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  1. Ahoy Pathfinders! New land masses be appearin' on the horizon! The harsh climate and lack of water sources will make this area challenging to live on, but shapes of a mysterious building can be made out through thick fog covering part of the island. Monumental achievements await pathfinders seeking to call this Wonderous island home. With these changes comes a new map, a wipe and a new season for ATLAS! We’re taking the first step into building upon the vast world and wide seas of ATLAS. With this update, we are merging the NA and EU PVP servers into one large global server that we will continue to expand on as we work with the community to shape the ATLAS world. A big thank you to our passionate Pathfinders who helped steer our sails towards this grand new direction. We look forward to continuing to work with the community to enrich the world with more lands to explore and seas to discover! Servers will be going down to deploy the update tomorrow night, 12/15 at around 7:00 PM Pacific Time. The next patch is expected to be more focused on bug fixing and optimization as we design and flesh out our next steps for expanding the ATLAS map. We are also working on creating a public facing issue tracker to better address the community’s concerns in balance with ongoing development efforts. Please join us on the Official ATLAS Discord here for all the latest happenings! Released Patch Notes V535.8 New Content: Island locations: H9, I9, J9, K9 High heat ravages the island, be prepared with plenty of water Some creatures have higher base levels Lawless claim Tortuga Tortuga is a new freeport located outside of Rookie Cove that anyone can visit at any time from the portals located in Central waters. Buy and shop for seeds, crewmembers and other basics that you need for your adventures. Tramp Freighter This new ship is a small and sturdy cargo hauler. It can carry more than other ships of its size and still retain respectable speed. It can not currently be built, but blueprints can be located in flotsam and shipwrecks. Building the Tramp Freighter will be released in the next patch. Bug Fixes: Fixed instances of incorrectly picking up insect meat with tames Fixed instances of the schooner and raft from disappearing from the small shipyard Fixed instances of oxygen not working correctly underwater Fixed instances of turning on ships in unintended ways Fixed instances of sails being up upon gridding (PvE) Fixed instances of treasure maps taking you to inaccessible grids Fixed instances of shoulder tames not working correctly after bed travel Fixed instances of incorrect durability on a medkit Fixed instances of the Medkit affecting character models unintentionally Fixed instances of spoil times not working correctly Fixed instances where resources were generating incorrectly in damned altars Fixed Instances where submarines were being stored incorrectly Fixed instances where there was unintended underwater visibility range on ships Fixed an issue with the zipline sending player in unintended directions Modular ship sailing behavior adjusted across the board Fixed instances of incorrect resource amounts when replacing modules Fixed instances where damned smithy icon was incorrect Fixed instances of ships being lost when attempting to border in Central Maw Fixed instances of blueprint modular ships losing sails Fixed instances of items in players' hotbars disappearing after bed travel Fixed instances of players losing control while repairing modular ships and bordering simultaneously Fixed instances of markers not being able to be placed correctly Fixed trade path between I1 and E5 Fixed issues with tax rates changing when owning players are changing servers Fixed an issue where the songstone was not placeable Fixed an issue where restoring defaults on options would reset multiple menus Fixed an issue where a player would be taxed by their own seafort Fixed an issue where structures built from the damned smithy had incorrect damage calculations Misc: Gold cost from building base versions of ships has been removed The scaffolding for the Broadsider in the Shipyard is now correct The scaffolding for the Cog in the Basic and Advanced shipyard is now correct The locations of Transient nodes now correctly change weekly The cooldowns for the Repair Fiend and Rally the Troops UI will now display correctly Ships of the Damned will now return to their original location upon losing their target Treasure Maps no longer have a spoil time Emergency Ladder on Cog, Carrack, Harrier, Kraken is working as intended Smithy inventory max items increased from 150 to 300 Gold has been added as a base cost to the shipyards Changes made to the skills search bar to be more consistent Cosmetic polish to skills for clarity and uniformity Loot tables for blueprints in maps have been adjusted to be more in line with other drop sources The cooking pot grill and preserving bag can now only store items needed for its use Updated multiple item descriptions and names for spelling errors Certain Damned Altars will no longer be floating in mid-air Fixed instances in which resetting options to default would affect all option instead of the set a player was currently looking at XBOX only: Overworld map has been taken out of single player due to visibility issues Fixed issues where large islands would crash XBOX players Known Issues: Scale of the map for wonder islands are inaccurate Discovery Zones for wonder islands are inaccurate Crude Tool is removed from player's craftables after a character respec Island selection in a4-d4 is not working as intended There is inaccurate. outdated text in the server select menu (Until 10/28:...) Quest marker for the lower left Africa Golden Age Ruin is incorrect (G9)+ Destroying shipyards will give no resources Tax rates are not being set correctly *The Known Issues pertaining to the previous releases has been omitted from this list. We are creating a public facing issue tracker to follow them. 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
  2. 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.
  3. 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.
  4. 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.
  5. I feel the need to correct you. The game got as low as 800 average players with only about 400 at night. That is truly pathetic. they actually made the steam bottom 100 list and number 67 at that. They call is the hall of shame. So out of the 20k plus games on steam there are only 66 other games shittier than this.
  6. I want to start this post with a positive. I have had some great times playing this game. Sailing the seas with friends and families, treasure hunting, and building bases. Even with the changes from season to season, over all the game play has been as the new generation puts it, satisfying. I would love to submit a ticket to Grapeshot at this time to contest an action taken, but with the site being down I have to resort to the forums. Lets get into the sourness of the game. Since coming onto the official servers, my company has lost several claims. I am not talking about one claim flag, and some automation buildings. I am talking about full buildings with automation, and recently a tamed bear. If the claims were off I could see another company surrounding the claim. That has not happened, claims are in the same place. Also with a tamed bear being claimed , it is my understanding this cannot be done without admin access, which is controlled by the admins\developers at Grapeshot. Our latest incident happened in the Artic on Mahastable Island. My company lost our Tin Mine, and the base was under new ownership for Wetwang Hermits. Miraculously Wetwang Hermits was also able to place new automation after our company scoured the island for placement for too many game hours. Having MANY years of admin experience in the Ark server world, I know the command is as simple as givetome. This explains the ability to claim the bear, and possibly spawn in the buildings that do not have limits on them. So either Wetwang Hermits are Grapeshot Devs, or have the admin access controlled by the Devs. I hope the Grapeshot Devs sees my post, and either confirm their intentions or correct their Dev's behaviour. In the future I would hope a decent ticketing system is up and running to submit these issues. Thank you for your attention, and Happy Holidays.
  7. From my experience setting one up I would say check your ServerGrid.ServerOnly.json and make sure that the db entries are present and that you have the password correct. I had that issue from my first map generation because the map editor didn't export the file populated. I had to export it a second time to get it to populate.
  8. Yeah, everything you said just fell on deaf ears so your last sentence was correct. Just forget the whole thing lol good ideas, but you wasted your breath. Got a feeling the portals aren’t going to work. Lots of characters and ships will be lost
  9. Wow! This might be the best/politically correct comment on the devs I have ever seen. Kudos for you man. true, doesn’t matter if you like her or not. She isn’t good for you regardless.
  10. Correct. If only GrapeShitters actually listened to their player base.
  11. Welcome to Atlas... Most of what you say are known bugs... the other stuff is very likely your own fault... - very easy to delete your ship in yard while you are wildly clicking around it... - invincible structures happen inside discovery zones... known problem since forever... - disconnect on ships happen... they can we forced by crashing the server grid, but then everyone drops... at least if everyone on the ship drops the SOTD go to stasis and start shooting when one get back online... - getting teleported in the middle of map with nothing spawning in is known bug, especially with high server load = PVP... it is way better now than a few years ago... there are still parts of islands that instant teleport you... best know that one cave in power stone... also this game has the same bugs teleporting like Ark has with saddles... - whistle all tames to passive is like whistling all tames to follow... it happens even to non-noobs... - well, "attack my target" is different to "attack what attacks you"... - Puckles are Hit-Scan with slow aiming... they only shoot when they are on target... when the target is moving sideways they will not shoot, because they have to continue aiming... when on an Elephant they will not shoot because the tame is also moving... and yes even the movement of the tame when standing still is enough to keep them aiming... in Lag = PVP it is worst for the server to aim them... - Puckles cannot be whistled passive... you can not give them correct target option... - Ship aiming sometimes get miss-aligned... Die, re-log or change grid helps... in PVP use auto aim (RMB) instead of manual aim (LMB)... or switch to auto fire if you set them to ships as targets... - In rain there is also invisible storms, you cannot see them and the do not damage you, but they will pull you in if you are too close... - In Lag quick opening or closing sails does not work and it stops and goes back... spam the button to help get the command to the server... same with turning sails when they start going back and forth... - Also in Lag your commands not come to the server... crashing into islands, harbors, walls... slow down sooner before you get close to render range... No cheating involved... you just not know to play this buggy game...
  12. Not confusing, it's just that you entered with bias towards dismantling my post. That's cool if that's what you need to do to get through your day. George is correct, The devs are actually to blame, as their business model clearly does not take into account customer needs. They are benchmarking against other games and not the requirements of their client base. The narrative and figures speak for themselves.
  13. I'm on the official PVE D10 and trying to breed sheep. Correct biome and temp. The sheep gets pregnant but at the time of birth no baby appears. Bears work, just not sheep. Bug or user error?
  14. Certainly agree with that. When this first happened I almost posted in defense of the devs, after all, a piece of software of this size is an incredibly complicated beast. But! Its been nearly a week now since I made a bug report, and since many other people alerted to the problem, and yet I haven't seen any acknowledgement from the devs whatsoever! That is indeed very poor. I dont know enough about the game to be sure, but it looks to me like the servergrid is missing. As far as I know the servergrid is responsible for inserting the islands etc? Someone please correct me if I am wrong. Using the servergrid editor I can create a servergrid.json file, but I dont know where it should be placed, does anyone know the answer? I'm talking about the single player/non-dedicated server version.
  15. Ahoy Pathfinders! Along with the Sea Tower Buffs patch, we've also made a slight change to the SGE. Below are the details along with the link to download the latest zip file. Also after deployment, we made a hotfix to correct an issue with swivel gun placement on some structures. Unfortunately, any swivels lost will not be able to recovered. We apologize for the inconvenience. SGE Update: You can now choose to export to jpg or png images in the Project Settings as shown below. The export is set to jpg by default. Each cell will now contain two images - one for the cell and one for the trade winds. Here is the new SGE: Click here Thanks again for your support and happy sailing!
  16. Ahoy Pathfinders! Along with the Sea Tower Buffs patch, we've also made a slight change to the SGE. Below are the details along with the link to download the latest zip file. Also after deployment, we made a hotfix to correct an issue with swivel gun placement on some structures. Unfortunately, any swivels lost will not be able to recovered. We apologize for the inconvenience. SGE Update: You can now choose to export to jpg or png images in the Project Settings as shown below. The export is set to jpg by default. Each cell will now contain two images - one for the cell and one for the trade winds. Here is the new SGE: Click here Thanks again for your support and happy sailing! View full article
  17. Exactly correct. Last Oasis went directly into the opposite direction : They introduced a solo universe, so you can be sure to fight 1:1, thats fair and fun. If you lose a fight it is not the end, the winner can loot your body, looting your scout ship is possible, but already a challenge with efforts. Looting your main base is nearly impossible if not a super super rich player lets lose all his farmed firebolt from 3 months on you. Atlas is on they way to hell. I loved it, especially the NPC crew that allows a solo player to enjoy the full game. But with the current dev crew of YouTuber, Troll, Deathsquad veteran and Megatribe lovers it is full fail.
  18. Correct. Lawless zones adjacent to freeports and yeti islands (where you do the yeti achievement). There might be more, but we've been able to place towers wherever we've tried on other lawless islands. It would be nice to be able to tell if an island is claimable from the map.
  19. I tested Sextant yesterday while whale hunting and i confirm the compas disapear from the HUD afte grid change... God knows why this working feature is now corrupted... at least you still have the mini map, speed, position and direction angle 0-359°. Maybe Devs can fix this again. Also it would be nice if sunken treasure positions would be correct after grid change as well? Maybe you could programm: After grid change if Player has left time on Sextant buff the sextant buff will be added as "new" to the Player but with same time left. Sounds pretty easy to code.
  20. Juddo

    Chilis

    They are, but it seems like you need to buy seeds at a seed vendor instead of exploring to get them. Otherwise they should still be on w/e islands, they just wont be the wild version. Someone correct me if I'm wrong. Also, bad change imho.
  21. 1. Did not test the sextant yet after wipe but will have a look on this too. 2. yes quite weird costs for crew when using the ship as intended. But this is because of the reduced costs of inactive crew on land that got much cheaper from Season 3 to 4. The reduest cost skill for captain is maybe not working as intended by the first Devs after changes from new Devs. 3. Known Issue. The map icons are only correct in the grid where you activate the sextant. After changing grids it's incorrect. 4. nothing to add to this. 5. My sloop drives as intended, very slow 3-5 knots and also no good handling for such a small ship.(Using medium handling sail) But there are some sloops out there right now that have permanent trade wind bonus driving 30 knots with 30% sails open agaisnt the wind and red sail. You have to stop and choose directin because you can't stear them at full speed. Maybe you have this bug or using speed sails to face this issue. Most likely you don't remember playing sloop as this ship was not used before gold costs arrive. 6. I have full gathering hand harvest skill. But i never cross checked if it increases the amount i really gather... but it fells like it does. 7. Is it possible to set Peacetimer on Sea Forts? Don't know this mechanic yet on PvP.
  22. We have a 2x1 map. We have 0,0 set as the home server. We have four freeport islands. The spawnpointregionoverride is set to 1,2,3,4 on the freeport islands respectively. We have the spawn regions north, south, east, west set for grid 0,0. When a player selects a spawn point (i.e. north, south, east or west) they do not land on the correct freeport. Also, they are dropped on the island randomly, sometimes in the water just off the shore. I would like to make the spawn regions match the island and drop the player near the NPC village on the freeport island. I hope someone can help us because i have not been able to find any information on this.
  23. We have a 2x1 map. We have 0,0 set as the home server. We have four freeport islands. The spawnpointregionoverride is set to 1,2,3,4 on the freeport islands respectively. We have the spawn regions north, south, east, west set for grid 0,0. When a player selects a spawn point (i.e. north, south, east or west) they do not land on the correct freeport. Also, they are dropped on the island randomly, sometimes in the water just off the shore. I would like to make the spawn regions match the island and drop the player near the NPC village on the freeport island. I hope someone can help us because i have not been able to find any information on this.
  24. i run the game on xbox, have set everything else up perfectly. i do not access to steam folders to adjust map image locations. all i have is nitrado and the server grid editor program. i have hosted the cells and the map with correct names (as jpeg files) on a third party site and put the url in the "MetaWorld" text bar - and made sure its entered correctly in the json file i have a working login screen map when i log into the game the mini map (the one your character keeps in their pocket) is covered in fog that doesnt dicipate when explored. my mapimg and cellimg(s) are also correctly applied to the grid on the nitrado web interface. any assistance would be greatly appreciated. i have been flailing about trying to figure this issue out so that my grid can actually be played on. thanks (i should add i am using a custom image as my water tile but that is also correctly adjusted and in the right place)
  25. So correct me if I'm wrong you can put a platform on a crab and mount cannons and crew on the platform. So basically you could swim underwater, basically invulnerable, and pop up anywhere you want, fire the cannons and duck back under that water. You could theoretically approach any blind spot that way and be completely invulnerable to surface attacks.
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