available spawn servers would not reflect the player’s current server Fixed instances where the weight stat on the Turtle Ship would revert to the default value after logging off Fixed instances where claim points were inaccurate Fixed instances where Sea Fort towers and walls could be demolished Fixed instances where sail snap points would change when a ship was released Fixed instances where a duplicate sub was created when the dingy dock was full Fixed instances where small sails could be placed very close to each other Fixed instances where holiday structures could be placed in freeports Fixed instances where the unnatural fog was not functioning Fixed instances of misspelled text on Burial Mound Framework Fixed instances where ship auto-pilot does not function properly Fixed instances where Ships of the Damned followed the player across grids Fixed instances where there was an overlapping gun port on the Turtle Ship Fixed instances where the default sail on a Cog spawned at incorrect location Fixed instances where the Sextant minimap would crash the client in Blackwood Fixed instances where modular ships could have more sails then intended Fixed instances where modular ships could exceed their intended max speed Fixed instances where UI text would overlap Fixed instances where PVE claim tower decay would affect surrounding structures even if it wasn’t fully built Fixed instances of islands having visual inconsistencies Fixed instances where discovery zones of power stones were in Rookie cove grids Fixed instances of multiple forms of torpor resistance to be in-line with the description Fixed instances of The Great Temple structures having incorrect health values Fixed instances of UI errors Fixed instances of incorrect creature spawns Misc Settlement Claim Flag UI has been edited to be more clear Respawn menu UI has been edited to be more consistent Crocodile’s floating position has been raised Portal Art has been changed Valentines’ Day and Lunar New Year items have been removed from the Holiday Vendor Shield Bash and Sword Attack no longer share a cooldown Large Stone Wall health has been increased to 100,000 Large Stone Foundation has been increased to 120,000 Meat has been added to the list of resources players can add to the crew silo Stage progression required resources for the Great Temple has been modified to only use blocks / bundles instead of large quantities of base resources Progression Table is now limited to owning company Progression Table can no longer be destroyed Colors for the quality of items has been shifted to be more readable Modular ships sinking time has been slowed by 50% Mortar and Harrier ships can now only fire if they are going under 5 knots Modular ship speeds have been adjusted to be more inline with the legacy ships Industrial Sea Fort buff tower has had its descriptive name changed from Industrial Generator to Industrial Tower LODs have been adjusted, updated, or created for several assets Xbox Specific Fixed instances of memory leaks Fixed instances of textures loading and unload incorrectly Fixed instances where level of detail was not being changed correctly This is a work in progress. Additional fixes and optimization coming in future patches. Known Issues Xbox Series S still has some crashes when loading large numbers of structures Industrial Hydra and Industrial Rifle are not affected by the ‘Lucky Loader’ Feat Portal art for returning to Rookie Cove still shows the “Atlantean Ring” Portal art does not fade into the sky correctly Offloading tames faces them all in the same direction Lava vent node will not damage players that walk into the lava Pegasus has incorrect icon Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  3. desync is a problem that occurse some times and you solve it by suiciding as mentioned.(drown/ eat poop) It was also a bug when bed teleporting while you crouched... but that bug was mentioned to be fixed. If you can't connect with the primal_BP issue you should first try not to click rejoin and go for manual server join. You have to choose a rookie cove server and it will redirect you after a short unable to que message to the correct server. If this does not work you may try to use a VPN service to conect to internet which solves the connection issue in some cases. Sometimes it's mentioned that you should delete the loading screen video... but that was in 2019 and may not be the issue anymore if your PC is quite decent.
  4. Ahoy Pathfinders! Last week, we unveiled our roadmap for the coming year in a short video briefly detailing our goals and what's in store for Atlas. Today, we are sailing forward with new content and some much needed maintenance as we look to prepare for our exit of early access later this year. Included in this patch is a new ship, UI improvements, a map adjustment, new content, and of course, major fixes to improve the gameplay experience. Need to transport your menagerie to a new location? Look no further than our latest vessel to join the fleet, the Pegasus. The Pegasus allows for Pathfinders to move their tames from island to island with ease. Carrying up to 30 tames, this ship can be constructed at the advanced shipyard and is a valuable addition to any crew. In response to player feedback, we've made a few UI adjustments to clarify the journey out on the open sea. We've added indicators on modular ships to help players identify the condition of each section as well as if there are any leaks. We've also reworked the overworld map, eliminating dropdowns and making navigating the map a little easier. We're also bringing in the new Industrial path for Wonders. With the new path, players will have new nodes to discover, new resources, new structures for harvesting, and even new weaponry for to craft - with even more content to come in future patches. Lastly, we are continuing to make improvements based on the wonderful feedback from our community. This patch we are making significant changes for not only the PC players, but are starting to address XBox-specific issues as well. We are not done yet, and are grateful for your patience and cooperation as we continue to improve the game. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Servers will be going down on 3/10 at around 7:00 PM Pacific Time. Released Patch Notes v538.6 New Content New Modular Ship The Pegasus This is a new modular ship focused on transporting players’ tames. It is a 5 length ship built in the Advanced Shipyard once players have found blueprints for it. Blueprints can be found in shipwrecks. Unlocked in the Advanced Shipwright Skill It comes with 6 tame railings that can store 5 tames each (30 Total). Resources for a base version: Wood - 2500 Thatch - 2000 Fibers - 2000 Metal - 20 New Modular Ship UI We’ve added a popularly voted on request to the game in the form of additional UI for captains to know where leaks and damage is on their modular ships. There are 3 stages for durability: Green - Durability is good Yellow - Durability is moderate Red - Durability is poor If the portion of the ship is flashing, it means this area has a leak. We will look to make this UI element colorblind friendly in the future. Map Menu UI Visual Revamp The Atlas tab map UI has been revamped visually for an easier navigation of the regions. Instead of having dropdown tabs of the regions on the left, all regions available will be shown on one Overworld map. Players will be able to click and see all regions available on the overworld map. To get to the Overworld map click on the icon of the globe in the top left of your map screen. The region the player is currently in on the Overworld map is highlighted in green. Open Water Servers There is a new way to traverse through the atlas’ regions besides portals. There are now intermediate open water servers that connect regions to one another. There are no islands to be found here, just open seas and the treasure and dangers that come along with it. They are known as open waters and there are four of them within the world. They are connected through all sides of the Central Waters region. Depending on which cardinal direction the player goes through determines which region they travel to. Northern Sea - North Pole, Eastern Waters, Central Waters, Western Waters Eastern Sea - North Pole, Eastern Waters, Africa, Central Waters Southern Sea - Central Waters, Africa, Antarctica, South America Western Sea - North Pole, Central Waters, South America, Western Waters Industrial Wonder Content The industrial path of Wonders is slowly making its way into the Atlas. Transient and Static nodes for this path can be found and harvested exclusively within the Uncharted Sea region. Industrial Wonder: Power Nodes Transient Node - Geothermal Vents This transient node is similar to the Army of the Damned ones in that they have a time limit of one week before they deplete, despawn, and respawn at a different location, but they spawn more inland. Players will need to craft the new Ore Miner structure in order to harvest the resource of these nodes. These transient nodes produce a new resource type of coal: Brimstone Static Nodes There are two variants of Industrial static nodes - Lava vents and Sulfur pits. There is no need to create a harvesting structure for either as Pathfinders who’ve traveled here have built them already, but they seem to have perished. Lava Vents produce a new metal: Orichalcum. Sulfur Pits produce a new type of coal: Pure Sulfur Both of these resources are needed to craft new Industrial structures and gear now and in the future. Lava static nodes allow players to build the Industrial Smithy. Sulfur pit static nodes will get new crafting recipes in the future! New Craftables Ore Miner - harvests the resources of the industrial transient node only. Unlocked in the Metallurgy skill. Crafted in the smithy Resources Wood - 125 Thatch - 400 Fibers - 320 Metal - 360 Hide - 100 Stone - 1200 Industrial Smithy - The structure allows players to build Industrial Wonder specific content. Unlocked in the Metallurgy Skill. Crafted in the Lava Static nodes Resources Orichalcum - 100 Pure Sulfur - 60 Wood - 50 Brimstone - 50 Industrial Rifle - A rifle variant unique to this path that deals bleed additional damage Unlocked in the Secrets of Rifle skill Crafted in the Industrial Smithy Resources Ingot - 65 Orichalcum - 85 Pure Sulfur - 32 Flint - 30 Oil - 20 Industrialized Hydra Pistol - A pistol variant unique to this path that deals additional bleed damage Unlocked in the Revolvers skill. Crafted in the Industrial Smithy Resources Ingot - 35 Orichalcum - 45 Pure Sulfur - 20 Flint - 24 Oil - 12 Sulfurous Minni - A new ammo type that is fired out of the industrial rifle and pistol. Unlocked in the Secrets of Rifle skill Crafted in the Industrial Smithy Resources Orichalcum - 2 Gunpowder - 2 Pure Sulfur - 3 Brimstone - 1 Freeport Tortuga Freeport islands has been updated with new visuals. New Holiday Content St. Patties Day Holiday Pot of Gold has been added to the holiday vendor in freeports. Green Ale has been added to the holiday vendor in freeports. New Skill Pirates Resilience Pirates Resilience will be a passive buff gained when any pathfinder achieves the ‘Veteran Explorer’ quest. This buff will cause all incoming torpor damage to be reduced by 50%. Bug Fixes Fixed instances where Vendor NPCs’ purchasable item highlights worked incorrectly Fixed instances where the monumental studies structure was missing collision Fixed instances where the market trade system is not locating the correct trade connections Fixed instances of Circular Slice not functioning with a shield equipped Fixed instances where available spawn servers would not reflect the player’s current server Fixed instances where the weight stat on the Turtle Ship would revert to the default value after logging off Fixed instances where claim points were inaccurate Fixed instances where Sea Fort towers and walls could be demolished Fixed instances where sail snap points would change when a ship was released Fixed instances where a duplicate sub was created when the dingy dock was full Fixed instances where small sails could be placed very close to each other Fixed instances where holiday structures could be placed in freeports Fixed instances where the unnatural fog was not functioning Fixed instances of misspelled text on Burial Mound Framework Fixed instances where ship auto-pilot does not function properly Fixed instances where Ships of the Damned followed the player across grids Fixed instances where there was an overlapping gun port on the Turtle Ship Fixed instances where the default sail on a Cog spawned at incorrect location Fixed instances where the Sextant minimap would crash the client in Blackwood Fixed instances where modular ships could have more sails then intended Fixed instances where modular ships could exceed their intended max speed Fixed instances where UI text would overlap Fixed instances where PVE claim tower decay would affect surrounding structures even if it wasn’t fully built Fixed instances of islands having visual inconsistencies Fixed instances where discovery zones of power stones were in Rookie cove grids Fixed instances of multiple forms of torpor resistance to be in-line with the description Fixed instances of The Great Temple structures having incorrect health values Fixed instances of UI errors Fixed instances of incorrect creature spawns Misc Settlement Claim Flag UI has been edited to be more clear Respawn menu UI has been edited to be more consistent Crocodile’s floating position has been raised Portal Art has been changed Valentines’ Day and Lunar New Year items have been removed from the Holiday Vendor Shield Bash and Sword Attack no longer share a cooldown Large Stone Wall health has been increased to 100,000 Large Stone Foundation has been increased to 120,000 Meat has been added to the list of resources players can add to the crew silo Stage progression required resources for the Great Temple has been modified to only use blocks / bundles instead of large quantities of base resources Progression Table is now limited to owning company Progression Table can no longer be destroyed Colors for the quality of items has been shifted to be more readable Modular ships sinking time has been slowed by 50% Mortar and Harrier ships can now only fire if they are going under 5 knots Modular ship speeds have been adjusted to be more inline with the legacy ships Industrial Sea Fort buff tower has had its descriptive name changed from Industrial Generator to Industrial Tower LODs have been adjusted, updated, or created for several assets Xbox Specific Fixed instances of memory leaks Fixed instances of textures loading and unload incorrectly Fixed instances where level of detail was not being changed correctly This is a work in progress. Additional fixes and optimization coming in future patches. Known Issues Xbox Series S still has some crashes when loading large numbers of structures Industrial Hydra and Industrial Rifle are not affected by the ‘Lucky Loader’ Feat Portal art for returning to Rookie Cove still shows the “Atlantean Ring” Portal art does not fade into the sky correctly Offloading tames faces them all in the same direction Lava vent node will not damage players that walk into the lava Pegasus has incorrect icon Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  5. Ahoy Pathfinders, As we continue to sail forward into 2022, we are doubling down our efforts to not only provide new, exciting experiences for the Atlas community but also, reevaluating and refining the current game to improve the gameplay experience. In this patch, we’re adding new regions, each with their own secrets, for players to explore and discover. We’re also getting festive with a few new cosmetics to help you and your crew celebrate the upcoming. Celebrate the year of the tiger or cuddle up with a bear-y good friend as you travel the world of Atlas. Finally, we’ve invested a lot of time into addressing the gameplay issues voiced by you, the community. This update is the continuation of that initiative, bringing tons of much needed bug fixes to shore. In addition, we are unveiling our new public issue tracker where pathfinders can track the progress of bugs that have been brought to our attention via Discord or other forums. We hope that this transparency reiterates our commitment to putting the voices of our players at the forefront of our decisions regarding the future of Atlas. The link can be found here. While not complete, we are grateful for all the feedback we’ve received from the community and ask for your continued assistance in making Atlas the best it can be. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Servers will be going down tonight, 2/2 at around 7:00 PM Pacific Time. Released Patch Notes v537.5 New Content: New Regions have been added. Eastern Waters Located to the East of Central Waters, and are full of claimable islands. Portals to enter the Eastern Waters are located J2 and I1. Western Waters Located to the West of Central Waters, and are full of claimable islands. Portals to enter the Western Waters are located in G1 and F4. Uncharted Sea A new sea has been discovered, what mysteries will be uncovered while exploring these waters? There is a storm brewing on the horizon which might make it difficult to live in this region at some point in the future. This region is lawless. Portals to enter the Uncharted Sea are located in E11 and I11. Workstation The Workstation is a new crafting facility that allows players to change 10,000 of a resource into a block or bundle of that resource. You can also turn a block or bundle back into a stack of 10,000 resources. Resources included: Flint Stone Coquina Granite Limestone Marble Sandstone Slate Woods Cedar Cursed Wood Fir Ironwood Oak Pine Poplar New Holiday Items have been added. These items are available from NPC vendors in freeports. Lunar New Year Stone Tiger Statue Jade Tiger Statue Gold Tiger Statue Paper Lantern Valentine’s Day Black Giant Teddy Bear Pink Giant Teddy Bear Red Giant Teddy Bear Bug Fixes: Fixed instances where roof tiles would snap to floating points above ceiling structures Fixed instances where the transient tracker did not point at the correct location and updated the item description Fixed instances where Cursed Armor would not appear correctly on some female characters Fixed instances where General Tile Module were no longer useable Fixed instances where Army of the Damned Smithy would delete items Fixed instances where items were loss when demolishing a container structure Fixed instances of client crash when crew members are created while game language is set to Turkish Fixed instances where mounted NPC crew were not taking damage Fixed instances where grave digger stopped collecting Fixed instances where submarine causes a crash Fixed instances where Army of the Damned would not wake up after being knocked out Fixed instances where island selector was not working in freeports Fixed instances where items were being deleted from the Ritual Pedestal after a server restart Fixed instances where placing a Ritual Pedestal would cause a crash in single player Fixed instances where Ritual Pedestals would crash the server Fixed instances where placing a Ritual Pedestal would decay the structures around it Fixed instances where killing an unconscious crew would result in them standing up Fixed instances where player was being warped out of the B6 powerstone cave Fixed instances of a duplicate Army of the Damned Smithy in the Altar of the Damned craftables Fixed instances where items were being deleted from the Altar of the Damned after a server restart Fixed instances where items were being deleted from the Cursed Temple after a server restart Fixed instances where firing at some angles caused crew members to dismount cannons on the turtle ship Fixed instances where item caches from demolished structures only contained 1 max player stack Fixed instances of bottles not containing treasure maps in polar regions Fixed instances where the incorrect message was displayed when attempting to claim an island that exceeded the available claim points Fixed instances where the monument studies structure had no collision Fixed instances where islands in G10 and C10 would have incorrect biomes Fixed instances where transient nodes could spawn on an island that does not allow building Fixed instances where the description of the frameworks for the Cursed Totem and Burial Mound did not accurately show construction time Fixed instances of data deletion while grid traveling in PVE Fixed instances of the market system behaving incorrectly Fixed instances where warehouses would duplicate resources on server restart Fixed instances where cursed temples could be built on ships Fixed instances where the Monumental Studies Modular Room did not allow players to craft anything Fixed instances where cursed armor was not showing up on female character models Fixed instances where junk sails would stop functioning after gridding Misc: Potatoes and Limes can now be stored in the crew silo Loom inventory max items increased from 60 to 150 Spider base and scaling stats have been increased Displayed name length is set to 13 characters The player is able to replace existing sails without having to demolish them first on legacy ships Level up text last for 30 seconds before fading Lowered the number of wild creature spawns by 25% Resources required to progress through the stages of the Great Temple have been adjusted Underwater Black rocks can now be built on The effectiveness of sails on multiple modular ships have been adjusted Weight sails are now more effective on the turtle and tramp freighter ships Loot from the kraken has been slightly adjusted to drop higher quality items and BPs Mech Monkey now has slightly higher drop rate The names of wood resources have been changed to their original names The cog now starts with one medium handling sail and 2 sail points Known Issues: Puckle mounted NPC crew take no damage. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  6. Apparently I cannot use all module points on my ship. I've got 16 module points on this Tramp Freighter, every module requires apparently 1 point. I'm trying to put rowing modules in, doesn't work. I'm trying to put cannons in, doesn't work. I can swap the modules between the two slots, but I can't have both. Can anyone explain to me why? if what I'm doing makes sense and is correct? Check the link to see what I mean. Imgur: The magic of the Internet
  7. I've ported the Patch Notes for the PTR across from Discord, I'll update as I can. If you would like to stay up to date on the PTR on a day-to-day basis, we encourage joining the Official ATLAS Discord and opting into the PTR Role to unlock the related channels. discord.gg/playatlas ptr patch notes Current PTR Version v308.2 **v309.0** - Possible fix for e13 tree graphical issue - Atlantean cloth colorizable - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship. - Shrunk a text box that was covering half of the Voyage of Power button - Waveworks fixed on i8 (deleted the center island, which was causing the issues) - Various json fixes for Disco zones, map images, etc. - Removed default text from billboards and signs - Removed some wheel skins from vendor, made atlantean hide more expensive, fixed incorrect names on sail skins, made mythical creatures 20-30% more expensive to buy. - Fixed unable to navigate to the Enable VR HMD and Reset VR HMD Position Tracking Buttons in the options menu - PTR Tutorial Bug #158 Fix. - Added warning that shows up in tribelog 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Tweaked ocean trace so that it doesn't create floating ocean shops when placed near the shore v308.2 - Gamepad overrides for tutorial text (text that appears top left on HUD during gameplay) - Prevented torpor application from "Target Soft Spots" during peacetime and for crew on seating structures that reduce incoming npc damage to 0 - Preventined Blackjack "Immobilize" from buffs for crew seated on structures that reduce npc damage to 0. - Fixed map images and json - Reenabled 8x - Reduced level up gains and buffs for intelligence by 50% - Changed meat stack size to 50 for all meats - Made submarine consume mythos as fuel (but consumes 2.5x slower) v308.1 - Removed "test" default text from wooden wall Sign - Fixed giveengrams giving -40 stone arrows - Fix for mouse not showing in character creation after starting with mouse enabled, and fix for pause menu not taking focus - Updated wind settings on mountain hemlock 01 - Fixed structure settings on shipyards - Fixed incorrect biomes, spawners, islands too close - Fixed tutorial audio playing 2 voice lines at once - Fixed check to place on slopes for the campfire and cooking pots. - Modified offsets for unboading on the tortuga so players don't get stuck. - Waveworks perf optimizations - Fixed Mortars shooting through ceilings that are one wall high - Fixed placing large cannons in the back 2 gunports on both sides (4 gunports total) on a schooner, where it previously said "can only be placed on a deck" - Fixed when mounted on a cannon or sails, pressing M bringing up a floating map and compass - Fixed various tutorial bugs v307.0 - Used plug meshes to create walkable terrain and fix map issues - Limited the slope fires in which can be placed - Fix: "Tutorials button on main menu does not have the same background when highlighted as the other buttons" - Changed Hide Gamepedia Button into Hide Tutorial Button - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Waveworks update (noteworthy general perf improvements) v306.1 - Fixed some bugs with the tutorial - Fixed an issue with missing landscape - Fixed some visual issues with the skinned armour set - Fixed a bug which wouldn't allow you to paint skins - Heavy Atlantean armour now have Iridescene - Multiple wavework fixes - Fixed a client crash related to sail skin v305.5 - Various voice-chat fixes across multiple game modes - Fixed an issue where sometimes the main menu wouldn't display its background correctly v305.3 - Waveworks: Only call UpdateParticleLocations in ClientTick when recently visible (check floating stuff like flotsam, NPCs, shipwreck debris) - Modified a couple of snap points for the ladders on the brig to be climbable - Stopping montage on unseat for npcs - Colorized Hydra cloth and cyclops fur armor set icons - Fixed Female character model looking like male character model - Fixed cooking to exclude sublevels correctly on Ocean and Blackwood - Tutorial fixes - Tutorial VO - Preventing stone walls from going into half doors - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle - NEW: improved tree bark (vegetation detail) - Fixed ocean passing through islands when player leaves render distance and returns to the island v304 - Fixed crew no longer playing steering wheel animations - Fixed multiple islands having incorrect island points - Fixed multiple floating folliage and map issues - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed multiple bugs related to the new tutorial videos v302.4 - +500 skill points when hitting level 2 - Tutorials tab videos should now work - Fixed an equipment tossing bug when using the "o" key - Vivox (voice chat) fixes v302.1 - Fixed multiple client side crash - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed cases where the Captain's Hotbar was not overriding the personal hotbar - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which caused players to throw out their gear when using 'O' (default bindings) to unequip. Going forward 'O' (default bindings) cannot be used to unequip gear. - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed Hydra Revolver to be reloadable even when not fully empty - Fixed a bug which would cause voice change to randomly break (can be easily reproduced when teleporting around the map) - Fixed some cases where Yetis could get stuck at the top of the Snowman arena rather than falling down to the fight - Fixed some cases where Yetis could get stuck at the side-door spawn entrances - Fixed a case where Yeti hats could appear in a floating state for clients - Fixed a bug which prevented being able to access Crew Inventory - Fixed a bug which caused Hydra Revolver to play a weird animation when reloading - Additional map changes, including island relocations, floating foliage fixes, and quest markers v301 - Rearranged some server grids, including Golden Age Ruins for better spread - Fixed multiple floating folliage issues - Fixed lakes which were missing fish spawners - Cut back on the amount of fog used on some islands - Added collision to sunken decor shipwrecks - Fixed multiple resource overrides (to make sure you're getting the correct resources in the correct biomes) - Cosmetic gear now correctly purchasable from the vendor - Sail Skins now correctly indicate what size they can be used on - Fixed misalignment on Hydra Revolver after multiple reloads - Pressing R now stops the Hydra Revolver midreload - Adjusted the Hydra Revolver durability (was previously too high) - Corrected the Quest Marker locations on the map - Added crafting and skill setup for Hydra Revolver - Corrected tags for Home servers, lawless servers, and biomes. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Added 500 Engram Points for the First Level up (this is temporary for the PTR) Snowman Changes: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance. v300.6 With this initial round of PTR changes, we’ll be exploring: - Alternative map layout (note: we've not yet determined whether this layout will make it to the current existing official servers) - In-game voice chat - Updated Waveworks (Ocean - including the waves, and performance changes for server and client) - Sail Cosmetic (Available at Freeport Vendors) - Hydra Revolver (Available at Freeport Vendors) - Miscellaneous client and server-side performance improvements There are 76 new islands which can be found on the following grids (many existing duplicates have been removed): F3, G2, F14, H2, G14, H14, O2, I8, J8, M14 ,N1, O1, C2, M8, O8, G8, K8, E8, C8, F4, F2, G3, O3, N3, L2, N2, M3, O14, D15, N15, K15, J15, G15, O15, F15, I15, N13, N8
  8. Is there a way to see the status of own sent Tickets? I send one days ago about Ai wont steering in the correct direction. Would be nice to see if that is fixed aswell.
  9. Ahoy Pathfinders, As we continue to sail forward into 2022, we are doubling down our efforts to not only provide new, exciting experiences for the Atlas community but also, reevaluating and refining the current game to improve the gameplay experience. In this patch, we’re adding new regions, each with their own secrets, for players to explore and discover. We’re also getting festive with a few new cosmetics to help you and your crew celebrate the upcoming. Celebrate the year of the tiger or cuddle up with a bear-y good friend as you travel the world of Atlas. Finally, we’ve invested a lot of time into addressing the gameplay issues voiced by you, the community. This update is the continuation of that initiative, bringing tons of much needed bug fixes to shore. In addition, we are unveiling our new public issue tracker where pathfinders can track the progress of bugs that have been brought to our attention via Discord or other forums. We hope that this transparency reiterates our commitment to putting the voices of our players at the forefront of our decisions regarding the future of Atlas. The link can be found here. While not complete, we are grateful for all the feedback we’ve received from the community and ask for your continued assistance in making Atlas the best it can be. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Servers will be going down tonight, 2/2 at around 7:00 PM Pacific Time. Released Patch Notes v537.5 New Content: New Regions have been added. Eastern Waters Located to the East of Central Waters, and are full of claimable islands. Portals to enter the Eastern Waters are located J2 and I1. Western Waters Located to the West of Central Waters, and are full of claimable islands. Portals to enter the Western Waters are located in G1 and F4. Uncharted Sea A new sea has been discovered, what mysteries will be uncovered while exploring these waters? There is a storm brewing on the horizon which might make it difficult to live in this region at some point in the future. This region is lawless. Portals to enter the Uncharted Sea are located in E11 and I11. Workstation The Workstation is a new crafting facility that allows players to change 10,000 of a resource into a block or bundle of that resource. You can also turn a block or bundle back into a stack of 10,000 resources. Resources included: Flint Stone Coquina Granite Limestone Marble Sandstone Slate Woods Cedar Cursed Wood Fir Ironwood Oak Pine Poplar New Holiday Items have been added. These items are available from NPC vendors in freeports. Lunar New Year Stone Tiger Statue Jade Tiger Statue Gold Tiger Statue Paper Lantern Valentine’s Day Black Giant Teddy Bear Pink Giant Teddy Bear Red Giant Teddy Bear Bug Fixes: Fixed instances where roof tiles would snap to floating points above ceiling structures Fixed instances where the transient tracker did not point at the correct location and updated the item description Fixed instances where Cursed Armor would not appear correctly on some female characters Fixed instances where General Tile Module were no longer useable Fixed instances where Army of the Damned Smithy would delete items Fixed instances where items were loss when demolishing a container structure Fixed instances of client crash when crew members are created while game language is set to Turkish Fixed instances where mounted NPC crew were not taking damage Fixed instances where grave digger stopped collecting Fixed instances where submarine causes a crash Fixed instances where Army of the Damned would not wake up after being knocked out Fixed instances where island selector was not working in freeports Fixed instances where items were being deleted from the Ritual Pedestal after a server restart Fixed instances where placing a Ritual Pedestal would cause a crash in single player Fixed instances where Ritual Pedestals would crash the server Fixed instances where placing a Ritual Pedestal would decay the structures around it Fixed instances where killing an unconscious crew would result in them standing up Fixed instances where player was being warped out of the B6 powerstone cave Fixed instances of a duplicate Army of the Damned Smithy in the Altar of the Damned craftables Fixed instances where items were being deleted from the Altar of the Damned after a server restart Fixed instances where items were being deleted from the Cursed Temple after a server restart Fixed instances where firing at some angles caused crew members to dismount cannons on the turtle ship Fixed instances where item caches from demolished structures only contained 1 max player stack Fixed instances of bottles not containing treasure maps in polar regions Fixed instances where the incorrect message was displayed when attempting to claim an island that exceeded the available claim points Fixed instances where the monument studies structure had no collision Fixed instances where islands in G10 and C10 would have incorrect biomes Fixed instances where transient nodes could spawn on an island that does not allow building Fixed instances where the description of the frameworks for the Cursed Totem and Burial Mound did not accurately show construction time Fixed instances of data deletion while grid traveling in PVE Fixed instances of the market system behaving incorrectly Fixed instances where warehouses would duplicate resources on server restart Fixed instances where cursed temples could be built on ships Fixed instances where the Monumental Studies Modular Room did not allow players to craft anything Fixed instances where cursed armor was not showing up on female character models Fixed instances where junk sails would stop functioning after gridding Misc: Potatoes and Limes can now be stored in the crew silo Loom inventory max items increased from 60 to 150 Spider base and scaling stats have been increased Displayed name length is set to 13 characters The player is able to replace existing sails without having to demolish them first on legacy ships Level up text last for 30 seconds before fading Lowered the number of wild creature spawns by 25% Resources required to progress through the stages of the Great Temple have been adjusted Underwater Black rocks can now be built on The effectiveness of sails on multiple modular ships have been adjusted Weight sails are now more effective on the turtle and tramp freighter ships Loot from the kraken has been slightly adjusted to drop higher quality items and BPs Mech Monkey now has slightly higher drop rate The names of wood resources have been changed to their original names The cog now starts with one medium handling sail and 2 sail points Known Issues: Puckle mounted NPC crew take no damage. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  10. I use my xbox to kill time. I need to kill another 20 years or so and that should be enough. You are correct in that I am not paid. By these developers or anyone else. I am retired and I choose to kill some time being a pirate. So I choose to focus on the positive aspects of the game like the awesome water effects and the feeling of my ship swaying with the tides. This demo is still broken but it has a lot to offer for anyone interested in new adventures. Good enough ? Good.
  11. Good catch. So i logged in this morning and you are correct. None of the trade routs are completing nor making money.
  12. The official Wiki is dead, but lots of information are stil correct there, at least if you want to find out names of resources. If you need an accurate map with tames and resources for each island check out this one: https://atlas.antihax.net/ If you need a taming and breeding calculator you may use this one: https://globy.dev/statCalc This game is a surival game so it's about making discoverys and learning by doing. You can spent lots of time figure out things. If you want to get the fast way to learn the game go on PvP Server and try to get into large companys with expirienced players. They will teach you tricks, bugs, exploits etc. You just need to be a trustable person and have fun playing with them. On PVE Server there are lots of players starting new or have not much expirience so it's most likely you will not find good answers there. But with some luck you may meet some expirienced guys like me who are testing new updates etc.
  13. @decoyy Nice video. It's a good summary of the patch. I have one remark about the tramp freighter. I can see it is buildable in my advanced shipyard without blue print. But both of my shipyards(also the large one for 10k gold) now show water is not deep enough after the patch. But i can build the freighter once i add all resources in the shipyard... so I guess large shipyard will still work too. The freighter has 265/4000 weight when empty level 0. I wonder how much of the 4x1600 weight cargos you can effectively use...>>>> 1? <<<< Sso the 1 module length Cog has double weight capacity 9000 then the longer freighter but no option to put a cargo railing on it. I expect every new Player will not understand the mechanic of the cargo racks or learn speed mechanics of old weight system ships and sails. Usually each cargo rack reduces the basic ship speed by something about 10-20%(don't remeber the correct value) and additionaly increases the ship weight as well. It can store 8000 weight reducing it to 1600 = 5:1. Will test the speed tomorrow with the basic sails... at least 1x large and 1x medium which is more than a Schooner. Compared to the Cogs single small sail .... well another topic XD
  14. Return the old card with its contents! The old card had the correct logic! Equator, on both sides of the biome, smoothly reaching the ice! This is so correct and logical!
  15. PC players had no issues the last week. But if Xbox couldn't play for 10 days your structures may auto decay unfortunately if you are solo. If you say wiped this is not correct because the servers did not get wiped. It's a shame they struggle with so many things, but Xbox is an issue because they need to programm different game versions or the different Xbox One/ Series S/X... I had big hopes for all Xbox Players with the new series X. But just to let you know... everybody i played with using Xbox from season 3(Xbox launch) smashed their Xbox against the wall and bought PC or simply left Atlas forever.
  16. I personally had issues with steam server list not really working for me, so i don't rely on it at all. Either server not found, invalid server or whatever other error it can give but it works great trough within game server list. I'll assume you have correct 1x1 map with correct settings (Atlas ID, Friendly Name, IP set up on Cluster itself, Port on cluster, Game Port on cluster, SeamlessDataPort on cluster, and, exported (ServerGrid.json, ServerGrid.ServerOnly.json and ServerGrid folder with map images generated) and final correctly set up bat file to run it all. After running redis server (with is database for characters and works for connecting clusters) you start server with bat, same like ark and it should be shown inside game on list. I usually search "unofficial, password protected and its first on list usually). Dont think that Windows have anything to do with it but most probably ports (from my own experience). I'll give you ports you need and maybe check them first before messing with other things in case server starts correct without any errors. So for Redis you want to open port 6379 (default port), than next ports are just examples and set them based on what you set them up in GridEditor, QueryPort: 57555, GamePort: 5755, SeamlessPort: 27000 and final RconPort 28000 which is defined in bat file you use to start server. After you sort your ports check ingame for server on list, should be usually on top of list. In case you gona run multiple clusters just use ports with increment of 5 for each cluster. Example Cluster 1 QueryPort: 57555, cluster 2: 57560, etc.
  17. Imagine if Atlas had the original player base it used to. Nobody would find anything. We would assume that Atlas' goal is to increase the player base so this is an inherent problem with their game design. It's these choices that lead them to inevitable failure. I almost think they need to give up the whole land claim domination/ hoarding game paradigm and just stick to being an exciting adventure pirate game. Correct me if I'm wrong, but I think that's what people are looking for when they buy this game. I know I am. When you think of exploring the seas and coming across islands, you wouldn't expect every single square foot of land being overpopulated. If I wanted that I can just look at real life. It would be more exciting to find deserted islands instead. Assuming that they changed directions and wanted to forgo the world domination aspect, maybe they should simply allow one base per cell per company? Even still I think that wouldn't be enough to free up space for new players. They need to have room for new players to settle, and they shouldn't have to travel for hours real time in their shitty ramshackle sloops to find it.
  18. If the mechanics are correct then eyes on sight situations are low. Griefing in games is a fact. If it can be done it will be... Therefore structure the game so it can't be done. Period. That is the only correct answer. To everyone posting hopefully you know I'm not critical of your statements and i apologize if i sound harsh
  19. I hated resource gathering mostly, the only enjoyable part being when i finally found a juicy location for a resource i previously thought was rare. Also i hated mapping, doing it once, i gave them away or sold for a 10% finders fee. I play xbox and i personally didnt find it as effective as just treasure diving/ whaling and buying/ trading for BPs i wanted. It seemed to me computer players were faster mappers due to quicker sorting and more experience. Maybe i just sucked at it but i never mapped. IMO several things motivate a PvE player 1 Meeting nice people to explore w and learn from 2 Building aesthetically pleasing and/ or highly effective things. Some examples I had VERY high cliff platforms spread around my island so a person could quickly fly to neighboring islands. Some lower ones for quickly flying to the shops, petstore,chicken coop, hardtack facility/ cooking den, barracks, breeding house, brewhouse/ farm area, Capital Building, neighbors bases, traps etc. My island itself was beautiful so it was fun to give an aerial tour or go to the highest platforms and just fly over passing ships shooting flare guns . I paid the entire upkeep so i tastefully spammed the Southern 1/3 of the island w fence posts, requested new settlers to build to the north and east sides and the neighbors i liked (most) i used the tax revenue to help. Tons of stuff but since it was spread out lag wasn't bad, even on xbox I had a gorgeous main base cliffside, w an elevator, that looked like a cross between the Parthenon and a pagoda built using stone doorways. Several other neat or quaint buildings. Had a sharp ass whaler that 3 shot whales Neighbors experimented w great looking custom ships and time investment optimization 3 Fighting various NPC content and general exploration. SotD, Krakken, Yeti, Hydra etc. Networking and teaming up to fight them and learn methods or pushing a Meta strategy. 4 Taming/ Breeding Whole events were centered around this mechanic and for some it was their primary driver. Best stats on a particular animal or best colors etc. People were competitive about it and for some players it was fun. Also they could make money or donations to network w players. Methods and location speculation discussions were also probably part of it. 5 Mapping Theres more probably but its all i can think of at the moment. I personally was definitely beginning to want for more polish and content. Things were definitely feeling repetitive. Also it was annoying to think that if i took a week off then POOF all gone probably Some things that could be easily, i think, implemented to enhance PvE. Dueling-invitational 1v1 PvP. I think there was a way to declare full blown war but it cost 40k and the details were vague, also i think both sides had to consent. Never saw it used..... Instead, allowing me to say "Yo @DannyUK I'm bored lets duel" and then we proceed to chase eachother around PKing eachother until all the giggles are exhausted then when I die its over or its turned off somehow is the correct PvE solution imo. No 3rd person interference allowed. Maybe allow it on w ships also but then it gets MUCH more complicated. Straight up simple dueling would be a nice addition until more complicated features could be introduced Skins, glass windows, decorations etc More farmable sea monsters than just whales Specific wipe procedures- I, as many, am still grumpy that my labors just went POOF w no form of in game compensation The current ideas being promoted by the devs seem correct also. Regarding buying a ship, hopefully it will still be customizable... Also i have other ideas, deeper ones, but i am not discussing them right now
  20. Good products make money by default generally... Its built into business methodology by default... Why would it have to be an either/ or propositon then? Let me be more specific... A product is sold to make money by satisfying a need.. Agreed? We agree thats business 101 correct? Sorry not being a smart ass but im very direct in this type of discussion and you assert the appearance of desperation... Well.. If.. A product is sold to make money...then... what should should a VERY good product make? Very good money... Agreed? If you agree then lets take it a step further... I assert that a totally fuggin awesome product will likely make totally awesome fuggin money. Generally speaking... of course there are exceptions, outliers and bad luck etc.. Not sure what the current and expected ROI is.. Also "good" is a relative term..meaning that if all parties are currently satisfied w the current product and ROI deeming it "good" or "acceptable" then, by definition, i have little to offer.. However if help is needed to make this product totally fuggin awesome then I'm available. I assert that this product does not currently meet that definition but that it has the potential and i am capable of providing assistance.. I mean this product is still under development and in a "pre release" stage correct EE? If that sounds desperate or illogical in ANY way then I'm sorry but we'll have to agree to disagree
  21. Sorry dumb question but i refuse to even click the play button for fear of giving the game boosts in background algo metrics... So its 2pvp servers (new map) and EU pve (old map?) and thats it, correct? NA PVE still gone like a chair removed as i was seating myself, correct?.. Someone lemme know please, ty.
  22. Did they not say.....and please correct me if I'm wrong....that they won't wipe servers unless they absolutely need to? It seems to me like they broke things in the game so badly that they can't fix them without wiping, all under the guise of "hey look, we're going to wipe the servers to give you another thing (pyramid) that nobody wanted or cared for! " They figure that if they wipe the servers, the stuff that is broken will work better with their version of a fix -- partially fix said item(s) break even more. GG Atlas devs.
  23. You know.... Statistically, you guys should have accidentally done something right for the community by now. If your primary aim is to completely kill the game and what little community you have left, you're doing a solid job. GG. Clearly it's 'accidental' that you continue to release broken half-arsed bullshit wipe updates that no-one has asked for at -precisely- the correct time to repeatedly fuck over private servers. Do us all a favour. Stop fucking up. Test your shit properly before you push it to live. Stop making garbage content, and go back to stealing it from the modding community. At least the modder's still trying to save Atlas from whatever the hell you're doing listen to the people who play the game.
  24. Yeah but just think, even in the bottom 100 there are still 34 games Better than atlas. That actually does say a lot lmao I was never changing or disagreeing with anything you said. I was merely pointing out the situation was actually way worse than what you said and felt you under sold the failure. And yes, they could literally get rid of every change they did and go back to square one and become less of a failure by at least having somewhat of a playerbase. You are correct.
  25. The beta version is on live : https://globy.dev/ Pls, understand that is a beta version, I'll upgrade it soon, I'm still a student so I don't have much time to work on The web-app help you to tame, know how good your animal is, where does he put his points stats. It's a dododex's like, but for Atlas. Here are some errors : - The "food needed", "time" and all for taming aren't 100% correct, I'm working on a better calculation. - "Weight" isn't correct on the Horse. - "Time between each food" on the Shieldhorn isn't correct (and so time/bolas). - "Lime" is missing on Bear. - Some images for animals are missing, I still need to cut out them. - Images of animals are too big (size) for small connection, need to reduce the size. - Responsive, especially on phone doesn't work perfectly, need to rework it. - Table with food show a blue line, it isn't intended, I will do a better Table intime. - Page404 is missing. - Routing error. - Design Technologies : - Server Side : NodeJs / MongoDB - Client Side : VueJs / Element UI Please, if you see some error, weird things, bad english, send me a message here or MP. Tell me if you like the result, how should I improve it, what do you like to see
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