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  1. The Tradewinds Update will go live tonight, 4/29 at 7:00 PM PT. We will bring the old servers down around 5:30 PM PT. PC will be able to download the patch at that time. Please note that the client update was pushed early for XBOX. Due to the mismatch, Xbox is unable to access until the servers actually go live again at 7:00 PM PT. The updated wipe Servers will be live for everyone at 7:00 PM PT. Ahoy Pathfinders! Well, ladies and gentle pirates, it’s finally here. With the new update and wipe of our servers, players will find the winds of adventure have shifted dramatically and the world of Atlas forever changed. The most significant differences can be seen on the map in the form of Tradewinds. Tradewinds are predictable sailing routes throughout the new map, providing ships with a wind boost when traveling along the wind’s trajectory. Even the most veteran of captains will need to learn a few new techniques to master these new travel corridors and fully utilize their strategic potential. Maps have been altered to accommodate these new Tradewinds, as well as provide new strategic zones and opportunities for satisfying engagement. These changes are further detailed in the notes below. Along with these macro changes that will significantly change up the current state of play, we have also included several fun additions on a micro level (tames, structures, items) to spice up your next chapter of adventures. - Is that an earthquake or the impending sound of doom? Platform saddles for the Elephant, Crab, and Grand Tortugar have been added, allowing your giant tames to load up with cannons, torpedos and other armaments to wreak maximum havoc on your foes. - A new set of troublesome creatures are now roaming Atlas for you to battle and tame. The crocodile, yeti, and spider, each with their own unique set of useful characteristics, will be available on update but engage at your own risk. - The first set of modular railing customizations will be available for pathfinders to pick and choose the best loadout before each voyage. Need extra firepower? Slap on a few cannons. Going to do some salvaging? Add the diving board or cargo railing. Want to mess around? Grab a few friends, add some dinghies on the rails and watch hilarity ensue. These are just a few of the exciting additions coming with the patch with the rest in the notes below. All this and we still haven’t mentioned the large number of balance changes and bug fixes, to streamline the game. As you can see, the Atlas team has put in a lot of effort into making this patch the start of something new and exciting, for both newer and older players alike. We hope you enjoy this fresh start and once settled in, feel free to let us know how you feel. As always, we, the Atlas team, appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Although originally scheduled for later today at 7PM PDT, we will be postponing the Trade Winds patch to verify the quality of the update. Meanwhile, we will provide the Patch Notes later today along with an updated release time. Thank you for your patience. While we await the patch, we will be temporarily opening up the PTR on Steam for general playtesting. To access the beta, please follow the steps below: 1. In your Steam library, right-click on Atlas and select Properties 2. Select the Betas tab on the left 3. Enter the password EdwardTeachBlackbeard 4. Select the "test2021 - recruit testers" realm 5. Atlas will now launch into the PTR 6. To join, be sure to select New ATLAS and join the PVP server Polly's Cracker To switch back to the main build, follow the steps 1 & 2, and then select "None" to return to the main build. We are also re-opening the PTR Channel on our Official Discord. Please join us in those channels for discussions and bug-reporting regarding related to the PTR! Released Patch Notes v524.10 New Saddle Type: Platform Saddles for Elephant, Crab, and Grand Tortugar Platform Saddles can be constructed at the Tannery after learning to Riding Tier 3 skill in the Beastmastery tree. Creatures with a Platform Saddle equipped move 20% slower NPCs may be moved onto the platform and can man weapons Elephant Platform Saddle Cannons, Large Cannons, Catapults, Puckles, Ammo Containers, and Wooden Chairs may be placed on the platform Up to 8 structures may be placed on the platform Crafting Resources: 50 Alloy, 200 Fiber, 320 Hide, 50 Organic Paste, 200 Wood Crab Platform Saddle Cannons, Large Cannons, Catapults, Ballistas, Ammo Containers, and Wooden Chairs may be placed on the platform Harpoons may be launched from Ballistas placed on the platform Up to 12 structures may be placed on the platform Crafting Resources: 70 Alloy, 200 Fiber, 320 Hide, 50 Organic Paste, 250 Wood Grand Tortugar Platform Saddle Cannons, Large Cannons, Catapults, Torpedo Launchers, Ammo Containers, and Wooden Chairs may be placed on the platform Up to 12 structures may be placed on the platform Crafting Resources: 80 Alloy, 200 Fiber, 320 Hide, 50 Organic Paste, 300 Wood New Tame: Crocodile A new mount that can be used for navigating both land and sea, the Crocodile can be tamed after learning the Taming Tier 3 skill in the Beastmastery tree. Favorite Food: Prime Shark Meat Taming Style: Bola Saddle: None Primary Attack: Bite New Tame: Yeti The Yeti is a fearsome beast that can be tamed after learning the Taming Tier 3 skill in the Beastmastery tree. Yetis may equip hats Favorite Food: Ice Taming Style: Bola Saddle: None Primary Attack: Punch Secondary Attack: Ground Pound The Yeti pounds the ground, dealing a low amount of damage and applying the Chilled debuff which slows nearby enemies New Tame: Spider Spiders can be tamed after learning the Taming Tier 3 skill in the Beastmastery tree. Favorite Food: Insect Meat Taming Style: Bola Saddle: Tier 3 Primary Attack: Bite Secondary Attack: Web Shooter Will produce silk if fed favorite food New Meat: Prime Shark Meat Prime Shark Meat can be harvested from a Shark's corpse Cooking the meat creates Cooked Prime Fish Meat New Meat: Insect Meat Insect Meat can be harvested from Giant Ants, Giant Bees, and Scorpions corpses Cooking the meat creates cooked Animal Meat New Defensive Weapon: Puckle Tower The Puckle Tower is an automated weapon that can be crafted in the Smithy after learning the Gatling Studies skill in the Artillery tree. Requires Puckle Bullets and fuel (Oil or Coal) to function 20,000 Health Deals 400 damage per shot Approximately 4m (4 Walls) tall Crafting Resources: 200 Alloy, 300 FIber, 300 Hide, 400 Wood New Container: Munitions Storage Munitions Storage can be crafted in the Smithy after learning the Ammunition Storage skill in the Artillery tree. Moving ammunition out of storage must be done manually. Any ammo stored in Munitions Storage has its weight reduced by 88% Cannon Balls, Large Cannon Balls, Grapeshot, Bar Shot, Canister Shot, Spike Shot, Greek Fire, Ballista Bolts, Flame Ballista Bolts, Harpoons, Torpedoes, Boulders, Puckle Bullets, Mortar Shot, Stone Arrows, Flame Arrows, Tranq Arrows, Zip-Line Anchors, Crossbow Bolts, Simple Bullets, Minni Balls, and Simple Shot can be placed in Munitions Storage Crafting Resources: 250 Wood, 100 Thatch, 120 Fiber, 40 Metal New Structure: Large Stone Foundation Large Stone Foundations can be crafted in the Smithy after learning the Esotery of Building skill in the Construction & Mercantilism tree. Large building pieces that are 4m wide and 3m tall The height of the bottom Stone Foundation may be modified with the scroll wheel Crafting Resources: 150 Alloy, 350 Fiber, 950 Stone, 350 Thatch, 500 Wood New System: Tradewinds Tradewinds are predictable sailing routes throughout the new map. Ships gain a wind boost when traveling within a Tradewind in the direction it is going. Sailors will be alerted via HUD to Tradewind effects Wind boost will be constant and predictable along Tradewind path An overlay of Tradewind locations can be seen on map when zoomed out New System: Modular Ship Railing Customization The first step of the Modular Ship Customization system allows pathfinders to swap Railing Modules on the Ramming Galley and Majestic Kraken. All Railing Modules can be crafted in the Smithy after learning the required skill. Each type of Railing Module costs a certain number of Module Points to place. Placing a Railing Module will consume points from the ship's Module Point Pool. If a less expensive Railing Module replaces a more costly one, the unused points are made available for use in the ship's Module Point Pool. In future patches, higher quality railing blueprints may be found. A ship must be anchored in order to swap modules Total Module Points Ramming Galley: 43 Majestic Kraken: 40 Railing Modules Ship Railing and Ship Railing (Kraken) Standard Railing Module with no additional functionality Health: Undamageable Module Point Cost: 0 Required Skill: Intermediate Shipwright Crafting Resources: 100 Wood, 85 Thatch, 50 Fiber Ship Cannon Railing and Ship Cannon Railing (Kraken) Railing Module armed with two standard Cannons Health: 5,000 Module Point Cost: 3 Required Skill: Gunports Crafting Resources: 150 Wood, 100 Thatch, 70 Fiber, 60 Alloy, 50 Hide Ship Large Cannon Railing and Ship Large Cannon Railing (Kraken) Railing Module armed with one Large Cannon Health: 5,000 Module Point Cost: 3 Required Skill: Bigger Cannon Studies Crafting Resources: 180 Wood, 85 Thatch, 75 Fiber, 48 Alloy, 35 Hide Ship Ballista Railing and Ship Ballista Railing (Kraken) Railing Module armed with two Ballistas Health: 5,000 Module Point Cost: 3 Required Skill: Siege Studies Crafting Resources: 550 Wood, 225 Thatch, 250 Fiber, 98 Alloy, 180 Stone Ship Catapult Railing and Ship Catapult Railing (Kraken) Railing Module armed with one Catapult Health: 5,000 Module Point Cost: 3 Required Skill: Siege Studies Crafting Resources: 500 Wood, 180 Thatch, 50 Fiber, 140 Alloy, 340 Stone, 70 Hide Cargo Rack Ship Railing and Cargo Rack Ship Railing (Kraken) Health: 16,000 Module Point Cost: 2 Required Skill: Secrets of Building Crafting Resources: 450 Wood, 85 Thatch, 350 Fiber, 68 Metal, 72 Hide Diving Platform Ship Railing and Diving Platform Ship Railing (Kraken) Health: 12,000 Module Point Cost: 1 Required Skill: Secrets of Piracy Crafting Resources: 360 Wood, 85 Thatch, 190 Fiber, 62 Metal, 46 Hide Dinghy Hangar Ship Railing and Dinghy Hangar Ship Railing (Kraken) Health: 12,000 Module Point Cost: 1 Required Skill: Dinghy Dock Crafting Resources: 310 Wood, 85 Thatch, 130 Fiber, 14 Metal, 28 Hide NOTE: Currently, Kraken Railing Modules are only compatible with the Majestic Kraken and Standard Railing Modules are only compatible with the Ramming Galley Armored Docks Fully constructed Armored Docks will no longer be found in loot drops Armored Docks may no longer be placed near Sea Forts Bug Fix: Gold cost now properly scales with Blueprint quality Bug Fix: Ships anchored outside of Armored Docks are no longer protected NOTE: Ships may now need to be anchored closer to the center of an Armored Dock to receive protection. (Protection indicators accurately show whether a ship is protected) Trade Warehouses have placement restriction radius has been reduced by 1/3 Markets and warehouses are limited to 1 per company per island Max Sea Fort Tax is reduced from 50% to 40% Trade Shipment Cooldown doubled (Trade Ships launch half as frequently) Trade Shipment Weight Doubled (shipments carry twice as much) Trade value per grid reduced by 20% Net reduction of Trade gold generation based on these changes is 60% Lawless Claim System Claim Tower icons viewed through the Spyglass are now only visible for towers within 100m Other pathfinder claims can only be seen within 200m on the map Your company's claim towers in other grids may now be seen on the map Bug Fix: Server reboots should no longer cause parts of ships to be claimed Bug Fix: Ships may no longer be claimed with Land Claim Towers Bug Fix: Weapons on Cargo Saddles can no longer be claimed Bug Fix: Buoys can now be claimed Bug Fix: Claim Towers may no longer be placed on Shipyards Bug Fix: Fixed some instances of ships exploding on release from shipyard Bug Fix: Resolved issue where remaining island points could get out of sync between different servers NPCs on armored dock can no longer contest island claims New Map Layout Island Positions have been moved to account for Tradewinds. Harvesting Resources have been overhauled Most Resource nodes now have a chance to give some type of common base resource Examples include Straw from plants, resin from trees, stone from crystal and gem nodes Freeport islands no longer provide metal Grid Specific Settings have been redistributed Freeports are only in the south. Lawless areas now surround Freeports and give common resources Golden Age and Kraken have moved north 2 grids Claim Islands only exist around the edges of the map. "Lawless" Area Claim take up the remaining maps. Weather Conditions and Ship of the Damned have been made more harsh in the north. Server Grid Editor - Data Driven tools for adding Resource Templates and applying them to islands have been added to the Server Grid Editor for use on unofficial servers. Visit the Git project for more information. Patch Kits Repair Bonus skills from the Construction & Mercantilism tree now apply to Patch Kit healing The Repair Fiend ability now applies to Patch Kit healing Ships The Ramming Galley and Majestic Kraken can now be painted Removed blue tint from Majestic Kraken to support pathfinder painting Ships now take less damage from land sources A new War Drum song is available to increase the resistance from land damage Hold Fast, Ye Dogs! Easy: decrease damage from land sources a further 30% for one vessel Normal: decrease damage from land sources a further 30% for all vessels within 300m Hard: decrease damage from land sources a further 30% for all vessels within 300m and apply Repair Speed buff. Bug Fix: Puckles may no longer be placed on ships Tames and Creatures Sea tames will now follow a ship if they are following one of the pathfinders on the ship Seagulls can now equip hats Treasure Maps Treasure Map spawns may no longer be blocked with structures Bug Fix: Fixed some occurrences of blank Treasure Maps in Single Player Misc Farmhouse collects Vegetables, Fiber, Cooking Herbs and berries. No metal, stone or wood is intended. Blackjacks may now be crafted at the Smithy Upon special request, beans now give a small amount of vitamin B when eaten, recipes in later patches will be coming to incorporate these changes Wall Hooks, Canvases, Preserving Bags, and Mortar and Pestles may now be placed on Wooden Tables possible issue: placing objects on top of one another Bug Fix: Resolved issue where beds couldn't be placed in PvE Lawless servers if a non-allied pathfinder was nearby Bug Fix: Stats are visible on placed structures and weapons Bug Fix: Resolved issue where some variables in Game.ini couldn't be modified in private servers Bug Fix: Beds may now be placed on lawless PvE servers when non-allied pathfinders are nearby Bug Fix: Quality Farmhouses no longer lose stats after restarting in Single Player Bug Fix: Certain blueprints had an incorrect crafting count Bug Fix: Fixed some instances of unintended ladder interactions There is now a max building height - This affects claims, beds, or weapon structures Bug Fix: Geodes can be gathered once again Increased Geode Stack size from 5 to 25 Removed Manned Puckles (the other manned structures remain) Ships now pause for a limited amount of time when transitioning between servers to allow the occupants to load in. Server Redeploy Changes .10 --> .11 Prevent spawning near control points Land to ship damage modification Increased puckle building prevention radius Fixed decay for land claim towers Reduced the size of tradewinds map images to workaround streaming problems (which also caused client crashes) Fixed tradewinds not working on some servers 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. The Tradewinds Update will go live tonight, 4/29 at 7:00 PM PT. We will bring the old servers down around 5:30 PM PT. PC will be able to download the patch at that time. Please note that the client update was pushed early for XBOX. Due to the mismatch, Xbox is unable to access until the servers actually go live again at 7:00 PM PT. The updated wipe Servers will be live for everyone at 7:00 PM PT. Ahoy Pathfinders! Well, ladies and gentle pirates, it’s finally here. With the new update and wipe of our servers, players will find the winds of adventure have shifted dramatically and the world of Atlas forever changed. The most significant differences can be seen on the map in the form of Tradewinds. Tradewinds are predictable sailing routes throughout the new map, providing ships with a wind boost when traveling along the wind’s trajectory. Even the most veteran of captains will need to learn a few new techniques to master these new travel corridors and fully utilize their strategic potential. Maps have been altered to accommodate these new Tradewinds, as well as provide new strategic zones and opportunities for satisfying engagement. These changes are further detailed in the notes below. Along with these macro changes that will significantly change up the current state of play, we have also included several fun additions on a micro level (tames, structures, items) to spice up your next chapter of adventures. - Is that an earthquake or the impending sound of doom? Platform saddles for the Elephant, Crab, and Grand Tortugar have been added, allowing your giant tames to load up with cannons, torpedos and other armaments to wreak maximum havoc on your foes. - A new set of troublesome creatures are now roaming Atlas for you to battle and tame. The crocodile, yeti, and spider, each with their own unique set of useful characteristics, will be available on update but engage at your own risk. - The first set of modular railing customizations will be available for pathfinders to pick and choose the best loadout before each voyage. Need extra firepower? Slap on a few cannons. Going to do some salvaging? Add the diving board or cargo railing. Want to mess around? Grab a few friends, add some dinghies on the rails and watch hilarity ensue. These are just a few of the exciting additions coming with the patch with the rest in the notes below. All this and we still haven’t mentioned the large number of balance changes and bug fixes, to streamline the game. As you can see, the Atlas team has put in a lot of effort into making this patch the start of something new and exciting, for both newer and older players alike. We hope you enjoy this fresh start and once settled in, feel free to let us know how you feel. As always, we, the Atlas team, appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Although originally scheduled for later today at 7PM PDT, we will be postponing the Trade Winds patch to verify the quality of the update. Meanwhile, we will provide the Patch Notes later today along with an updated release time. Thank you for your patience. While we await the patch, we will be temporarily opening up the PTR on Steam for general playtesting. To access the beta, please follow the steps below: 1. In your Steam library, right-click on Atlas and select Properties 2. Select the Betas tab on the left 3. Enter the password EdwardTeachBlackbeard 4. Select the "test2021 - recruit testers" realm 5. Atlas will now launch into the PTR 6. To join, be sure to select New ATLAS and join the PVP server Polly's Cracker To switch back to the main build, follow the steps 1 & 2, and then select "None" to return to the main build. We are also re-opening the PTR Channel on our Official Discord. Please join us in those channels for discussions and bug-reporting regarding related to the PTR! Released Patch Notes v524.10 New Saddle Type: Platform Saddles for Elephant, Crab, and Grand Tortugar Platform Saddles can be constructed at the Tannery after learning to Riding Tier 3 skill in the Beastmastery tree. Creatures with a Platform Saddle equipped move 20% slower NPCs may be moved onto the platform and can man weapons Elephant Platform Saddle Cannons, Large Cannons, Catapults, Puckles, Ammo Containers, and Wooden Chairs may be placed on the platform Up to 8 structures may be placed on the platform Crafting Resources: 50 Alloy, 200 Fiber, 320 Hide, 50 Organic Paste, 200 Wood Crab Platform Saddle Cannons, Large Cannons, Catapults, Ballistas, Ammo Containers, and Wooden Chairs may be placed on the platform Harpoons may be launched from Ballistas placed on the platform Up to 12 structures may be placed on the platform Crafting Resources: 70 Alloy, 200 Fiber, 320 Hide, 50 Organic Paste, 250 Wood Grand Tortugar Platform Saddle Cannons, Large Cannons, Catapults, Torpedo Launchers, Ammo Containers, and Wooden Chairs may be placed on the platform Up to 12 structures may be placed on the platform Crafting Resources: 80 Alloy, 200 Fiber, 320 Hide, 50 Organic Paste, 300 Wood New Tame: Crocodile A new mount that can be used for navigating both land and sea, the Crocodile can be tamed after learning the Taming Tier 3 skill in the Beastmastery tree. Favorite Food: Prime Shark Meat Taming Style: Bola Saddle: None Primary Attack: Bite New Tame: Yeti The Yeti is a fearsome beast that can be tamed after learning the Taming Tier 3 skill in the Beastmastery tree. Yetis may equip hats Favorite Food: Ice Taming Style: Bola Saddle: None Primary Attack: Punch Secondary Attack: Ground Pound The Yeti pounds the ground, dealing a low amount of damage and applying the Chilled debuff which slows nearby enemies New Tame: Spider Spiders can be tamed after learning the Taming Tier 3 skill in the Beastmastery tree. Favorite Food: Insect Meat Taming Style: Bola Saddle: Tier 3 Primary Attack: Bite Secondary Attack: Web Shooter Will produce silk if fed favorite food New Meat: Prime Shark Meat Prime Shark Meat can be harvested from a Shark's corpse Cooking the meat creates Cooked Prime Fish Meat New Meat: Insect Meat Insect Meat can be harvested from Giant Ants, Giant Bees, and Scorpions corpses Cooking the meat creates cooked Animal Meat New Defensive Weapon: Puckle Tower The Puckle Tower is an automated weapon that can be crafted in the Smithy after learning the Gatling Studies skill in the Artillery tree. Requires Puckle Bullets and fuel (Oil or Coal) to function 20,000 Health Deals 400 damage per shot Approximately 4m (4 Walls) tall Crafting Resources: 200 Alloy, 300 FIber, 300 Hide, 400 Wood New Container: Munitions Storage Munitions Storage can be crafted in the Smithy after learning the Ammunition Storage skill in the Artillery tree. Moving ammunition out of storage must be done manually. Any ammo stored in Munitions Storage has its weight reduced by 88% Cannon Balls, Large Cannon Balls, Grapeshot, Bar Shot, Canister Shot, Spike Shot, Greek Fire, Ballista Bolts, Flame Ballista Bolts, Harpoons, Torpedoes, Boulders, Puckle Bullets, Mortar Shot, Stone Arrows, Flame Arrows, Tranq Arrows, Zip-Line Anchors, Crossbow Bolts, Simple Bullets, Minni Balls, and Simple Shot can be placed in Munitions Storage Crafting Resources: 250 Wood, 100 Thatch, 120 Fiber, 40 Metal New Structure: Large Stone Foundation Large Stone Foundations can be crafted in the Smithy after learning the Esotery of Building skill in the Construction & Mercantilism tree. Large building pieces that are 4m wide and 3m tall The height of the bottom Stone Foundation may be modified with the scroll wheel Crafting Resources: 150 Alloy, 350 Fiber, 950 Stone, 350 Thatch, 500 Wood New System: Tradewinds Tradewinds are predictable sailing routes throughout the new map. Ships gain a wind boost when traveling within a Tradewind in the direction it is going. Sailors will be alerted via HUD to Tradewind effects Wind boost will be constant and predictable along Tradewind path An overlay of Tradewind locations can be seen on map when zoomed out New System: Modular Ship Railing Customization The first step of the Modular Ship Customization system allows pathfinders to swap Railing Modules on the Ramming Galley and Majestic Kraken. All Railing Modules can be crafted in the Smithy after learning the required skill. Each type of Railing Module costs a certain number of Module Points to place. Placing a Railing Module will consume points from the ship's Module Point Pool. If a less expensive Railing Module replaces a more costly one, the unused points are made available for use in the ship's Module Point Pool. In future patches, higher quality railing blueprints may be found. A ship must be anchored in order to swap modules Total Module Points Ramming Galley: 43 Majestic Kraken: 40 Railing Modules Ship Railing and Ship Railing (Kraken) Standard Railing Module with no additional functionality Health: Undamageable Module Point Cost: 0 Required Skill: Intermediate Shipwright Crafting Resources: 100 Wood, 85 Thatch, 50 Fiber Ship Cannon Railing and Ship Cannon Railing (Kraken) Railing Module armed with two standard Cannons Health: 5,000 Module Point Cost: 3 Required Skill: Gunports Crafting Resources: 150 Wood, 100 Thatch, 70 Fiber, 60 Alloy, 50 Hide Ship Large Cannon Railing and Ship Large Cannon Railing (Kraken) Railing Module armed with one Large Cannon Health: 5,000 Module Point Cost: 3 Required Skill: Bigger Cannon Studies Crafting Resources: 180 Wood, 85 Thatch, 75 Fiber, 48 Alloy, 35 Hide Ship Ballista Railing and Ship Ballista Railing (Kraken) Railing Module armed with two Ballistas Health: 5,000 Module Point Cost: 3 Required Skill: Siege Studies Crafting Resources: 550 Wood, 225 Thatch, 250 Fiber, 98 Alloy, 180 Stone Ship Catapult Railing and Ship Catapult Railing (Kraken) Railing Module armed with one Catapult Health: 5,000 Module Point Cost: 3 Required Skill: Siege Studies Crafting Resources: 500 Wood, 180 Thatch, 50 Fiber, 140 Alloy, 340 Stone, 70 Hide Cargo Rack Ship Railing and Cargo Rack Ship Railing (Kraken) Health: 16,000 Module Point Cost: 2 Required Skill: Secrets of Building Crafting Resources: 450 Wood, 85 Thatch, 350 Fiber, 68 Metal, 72 Hide Diving Platform Ship Railing and Diving Platform Ship Railing (Kraken) Health: 12,000 Module Point Cost: 1 Required Skill: Secrets of Piracy Crafting Resources: 360 Wood, 85 Thatch, 190 Fiber, 62 Metal, 46 Hide Dinghy Hangar Ship Railing and Dinghy Hangar Ship Railing (Kraken) Health: 12,000 Module Point Cost: 1 Required Skill: Dinghy Dock Crafting Resources: 310 Wood, 85 Thatch, 130 Fiber, 14 Metal, 28 Hide NOTE: Currently, Kraken Railing Modules are only compatible with the Majestic Kraken and Standard Railing Modules are only compatible with the Ramming Galley Armored Docks Fully constructed Armored Docks will no longer be found in loot drops Armored Docks may no longer be placed near Sea Forts Bug Fix: Gold cost now properly scales with Blueprint quality Bug Fix: Ships anchored outside of Armored Docks are no longer protected NOTE: Ships may now need to be anchored closer to the center of an Armored Dock to receive protection. (Protection indicators accurately show whether a ship is protected) Trade Warehouses have placement restriction radius has been reduced by 1/3 Markets and warehouses are limited to 1 per company per island Max Sea Fort Tax is reduced from 50% to 40% Trade Shipment Cooldown doubled (Trade Ships launch half as frequently) Trade Shipment Weight Doubled (shipments carry twice as much) Trade value per grid reduced by 20% Net reduction of Trade gold generation based on these changes is 60% Lawless Claim System Claim Tower icons viewed through the Spyglass are now only visible for towers within 100m Other pathfinder claims can only be seen within 200m on the map Your company's claim towers in other grids may now be seen on the map Bug Fix: Server reboots should no longer cause parts of ships to be claimed Bug Fix: Ships may no longer be claimed with Land Claim Towers Bug Fix: Weapons on Cargo Saddles can no longer be claimed Bug Fix: Buoys can now be claimed Bug Fix: Claim Towers may no longer be placed on Shipyards Bug Fix: Fixed some instances of ships exploding on release from shipyard Bug Fix: Resolved issue where remaining island points could get out of sync between different servers NPCs on armored dock can no longer contest island claims New Map Layout Island Positions have been moved to account for Tradewinds. Harvesting Resources have been overhauled Most Resource nodes now have a chance to give some type of common base resource Examples include Straw from plants, resin from trees, stone from crystal and gem nodes Freeport islands no longer provide metal Grid Specific Settings have been redistributed Freeports are only in the south. Lawless areas now surround Freeports and give common resources Golden Age and Kraken have moved north 2 grids Claim Islands only exist around the edges of the map. "Lawless" Area Claim take up the remaining maps. Weather Conditions and Ship of the Damned have been made more harsh in the north. Server Grid Editor - Data Driven tools for adding Resource Templates and applying them to islands have been added to the Server Grid Editor for use on unofficial servers. Visit the Git project for more information. Patch Kits Repair Bonus skills from the Construction & Mercantilism tree now apply to Patch Kit healing The Repair Fiend ability now applies to Patch Kit healing Ships The Ramming Galley and Majestic Kraken can now be painted Removed blue tint from Majestic Kraken to support pathfinder painting Ships now take less damage from land sources A new War Drum song is available to increase the resistance from land damage Hold Fast, Ye Dogs! Easy: decrease damage from land sources a further 30% for one vessel Normal: decrease damage from land sources a further 30% for all vessels within 300m Hard: decrease damage from land sources a further 30% for all vessels within 300m and apply Repair Speed buff. Bug Fix: Puckles may no longer be placed on ships Tames and Creatures Sea tames will now follow a ship if they are following one of the pathfinders on the ship Seagulls can now equip hats Treasure Maps Treasure Map spawns may no longer be blocked with structures Bug Fix: Fixed some occurrences of blank Treasure Maps in Single Player Misc Farmhouse collects Vegetables, Fiber, Cooking Herbs and berries. No metal, stone or wood is intended. Blackjacks may now be crafted at the Smithy Upon special request, beans now give a small amount of vitamin B when eaten, recipes in later patches will be coming to incorporate these changes Wall Hooks, Canvases, Preserving Bags, and Mortar and Pestles may now be placed on Wooden Tables possible issue: placing objects on top of one another Bug Fix: Resolved issue where beds couldn't be placed in PvE Lawless servers if a non-allied pathfinder was nearby Bug Fix: Stats are visible on placed structures and weapons Bug Fix: Resolved issue where some variables in Game.ini couldn't be modified in private servers Bug Fix: Beds may now be placed on lawless PvE servers when non-allied pathfinders are nearby Bug Fix: Quality Farmhouses no longer lose stats after restarting in Single Player Bug Fix: Certain blueprints had an incorrect crafting count Bug Fix: Fixed some instances of unintended ladder interactions There is now a max building height - This affects claims, beds, or weapon structures Bug Fix: Geodes can be gathered once again Increased Geode Stack size from 5 to 25 Removed Manned Puckles (the other manned structures remain) Ships now pause for a limited amount of time when transitioning between servers to allow the occupants to load in. Server Redeploy Changes .10 --> .11 Prevent spawning near control points Land to ship damage modification Increased puckle building prevention radius Fixed decay for land claim towers Reduced the size of tradewinds map images to workaround streaming problems (which also caused client crashes) Fixed tradewinds not working on some servers 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
  3. Obviously restart of the game today was an over flood of people returning. Everyone getting their 10 mins of fame. While being attacked this came across in our crew log. It was suggested that this is an admin command from an admin on the official servers abusing powers to power lvl their company (Many of whom are already lvl 60 and 80 in the few hours that this game has been back up... here is the code its giving... Your crew member <name> - LVL 14 was killed by Silent 24 <img src="chat.image" path="game/PrimalEarth/Emo/Emo_Tongue.Emo_Tongue"/> - lvl 31 <name> Never seen this in crew logs is it a cheat code or admin abusing or does anyone know what this is? It does not show up on any other kills or death just that one
  4. I hate to break it to you but devs don’t come to this forum so you’re really just preaching to a small handful of other players. The devs are more likely to see comments via their discord channel but if you post something like this you’ll get suspended. I agree, the potential has been squandered by piss-poor management - the worst game development I’ve ever seen.
  5. I just started playing again after a long atlas vacation and I am shocked to see what a mess this game has become. How the F do you progress in reverse building a game? Rubber banding and lag is horrible, though I don't see how there are no players. The navmesh is all jacked up the ships drive more under water than atop it. That's just what I have seen in my first hour back, do I dare even continue? Did you guys hire a bunch of failed indie devs to maintain this game so you could move the "A" team on to the next cash grab(Ark2)? This game had so much potential so sad to see it completely mishandled. The game use to be better than it is in its current state. If you at all care about your fan base you guys need to step it up or just come clean and say you have milked it for all it was worth and are moving on. Don't pretend you are still working on this turd.
  6. Hello Everyone, Our company Dead Sea Syndicate finally created the Great Temple a few weeks ago and we placed it down on our island. Approx 3 min later the zone crashed and when logging back in the temple was gone and back in my inventory, but the game thinks we still have it placed down. Has anyone had this issue and or does anyone know a way to fix this issue. As it stands, we cannot set it back down because the game thinks it's already down and because of this we have no way to upgrade it. I know it wasn't designed to just place on any island but this season it lets you and I've seen many companies with there's placed down on random islands. We also submitted a ticket like three weeks ago and seems to not be getting any response from the devs. Any assistance or suggestions welcome, as we really want to enjoy this Temple if we can get it placed back down. Thanks,
  7. Ahoy Pathfinders! In this patch, we are preparing for a new era in Atlas. The winds of progress are coming to the world, bringing new structures and adventures for all pathfinders, new and old. Large plumes of smoke can be seen on the horizon, signaling the “revolution” to come. First off, we have the much anticipated tame house being introduced in this patch. Breeders rejoice, these tame houses will make a great shelter for all your fauna friends, while significantly speeding up the breeding process. In preparation for the new season and Wonder coming soon, the fires of the industrial forge have been stoked to produce new resources and structures for Atlas. With these metallurgical advances, the landscape of Atlas will never be the same. Discover the origins of these new technological feats in two new regions of the Atlas map. Along with the new discoveries, these areas hold new mysteries and challenges that will test even the most seasoned pathfinder. Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. This patch has a slew of bug fixes and improvements for the game, many suggested and reported by the community. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing! Released Patch Notes v541.07 To be released 4/13/22 ~7PM PDT New Content Tame House Tames are getting a new place to call home! Players that tend to a lot of tames will now have a centralized structure to house and breed tames at, as well as harvest fertilizer from. It will allow players to store up to 20 quadrupedal tames of many types: Bears, Cats, Cattle, Crocodiles, Elephants, Giraffes, Horses, Lions, Monkeys, Pigs, Rabbits, Rhinos, Shield Horns, Sheep, Tigers, and Tortugar. After obtaining the Beastmaster 2 skill, the Tame House will be buildable at a Smithy: Resources 125 Stone 5 Flint 65 Hide 20 Wood 40 Fibers 20 Metal Industrial Wonder Content With Industrial Expansion on the horizon, so comes its innovation to the Atlas. Generators to augments resources and Statues to ring in the advancement are arriving to Atlas Industrial Generator and New Wall Variants Industrial Generator A new experimental generator is available to build. It burns the pure sulfur, orichalcum and brimstone you’ve been harvesting and changes the Resources around the immediate area. It can be crafted in the Industrial Smithy This generator introduces Sulfurized Stone and Orichalcumized Stone into the game to use in creating new walls. Large Stone Wall Variants With all the newly augmented resources from the industrial generator, there are old recipes that can be modified to be potentially better than ever. Specifically, Large Stone walls and Gates with orichalcumized or sulfurized stone finishes. Their respective properties activate when Brimstone is burned in the area. Orichalcumized Walls and Gates will provide increased impact damage protection while Sulfurized Walls and Gates will provide increased Explosive damage protection. Tier 1 Industrial Monuments: Statues of Industry Industrial Explorer Statue This specific statue commemorates the pathfinders that explored unknown waters and lands first Its image motivates you and the crew to work more efficiently on ships Industrial Privateer Statue A statue commemorating the privateers that paved the way for industrial improvement. Its image inspires one to collect more xp and resources. List of New Craftables: Industrial Generator Unlocked in the Metallurgy skill Crafted in the Industrial Smithy Resources 100 Brimstone 175 Orichalcum 150 Pure Sulfur 300 Stone Rituals Available Burn Pure Sulfur Makes rock harvesting nodes drop only sulfurized rock for a short period of time Cost 150 charges 100 Pure Sulfur Burn Orichalcum Makes rock harvesting nodes drop only orichalcumized rock for a short period of time Cost 150 Charges 100 Orichalcum Burn Brimstone Activates buffs on the Orichalcumized & Sulfurized Wall and Gate Variants for a short amount of time Cost 200 Charges 150 Brimstone Orichalcumized Large Stone Wall Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 240 Alloy 394 Fibers 1176 Orichalcumized Rock 420 Thatch 588 Wood Orichalcumized Large Stone Gate Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 184 Alloy 314 Fibers 840 Orichalcumized Rock 315 Thatch 420 Wood Sulfurized Large Stone Wall Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 240 Alloy 394 Fibers 1176 Sulfurized Rock 420 Thatch 588 Wood Sulfurized Large Stone Gate Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 184 Alloy 314 Fibers 840 Sulfurized Rock 315 Thatch 420 Wood Industrial Statue Base Unlocked in the Metallurgy skill Crafted in the Industrial Smithy Resources 20 Brimstone 40 Orichalcum 60 Puresulfur Industrial Statue Framework Unlocked in the Metallurgy Skill Crafted in the Industrial Smithy Resources 200 Orichalcum 200 Pure Sulfur 500 Stone 800 Wood Industrial Explorer Statue Unlocked in the Metallurgy Skill Crafted in the industrial smithy Resources 200 Brimstone 400 Orichalcum 400 Pure Sulfur 2500 Stone 500 Wood Industrial Privateer Statue Unlocked in the Metallurgy Skill Crafted in the industrial smithy Resources 200 Brimstone 400 Orichalcum 400 Pure Sulfur 2500 Stone 500 Wood New Regions Added There are new areas to explore in The Atlas: Trackless Waters and Unknown Depths. Like Uncharted Waters, It seems as if Industrial Machinery was left behind in these areas by pathfinders long ago. Trackless Waters A hot stretch of Islands found off the west coast of South America. There are portals available in the South America Region to reach here Unknown Depths A hidden, tundra area that could not be traveled to via normal means. This region can oddly be reached via portals found in Africa and Antarctica. Bug Fixes Industrial Hydra and Industrial Rifle are now affected by the Lucky Loader Feat Fixed instances of farming structures not having areas of influence Fixed instances of Cursed Armor needing multiple types of Bone Chips Fixed instances of Transient nodes not moving weekly Fixed instances of snapping pillars working incorrectly Fixed instances of NPC Crew’s stats not updating correctly Fixed instances of players losing functionality when standing on a ship while it is released Fixed instances of Broadsider losing cannon functionality on logout Fixed instances of wood not being able to be re-bundled Fixed instances of rowing module displaying incorrect point value Fixed instances of misspelling in the Carrack’s description Fixed instances where the Fog of War in singleplayer wasn’t working correctly Fixed instances where blueprint gunports were not doing more damage than common Fixed instances where the Pegasus would sprout tentacles Fixed an issue with whistling at the Turtle Ship’s emergency ladder Fixed instances where the wood catwalk was not buildable Fixed an issue when placing mythos in the progress table Fixed the map zoom indicator in some regions Fixed instances where players would contact invisible geometry inside of portals Fixed various typos Replaced placeholder art for tame cargo railing Removed extra emergency ladder on Turtle Ship Fixed instances of negative storage space in some structures Fixed instances where the Sarcophagus was unable to be built Fixed essence of power locations Fixed visual issue of overlapping holiday vendors on freeports Xbox Only Improved memory loading / unloading Additional improvements coming in the next patch Misc Single Player character deletion is working correctly Multiple UI Fixes Deleted Duplicate entries in skills Removed the Industrial Smithy from Sulfur Pits The Compass’ Glowing Essences have been modified to be more in line with the icon Commodity Vendor has been added to Tortuga Reverted Blueprint colors to original values, with slight adjustments for ease of reading certain colors Bola is now stackable, up to 15 per stack After reaching rejuvenation 3, characters will no longer age past 20 years old Fixed the Descriptions of multiple items The Pegasus can now turn while stationary and in reverse Known Issues Stone cannot be re-bundled Breaking down bundles produces a different type of resource Some error messages are not appearing Industrial Statue Framework shows up as Burial Mound Framework Foundation and Framework have no time limit on when it can be picked up. Orichalcumized and Sulfurized Large Stone Gateways are not affected by the ‘Burn Brimstone’ ritual Large Weight sails still require tuning Pegasus has turning issues 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
  8. Ahoy Pathfinders! We have some important news to share regarding our official servers. As most of you are likely aware, our current season has seen some particularly rough waters. Some unintended features were unfortunately introduced that had an extremely negative impact on the game before they could be disabled. In response to this, we’ve made the difficult decision to wipe both the official PvP and PvE servers to provide everyone with an even playing field. We understand that this is not the direction we all expected this season to go and would like to sincerely apologize to our community as we take measures to improve the ATLAS experience. We hope you’ll continue the journey with us as we make our way closer to exiting early access. Thank you for your support and happy sailing! On a lighter note, here’s a sneak peek at a fun new feature coming in our next patch! Upcoming Wipe The final day of the current season will be Wednesday November 30th when we will be wiping both official servers for a fresh start. Servers are expected to go down around 7AM PST and should be back up around 7PM PST. Unofficial servers are not expected to need to wipe at this time. Server Changes With your patience and understanding, we’d like to take this new season as an opportunity to bring some adjustments to our official servers so we can better prepare for some major changes coming to ATLAS gameplay in the future. We need more servers to thoroughly test what we have in store, so we are temporarily downsizing our official servers. We understand this change is not going to be looked favorably upon by the entire community, so please keep in mind this is only temporary for this season! For more details about this experimental phase, please see a preview of the server changes below. More details will be provided as we get closer to our wipe date. PvP Servers: The PvP server will be split into 10 different 3x3 servers. Will be a mix of NA and EU servers. There will be no regions or portals. Claim type: will be a mix of claimable islands, claimable lawless, and unclaimable lawless. Quest content (Power Stones etc.) will not be available. Boosted rates. PvE Server: The PvE server will be reduced in size to a 6x6. Will be EU. There will be no regions or portals. All grids will be unclaimable lawless. All quest content will be available. 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
  9. Ahoy Pathfinders! We have some important news to share regarding our official servers. As most of you are likely aware, our current season has seen some particularly rough waters. Some unintended features were unfortunately introduced that had an extremely negative impact on the game before they could be disabled. In response to this, we’ve made the difficult decision to wipe both the official PvP and PvE servers to provide everyone with an even playing field. We understand that this is not the direction we all expected this season to go and would like to sincerely apologize to our community as we take measures to improve the ATLAS experience. We hope you’ll continue the journey with us as we make our way closer to exiting early access. Thank you for your support and happy sailing! On a lighter note, here’s a sneak peek at a fun new feature coming in our next patch! Upcoming Wipe The final day of the current season will be Wednesday November 30th when we will be wiping both official servers for a fresh start. Servers are expected to go down around 7AM PST and should be back up around 7PM PST. Unofficial servers are not expected to need to wipe at this time. Server Changes With your patience and understanding, we’d like to take this new season as an opportunity to bring some adjustments to our official servers so we can better prepare for some major changes coming to ATLAS gameplay in the future. We need more servers to thoroughly test what we have in store, so we are temporarily downsizing our official servers. We understand this change is not going to be looked favorably upon by the entire community, so please keep in mind this is only temporary for this season! For more details about this experimental phase, please see a preview of the server changes below. More details will be provided as we get closer to our wipe date. PvP Servers: The PvP server will be split into 10 different 3x3 servers. Will be a mix of NA and EU servers. There will be no regions or portals. Claim type: will be a mix of claimable islands, claimable lawless, and unclaimable lawless. Quest content (Power Stones etc.) will not be available. Boosted rates. PvE Server: The PvE server will be reduced in size to a 6x6. Will be EU. There will be no regions or portals. All grids will be unclaimable lawless. All quest content will be available. 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. Yes it is supposed to be food. They have seen it happen with my boat. On the other hand I have seen it not work for other people as well so it is probably another busted mechanic.
  11. You keep going back to this for some reason. Did someone scuttle your shitty harbor? It must be a shitty harbor if they did. Is this a real fear of something that has happened to you or just more speculation to justify your desire to be the online overlord of people who join (serve) you? Also, you continue to insult me. Have I insulted you at some point? Its possible, I just didn't think I had. It would actually be "demolishing" your harbor in any event. I never said I wanted to demo your shitty harbor. I in fact don't want to, please stop the strawman tactics. Do you have any idea how much time that would take? If you are a proper mega you would have thousands of pieces to demolish. Any competent company would kick me out before I did more than a few minutes of dmg. I wouldn't even spend the effort to blow up more of your base than necessary to raid you. You are painting a picture of the most powerful companies in the game being under constant assault of insiders. As to my shitty base. Although I do not think you are qualified to deem a base you have never seen shitty, it may perhaps be shitty compared to yours. You are in a mega after all and have many many more people to "assign" as builders. However I cant say that because I have never seen your base. I have seen several, ok some, megas bases. They all looked pretty shitty to me. Not a single architect among you sadly. This comes back to your god complex. Only YOU should judge who can and cant build a base of worth apparently. Outside of season 1, I have never lost anything in my base apart from decoys. I have lost some tames back in the day, rarely though. No gold was ever taken. No rare mats looted. No BPs lifted. No gear, normal to mythic, was made off with. I also never had a giant island advertising my presence, but I also never invited 99 people into my company and got obsessed with becoming the pirate dictator. Your straw manning me has gotten us off topic. You made no mention of opposition to my point as stated in both of my posts you have responded to. I will take that as a consent that I am correct. Your purposed changes are in fact unjustified. They are a nice request in your eyes, but far from a necessity. Have a nice day...idiot (see now I have insulted you too). -CS
  12. Just a few points. I'm not sure what your on but I'm on PC and have not crashed once this season and I'm a few hundred hour in. I was thinking at last they got it running good. Land is always in low supply at the start of each season but if you look you can find it. I saw a guy this week going on about this while sailing the grid when I knew the island I was on had open spots. He sounded so rude I didn't tell him. I didn't need to hear that everyday. Don't discount living on an owned island. At least to get started. My main base is on one this season. Never even seen the owner. Nothing wrong with the towers. People need a buffer to stop the crazy stuff from closing in. Or they will quit also. A simple way to stop losing bears when zoning. Slow before crossing a border to a creep. Stop as soon as you cross every time. Check if you have all your bears. If not he is right behind you. Leave it on high follow. He will swim to you and jump back on. Only an epic bear is worth searching for. Basic bears are a dime a dozen. On the bottom of M2 paradise I set out and un-claim 20+ a week. The real problem with Atlas is new players have to figure all this out with little to no help. Making very simple things sometimes a nightmare. Knowledge makes your first 100 hours into 10 hours. But that knowledge is hard to come by.
  13. It had been a week or so after that fateful night before I was ready to set off to sea. I had arranged for all of my personal belongings to be sold off, in exchange for some supplies and passage on a ship heading east. The ship would rendezvous in Nozetal with a local captain who was known to take any fare as long as the gold was right. With my itinerary set, the days could not go by fast enough, anxiously waiting to set course for the lands unknown depicted in the cryptic journal. We laid my brother's body to rest a couple days after I had discovered him dead, washed up on the shore. My boisterous brother had apparently made a name for himself in this small harbor town with nearly half the residents in attendance at his funeral. To somber the mood, his mates suggested a celebration in his honor and begrudgingly I obliged, on the terms it took place the night before I left. As much as I would enjoy a fitting send off for closest kin, I was still well aware that those that murdered Nathan could still be out there and would still be looking for the pages he died protecting. The inn was full that night, filled with every sort of scallywag one could imagine. As I was packing my belongings in one of the rooms above, the windows laid open, a vent from the heat already rising from the festivities taking place below. Towards the end of the evening I made my way downstairs to make my appearances, anxious for this night to end so I could start my journey come sunrise. I took a seat at the bar with a few old crewmates and bided my time with half laughs and fake smiles, waiting for the opportunity to make some excuses to end the night early. After about four or five half-baked, fully exaggerated stories and a sea shanty or two, I noticed my mug had run dry and was looking to the innkeep to top me up. However, as I lifted my glass to signal my predicament, I noticed he had much more pressing matters at hand. His eyes were fixed on the doorway, as if sizing up trouble as it entered the inn. As I peered over my shoulder through the crowded bar room, three figures in black cloaks made their way through the crowd and sat themselves at a table in the back corner. A chill went up my spine as I turned to face the bar and the empty mug in front of me, feeling their eyes burn a hole in my back. The room felt much hotter and as I gripped the pages of the journal tucked into my shirt, panic raced in my mind as sweat began to bead on my forehead. "You alright mate?" I thought the innkeeper shouted but all noises had become dull and unrecognizable as I wondered if I was about to share the same fate as my brother. "Oi, you're clean dry, let me fix that for ya!", he continued as he grabbed my mug. But I was no longer concerned with my thirst, for it seemed my demise was inevitable, draped in a black cloak a few yards away. Thoughts raced in my head, of my brother, the journal, and the dreams dashed before they started. Through pure instinct, my body urged me to run. Run as fast as I can to anywhere. Anywhere is better than here. Before my head could process, my hand was already on the bar turning myself to the door. Eyes fixed on the target, I plotted my route through the crowd and out the front door. I took a moment to glance at my pursuers and as our eyes met, a slam pierced through the fog of noise and shook me to attention. I turned to the bar to see a frothy mug had been dropped at my place and a kind smile had returned with a solution to my woes. "Take a swig and you'll be alright lad," he beckoned. Dazed, with the train of thought derailed, I grabbed the mug and took a hearty swig, half in hopes this ale would deliver me from this hellish situation. To my surprise, my salvation wasn't in the mug but under it. As I wiped my lips with my sleeve and looked to place the mug down again, in its place was a worn iron key. My eyes widened as I stared at it and when I finally looked up at the innkeep, he leaned and whispered, "You should get a bit of rest now. I think you'll find this room a little more comfortable." As he leaned back and left to address the rest of the clientele, the pieces, once jumbled, were now set and I had hope. With my back to my potential assailants, I carefully tucked the key into my jacket and stood up from the bar. With one last swig, I finished my drink and then said my farewells. I left every coin on my person and carefully made my way back up the stairs. As I ascended, I took one last look across the room at the three in black, hoping to never see them again. I raced down the hallway past my room and used the key to enter the room next door. I slid into the room and quickly locked it shut. With my back against the door, I clutched the journal at my chest and let out a deep breath. It was not long before I heard footsteps in the hallway. Nervously, I had placed myself up against the wall shared with my previous room and could hear, although muffled by the noise from below, as they made entry into my former quarters. They moved quickly, breaking down the door and quickly realizing I was no longer there. From the muffled shouts, they deduced I had left through the window that had been left open and sent one in search of me while the others stayed to search the room. The desperate snapping of wood and tearing of cloth was the only thing heard for the next few minutes as I sat in silence, occasionally startled when their carnage would fly across the room and slam into the shared wall. Thoroughly spent and unrewarded, the noise from the neighboring room subsided and finally, after some time, hurried footsteps rushed down the hallway to continue their search elsewhere. They had not found me but I was not safe yet. I dared not sleep in fear of their return and sat quietly, in anticipation of the footsteps coming down the hall again. Paranoia began to creep in as every sound as the night went on drew closer to sounds of imminent danger. It was not long before I began pleading within myself for the sun to rise and to be away from this town. I needed to do something to keep the idle mind at bay. To keep myself from madness, I lit a candle on the floor and pulled out the journal. I hastily arranged the sea-soaked pages on the floor and began to decipher the next entry in the journal. As the words and phrases unraveled, I became more and more obsessed, losing my senses of the world around me. The findings Nathan died protecting would change the world forever and it was our fate to share them with the world. Possessed, I continued to scribble the entry into existence. The sky had changed to a lighter shade of blue and a peek of orange could be seen once I was done. In my amazement and relief, I read the words aloud, grateful to see another day. “I set sail to the Walfield Atol, an island reported to have Power Nodes located on it. As it appeared on the horizon, I could see an odd formation sticking out of the sand. It looked too straight to be a rock, but due to its size I couldn’t imagine what else it could be. As I sailed closer however, I realized it was carved! It was an immense statue. I could see the outline of the skull carved into stone, eyes glowing green in the late evening light. Dropping anchor, I jumped into the water and swam to shore. This statue had to be bigger than any I have seen in these waters before. Was this the structure that so many pathfinders have spoken of? I set off on foot towards the center of the island, where an Altar was rumored to be. As I follow the river around a large rock formation I pass carved rock pillars. Similar to the totem statue that I passed earlier, but not as large. Looking forward I see something that can only be described as a man made hill. It is a giant perfectly round… mound. The same skulls that were carved into the totem are all over it. I made my way to the top and almost fell face first into a pit. I’m sickened by what I see at the bottom. Several skeletons and rotting corpses are floating in a shallow pool of water. The smell of rotting flesh makes me fall back, slipping and rolling to the dirt. Shaken, I stand and rush past this Burial Mound hoping that that is the worst I find on this island. Finally, I found the Altar that I’m looking for. Cursed Pirates are everywhere, so I am hiding in a bush. Watching the pirates I notice that they are carrying large chunks of stone and wood around another huge boulder. I sneak around and sink back onto my knees. They have built what looks like a temple. There must be several rooms inside, as I watch at least fifty pirates enter the structure with full loads, but leave empty handed. Do I dare try to sneak inside? I didn’t bring enough grog for that. I hurry back to my Sloop and set sail for the nearest freeport.” I sat back in awe. These altars, these monuments, could etch our names in history! Not only that, I finally had a destination. Walfield Atol, I had never heard of it, but it was start. I frantically gathered what was left of my things and raced to the harbor. I sprinted through the streets, half-delirious, half-jubilant, shedding tears to my good fortune. And as the anchor raised from my vessel and the harbor slowly shrank into the distance, peace had finally set in. The doors were all shut. But miraculously, I had been given a key, and now, wonders untold await me. Exhausted, I went into the hold for some much needed rest. I grabbed whatever I could find and made a bed on a few crates. And there I slept, dreams reignited, swathed in a long black cloak. Major Announcement We hope you are enjoying our continuing narrative building up to our next major patch! We'd like to announce today that we have a set date for the new update, October 27th. With this update, we will be having a full wipe of all servers. We can't wait to show you what is next for Atlas so stay tuned for more details! 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
  14. It had been a week or so after that fateful night before I was ready to set off to sea. I had arranged for all of my personal belongings to be sold off, in exchange for some supplies and passage on a ship heading east. The ship would rendezvous in Nozetal with a local captain who was known to take any fare as long as the gold was right. With my itinerary set, the days could not go by fast enough, anxiously waiting to set course for the lands unknown depicted in the cryptic journal. We laid my brother's body to rest a couple days after I had discovered him dead, washed up on the shore. My boisterous brother had apparently made a name for himself in this small harbor town with nearly half the residents in attendance at his funeral. To somber the mood, his mates suggested a celebration in his honor and begrudgingly I obliged, on the terms it took place the night before I left. As much as I would enjoy a fitting send off for closest kin, I was still well aware that those that murdered Nathan could still be out there and would still be looking for the pages he died protecting. The inn was full that night, filled with every sort of scallywag one could imagine. As I was packing my belongings in one of the rooms above, the windows laid open, a vent from the heat already rising from the festivities taking place below. Towards the end of the evening I made my way downstairs to make my appearances, anxious for this night to end so I could start my journey come sunrise. I took a seat at the bar with a few old crewmates and bided my time with half laughs and fake smiles, waiting for the opportunity to make some excuses to end the night early. After about four or five half-baked, fully exaggerated stories and a sea shanty or two, I noticed my mug had run dry and was looking to the innkeep to top me up. However, as I lifted my glass to signal my predicament, I noticed he had much more pressing matters at hand. His eyes were fixed on the doorway, as if sizing up trouble as it entered the inn. As I peered over my shoulder through the crowded bar room, three figures in black cloaks made their way through the crowd and sat themselves at a table in the back corner. A chill went up my spine as I turned to face the bar and the empty mug in front of me, feeling their eyes burn a hole in my back. The room felt much hotter and as I gripped the pages of the journal tucked into my shirt, panic raced in my mind as sweat began to bead on my forehead. "You alright mate?" I thought the innkeeper shouted but all noises had become dull and unrecognizable as I wondered if I was about to share the same fate as my brother. "Oi, you're clean dry, let me fix that for ya!", he continued as he grabbed my mug. But I was no longer concerned with my thirst, for it seemed my demise was inevitable, draped in a black cloak a few yards away. Thoughts raced in my head, of my brother, the journal, and the dreams dashed before they started. Through pure instinct, my body urged me to run. Run as fast as I can to anywhere. Anywhere is better than here. Before my head could process, my hand was already on the bar turning myself to the door. Eyes fixed on the target, I plotted my route through the crowd and out the front door. I took a moment to glance at my pursuers and as our eyes met, a slam pierced through the fog of noise and shook me to attention. I turned to the bar to see a frothy mug had been dropped at my place and a kind smile had returned with a solution to my woes. "Take a swig and you'll be alright lad," he beckoned. Dazed, with the train of thought derailed, I grabbed the mug and took a hearty swig, half in hopes this ale would deliver me from this hellish situation. To my surprise, my salvation wasn't in the mug but under it. As I wiped my lips with my sleeve and looked to place the mug down again, in its place was a worn iron key. My eyes widened as I stared at it and when I finally looked up at the innkeep, he leaned and whispered, "You should get a bit of rest now. I think you'll find this room a little more comfortable." As he leaned back and left to address the rest of the clientele, the pieces, once jumbled, were now set and I had hope. With my back to my potential assailants, I carefully tucked the key into my jacket and stood up from the bar. With one last swig, I finished my drink and then said my farewells. I left every coin on my person and carefully made my way back up the stairs. As I ascended, I took one last look across the room at the three in black, hoping to never see them again. I raced down the hallway past my room and used the key to enter the room next door. I slid into the room and quickly locked it shut. With my back against the door, I clutched the journal at my chest and let out a deep breath. It was not long before I heard footsteps in the hallway. Nervously, I had placed myself up against the wall shared with my previous room and could hear, although muffled by the noise from below, as they made entry into my former quarters. They moved quickly, breaking down the door and quickly realizing I was no longer there. From the muffled shouts, they deduced I had left through the window that had been left open and sent one in search of me while the others stayed to search the room. The desperate snapping of wood and tearing of cloth was the only thing heard for the next few minutes as I sat in silence, occasionally startled when their carnage would fly across the room and slam into the shared wall. Thoroughly spent and unrewarded, the noise from the neighboring room subsided and finally, after some time, hurried footsteps rushed down the hallway to continue their search elsewhere. They had not found me but I was not safe yet. I dared not sleep in fear of their return and sat quietly, in anticipation of the footsteps coming down the hall again. Paranoia began to creep in as every sound as the night went on drew closer to sounds of imminent danger. It was not long before I began pleading within myself for the sun to rise and to be away from this town. I needed to do something to keep the idle mind at bay. To keep myself from madness, I lit a candle on the floor and pulled out the journal. I hastily arranged the sea-soaked pages on the floor and began to decipher the next entry in the journal. As the words and phrases unraveled, I became more and more obsessed, losing my senses of the world around me. The findings Nathan died protecting would change the world forever and it was our fate to share them with the world. Possessed, I continued to scribble the entry into existence. The sky had changed to a lighter shade of blue and a peek of orange could be seen once I was done. In my amazement and relief, I read the words aloud, grateful to see another day. “I set sail to the Walfield Atol, an island reported to have Power Nodes located on it. As it appeared on the horizon, I could see an odd formation sticking out of the sand. It looked too straight to be a rock, but due to its size I couldn’t imagine what else it could be. As I sailed closer however, I realized it was carved! It was an immense statue. I could see the outline of the skull carved into stone, eyes glowing green in the late evening light. Dropping anchor, I jumped into the water and swam to shore. This statue had to be bigger than any I have seen in these waters before. Was this the structure that so many pathfinders have spoken of? I set off on foot towards the center of the island, where an Altar was rumored to be. As I follow the river around a large rock formation I pass carved rock pillars. Similar to the totem statue that I passed earlier, but not as large. Looking forward I see something that can only be described as a man made hill. It is a giant perfectly round… mound. The same skulls that were carved into the totem are all over it. I made my way to the top and almost fell face first into a pit. I’m sickened by what I see at the bottom. Several skeletons and rotting corpses are floating in a shallow pool of water. The smell of rotting flesh makes me fall back, slipping and rolling to the dirt. Shaken, I stand and rush past this Burial Mound hoping that that is the worst I find on this island. Finally, I found the Altar that I’m looking for. Cursed Pirates are everywhere, so I am hiding in a bush. Watching the pirates I notice that they are carrying large chunks of stone and wood around another huge boulder. I sneak around and sink back onto my knees. They have built what looks like a temple. There must be several rooms inside, as I watch at least fifty pirates enter the structure with full loads, but leave empty handed. Do I dare try to sneak inside? I didn’t bring enough grog for that. I hurry back to my Sloop and set sail for the nearest freeport.” I sat back in awe. These altars, these monuments, could etch our names in history! Not only that, I finally had a destination. Walfield Atol, I had never heard of it, but it was start. I frantically gathered what was left of my things and raced to the harbor. I sprinted through the streets, half-delirious, half-jubilant, shedding tears to my good fortune. And as the anchor raised from my vessel and the harbor slowly shrank into the distance, peace had finally set in. The doors were all shut. But miraculously, I had been given a key, and now, wonders untold await me. Exhausted, I went into the hold for some much needed rest. I grabbed whatever I could find and made a bed on a few crates. And there I slept, dreams reignited, swathed in a long black cloak. Major Announcement We hope you are enjoying our continuing narrative building up to our next major patch! We'd like to announce today that we have a set date for the new update, October 27th. With this update, we will be having a full wipe of all servers. We can't wait to show you what is next for Atlas so stay tuned for more details! 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
  15. When i logged in this morning there was only 500 people in game. I've been on all day and maybe seen 5 people enter my grid. Currently i've seen more SoTd groups then players through grids. Had to go pick up some more crew after an unfortunate taming accident wiped out my crew members...8 grids in a sloop later.
  16. Hi, 1. Can someone make a unicorn mod. I want to tame a unicorn (true white). 2. Is there a way to make a mod that clones or copies a tame. Or makes a template of a tame. Like let's say, I have a favorite tame. And copy the tame. Then give it to someone else. Then they have the same tame with the same name, look, and stats. Now, I've seen a mod that allows someone to put their tame in a flask/bottle. When you look at it, it shows a description of the tame. Shows the name, sex, color, etc. How about a mod, that lets you type in details like name, sex, color, etc, then press execute, and now you have a tame that matches the stats you put in. That way you've copied the tame without actually creating a file to is transferred to another player. Just dial-up a clone.
  17. I'm not against the idea of adjusting company mechanics but nothing you said here is accurate. Megas aren't content gating smaller companies. Megas don't have magical exploits to level cap faster than others. This game was designed around the concept of large companies existing (in addition to smaller ones). Every issue you listed here has nothing to do with megas existing and everything to do with poor game design and an incredibly high knowledge barrier for entry. Also, the whole concept of a "mega" is completely relative. In season 1, megas had a thousand members. In season 9 now, people call companies with 30 players a mega. Because if you're in a small 3 man company, 30 players is an overwhelming force to deal with. So anyone who complains about "megas" at this stage in the game is naive. Or simply bad and unwilling to learn. Or all three. No one is preventing people from farming the maw; even when we had 10+ boats in the maw earlier in the season we would still see small, never-before-seen companies doing their own thing in there. If you're expecting to do content at any time of day with zero resistance, it sounds like you should check out the PvE server. The whole concept of a survival PvP game is that when you go out into the wild, you're risking your stuff. The only company getting content gated this season is Molon Labe.
  18. Diamonds come as swag when trades occur with market. I have not seen the other resources either. I've seen legendary carbines for sale in player shops so I assume someone else found them but I have not. I'll be watching this post as well.
  19. It would take a book. I've done a few 12+ hour days. I've forced myself to stop playing due to it being beta and the final wipe is coming. I've started focusing on learning how things work to have the best start at release. It is a pvp focused game but you never need to take part in pvp. You fight wars for control of areas. Crafting is very deep. Pve and Pvp in world and instances. Housing. Amazon has made big changes this year and it really seems they are listening and building what people want. They will be adding to it for years. Some bugs getting hot fixed still. Some report lag in 100 player battles. Still not perfect but good. I've not seen any lag. The world looks great. Its interesting that you get polled/questioned at every log out to return the next day seeing changes made on your topics. I've submitted bugs and seen them in the next day's patch notes. In general, I've had a lot of fun and expect I'll be playing it for a few years. Not happy its still 30 days away.
  20. I thought the game had already been discontinued. I just got into the XBOX ONE version. I stopped playing about 6 months ago. I joined the game. G8 PVP... Any plant I harvest comes with cabbage or Fiber. ALLL! - SALT Stones is get common stones. - Crystal Stones are giving RUBIES... - CACTUS Getting Fiber. - PEPER Getting FIBER.- Iron Stones are giving STONES or COAL. I won't keep playing. I uninstalled the game then. But I want to leave my indignation here... This game is a blatant lack of respect for all players who have compared this BETA version. It would be much better for everyone if the company announced that the game will no longer come out, than leaving the poor lost by playing something that doesn't even have an update anymore! In all my 20 years of playing, I have never, never seen a game that disrespects customers so much. If any mederator has the courage to read this, I will leave a message I left several months ago. Players want a stable version. Stop whatever you're doing and just work so that what's in the game works correctly. Stop creating additional content and just focus on keeping what's functional. Atlas was the only game I've ever seen that manages to release seasons in the BETA version. (Amazing), the size of your stupidity and lack of respect for all of us! ... Hugs and my condolences to all players who are still wasting time with this game!
  21. It really seems to be a mixed bag. Ive seen tiny islands with a "no new settlers" notice, which makes sense the island was tiny af and was legit full. Ive seen huge islands with the "no settlers" and shit tons of open space. (I build on those to f with the owners, because you usually get some crazy responses) Drop 3 floors in 1 spot way away from your actual base, then build else where... Ive seen the opposite too, tiny islands, full to the brim and the response is "if you can find a spot you are welcome" What Ive found works best is talk to the owners, then Ill build the foundation outline and wait 24hrs before continuing just to lock in something.. Ill leave my ship there so it looks like I just logged for the night. Only been demod once like this, and that was a misunderstanding by the owners company, who didnt spread the word that I was ok'd. I also leave a sign on my building with my discord info which has helped too.
  22. Over the past few weeks I have managed to put a good 200 some hours into Atlas, which goes to show that I like the game! However, there are major glaring problems that are keeping me from truly loving and embracing the game. I would like to outline some of those issues and my suggestions as to possible solutions. 1) Alphas:These denizens of the lowest depths of hell have killed countless tames of mine and claimed the lives of nearly every one of my fellow company co-workers. Now, I understand wanting to provide some additional challenge to the game’s natural predators, but having an Alpha wolf, Alpha snake, and their non-alpha counterparts spawn on top of me while trying to chop some wood with an elephant is not a fun gameplay mechanic. Solution: Location based Alpha spawns. Create specific mini-boss type caves, plains, and forest locations where players can go to test their mettle and fight Alphas of their own volition. Or, as a temporary bandage, limit the number of total alphas that can spawn to one or two per island. Also, have the alphas drop some kind of loot worthy of player’s time investment like a blueprint or upgraded tools/weapons like Ark did. 2) Creature AI: This is a problem that has persisted from Ark. The creature AI feels, frankly, stupid. Now I’m not trying to insult the AI team. What I mean by stupid is the creatures don’t feel viscerally alive. Their idle patterns don’t lend themselves to making the world feel vibrant. Ive never seen a creature in real life walk in circles for hours on end, or conversely, when you do, you take them to the Vet to get checked out and/or put down. Solution: Creatures that are supposed to be herd like animals should move in herds meandering around in much larger orbits of the islands. When they are hungry, they look for berry bushes or food plants and physically harvest them. Giraffes should be seen munching on the tops of trees, elephants picking berries and eating them, cows and bulls grazing on the local “Fiber” bushes, and Pigs should be rooting around in Dig-able locations for potatoes, carrots, and other such flora. As for the predators that inhabit the islands, I would like to see pack animals use more intelligent teamwork when hunting. A single wolf should not be trying to take on a herd of elephants.Rather, when the pack gets hungry, they stalk their quarry, using the local shrubs and plants to obstruct line of sight to their prey, spread out in flanking formations, target one specific creature and ambush it all at once, startling the rest of the herd making them bolt. As for solitary hunters like the tiger, it would employ similar tactics just not with multiple creatures. Solitary hunters ought to similarly stalk their prey moving slowly through bushes and dense foliage until they are close enough to pounce targeting the “weakest” most damaged creature. When not hungry, these creatures shouldn’t just be mindless killing machines; they need idle behaviors when not threatened or hungry. Wolves should be seen “playing” together nipping at each other, chasing each other around or, depending on the number of males, fighting for dominance. In the case of lions, when idle, male lions should be seen lazing about sun bathing, fighting amongst the males for dominance, dropping their brother into stampedes etc. As for tiger’s non-combat patterns, they should act like cats, finding the highest spot and laying in the sun, maybe even hanging out in the branches of trees sleeping. TL;DR more closely model animal behaviors seen in real life. 3) Ships of the Damned: These look like placeholder enemies and I sincerely hope they are. As these ships are right now, they really only serve as a nuisance. Now don’t get me wrong, when you actually engage these ships and they chase you, the adrenaline starts pumping, panic grips you and the crew and it truly feels great. However, when I’m trying to sail from one remote island of wheat to another obscure island of elephants and I see SOD’s on my journey my reaction isn’t: “Oh god! Man the cannons! Open sails full and prepare to bail water!” It’s: “oh, you again, ok adjust heading to move in the opposite direction as theirs...” having something that just serves to force the player to turn off course for a minute is not a fun and engaging gameplay mechanic. Solution: First off, I get that this game is trying to go for a magic-y feel so the ships should look kinda spooky and weird. However, I would be ecstatic if the art team designed something that looks less like a floating Zerg carapace and more like an actual ship. Ideally, this ship would be helmed and crewed by actual npc skeletons potentially giving us the option of boarding the enemy ship, disabling it, turning it back from the land of the dead, and/or progressing the story through some kind of dialogue. Anyway, as for the ship’s current place within the game, I would like the ship threats to be more suspenseful. Sometimes the most terrifying and dramatic stories never involve actually seeing or engaging an enemy. Rather, it comes from the suspense of the possibility of an attack. To that effect, I would like to see a system that tracks the number of players traveling through a sector, the frequency of travel, and the most used route. This system would take this data and if it passed a set of criteria would spawn a ship in that sector to patrol across or along the most popular route. If the dev team is dead set on maintaining the use of the current SOD art, I suggest having an SOD spawn around the player/ship at sea when the fog sets in. This shouldn’t be a guaranteed spawn with fog but instead be a random chance. I’m envisioning sailing late at night, the fog slowly rolls in, slow enough that the exhausted crew doesn’t even notice until they are too deep into the fog to turn back; the captain, skeptical of the ships-of-the-damned rumors presses on. Then, from the depths rises this green kelp covered monstrosity hell bent on adding to its ranks of undead; panic ensues and another story fuels the fear of the Ships of the Damned! TL;DR Less monotony, more unpredictability. 4) Weather: Sailing through the stormy seas dodging cyclones was fun for about the first 8 or 10 times it happened. But now we all know that cyclones happen EVERY time it rains which is ridiculous! We also need to discuss the way in which the game communicates incoming weather to the player. Solution: I suggest a range of weather intensity and the game picks randomly from this range. On the low end of the spectrum you have light drizzle and slightly increased wind speeds, moving up into incrementally more intense rain storms that rock your boat (The higher end of these increments may force the crew to bail water at times to avoid sinking). Once you have passed the reasonable intensity of what we can call a rain storm, the wind begins picking up and starts to swirl. A tornado shouldn’t just instantly spawn, these things take time to build up starting from small dust devils and working its way up to an actual tornado/cyclone. Additionally, Ive never heard of ship homing tornadoes so can we just not have that silly mechanic, it just makes the game feel cartoon-y and I know of a certain other pirate game that tried to go too cartoon-y and fell flat. On the catastrophic upper end of the spectrum it would make for an interesting mechanic to have a massive server-crossing hurricane that could wreak havoc across multiple server squares forcing players to either hide in bunkers or sail the hell out of there. Imagine a mass exodus of players running across servers telling people to prepare for incoming hurricanes! As for communicating weather effects to the player, I DO NOT need the game to tell me its raining I can bloody see that! There is a saying, that the most engaging way to communicate a story is to show, not tell. If you can get the servers to communicate what weather is happening in each grid and have that weather bleed over server boundaries you could leave the weather interpretation entirely in the hands of the players. Weather effects need to build up on the horizon and slowly move across the server square rather than having the weather be server wide. Don’t hand-hold your playerbase, you will run the game aground if you do that. 5) PvP and PvE only Atlas worlds: It’s a pirate game where you can’t do pirating! The idea of having permanently separate worlds of PvP and PvE is flawed. There ought to be a threat of enemy player attacks when at sea, it is a game about human nature and interaction after all. Now, I completely understand not wanting to confront other players sometimes, its for that reason I play on the PvE servers. However, the entire base building portion of the game revolves around taking land, and with so many people playing the game, you are going to have to take that land from somebody. It is my opinion that this game cannot work without at least some player conflict. Solution: As of now, the servers adjacent to a Freeport are considered “Lawless” meaning you cannot place land claims but can still build on them, this is good but I suggest a merging of PvP and PvE ideologies. What are currently “Lawless” regions would now be PvPvE zones with all the same building freedom of a “Lawless” zone and expanded slightly to encompass a little more land and the option to place a bed on a foundation in lawless regions. An adjusted version of the “Declare War” feature would be implemented. It would work thusly: One company would declare war on another, this would automatically start a countdown to PvP being enabled between the two companies (Attacked party does NOT have to give consent), in that time a ping would be sent to all allied companies of the attacked party and send a delayed alert to all companies on the current island. Declaring war would also allow ANY other company to damage the attacking party. This would ensure that both companies have something to lose and something to gain and introduce a level of risk vs. reward that appears to be lacking in the current version of the game. Declaring war would only be allowed if there is a certain percentage of the total companys’ players online. However, If a percentage of players have been offline for a certain amount of time, the declare war option re-opens. In order to prevent simply popping onto the server every so often to stave off declare war, the percentage of online players must meet a certain threshold of play time proportional to the number of players within the company in order to maintain offline raid protection status. Additionally, to protect small companies from being picked on by massive conglomerates, a certain amount of foundation space must be taken up and/or a certain number of members must exist within a company and/or a certain number of ships must be owned before other companies can declare war against them (Herein referred to as underdog protection). As an additional raid protection measure, an option for the attacked party, called “Broker peace” would become available upon initial war declaration. The “Broker peace” option would require the attacked party to pay in either gold or resources of the attacker’s choice. Upon completed payment of the reparations a long timer would start giving the attacked party complete raid protection for a time. Deep ocean is automatically PvP enabled unless the company under attack is within the underdog protection threshold. Outside of lawless zones, land claims would operate as they currently do in PvP unless the number of claim flags owned by a company is under a certain number (Another aspect of underdog protection). However, under this system the ONLY way to forcibly take a claim flag from another company is to declare war on the company (You can always come to a peaceful resolution if you are diplomatic enough!). Additionally, land claims allow any attacked party to offer up a number of claim flags as reparations in the “Broker peace” option (The more flags you offer, the longer the raid protection timer). While under the effects of the “Broker peace” option the company in question cannot declare war until the raid protection timer has expired. Additionally it should be noted that “Broker peace” should remain an option for the duration of the PvP window. Declare war is automatically terminated when either party has been reduced to within the underdog protection threshold or “Broker peace” has been used. To make sure the option for PvP is open to all players from the get go if they so wish, any underdog protected company can go to war with another underdog protected company with all systems enabled. In underdog PvP, fighting ends when one party surrenders with “Broker peace” or either company is reduced to zero foundations. Apologies for the Great Wall of text but I’ve come to adore this game and would love to see it grow into something truly special. Thank you for reading this far! If you have any tweaks to my proposals or suggestions of your own please post them. The only way to make the game into something players want is to communicate exactly what we are thinking! Safe travels Pathfinders!
  23. I too have many pics and vids. Showing what you are saying. Last season we seen the same thing with warehouses. This season we have had server restarts after defending and killing bears, server would restart and rollback 5 mins so the bears were alive. We have seen and have pics of people raiding in thatch building up in the air with no pillars support. The devs have no intention to balance the game against the dev supported cheating megas and them being in on it is the most logical analysis.
  24. Not happy at all because i've seen it first hand. They have reduced the size of the map and the islands therefor trying to cram everyone close together. The trouble is, i've encounted numerous people spamming foundation along the shore so can't place shipyard. I'm not saying this is for every island but i've been to 2 and seen same thing, don't think I want to move on to find out what the others is like. They thought forcing the NA players to EU was going to benefit everyone but it's just doubled the trouble, reduced grids, islands and more griefing/blocking. I gave it ago, I just lost motivation from it to be honest. I can tell you right now, the numbers will drop dramatically, I'm not joking, i've seen it and people fighting/arguing in chat over spam. I don't see a future for PvE as it is. I don't know if this is their plan, p*** people off to force them to PvP but it's not going to work. I dread to think what the controllable trade lanes will be like, you'll just have them griefing and not letting you pass, I'm disappointed with it, was hoping for something better but shouldn't be surprised really.
  25. It does not seem possible for the dev team to fix anything related to balancing the game. Out of a list of a 100 items added a minor issue may be changed or resolved often going to one end of the extream or the other or so small that it doesn't matter. Such as ship speed. Why they added all these portals, because only the no life trolls that will be on the PTR for 30 hrs before a wipe will know how to get to any islands. Then a map will be released 2-3 days later when all the islands have been taken. I cannot fight a bunch of crabs. I cannot fight 5 broadsiders showing up to take out my armored docks. Love the game, but have never seen an intentional display of segregation in what should be a fair for all fun, survival pirate experience. In no reality should a game consist of having to be on for many hours to accompish something. And before anyone judges, single player, pve or just join a mega is not a solution. If the devs (grapshot) cannot see this as a problem, then any sane person would and should boycott them and anything attached to them. I can handle bugs. Game breaking bugs should be fixing before introducing more content producing more bugs. And their total disregard for thier playerbase is abysmal. You cannot have a game that is pvp (which is competitive) have all the advantages swung in certain players direction and have most of the servers offline for a week and think thats ok to just keep it going. Each year goes by with population getting cut to the point they even have to merge pvp servers just to keep it alive. What could be an epic game that would deserve a sequal just like Ark survival evolved with a playerbase for years to come. I predict this to be more of just a fad, many will buy and it will die just the same. Why because the devs will get their money, its nothing special to them. It is just another project. If the devs care so little. Why should we? Do they deserve more of our money?
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