Jump to content

Search the Community

Showing results for '┷다리다리분석사이트ょsvs114.cоm⒠아이폰네임드오락실다운す다리다리픽보는법ぁ네임드오락실아이폰²네임드오락실apkk네임드links네임드직원㏄resolve'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • ATLAS
  • The Dry Dock
  • Navigator's Tools
  • The Tavern
  • Poseidon's General
  • Seismic Gaming's Topics
  • |☩|KNIGHTS TEMPLAR|☩| EU's Recruitment Section
  • |☩|KNIGHTS TEMPLAR|☩| EU's Ranks
  • Knights of the Morning Wood's Topics
  • Black Sails's Información
  • GypSeas's Recruitment
  • Poseidon's Chosen's Topics
  • Devils Brigade's Topics
  • The Saviors's Sanctuary
  • Trinity Trading Company | 18+ |'s Topics
  • The Flying Dutchman's Topics
  • East India Company's Welcome to The East India Company
  • Black Flag's Topics
  • The Ferrous Legion Mariners's Applications
  • Discovery's Topics
  • VORT3X gaming's Recruiting Members
  • The Captain's Plunder's General Chat
  • QUEBEC GOLD TEAM's Starting Zone
  • Lapu-Lapu's Company
  • ATLAS Sverige's Topics
  • ATLAS Sverige's ATLAS Sverige
  • MMOGA's MMOGA
  • The Castaways's Topics
  • Missits's Talk
  • [RU]Чистое Небо's Вся важная информация | Info
  • Verlorene Seelen's Logbuch
  • The Saviours's Topics
  • Los Corsarios del Leviatan's Temas
  • Debauchery Tea Party's Topics
  • Socaire Latino's Foro
  • Fallen Angels's Foro
  • Abusement Park's Topics
  • Noldorin Trading Company's Captain's Cabin
  • Noldorin Trading Company's Officer's Quarters
  • Noldorin Trading Company's Crow's Nest
  • Noldorin Trading Company's Crew's Quarters
  • Noldorin Trading Company's The Brig
  • PLAGUE COMPANY's Recruitment
  • Murder Mittens LLC's ARR BE GENERAL CHAT!
  • Black Market's baZZar
  • South Africa Main PvP Group's Welcome
  • The Harbormen's Recruitment Info
  • The Harbormen's Early Access Goals
  • Cuervos de la Tormenta's Asuntos
  • The Brethren's Court's Topics
  • The Radiant Sun Mercenary Co.'s Letter of Brotherhood
  • TÜV {EU/DE Community}'s Forum
  • The High Council's Discord links
  • Junk Army's Topics
  • [GER] Noskillz-Legacy's Beiträge
  • Sky Captains's Goals!
  • East Atlas Trading Company's Joining the East Atlas Trading Company
  • Savage Vikings's Topics
  • The Red Hair Pirates [NA] [PvP]'s Recruitment
  • The Red Hair Pirates [NA] [PvP]'s General discussion
  • Straw Hat Pirates's Dungeons
  • Cerberus's Recruitment
  • The Devil Dogs's Topics
  • Azeroth's Test Topic
  • Atlas Free Trade Company's company discussions
  • Free Men of Tortuga [cz/sk]'s News from Tortuga [cz/sk]
  • Super Tofu Fighting Umbrellas's Topics
  • Looking for Company's Recruitment
  • Holland - Nederland's Elkaar joinen
  • KoS's Topics
  • Duke Trading Company's Recruitment
  • Coalition Of Pirates's Voice Of Coalition
  • The Jolly Rodgers's We Be sailing for land to conquer !
  • Les Pygmées's Fresh Start
  • Unicorn company's Recrutement
  • The Fourth Skin's Recruitment
  • Marins D'Eau Douce's recrutement
  • d's BTJ
  • The Sea Dogs's Alliances
  • srGT's Topics
  • srGT's Wir suchen weitere Mitstreiter!
  • ODICHALIE's Topics
  • ODICHALIE's ODICHALIE
  • Shadowgarde's Topics
  • El ArKanToS's Tenemos una pequeña isla
  • Obsidian Fleet's Discord Name
  • Obsidian Fleet's Topics
  • Ghosts of Utopia's Now Hiring Recruits
  • Red's Great Company's Discord
  • Limitless's General
  • Sons of the Seven's Recruitment
  • Shinra's Recruitment
  • CORE's Topics
  • Darksea Dawgs's Darksea Holdings and Trade Co. now hiring!
  • The Red Panda Trading Company's Captains and Crew
  • The Red Panda Trading Company's Red Pandas are Recruiting!
  • Rectal Touch's recrutement
  • Salty Seagulls's Recruitment
  • Salty Seagulls's General
  • Kingdom of Naples's Topics
  • Ostindiska Kompaniet's Topics
  • (NA-PVP) They Flying Dutchmen's Recruitment
  • (NA-PVP) They Flying Dutchmen's Trade
  • The Community's Add me on Discord to Contact Us
  • The Habs's Topics
  • REVENANT BASTION's Rekrutacja otwarta szukamy ludzi
  • Expendables's Anvil
  • The Empire's Recruitment is going on right now
  • The Empire's Growing in Numbers
  • La Guilde's la guilde recrute
  • SouL SanD's Topics
  • Lords Of Blackwater's Join Us
  • ADHD gaming's Join us
  • The Crimson Watch [NA]'s Joining up
  • Maitres Des Océans's Discord
  • PvP Ravangers!'s Now recruiting
  • Friends's Info am Rande
  • The Alliance's Topics
  • Neptune's Carnival's Recruiting
  • Black Rebels's Topics
  • Black Rebels's Topics
  • Bad Company's How to Join Us!
  • Bad Company's Pictures and Stuff
  • Black Raven Shipping CO.'s Recruiting new members
  • EU PVP- Wolfpack's Discord
  • EU PVP- Wolfpack's ranks
  • Black Beard's CLICK HERE FOR DISCORD
  • Black Beard's ANIMAL TRADING
  • Blackstorm Raiders's Recruitment
  • [EU PVP] Polska Banda " Laughing Coffin "'s Topics
  • 4L Gang's Recruiting
  • La GreenLion Compagnie's Recrutement
  • The Dutch Kraken [PVE]'s The Dutch Kraken recruits
  • Die Germanen's Rekrutierung neuer Mitglieder
  • Winter Irondrake Company's Topics
  • zzzz delete mee's Questions
  • [NA-PVP] Friendlies - Recruiting's Recruitment
  • PuhlegGamingCompany's Anmeldung
  • [EU] Queen Anne's Empire's Rekrytering
  • Raiders (Dwarves of Ironforge)'s Topics
  • Saviors's Recruiting
  • White Ghost's Company information
  • White Ghost's Recruitment
  • Rum & Ehre's Topics
  • "RED STAR"'s Topics
  • United We Stand's Topics
  • Endless Storm's Topics
  • Dead Man's Soul's Set Sail.
  • Dead Man's Soul's Join Us
  • Dead Man's Soul's Company Market
  • The Lone Seaman US PVP's Members
  • playatlas.de - inoffizielle deutschsprachige Community's Forum / Discord
  • Dwarves of Ironforge's Topics
  • Complexity's Topics
  • Purgatore's Reclutamiento ABIERTO
  • Talos's Topics
  • Highwind's Topics
  • The Vikings's SERVER START UP AND SOME INFO
  • New Providence , NA PVE's Screenshots
  • Neue Mitspieler Gesucht EU PVP's Neue Mitspieler Gesucht EU PVP
  • Sail (f)or Fail! [GER]'s Topics
  • Pirate Hunter's Recruiting sailors
  • Ardus Industries's Recruiting!
  • ...'s Topics
  • ...'s Topics
  • Knights Of The Coconut's CUSTOMER SERVICE
  • Tradingport Gravelton's Wir rekrutieren
  • Shipshape & Bristol Fashion's Ahoy There!
  • Sunder Military Gaming's Recruiting Ad
  • E.B.L.A.N inc's Topics
  • E.B.L.A.N inc's Topics
  • Scales & Sails's Recruitment Statement
  • Scales & Sails's Chit-Chat
  • Lazy explorers's набор
  • Isla tortuga's Topics
  • Candy and Things's Topics
  • РУССКОЯЗЫЧНЫЙ ТРАЙБ NORD's Topics
  • Einherjer's Na pvp Recruitment
  • Our Grid Atlas's Our Grid Getting Ship Shape
  • The Dark Brotherhood's Come join the fun!
  • Vieja Guardia's Reclutamiento
  • StS Gaming's StS Gaming sucht noch neue, freundliche Mitstreiter
  • V.O.C's Topics
  • To delete's News
  • To delete's Ressources
  • To delete's Tutorials
  • To delete's Help
  • To delete's General
  • ODIOSOS's Topics
  • [EU] Looking for Co-Founders's Looking for Co-Founder for new Company after Wipe
  • Deadlysins's Topics
  • experienced players looking for you! EU PVP's Topics
  • North Wind's Recruitment EU-PVE
  • Fractured Fury's We are now recruiting!
  • Odder Clan's Finding your Sea Legs
  • The Call's Forum
  • Grundlers's Now Recruiting US - NA PVP COLONIES!
  • Fake News Recruitment - NA PVP's Recruitment Information
  • See & Raub GmbH's Krakenkampf
  • Hurricane Force's Topics
  • Whitebeard's Pirates's Topics
  • Noxx Aeterna's Gold und Rum
  • Dam Beavers's Anamals for sale
  • The Frozen Fist | NA PVP's Discord
  • Les Gaulois du Sud-Ouest's Recrutement
  • ZERG EU PVP's ZERG RECRUITING
  • Old Legs's Looking for friendly neighbours and people to play with :D
  • Los Ultimos de Filipinas's Reclutamiento - Recruitment
  • Sunken Reapers (Xbox NA PvP)'s Wanna Join?
  • 1st ATLAS Navy's CURRENT JOB OPENINGS
  • 1st ATLAS Navy's Topics
  • Figaro Buckaneer Company's Recruitment
  • Figaro Buckaneer Company's Alliances
  • The Blackfish Trading Co.'s Topics
  • The Slipp'ry Sloopes's Pirate Info
  • The Slipp'ry Sloopes's General Company Talk
  • Pirates With Attitude's Recruitment NA PvP
  • TBA's Recruitment
  • TBA's General
  • Strength in numbers's Questing
  • Holland's xbox community build company or one with a xbox community
  • The Winchesters's The Winchester Island
  • Spartan Syndicate's Join the spartans!
  • The Alibaba's New Islands Purchased
  • SeaWolves's About us
  • Kornwhole Plantation's General
  • Kornwhole Plantation's Crew Recruitment
  • [PL] Peaky Fookin Blinders's Screenshots
  • Dragonborn's General Chat
  • Dragonborn's Join Dragonborn!
  • Ruthless Dar Company's Recruiting
  • Asgards Erben's Wer sind wir? Was machen wir?
  • KNOTNOX Suomi/Finland company's Otahan yhteyttä
  • Saltfang Hyenas's Topics
  • The Merchant Navy's General Discussion
  • One Plank Short - PVE Official - D10's Discord
  • Alisization's Прихожка
  • Alisization's Чат
  • Alisization's Ютуб Канал
  • Rungholdt's Schiffswerft
  • KRAKEN's revenge vi's WAR
  • KRAKEN's revenge vi's Discord
  • Genghis Kahn Empire's Recruitment
  • Templars's Recruitment

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 342 results

  1. 207.91 - Torpedo Damage reduced by 45% - Boats will no longer sink when overweighted or overcrewed if they are fully anchored (green anchor) - Settlement Mode: Claim Flags now appear on the World Map for the grid region you're currently on - Submarines docked on hangars now retain their colour after server restarts - Prevented firing from gunports if the gunport has not fully opened. This is to resolve crews being dismounted as they were blocked for firing too soon - Quest skills are blacked out with a silhouette when not learned - Cocoa can now be crafted properly in irrigated grills - Fixed FPV reload animation playing when switching from TPV to FPV with the Crossbow - Fixed an issue where servers that were running for more than 4 days consecutively without reboot would have choppy water on the client. They sorted that a while ago.
  2. Ahoy Pathfinders, This Captain’s Log will be a catch-up following our Xbox Crossplay release along with a couple of announcements regarding what’s on the horizon. News from the Cabin We’re going to batten the hatches and retreat to the cabin for a little while. We’ll still be around, collecting bug reports, monitoring your feedback and addressing any critical issues that may arise but you will likely see the frequency of patches slowing down for the immediate short term. With the Xbox version of the game now out and stable, the team will be taking a deeper dive into our planned Phase 1 efforts (quality of life improvements, bug fixes, and performance increases) and that will require some work behind the scenes. With these phases, there will be a decrease in patch frequency as we are aiming to have more items bundled together and get out changes in batches rather than piecemeal. A quick note on Halloween and other holiday events, this is something we would like to support in the future with more fun-themed patches, but given our current timeline and recent focus we aren’t planning to do a specific Halloween-event this year, however we will be fundraising for Extra Life with our sister-team, Studio Wildcard, so you can expect some fun and bonus rates there ;). We’ll be participating in Extra Life this year, a charity event to help raise funds for the Children’s Miracle Network benefitting sick kids across the US. We welcome the ATLAS Community in joining us in celebration of what we can accomplish together via games and giving with our 24 hour Community Stream Event commencing November 2nd at 9am PST. Tune in as we get together with our sister Studio, Wildcard, in our Seattle Headquarters to bring you entertainment, giveaways, prizes and (most importantly haha) embarrassment for our team as they compete in challenges. In the spirit of the event, we will be enabling boosted rates for all players on our Official Networks. These rates increase incrementally as various fundraising milestones are reached. The rates will each scale independently and have unique caps. Last year we were ranked as the 11th team globally, let’s make the top 10 this year! For those wondering how you can get involved, it’s simple! You could either tune into the stream on November 2nd at 9AM PST and show your support, either by watching, participating or donating to the cause! Additionally, you could sign up to our Extra Life team and fundraise with us! Join our team using the link below: https://www.extra-life.org/index.cfm?fuseaction=donordrive.team&teamID=47725 Once you register as a Team Member, you can direct your Community to donate via the “donate” link at the top of the page, then select you from the drop-down menu. How will we support your stream We’ll give you a shoutout on stream and, in some cases, via social media and share your stream url. Provide you with game codes and other giveaways to distribute on your stream during gameday. Giveaways beyond codes will be on a case by case basis. Goodie bags for awesome content creators who meet fundraising goals! Games keys are limited so get in quick and sign up on our Team Page Xbox Roundup What a ride! We are so excited to have Xbox Crossplay launched with few explosions and close to no frazzled Devs running out into the streets. On a serious note though, we’re thrilled to have our new Xbox Community onboard and we’re humbled to hear that you’re enjoying yourselves. We’re also proud of our veteran PC Community for being welcoming and showing newer players the ropes (or sometimes the “pointy” end of a cannon). You’ve all made the launch a hit. You’ve all been amazing with reporting bugs and issues to us and we are confident we’re making some good headway into smooth sailing. Welcome to our new players and welcome back to our seasoned scallywags, we look forward to the voyage ahead! Updates to our Code of Conduct The ‘Misconduct’ section of our Code of Conduct on the Official Network has been updated to reflect taking action against players for things said and shown during broadcast and videos associated with ATLAS. You can see the aforementioned change within the ruleset here: Behaviour, Chat, and Interaction With Others Behaviour and interactions through text chat, voice chat, during broadcasts and videos associated with ATLAS, and in-game signs or paintings must adhere to the rules below and you cannot use alternative spellings to circumvent restrictions. Ensure that you do not: Offend - this includes but is not limited to language or behavior or use of art and assets which is unlawful, harmful, threatening, abusive, harassing, defamatory, obscene, hateful, sexually explicit, or racially, ethnically or otherwise offensive. Post Personal Information - belonging to someone else in the game or any Official Platforms related to the game. Harass, Stalk, Threaten - such as sending repeated unsolicited or unwelcome messages to specific users/Companies. Disrupt the game - such as intentionally causing the chat screen to scroll faster than other users are able to read, or setting up macros with large amounts of text that, when used, have a disruptive effect on the normal flow of chat. Promote - do not send messages which are advertisements for inappropriate topics, including scamming, hacking, exploits or the sale of goods and services unless trading within the game for game specific resources Real-money trading (RMT) - items, creatures, or services must only be exchanged for other items, creatures, or services within the game. Trading for real-world currency (real money) is not an accepted form of trading. And if you’d like to refresh yourselves on our full Code of Conduct, please click here We’d also like to give you another reminder about the comments you’re making in game. Unfortunately, many of our recent Misconduct bans have revolved around racial/cultural and/or homophobic/prejudistic statements. These will not be tolerated on our Official Networks and will result in a permanent account ban. Please abide by our Code of Conduct when playing on our Networks if you wish to avoid such action. To be clear, PvP-related trash talk is fine however there is a clear difference and we trust the vast majority of our players know the difference between that and the type of talk which will likely result in enforcement action. Finally! Freeports, creatures, and boats. It is intended that anything kept on Freeports is invulnerable. We want players to be able to dock up to an island, access the relevant NPCs, gather the base materials and head out on there way. A side effect from this is that players have been using these locations to effectively store their boats/creatures/items without fear of being attacked, whilst this is unintended we recognize it as a side effect of the system and will be exploring ways to resolve this explicit case - whether that’s through more aggressive days, or new systems entirely (whilst still maintaining the support for casual groups). However, something that has taken place recently is players finding ways to exploit the game in order to destroy another person's boat/creature on Freeports. This behaviour is not acceptable, and going forward we will be taking enforcement action against it. Consider this your heads up Official ATLAS Discord Our Discord is a space you want to watch as we roll out information and communication throughout ATLAS’ development. We’re also known to chatter with our Community there from time to time. We’re also grateful for the players who frequent the Discord answering questions and steering people in the right direction if they’re in need of help. We have recently added new roles for our Xbox players along with a specific bug reporting channel for Xbox. You’ll also find new channels for Content Creators and a channel for Community screenshots and various media. We’ve enjoyed these new channels greatly and it has become a habit for us to check them daily to see what players have been up to. You can join the Official Discord through this invite link: discord.gg/playatlas Look, if that isn’t enough to get you there, I’m just going to leave an example of my incredibly nuanced artwork documenting cycles of ATLAS here. I'm shocked I'm not on the art team too. If you want the opportunity to bear witness to more of this quality art posted to Discord, you know what to do. Live Game Patches For those not familiar with this section, it’s where we round-up our recent patches. Sometimes those may include some explanations, other times it may just be reiterating the updates that have gone into the game for those of you who aren’t regularly following our patches but do read the Captain’s Logs. As it’s been a while since our last roundup, this one will be a little larger than usual -- and for those of you who have kept up with our releases, you can skip this section ;). Current v400.58 First things first! For those of you living under a rock, we recently launched on Xbox as a crossplay game preview title. This required a major game update and allowed us to change various elements of the game, including the world layout, limitations for structures, creatures, tames and updating core low-level systems. The patch also included a ton of new content! Xbox & New Content: Enabled Crossplay New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) The serpent boss, Anacthyon, added to Blackwood Hardmode Snowman Now for the balance changes and quality of life changes. We covered quite a bit of ground here so we truly recommend reading through the notes to see what has changed prior to the Xbox launch. There were quite a few things we wanted to tackle. Some of these changes are just an initial step until we can flesh them out more in our later stages of development, and others despite their early stages have been quite impactful. The first thing we want to discuss is the state of the Intelligence (INT) stat prior to these changes. Formerly, the end game was about whichever player or company had the best INT. The loop generally worked as so: They find a BP, craft it, get a better INT item, use that to craft the next BP, get a better INT item, use that to craft the next BP, etc. It's a continuous power-creep by the strongest players. By removing the INT stat from armour we prevent this from happening. The INT bonuses will come from capped sources that do not grow infinitely (such as player stats, crow, and the dolphin) and we're able to identify the average/highest INT players have. We believe this change also reduces the gap between the larger and smaller groups, as the game is less reliant on how high you can scale your BP with an INT crafter and instead based on the BPs you find out at sea and your skill. We're looking forward to seeing players searching, stealing, and trading for the best BPs. On a final note, we want to mention that these changes will allow us the opportunity to tweak the end game more without having to worry about huge power creep. Secondly, the next aspect of the game we wanted to address was Ship Scaling balance and also opening up the option of players treating ships as their homes should they wish to do so. We wanted to tackle how strong ships could get through scaling, so we reduced the amount of points they could put into their damage and defense stats. There were additional changes made to ship stats and items which we hoped would lead to new types of builds and players being able to do more on their ship through the weight changes. On the topic of ship balance, we also changed the way harpoons work. We felt that they had become too strong in the meta to the point where they dominate ship PvP. Whilst this change may not perfectly address all situations, we expect it will encourage more planning when harpooning along with additional risk and decision-making whilst also opening up options to the harpooned ship. This is a work in progress and we have some ideas to further improve harpoon’s place in the meta in the future. Finally, there were a bunch of other general balance changes and quality of life improvements, it’ll be quite cumbersome to go through and explain each one so please read through the notes to get an idea of where the game is now versus a few months ago. To end, please remember, these changes you see here aren't always final, they can and may be adjusted in future updates. Balance Changes - Applied treasure gold multiplier buff to: floatsam/aodloots/shipwrecks - Enabled Revolver reload mini-game - Changed salted fish stack size from 30 to 50 - When harpooning another ship, the aggressor (ship shooting the harpoon) will have it's cannons (large, swivel, and regular) disabled until the harpoon attachment has ended. - Increased Net Fishing speed threshold by 25% - Wild elephants now have 3x resistance - Plague can no longer be spread via cough, touching, or poops. - AOE has been increased for plague debuff when shot via catapult by 70% - Fishing rewards have been increased by 2x - Added prime fish meat, fish oil, and fish skin to the fishing rod loot table - Dolphin Buff now lasts for 600 seconds - Scissors now snip at 2.5 dura per snip instead of 5 - Increased blueprint scaling of shipyards by 20% (easier to get higher durability BPs) - Prevented enemy pirate NPC's from fleeing - Stone Wild Pirate Camp doors are now wooden - Increased mortar damage against ships and ship structures by 30% - Lanterns now last 20% longer - Rifle shooting range now correctly matches view distance - Increased fish-catching speed by 15% - Make musical buffs last 50% longer - Throwing knife damage increased by 30% - Crop growth speed increased by 25% - Increased durability of hydra revolver by 30% - Increased durability of grapple by 20% - Reduce crafting times of intermediate materials (alloys, paste etc) by 20% - Icebox thermal insulation increased by 33% - Increased pike damage by 25% - Map spoil time increased by 3x when in bookshelves (this means they take longer to spoil) - Explosive Barrels now sink 50% faster and for a total of 6 minutes (increased from 5) - Unthinkable Delicacy cooldown decreased to 2 hours - Keratin farmed per minute on cat reduced to 10 (from 40) - Whale hitting XP increased by 10% - The rate at which ice is consumed in an icebox has been increased by 10% - Icebox insulation distance increased by 20% - Ambient temperature required to make ice has increased to 0 - Reduced blueprint bonus weapon damage and durability by 25% - Target Soft Spots and Target Weakness can no longer be used when wearing a Pike - Swords and Pike now pierce armour by 4x the previous amount - Reduced blueprint bonus armour resistance scaling by 40% - Reduced blueprint bonus armour durability scaling by 55% - Reduced blueprint bonus health given by armours by 40% - Reduced blueprint bonus weight given by armours by 66% - Removed health bonus from rejuvenate buff - Health has been capped to 300 and players have been given a free-one time respec - Large Cannon Damage buffed by 10% - Reduced shark team notify radius by 15% (how far they can call other sharks for help) - Claim Flags can no longer be placed underwater - Prevented grenades from being thrown when a glider is equipped - Increased the slots of tannery from 120 to 150 - Cooked fish now stacks up to 50 - Removed the INT stat from armour - Doubled creature INT (Dolphins and Crows) Ship Changes Brigantine: Extra Weight per level increased to 400 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Schooner: Extra Weight per level increased to 200 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Sloop: Extra Weight per level increased to 100 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% General changes: Extra Resistance is now capped at 396% Extra damage is now capped at 252% and adjusted to 4% gained per level - Reduced the weights of the following ship-related items: Ship Weight Reduction to 1: Rope Ladder Wood Ladder Chair Table Grill Cooking Pot Other weight changes: Water Barrel (1 when empty, 19 when full) Steering Wheel weight reduced to 12 Quality of Life - Added missing ceiling when building ramshackle sloop with vendor in Freeport - Enabled multiple client-side options for players to disable HUD/UI clutter - You can now fill water barrels directly from waterspouts - Right bumper now cycles between two inventory UIs - R3 now toggles use states (for example light fires) again - Lawless Servers now check for structures (at a small radius) before spawning folliage to prevent trees/rocks/bushes from spawning inside bases. - Added HUD callout on handheld map to re-center on players - Reduced non-offensive structure crafting times from 5s to 1s - Setup loot table overrides for DevKit - Action Wheel toggle for Yell and Whisper Modes for gamepad (PC) - When claiming a Wild Pirate Camp, the flag will now show the company flag painting - Painting a wild pirate camp flag will set the company flag painting - The cursor is now kept in place when navigating full folders - Level limit no longer applies in Freeports on non-dedicated session modes - The last search-strings on all Inventory Menu search bars will now be saved - Fixed the ability to use emotes whilst dancing - Added one more crew by default to a sloop - Increased non-dedicated tether range - Non-Dedicated Servers will now allow you to receive resources when demolishing structures on an anchored boat - Increased collision size of dropped bags. (You should now be able to pick up bags more easily when they are dropped on top of a bed etc) - Presssing Y on gamepad when an editbox is highlighted will now clear the editbox - Enemy pirate ships now display a sink percentage - Added a new "Tutorials" menu tab, which provides details on many of the basic mechanics and concepts of the game. - Modified a couple of snap points for the ladders on the brig to be climbable - Added warning that shows up in the company log 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Changed meat stack size to 50 for all meats Boss Fight Changes Next up, Boss Fight changes! When the Snowman Boss was first released, we received a lot of positive feedback about the experience and how much you guys enjoyed the fight. With this set of changes, we aimed to make the fight a little tougher, fix some exploits, as well as introduce a new difficulty. Snowman Boss Revamp: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance. Bug fixes and Optimzation And last but not least, a whole host of technical changes including performance improvements and bug fixes! - Fixed hundreds of issues with levels from covering holes, adding collision to decor, removing floating folliage, waterfall post processing, resource overrides, island points, discovery zones, and reducing the amount of natural fog on some islands. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Fixed multiple client side crashes - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed cheat giveengrams giving -40 stone arrows - Fixed a bug which allowed crew to be knocked off of puckles using a blackjack, even in peace time - Fixed alcohol buffs not persisting through grid transition - Fixed a bug which made it impossible to escape the left claw of a crab - HDR mode for Xbox One X now enabled - Optimized ship position callouts for Wild Pirate Encampments - Fixed a bug which would cause Non Dedi clients to get into a broken state when fast-travelling to a bed in stasis - AOD Armor icon colorization fixed - Atlantean cloth armor icon fixes - Atlantean heavy icon colorization fixes - Cyclops heavy icon fixes - Implemented a fix to resolve islands where foliage cannot be harvested - Fixed broken IBLs which caused some trees to emit a light source - Fixed a bug which prevented silos from paying/feeding crew on Lawless Servers - Fixed a bug which caused ground clutter to flicker on Xbox - Fix a bug when you use the map camera while piloting ship, the compass wouldn't hide from view - Added missing Forest dye craftable to grill - Moved pipe engram into pipes folder - Lawless regions on officials should no longer show any "island points" on the map. - Beds on cooldown are now visible (it will indicate when a player can spawn on them) - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Volumetric fog and ground clutter improved and enabled for Xbox One (and Xbox One S) - Fixed a bug where the shift key would stop responding on Xbox - Fixed a bug which would cause the camera to always be selected when pulling out your map with a gamepad - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Improved Army of the Damned animation on Xbox One and Xbox One S - Fixed a bug which made navigating between rows in two separate inventories reset location - Fixed a bug where some fantasy creatures weren't tamable on Golden Age servers - Fix to destroy sunken ships when last structure is removed - Fixed a server-side crash for Modded Servers which have modified their loot tables - Fixed structure tiling textures. Structures (such as wood walls) lined up near each now have the correct textures. You'll see slight differences in their pattern to prevent repetitiveness. - Fixed a server-side crash - Items caches will no longer be left behind and removed the drop-all on items like founders hats - Fixed a bug which would cause players to be unable to level up certain stats when highlighted over them - Fixed being unable to scroll up/down on the Company Log using gamepad - Fixed being unable to assign Company members to groups with gamepad (Xbox and PC) - Fixed a server-side crash - Updated Gamepad controls screen to reflect new gunport and anchor controls - Fixed Atlantean heavy helmet colorized icon - Fixed Atlantean female medium shirt colorization (added region for emissive) - Cyclops Heavy Boot and Hat Icon Fix - Hydra Hide Glove Icon Fix - Commander outfit torso colorization - [XBOX SPECIFIC] Fixed a crash caused by vivox/parties in non-dedicated servers - [XBOX SPECIFIC] Fixed a bug caused by vivox/parties which would cause the fps to degrade over time - Fixed an issue where searching for remote inventory text would then populate that saved text in all search fields after opening inventories twice - Fixed issue where players no longer gained EXP on freeports - Fixed a spelling error on the Plunder Skill description - Fixed craftables not showing in folders in the hand-craftable view of the UI - Double-tapping A on any item in the Trade UI will no longer open the cancel UI - Added attenuation distance to Dive-Into-Water sounds - Net fishing sounds adjusted to only play locally - Fixed various stalls on Xbox and cases which would cause the Xbox' FPS to drop and the game to stutter (we are still looking into more cases of this) - Removed the range-limit on voice chat for non-dedicated sessions - Fixed a stereo audio bug which would cause players not to hear each other - Server ping 0 now hidden when you are the host - Fixed a bug where the targeting cursor wouldn't disappear after your ship was sunk - Removed the speed stat from speed sails to avoid confusion. This will be revisited further during Phase 1 of our development cycle - Fixed the description of skills (target soft spots and target weaknesses) - Disables gun crosshair colour change unless the server is using the new Game.ini setting: bAllowWeaponEnemyTargetingCursor (we'll drop a new server build for this later) - Fixed some rare client-side crashes - Session names on non-dedicated servers should now correctly appear in the sessions list - Red Target Cursor will always display in SP and Non Dedicated mode - Numerous Anti Cheat Updates - Fixed a bug which caused waterskins to be lost on spouts - Fixed a bug which caused the Raider of the Deep quest to disappear - Fixed a bug which would cause structures to have the wrong health points when replaced - Lighthouse can now be found in the Structures/Misc folder of the smithy - Fixed a bug which prevented cannons from being placed on certain gunports in Galleons - Fixed company logs not updating properly (or taking hours to do so) - Fixed beds not updating properly (or taking hours to do so) - Fixed a client side crash related to weapons and the tutorial system - Fixed a crash related to low memory mode (caused by fog of war) - Fixed the bug which prevented players from putting berries inside of their claim flag - Fixed a bug which would cause structures to sometimes float when placing them - Fixed an issue where distance field fonts would show invisible characters for certain characters, they'll display boxes for now. - Fixed an issue where servers would not correctly update their concurrent player counts when players would log off or move to another server - Fixed an issue where digging for water overrides were not functional on the server which would stop spouts from appearing when digging - Updated voice chat systems to Vivox in order to support Crossplay - Updated Waveworks to latest version, improving both client and server performance and quality of waves - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship - Tweaked ocean trace so that it doesn't create floating ocean shops - Fixed an issue with stone walls clipping through the floor when placed in wood half walls. - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle (NPC's should no longer dismount with legitimate builds) - Limited the slope campfires can be placed on - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Modified offsets for unboarding the Tortuga so players don't get stuck. - Fixed mortars shooting through ceilings that are one wall high - Fixed placing large cannons on the back gunports of a schooner - Fixed an issue where being mounted on a swivel cannon and pressing M would bring up a floating map and compass - Fixed armour pieces floating in view when equipping them whilst mounted on a cannon that is on a bear/horse harness - Players can no longer knock out enemy NPC crew manning puckles using the feat "Target Soft Spots" (also applies during peace phase) - Crew can no longer be dismounted from puckles using a blackjack even though they are immune to melee damage (also applies during peace phase) Well, that was quite a lot to get through, our next recap will be a lot easier to digest! For a full list of changes that have happened since ATLAS launched into Early Access, check out our patch notes thread: Community Content We’ve seen some awesome screenshots and builds created by the Community lately. Check out some of our favourites: Globy City SouthernReb D2 Inara Globy Erza Nick Vampish Senpai Well, that's it for this mega-Captain’s Log. We hope to see you all on the 24 hour Extra Life Stream on the 2nd of November. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas 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. Ahoy Pathfinders, This Captain’s Log will be a catch-up following our Xbox Crossplay release along with a couple of announcements regarding what’s on the horizon. News from the Cabin We’re going to batten the hatches and retreat to the cabin for a little while. We’ll still be around, collecting bug reports, monitoring your feedback and addressing any critical issues that may arise but you will likely see the frequency of patches slowing down for the immediate short term. With the Xbox version of the game now out and stable, the team will be taking a deeper dive into our planned Phase 1 efforts (quality of life improvements, bug fixes, and performance increases) and that will require some work behind the scenes. With these phases, there will be a decrease in patch frequency as we are aiming to have more items bundled together and get out changes in batches rather than piecemeal. A quick note on Halloween and other holiday events, this is something we would like to support in the future with more fun-themed patches, but given our current timeline and recent focus we aren’t planning to do a specific Halloween-event this year, however we will be fundraising for Extra Life with our sister-team, Studio Wildcard, so you can expect some fun and bonus rates there ;). We’ll be participating in Extra Life this year, a charity event to help raise funds for the Children’s Miracle Network benefitting sick kids across the US. We welcome the ATLAS Community in joining us in celebration of what we can accomplish together via games and giving with our 24 hour Community Stream Event commencing November 2nd at 9am PST. Tune in as we get together with our sister Studio, Wildcard, in our Seattle Headquarters to bring you entertainment, giveaways, prizes and (most importantly haha) embarrassment for our team as they compete in challenges. In the spirit of the event, we will be enabling boosted rates for all players on our Official Networks. These rates increase incrementally as various fundraising milestones are reached. The rates will each scale independently and have unique caps. Last year we were ranked as the 11th team globally, let’s make the top 10 this year! For those wondering how you can get involved, it’s simple! You could either tune into the stream on November 2nd at 9AM PST and show your support, either by watching, participating or donating to the cause! Additionally, you could sign up to our Extra Life team and fundraise with us! Join our team using the link below: https://www.extra-life.org/index.cfm?fuseaction=donordrive.team&teamID=47725 Once you register as a Team Member, you can direct your Community to donate via the “donate” link at the top of the page, then select you from the drop-down menu. How will we support your stream We’ll give you a shoutout on stream and, in some cases, via social media and share your stream url. Provide you with game codes and other giveaways to distribute on your stream during gameday. Giveaways beyond codes will be on a case by case basis. Goodie bags for awesome content creators who meet fundraising goals! Games keys are limited so get in quick and sign up on our Team Page Xbox Roundup What a ride! We are so excited to have Xbox Crossplay launched with few explosions and close to no frazzled Devs running out into the streets. On a serious note though, we’re thrilled to have our new Xbox Community onboard and we’re humbled to hear that you’re enjoying yourselves. We’re also proud of our veteran PC Community for being welcoming and showing newer players the ropes (or sometimes the “pointy” end of a cannon). You’ve all made the launch a hit. You’ve all been amazing with reporting bugs and issues to us and we are confident we’re making some good headway into smooth sailing. Welcome to our new players and welcome back to our seasoned scallywags, we look forward to the voyage ahead! Updates to our Code of Conduct The ‘Misconduct’ section of our Code of Conduct on the Official Network has been updated to reflect taking action against players for things said and shown during broadcast and videos associated with ATLAS. You can see the aforementioned change within the ruleset here: Behaviour, Chat, and Interaction With Others Behaviour and interactions through text chat, voice chat, during broadcasts and videos associated with ATLAS, and in-game signs or paintings must adhere to the rules below and you cannot use alternative spellings to circumvent restrictions. Ensure that you do not: Offend - this includes but is not limited to language or behavior or use of art and assets which is unlawful, harmful, threatening, abusive, harassing, defamatory, obscene, hateful, sexually explicit, or racially, ethnically or otherwise offensive. Post Personal Information - belonging to someone else in the game or any Official Platforms related to the game. Harass, Stalk, Threaten - such as sending repeated unsolicited or unwelcome messages to specific users/Companies. Disrupt the game - such as intentionally causing the chat screen to scroll faster than other users are able to read, or setting up macros with large amounts of text that, when used, have a disruptive effect on the normal flow of chat. Promote - do not send messages which are advertisements for inappropriate topics, including scamming, hacking, exploits or the sale of goods and services unless trading within the game for game specific resources Real-money trading (RMT) - items, creatures, or services must only be exchanged for other items, creatures, or services within the game. Trading for real-world currency (real money) is not an accepted form of trading. And if you’d like to refresh yourselves on our full Code of Conduct, please click here We’d also like to give you another reminder about the comments you’re making in game. Unfortunately, many of our recent Misconduct bans have revolved around racial/cultural and/or homophobic/prejudistic statements. These will not be tolerated on our Official Networks and will result in a permanent account ban. Please abide by our Code of Conduct when playing on our Networks if you wish to avoid such action. To be clear, PvP-related trash talk is fine however there is a clear difference and we trust the vast majority of our players know the difference between that and the type of talk which will likely result in enforcement action. Finally! Freeports, creatures, and boats. It is intended that anything kept on Freeports is invulnerable. We want players to be able to dock up to an island, access the relevant NPCs, gather the base materials and head out on there way. A side effect from this is that players have been using these locations to effectively store their boats/creatures/items without fear of being attacked, whilst this is unintended we recognize it as a side effect of the system and will be exploring ways to resolve this explicit case - whether that’s through more aggressive days, or new systems entirely (whilst still maintaining the support for casual groups). However, something that has taken place recently is players finding ways to exploit the game in order to destroy another person's boat/creature on Freeports. This behaviour is not acceptable, and going forward we will be taking enforcement action against it. Consider this your heads up Official ATLAS Discord Our Discord is a space you want to watch as we roll out information and communication throughout ATLAS’ development. We’re also known to chatter with our Community there from time to time. We’re also grateful for the players who frequent the Discord answering questions and steering people in the right direction if they’re in need of help. We have recently added new roles for our Xbox players along with a specific bug reporting channel for Xbox. You’ll also find new channels for Content Creators and a channel for Community screenshots and various media. We’ve enjoyed these new channels greatly and it has become a habit for us to check them daily to see what players have been up to. You can join the Official Discord through this invite link: discord.gg/playatlas Look, if that isn’t enough to get you there, I’m just going to leave an example of my incredibly nuanced artwork documenting cycles of ATLAS here. I'm shocked I'm not on the art team too. If you want the opportunity to bear witness to more of this quality art posted to Discord, you know what to do. Live Game Patches For those not familiar with this section, it’s where we round-up our recent patches. Sometimes those may include some explanations, other times it may just be reiterating the updates that have gone into the game for those of you who aren’t regularly following our patches but do read the Captain’s Logs. As it’s been a while since our last roundup, this one will be a little larger than usual -- and for those of you who have kept up with our releases, you can skip this section ;). Current v400.58 First things first! For those of you living under a rock, we recently launched on Xbox as a crossplay game preview title. This required a major game update and allowed us to change various elements of the game, including the world layout, limitations for structures, creatures, tames and updating core low-level systems. The patch also included a ton of new content! Xbox & New Content: Enabled Crossplay New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) The serpent boss, Anacthyon, added to Blackwood Hardmode Snowman Now for the balance changes and quality of life changes. We covered quite a bit of ground here so we truly recommend reading through the notes to see what has changed prior to the Xbox launch. There were quite a few things we wanted to tackle. Some of these changes are just an initial step until we can flesh them out more in our later stages of development, and others despite their early stages have been quite impactful. The first thing we want to discuss is the state of the Intelligence (INT) stat prior to these changes. Formerly, the end game was about whichever player or company had the best INT. The loop generally worked as so: They find a BP, craft it, get a better INT item, use that to craft the next BP, get a better INT item, use that to craft the next BP, etc. It's a continuous power-creep by the strongest players. By removing the INT stat from armour we prevent this from happening. The INT bonuses will come from capped sources that do not grow infinitely (such as player stats, crow, and the dolphin) and we're able to identify the average/highest INT players have. We believe this change also reduces the gap between the larger and smaller groups, as the game is less reliant on how high you can scale your BP with an INT crafter and instead based on the BPs you find out at sea and your skill. We're looking forward to seeing players searching, stealing, and trading for the best BPs. On a final note, we want to mention that these changes will allow us the opportunity to tweak the end game more without having to worry about huge power creep. Secondly, the next aspect of the game we wanted to address was Ship Scaling balance and also opening up the option of players treating ships as their homes should they wish to do so. We wanted to tackle how strong ships could get through scaling, so we reduced the amount of points they could put into their damage and defense stats. There were additional changes made to ship stats and items which we hoped would lead to new types of builds and players being able to do more on their ship through the weight changes. On the topic of ship balance, we also changed the way harpoons work. We felt that they had become too strong in the meta to the point where they dominate ship PvP. Whilst this change may not perfectly address all situations, we expect it will encourage more planning when harpooning along with additional risk and decision-making whilst also opening up options to the harpooned ship. This is a work in progress and we have some ideas to further improve harpoon’s place in the meta in the future. Finally, there were a bunch of other general balance changes and quality of life improvements, it’ll be quite cumbersome to go through and explain each one so please read through the notes to get an idea of where the game is now versus a few months ago. To end, please remember, these changes you see here aren't always final, they can and may be adjusted in future updates. Balance Changes - Applied treasure gold multiplier buff to: floatsam/aodloots/shipwrecks - Enabled Revolver reload mini-game - Changed salted fish stack size from 30 to 50 - When harpooning another ship, the aggressor (ship shooting the harpoon) will have it's cannons (large, swivel, and regular) disabled until the harpoon attachment has ended. - Increased Net Fishing speed threshold by 25% - Wild elephants now have 3x resistance - Plague can no longer be spread via cough, touching, or poops. - AOE has been increased for plague debuff when shot via catapult by 70% - Fishing rewards have been increased by 2x - Added prime fish meat, fish oil, and fish skin to the fishing rod loot table - Dolphin Buff now lasts for 600 seconds - Scissors now snip at 2.5 dura per snip instead of 5 - Increased blueprint scaling of shipyards by 20% (easier to get higher durability BPs) - Prevented enemy pirate NPC's from fleeing - Stone Wild Pirate Camp doors are now wooden - Increased mortar damage against ships and ship structures by 30% - Lanterns now last 20% longer - Rifle shooting range now correctly matches view distance - Increased fish-catching speed by 15% - Make musical buffs last 50% longer - Throwing knife damage increased by 30% - Crop growth speed increased by 25% - Increased durability of hydra revolver by 30% - Increased durability of grapple by 20% - Reduce crafting times of intermediate materials (alloys, paste etc) by 20% - Icebox thermal insulation increased by 33% - Increased pike damage by 25% - Map spoil time increased by 3x when in bookshelves (this means they take longer to spoil) - Explosive Barrels now sink 50% faster and for a total of 6 minutes (increased from 5) - Unthinkable Delicacy cooldown decreased to 2 hours - Keratin farmed per minute on cat reduced to 10 (from 40) - Whale hitting XP increased by 10% - The rate at which ice is consumed in an icebox has been increased by 10% - Icebox insulation distance increased by 20% - Ambient temperature required to make ice has increased to 0 - Reduced blueprint bonus weapon damage and durability by 25% - Target Soft Spots and Target Weakness can no longer be used when wearing a Pike - Swords and Pike now pierce armour by 4x the previous amount - Reduced blueprint bonus armour resistance scaling by 40% - Reduced blueprint bonus armour durability scaling by 55% - Reduced blueprint bonus health given by armours by 40% - Reduced blueprint bonus weight given by armours by 66% - Removed health bonus from rejuvenate buff - Health has been capped to 300 and players have been given a free-one time respec - Large Cannon Damage buffed by 10% - Reduced shark team notify radius by 15% (how far they can call other sharks for help) - Claim Flags can no longer be placed underwater - Prevented grenades from being thrown when a glider is equipped - Increased the slots of tannery from 120 to 150 - Cooked fish now stacks up to 50 - Removed the INT stat from armour - Doubled creature INT (Dolphins and Crows) Ship Changes Brigantine: Extra Weight per level increased to 400 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Schooner: Extra Weight per level increased to 200 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Sloop: Extra Weight per level increased to 100 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% General changes: Extra Resistance is now capped at 396% Extra damage is now capped at 252% and adjusted to 4% gained per level - Reduced the weights of the following ship-related items: Ship Weight Reduction to 1: Rope Ladder Wood Ladder Chair Table Grill Cooking Pot Other weight changes: Water Barrel (1 when empty, 19 when full) Steering Wheel weight reduced to 12 Quality of Life - Added missing ceiling when building ramshackle sloop with vendor in Freeport - Enabled multiple client-side options for players to disable HUD/UI clutter - You can now fill water barrels directly from waterspouts - Right bumper now cycles between two inventory UIs - R3 now toggles use states (for example light fires) again - Lawless Servers now check for structures (at a small radius) before spawning folliage to prevent trees/rocks/bushes from spawning inside bases. - Added HUD callout on handheld map to re-center on players - Reduced non-offensive structure crafting times from 5s to 1s - Setup loot table overrides for DevKit - Action Wheel toggle for Yell and Whisper Modes for gamepad (PC) - When claiming a Wild Pirate Camp, the flag will now show the company flag painting - Painting a wild pirate camp flag will set the company flag painting - The cursor is now kept in place when navigating full folders - Level limit no longer applies in Freeports on non-dedicated session modes - The last search-strings on all Inventory Menu search bars will now be saved - Fixed the ability to use emotes whilst dancing - Added one more crew by default to a sloop - Increased non-dedicated tether range - Non-Dedicated Servers will now allow you to receive resources when demolishing structures on an anchored boat - Increased collision size of dropped bags. (You should now be able to pick up bags more easily when they are dropped on top of a bed etc) - Presssing Y on gamepad when an editbox is highlighted will now clear the editbox - Enemy pirate ships now display a sink percentage - Added a new "Tutorials" menu tab, which provides details on many of the basic mechanics and concepts of the game. - Modified a couple of snap points for the ladders on the brig to be climbable - Added warning that shows up in the company log 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Changed meat stack size to 50 for all meats Boss Fight Changes Next up, Boss Fight changes! When the Snowman Boss was first released, we received a lot of positive feedback about the experience and how much you guys enjoyed the fight. With this set of changes, we aimed to make the fight a little tougher, fix some exploits, as well as introduce a new difficulty. Snowman Boss Revamp: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance. Bug fixes and Optimzation And last but not least, a whole host of technical changes including performance improvements and bug fixes! - Fixed hundreds of issues with levels from covering holes, adding collision to decor, removing floating folliage, waterfall post processing, resource overrides, island points, discovery zones, and reducing the amount of natural fog on some islands. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Fixed multiple client side crashes - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed cheat giveengrams giving -40 stone arrows - Fixed a bug which allowed crew to be knocked off of puckles using a blackjack, even in peace time - Fixed alcohol buffs not persisting through grid transition - Fixed a bug which made it impossible to escape the left claw of a crab - HDR mode for Xbox One X now enabled - Optimized ship position callouts for Wild Pirate Encampments - Fixed a bug which would cause Non Dedi clients to get into a broken state when fast-travelling to a bed in stasis - AOD Armor icon colorization fixed - Atlantean cloth armor icon fixes - Atlantean heavy icon colorization fixes - Cyclops heavy icon fixes - Implemented a fix to resolve islands where foliage cannot be harvested - Fixed broken IBLs which caused some trees to emit a light source - Fixed a bug which prevented silos from paying/feeding crew on Lawless Servers - Fixed a bug which caused ground clutter to flicker on Xbox - Fix a bug when you use the map camera while piloting ship, the compass wouldn't hide from view - Added missing Forest dye craftable to grill - Moved pipe engram into pipes folder - Lawless regions on officials should no longer show any "island points" on the map. - Beds on cooldown are now visible (it will indicate when a player can spawn on them) - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Volumetric fog and ground clutter improved and enabled for Xbox One (and Xbox One S) - Fixed a bug where the shift key would stop responding on Xbox - Fixed a bug which would cause the camera to always be selected when pulling out your map with a gamepad - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Improved Army of the Damned animation on Xbox One and Xbox One S - Fixed a bug which made navigating between rows in two separate inventories reset location - Fixed a bug where some fantasy creatures weren't tamable on Golden Age servers - Fix to destroy sunken ships when last structure is removed - Fixed a server-side crash for Modded Servers which have modified their loot tables - Fixed structure tiling textures. Structures (such as wood walls) lined up near each now have the correct textures. You'll see slight differences in their pattern to prevent repetitiveness. - Fixed a server-side crash - Items caches will no longer be left behind and removed the drop-all on items like founders hats - Fixed a bug which would cause players to be unable to level up certain stats when highlighted over them - Fixed being unable to scroll up/down on the Company Log using gamepad - Fixed being unable to assign Company members to groups with gamepad (Xbox and PC) - Fixed a server-side crash - Updated Gamepad controls screen to reflect new gunport and anchor controls - Fixed Atlantean heavy helmet colorized icon - Fixed Atlantean female medium shirt colorization (added region for emissive) - Cyclops Heavy Boot and Hat Icon Fix - Hydra Hide Glove Icon Fix - Commander outfit torso colorization - [XBOX SPECIFIC] Fixed a crash caused by vivox/parties in non-dedicated servers - [XBOX SPECIFIC] Fixed a bug caused by vivox/parties which would cause the fps to degrade over time - Fixed an issue where searching for remote inventory text would then populate that saved text in all search fields after opening inventories twice - Fixed issue where players no longer gained EXP on freeports - Fixed a spelling error on the Plunder Skill description - Fixed craftables not showing in folders in the hand-craftable view of the UI - Double-tapping A on any item in the Trade UI will no longer open the cancel UI - Added attenuation distance to Dive-Into-Water sounds - Net fishing sounds adjusted to only play locally - Fixed various stalls on Xbox and cases which would cause the Xbox' FPS to drop and the game to stutter (we are still looking into more cases of this) - Removed the range-limit on voice chat for non-dedicated sessions - Fixed a stereo audio bug which would cause players not to hear each other - Server ping 0 now hidden when you are the host - Fixed a bug where the targeting cursor wouldn't disappear after your ship was sunk - Removed the speed stat from speed sails to avoid confusion. This will be revisited further during Phase 1 of our development cycle - Fixed the description of skills (target soft spots and target weaknesses) - Disables gun crosshair colour change unless the server is using the new Game.ini setting: bAllowWeaponEnemyTargetingCursor (we'll drop a new server build for this later) - Fixed some rare client-side crashes - Session names on non-dedicated servers should now correctly appear in the sessions list - Red Target Cursor will always display in SP and Non Dedicated mode - Numerous Anti Cheat Updates - Fixed a bug which caused waterskins to be lost on spouts - Fixed a bug which caused the Raider of the Deep quest to disappear - Fixed a bug which would cause structures to have the wrong health points when replaced - Lighthouse can now be found in the Structures/Misc folder of the smithy - Fixed a bug which prevented cannons from being placed on certain gunports in Galleons - Fixed company logs not updating properly (or taking hours to do so) - Fixed beds not updating properly (or taking hours to do so) - Fixed a client side crash related to weapons and the tutorial system - Fixed a crash related to low memory mode (caused by fog of war) - Fixed the bug which prevented players from putting berries inside of their claim flag - Fixed a bug which would cause structures to sometimes float when placing them - Fixed an issue where distance field fonts would show invisible characters for certain characters, they'll display boxes for now. - Fixed an issue where servers would not correctly update their concurrent player counts when players would log off or move to another server - Fixed an issue where digging for water overrides were not functional on the server which would stop spouts from appearing when digging - Updated voice chat systems to Vivox in order to support Crossplay - Updated Waveworks to latest version, improving both client and server performance and quality of waves - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship - Tweaked ocean trace so that it doesn't create floating ocean shops - Fixed an issue with stone walls clipping through the floor when placed in wood half walls. - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle (NPC's should no longer dismount with legitimate builds) - Limited the slope campfires can be placed on - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Modified offsets for unboarding the Tortuga so players don't get stuck. - Fixed mortars shooting through ceilings that are one wall high - Fixed placing large cannons on the back gunports of a schooner - Fixed an issue where being mounted on a swivel cannon and pressing M would bring up a floating map and compass - Fixed armour pieces floating in view when equipping them whilst mounted on a cannon that is on a bear/horse harness - Players can no longer knock out enemy NPC crew manning puckles using the feat "Target Soft Spots" (also applies during peace phase) - Crew can no longer be dismounted from puckles using a blackjack even though they are immune to melee damage (also applies during peace phase) Well, that was quite a lot to get through, our next recap will be a lot easier to digest! For a full list of changes that have happened since ATLAS launched into Early Access, check out our patch notes thread: Community Content We’ve seen some awesome screenshots and builds created by the Community lately. Check out some of our favourites: Globy City SouthernReb D2 Inara Globy Erza Nick Vampish Senpai Well, that's it for this mega-Captain’s Log. We hope to see you all on the 24 hour Extra Life Stream on the 2nd of November. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas 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
  4. Uh no. This game was developed entirely using ARK Survival Funds, and it released and sold a ton of units on PC, they fucked around, didnt listen to their players, added shit no one wanted or asked for, they should have plenty, and if they dont, well what the fuck did they spend all this time and money on? It hasnt even been out a year yet. The game was funded by ARK, further funded by over 1,000,000+ PC units(According to Steamspy recording of users with the game in their library) at closes to $30 a piece. They shoulda had plenty to last a good solid while. But Alas, they dont know wtf theyre doing. If theyre in dire straights for money, pushing a gash grab on console to people who dont know about how bad it is, is not how fix your game or do good business. Reason being, they now have to split time and resources all of which cost MONEY between TWO COMPLETELY DIFFERENT PLATFORMS. Makes sense right??? No it doesnt. Because allocating all this time to fix the massive FPS lag on xbox isnt fixing any PC issues, meanwhile any PC fixes arent going to resolve xbox issues. They fucked themselves worse than before.
  5. Clearing the remote inventory on exit should resolve the issue. We have a bug filed on this and are planning a hotfix ASAP with the FPS issue.
  6. WHY ? someone know how to resolve it ?
  7. This isnt so much a bug, but I am unable to customize my control setup for left hand players without editing the DefaultInput.INI file. This has been an issue with Atlas as long as I have played. With you pushing full Keyboard support for Xbox it seems like this would be a top priority to resolve.
  8. Ahoy Pathfinders! This Captain’s Log will cover ... nevermind -- we’re too excited, there's much on the horizon to share, so point yer prows hither and let’s get to it. The much-awaited Xbox Launch is imminent. As in, really imminent. Here’s what you need to know: ATLAS will launch into Xbox One’s Game Preview next month. ATLAS will be available for digital download on the 8th of October 2019 It will launch Day One with crossplay support allowing Steam and Xbox to play together in the same gigantic world. Complete re-bindable keyboard and mouse support for Xbox players ensures full game parity and an even playing field for all players Optional single-player and private session modes, which also makes use of the new procedural “Wild Pirate Camp” system There will be simultaneous updates and content pushes for both Xbox and PC ensuring the delivery of the same experience for Pathfinders on both platforms We’re working on getting Unofficial servers setup for Xbox Day One with Nitrado, where cross-platform can be enabled or disabled (in any direction so PC or Xbox player servers only) official network wipe After evaluating our options with the introduction of cross-platform multiplayer and a modified world map, we have decided that the best option to ensure the smoothest possible game experience is that our Official Networks undergo a data wipe on the 28th of September at 12am EST. Following the wipe, we will be permanently relaunching the NA PvP Network in order to iterate on our changes in a live-environment, following that will be the full permanent relaunch of all other networks on the 8th of October with full crossplay support (NA PvP will not wipe again on the 8th). With the upcoming major version launch this Saturday, here’s what players can expect: New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics, and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) We have some more notes to come, which we’ll be sharing in full on Friday. We have opted for a rolling start in order to facilitate the best experience possible for all players on PC and Xbox. Beginning with this sole network allows us to monitor performance, make any technical adjustments necessary and resolve issues prior to the full Crossplay rollout on the 8th of October. Our decision to wipe the Networks was not made lightly and involved much deliberation and factoring in of technical aspects and the impact on our current PC players. We have made big changes to the game under the hood, revamped the world map with the addition of over 70 new, unique island templates, as well as some considerable optimization changes and limits put in place which required a full data wipe. After these sets of changes, we do not plan to wipe the network again, even with the introduction of additional platforms and new areas & islands further down our development timeline. We value and appreciate the time spent on the game and the only reason we carry out these wipes is after exhausting all possible alternatives and when they become a necessity. We truly appreciate all the support and feedback you’ve given us over the last few months and we’re excited to welcome new (as well as old) players onto the ATLAS! Structure, Tame, and Ship Limit Changes With the launch of the new network, we will be revising the following limits: ship, structure, and tame limits in order to provide players with the optimal experience. The new values are as follows: Maximum amount of structures in a 10k unit radius: 7875 Maximum amount of tames per company per gridregion: 300 (NOTE: Crew on stations no longer count towards the tame limit) Maximum amount of anchored ships per company per gridregion: 40 Maximum amount of unanchored ships per company per gridregion: 20 On The Horizon If you’re new to the ATLAS, you can cast yer one good eye over our Roadmap here: It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along. ServerGridEditor and Legacy Saves We’ve just uploaded the latest changes to our GitHub, this includes the latest json, new islands, and our updated WGE, so server owners can dive in and start making the necessary changes for the upcoming launch. It’s important to note that any savefile which used our older islands previously may have unpredictable issues after this update has been released, due to the level/technical changes that were made. We’d recommend wiping your saved data if you either used our jsons, or used our islands. For those playing on Blackwood specific saves, your data should be intact as well as those of you with completely custom islands. Github That’s it for this Captain’s Log, we look forward to sharing the ultimate pirate experience with our new crew members and continuing on our journey with our seasoned veterans (resplendent with their new fancy hats ) Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas 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
  9. Ahoy Pathfinders! This Captain’s Log will cover ... nevermind -- we’re too excited, there's much on the horizon to share, so point yer prows hither and let’s get to it. The much-awaited Xbox Launch is imminent. As in, really imminent. Here’s what you need to know: ATLAS will launch into Xbox One’s Game Preview next month. ATLAS will be available for digital download on the 8th of October 2019 It will launch Day One with crossplay support allowing Steam and Xbox to play together in the same gigantic world. Complete re-bindable keyboard and mouse support for Xbox players ensures full game parity and an even playing field for all players Optional single-player and private session modes, which also makes use of the new procedural “Wild Pirate Camp” system There will be simultaneous updates and content pushes for both Xbox and PC ensuring the delivery of the same experience for Pathfinders on both platforms We’re working on getting Unofficial servers setup for Xbox Day One with Nitrado, where cross-platform can be enabled or disabled (in any direction so PC or Xbox player servers only) official network wipe After evaluating our options with the introduction of cross-platform multiplayer and a modified world map, we have decided that the best option to ensure the smoothest possible game experience is that our Official Networks undergo a data wipe on the 28th of September at 12am EST. Following the wipe, we will be permanently relaunching the NA PvP Network in order to iterate on our changes in a live-environment, following that will be the full permanent relaunch of all other networks on the 8th of October with full crossplay support (NA PvP will not wipe again on the 8th). With the upcoming major version launch this Saturday, here’s what players can expect: New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics, and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) We have some more notes to come, which we’ll be sharing in full on Friday. We have opted for a rolling start in order to facilitate the best experience possible for all players on PC and Xbox. Beginning with this sole network allows us to monitor performance, make any technical adjustments necessary and resolve issues prior to the full Crossplay rollout on the 8th of October. Our decision to wipe the Networks was not made lightly and involved much deliberation and factoring in of technical aspects and the impact on our current PC players. We have made big changes to the game under the hood, revamped the world map with the addition of over 70 new, unique island templates, as well as some considerable optimization changes and limits put in place which required a full data wipe. After these sets of changes, we do not plan to wipe the network again, even with the introduction of additional platforms and new areas & islands further down our development timeline. We value and appreciate the time spent on the game and the only reason we carry out these wipes is after exhausting all possible alternatives and when they become a necessity. We truly appreciate all the support and feedback you’ve given us over the last few months and we’re excited to welcome new (as well as old) players onto the ATLAS! Structure, Tame, and Ship Limit Changes With the launch of the new network, we will be revising the following limits: ship, structure, and tame limits in order to provide players with the optimal experience. The new values are as follows: Maximum amount of structures in a 10k unit radius: 7875 Maximum amount of tames per company per gridregion: 300 (NOTE: Crew on stations no longer count towards the tame limit) Maximum amount of anchored ships per company per gridregion: 40 Maximum amount of unanchored ships per company per gridregion: 20 On The Horizon If you’re new to the ATLAS, you can cast yer one good eye over our Roadmap here: It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along. ServerGridEditor and Legacy Saves We’ve just uploaded the latest changes to our GitHub, this includes the latest json, new islands, and our updated WGE, so server owners can dive in and start making the necessary changes for the upcoming launch. It’s important to note that any savefile which used our older islands previously may have unpredictable issues after this update has been released, due to the level/technical changes that were made. We’d recommend wiping your saved data if you either used our jsons, or used our islands. For those playing on Blackwood specific saves, your data should be intact as well as those of you with completely custom islands. Github That’s it for this Captain’s Log, we look forward to sharing the ultimate pirate experience with our new crew members and continuing on our journey with our seasoned veterans (resplendent with their new fancy hats ) Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas 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
  10. This has been an issue for a long time in this game. Even more so now that SoTD travel in packs. And it's not just a slow PC that can cause this, slow internet speed can cause long load times. I found that releasing the wheel when zoning seems to help. My ship doesnt seem to stall as much going across the zone border so if there is something on the other side I normally push thru. This IS something that needs to be addressed. There are several great ideas to resolve this problem. 1) 30 second no agro buff to SoTDs and whales when zoning. Or 2) some type of mini game with the spyglass, similar to the sextet, that shows you the location of all SoTDs and whales in the 8 grids around you. Then you can see the danger across the zone wall and sail accordingly.
  11. The notion that a wipe will attract players is one that I frankly find mind boggling and an erroneous holdover from Ark. On Battlemetrics unofficlal Ark servers announce as part of their server name the date of their wipe, often with names like FreshWipe 8/27 then a list of mods etc. This is useful because Ark as an established hit with not only millions of players but upwards of 30 or 40 thousand total seperate servers, a new server needs something to set it apart from others and attract players. However Ark is fundamentally different from Atlas in that it is not attempting to build itself around a few massive official game worlds that are each many times a single ARk servers size. This creates a fundamentally different dynamic. Beyond that, the two don't compare well just because of their relative success. Ark is a major hit game. Atlas so far is a notorious flop and the industry poster child for how not to do an Early Access. The lack of players here in Atlas isn't due to legions sitting on the sideline hoping for a wipe to jump in and play a game they'd love to be part of if only the devs would wipe the servers. No, it is a game that is currently failing hard because it has lived up to little and less of the promise it lured gamers into it's EA launch with. How do I know this? Because I've been here the entire time and see what people say both ingame and on the forums. They are leaving in droves because of fundamental issues left unresolved and sometimes even unaddressed, because of a lack of meaningful content initially and little to none added since that got anyone excited. The recent dev livestream made it fairly apparent that despite this lack of content, the devs have not been working on new content for some time and instead are focused on the game's XBox release. Putting aside the questionable decision to launch a game on Xbox which failed hard on PC and that you haven't altered meaningfully since it's flop, ask yourself this as a player: Would I want to come back and invest my time in a game that has not measurably improved itself or added to it's extremely barebones (some have argued barely a game) release state in a year? Because by the time XBox is released, Atlas will very likely be a year out from it's initial EA launch or close enough that it makes no matter. This being the case wiping won't bring people back because they didn't leave for reasons that a wipe would resolve.
  12. Well, all the player related problems with the PVE servers is due to missing PVP mechanics to resolve player vs player issues in PVE... foundation spam anyone...? not at all, just becuse devs are so lazy as to give the same set up rules for pve and pvp (wich is completely wrong) doesnt mean PvE cannot be a proper peacefull experience ( ofc at this rate this will happen when they gods descend upon us and hell freezes over) i can come up with a solution to the fundation spam in 1 minute (but i dont get paid for it so ) Atlas is not a PVE only playable game... the crying and leaving PVE players prove it in this forum allmost daily... thats because the game is a mess everywhere you look, that doesnt prove a connection between pvp and pve (at least in pve only servers) They want protection this and and restriction that against other players doing legit things within the game mechanic against which PVE does not allow protection or solution... therefore the crying by people like you about PVE... the fuck??? so i propose ideas to make the game more fun and i am crying??? you rly need to chill and focus on the topic mate, you are trying to force pvp into this thread and it rly doesnt fit. And then again thanks to you we now know that they still dont have anyone capable person to solve the problems this game has... PVP mechanics is dead last on their agenda, but the main reason people are leaving PVP and PVE servers... do i have to repeat the same answer to the same comment as in thepost above??
  13. Well, all the player related problems with the PVE servers is due to missing PVP mechanics to resolve player vs player issues in PVE... foundation spam anyone...? Atlas is not a PVE only playable game... the crying and leaving PVE players prove it in this forum allmost daily... They want protection this and and restriction that against other players doing legit things within the game mechanic against which PVE does not allow protection or solution... therefore the crying by people like you about PVE... And then again thanks to you we now know that they still dont have anyone capable person to solve the problems this game has... PVP mechanics is dead last on their agenda, but the main reason people are leaving PVP and PVE servers... Carthago delenda est and fix PVP !
  14. I must say though that my issue atm seems to be resolved. I do not know exactly how or why, but I do not have issues anymore with the battleye bug nor with rejoining the EU PvP server. I believe that my indefinite relocation of my primary activity outside of the area F6 were I first got this issue might have resolved it.No hard evidence, but that is realistically the only thing I changed in my playstyle since yesterday. Also, I did delete my save file, however that by itself didn't resolve the issue, but might have led to the conditions to allow it to be resolved? So, 1) Move the save file as already mentioned earlier in this thread (store it somewhere though) 2) Try to log in by join a new atlas instead of rejoining 3) Kill yourself when you enter the game (you may get the disconnect bug, but sit those out!) 4) You will get a green screen, but change the home server and spawn somewhere else 5) Kill yourself at the new location to allow you to respawn at a bed location of your choice, you should now be able to continue to play without issues for THIS session 6) Physically move out of the zone where you first got the battleye/disconnect bug and stay there, best might be a significant multi-zone move, so that other servers take over(?). Do not return to the potentially bugged zone until it is resolved. 7) Repeat steps 2-5 in the new zone as you continue to play across multiple sessions and the connection bug has not been resolved. Hopefully at some point in time you will see that your location and server used are mentioned again in the start menu after starting the game Atlas.
  15. I fear they will not do s*** to resolve this issue. Reported mine on Sunday, still not even a single reply besides an automated message.
  16. I'd be happy to supply details. I have just updated the GPU driver, but have not tested the game since. I have a new PC that I built with an i7-8700, 16GB RAM, and GTX 1660Ti. I am playing with mods, which are MultiVitamin, Custom Item Stacks, and Atlas Architect. I realize I should test the game without mods. I really don't want to play without these mods, but I might do it anyway just to see if I still get these crash reports. I am playing on the "Epic" preset (which runs just fine on my PC). The only difference is that I put shadow quality to "Low," because I got a LowLevel Fatal Error that looked exactly like one I got for Ark and the solution was to lower this setting. However, I've recently gotten some crash reports of errors I've never seen before and I cannot seem to find anything about them online. So, for what it's worth, I've decided to make this post. Maybe someone else is also getting these issues and has a solution or maybe a dev might have a clue what these mean and how to resolve them. I realize it could be an issue with the mods. I have just finished file validation and it retrieved one file (0 bytes). Unfortunately, I can't recall exactly what I was doing when I received each of these. Usually the game crashes when I tell it to "exit to main menu." At least once, it crashed once I arrived in a new section of the map. Anyway here they are: #1 Assertion failed: IsInRHIThread() [File:H:\YARKUpdateBlackWood\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp] [Line: 622] VERSION: 218.25 KERNELBASE.dll!UnknownFunction (0x00007ff8aa75a839) + 0 bytes [UnknownFile:0] AtlasGame.exe!FOutputDevice::Logf__VA() (0x00007ff6a9494be8) + 159 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\misc\outputdevice.cpp:145] AtlasGame.exe!FDebug::AssertFailed() (0x00007ff6a9494f39) + 65 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\misc\outputdevice.cpp:220] AtlasGame.exe!FRHICommandRHIThreadFence::Execute() (0x00007ff6a98c6d40) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rhi\private\rhicommandlist.cpp:623] AtlasGame.exe!FRHICommand<FRHICommandRHIThreadFence>::ExecuteAndDestruct() (0x00007ff6a98cd8a1) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rhi\public\rhicommandlist.h:400] AtlasGame.exe!FRHICommandListExecutor::ExecuteInner_DoExecute() (0x00007ff6a98c5f31) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rhi\private\rhicommandlist.cpp:249] AtlasGame.exe!FRHICommandListExecutor::ExecuteInner() (0x00007ff6a98c69f2) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rhi\private\rhicommandlist.cpp:460] AtlasGame.exe!FDynamicRHI::UnlockVertexBuffer_RenderThread() (0x00007ff6a98c9cd1) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rhi\private\rhicommandlist.cpp:1851] AtlasGame.exe!TSlateElementVertexBuffer<FSlateVertex>::FillBuffer() (0x00007ff6aab031c9) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\slaterhirenderer\private\slaterhirenderingpolicy.h:98] AtlasGame.exe!FSlateRHIRenderingPolicy::UpdateBuffers() (0x00007ff6aaaf990c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\slaterhirenderer\private\slaterhirenderingpolicy.cpp:184] AtlasGame.exe!FSlateRHIRenderer::DrawWindow_RenderThread() (0x00007ff6aaaf3335) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:560] AtlasGame.exe!TGraphTask<`FSlateRHIRenderer::DrawWindows_Private'::`27'::EURCMacro_SlateDrawWindowsCommand>::ExecuteTask() (0x00007ff6aab04a0d) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\public\async\taskgraphinterfaces.h:879] AtlasGame.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff6a940bcb8) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:942] AtlasGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff6a940ae6d) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:683] AtlasGame.exe!RenderingThreadMain() (0x00007ff6a98d2889) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rendercore\private\renderingthread.cpp:265] AtlasGame.exe!FRenderingThread::Run() (0x00007ff6a98d2c40) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rendercore\private\renderingthread.cpp:385] AtlasGame.exe!FRunnableThreadWin::Run() (0x00007ff6a94dc6b6) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73] AtlasGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff6a94dc588) + 8 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] KERNEL32.DLL!UnknownFunction (0x00007ff8ac687bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] #2 Assertion failed: bRenderStateCreated [File:H:\YARKUpdateBlackWood\Engine\Source\Runtime\Engine\Private\ActorComponent.cpp] [Line: 857] VERSION: 218.25 KERNELBASE.dll!UnknownFunction (0x00007ff8aa75a839) + 0 bytes [UnknownFile:0] AtlasGame.exe!FOutputDevice::Logf__VA() (0x00007ff6a9494be8) + 159 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\misc\outputdevice.cpp:145] AtlasGame.exe!FDebug::AssertFailed() (0x00007ff6a9494f39) + 65 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\misc\outputdevice.cpp:220] AtlasGame.exe!UPrimitiveComponent::SendRenderTransform_Concurrent() (0x00007ff6a9d8653b) + 41 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\primitivecomponent.cpp:342] AtlasGame.exe!UActorComponent::DoDeferredRenderUpdates_Concurrent() (0x00007ff6a9b3b528) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\actorcomponent.cpp:1088] AtlasGame.exe!UWorld::SendAllEndOfFrameUpdates() (0x00007ff6a9d02c34) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\leveltick.cpp:768] AtlasGame.exe!UWorld::Tick() (0x00007ff6a9d0402b) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\leveltick.cpp:1451] AtlasGame.exe!UGameEngine::Tick() (0x00007ff6a9c35564) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\gameengine.cpp:1183] AtlasGame.exe!FEngineLoop::Tick() (0x00007ff6a805e7ef) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launchengineloop.cpp:2733] AtlasGame.exe!GuardedMain() (0x00007ff6a805909c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launch.cpp:140] AtlasGame.exe!GuardedMainWrapper() (0x00007ff6a806127a) + 5 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] AtlasGame.exe!WinMain() (0x00007ff6a80613a8) + 8 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] AtlasGame.exe!__tmainCRTStartup() (0x00007ff6aaf6d829) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ff8ac687bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] #3 Fatal error! VERSION: 218.25 AtlasGame.exe!UPrimalItem::SetFirstPersonMasterPoseComponent() (0x00007ff6fb8ff0e9) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\primalitem.cpp:2671] AtlasGame.exe!UPrimalInventoryComponent::SetFirstPersonMasterPoseComponent() (0x00007ff6fb8bfd7c) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\primalinventorycomponent.cpp:1870] AtlasGame.exe!AShooterWeapon::AttachMeshToPawn() (0x00007ff6fbe55082) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shooterweapon.cpp:1029] AtlasGame.exe!AShooterWeapon::OnEquip() (0x00007ff6fbe54092) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shooterweapon.cpp:813] AtlasGame.exe!AShooterCharacter::SetCurrentWeapon() (0x00007ff6fbc1db56) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shootercharacter.cpp:2779] AtlasGame.exe!AShooterCharacter::Serialize() (0x00007ff6fbc1e689) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shootercharacter.cpp:2862] AtlasGame.exe!FAtlasSaveFileObjectReader::SerializeObjectData() (0x00007ff6fd0771c2) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\atlassavefileobjectwriter.cpp:848] AtlasGame.exe!UWorld::LoadFromFile() (0x00007ff6fd46846b) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\world.cpp:7400] AtlasGame.exe!AShooterGameMode::LoadWorld() (0x00007ff6fbcdaa09) + 185 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shootergamemode.cpp:2868] AtlasGame.exe!ASeamlessVolumeManager::LoadWorld() (0x00007ff6fbbe86d0) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\seamlessvolumemanager.cpp:2563] AtlasGame.exe!FTimerManager::Tick() (0x00007ff6fd40905c) + 35 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\timermanager.cpp:1084] AtlasGame.exe!UWorld::Tick() (0x00007ff6fd233c05) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\leveltick.cpp:1322] AtlasGame.exe!UGameEngine::Tick() (0x00007ff6fd165564) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\gameengine.cpp:1183] AtlasGame.exe!FEngineLoop::Tick() (0x00007ff6fb58e7ef) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launchengineloop.cpp:2733] AtlasGame.exe!GuardedMain() (0x00007ff6fb58909c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launch.cpp:140] AtlasGame.exe!GuardedMainWrapper() (0x00007ff6fb59127a) + 5 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] AtlasGame.exe!WinMain() (0x00007ff6fb5913a8) + 8 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] AtlasGame.exe!__tmainCRTStartup() (0x00007ff6fe49d829) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ff8ac687bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] #4 Fatal error! VERSION: 218.25 AtlasGame.exe!UObjectProperty::GetObjectPropertyValue() (0x00007ff6fc3ec0d0) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\coreuobject\public\uobject\unrealtype.h:1815] AtlasGame.exe!FAtlasSaveFileObjectWriter_Multithreaded_Headers::CollectObjectsAndNames_Inner() (0x00007ff6fd0763a8) + 34 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\atlassavefileobjectwriter.cpp:606] AtlasGame.exe!FAtlasSaveFileObjectWriter_Multithreaded_Headers::CollectObjectsAndNames_Inner() (0x00007ff6fd076262) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\atlassavefileobjectwriter.cpp:567] AtlasGame.exe!FAtlasSaveFileObjectWriter_Multithreaded_Headers::GatherReferencedSaveObjects() (0x00007ff6fd076afa) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\atlassavefileobjectwriter.cpp:676] AtlasGame.exe!UE4Function_Private::TFunctionRefCaller<<lambda_1ee68a5420caad9ef4f03598d29430e0>,void __cdecl(void)>::Call() (0x00007ff6fd4808fa) + 9 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\public\templates\function.h:243] AtlasGame.exe!UWorld::SaveToFile() (0x00007ff6fd463861) + 56 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\world.cpp:6353] AtlasGame.exe!AShooterGameMode::SaveWorld() (0x00007ff6fbcd9409) + 59 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shootergamemode.cpp:2743] AtlasGame.exe!AShooterGameMode::Tick() (0x00007ff6fbcf685e) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shootergamemode.cpp:6725] AtlasGame.exe!AActor::TickActor() (0x00007ff6fd05645e) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\actor.cpp:780] AtlasGame.exe!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() (0x00007ff6fd433d76) + 31 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\public\async\taskgraphinterfaces.h:874] AtlasGame.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff6fc93bcb8) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:942] AtlasGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff6fc93ae6d) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:683] AtlasGame.exe!FTaskGraphImplementation::WaitUntilTasksComplete() (0x00007ff6fc93dc30) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:1785] AtlasGame.exe!FTaskGraphInterface::WaitUntilTaskCompletes() (0x00007ff6fc9e2e79) + 17 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\public\async\taskgraphinterfaces.h:322] AtlasGame.exe!FTickTaskSequencer::ReleaseTickGroup() (0x00007ff6fd3fad59) + 85 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\ticktaskmanager.cpp:188] AtlasGame.exe!FTickTaskManager::RunTickGroup() (0x00007ff6fd400d4c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\ticktaskmanager.cpp:999] AtlasGame.exe!UWorld::RunTickGroup() (0x00007ff6fd232526) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\leveltick.cpp:702] AtlasGame.exe!UWorld::Tick() (0x00007ff6fd233981) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\leveltick.cpp:1228] AtlasGame.exe!UGameEngine::Tick() (0x00007ff6fd165564) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\gameengine.cpp:1183] AtlasGame.exe!FEngineLoop::Tick() (0x00007ff6fb58e7ef) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launchengineloop.cpp:2733] AtlasGame.exe!GuardedMain() (0x00007ff6fb58909c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launch.cpp:140] AtlasGame.exe!GuardedMainWrapper() (0x00007ff6fb59127a) + 5 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] AtlasGame.exe!WinMain() (0x00007ff6fb5913a8) + 8 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] AtlasGame.exe!__tmainCRTStartup() (0x00007ff6fe49d829) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ff8ac687bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] #5 (this might have been resolved by setting shadow quality to "low") LowLevelFatalError [File:H:\YARKUpdateBlackWood\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 201] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') VERSION: 218.24 KERNELBASE.dll!UnknownFunction (0x00007ffc51c8a839) + 0 bytes [UnknownFile:0] AtlasGame.exe!FError::LowLevelFatal() (0x00007ff7eae94b41) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\misc\outputdevice.cpp:354] AtlasGame.exe!TerminateOnDeviceRemoved() (0x00007ff7eb25fad0) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:214] AtlasGame.exe!VerifyD3D11Result() (0x00007ff7eb25fb7a) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:250] AtlasGame.exe!FD3D11DynamicRHI::GetQueryData() (0x00007ff7eb24e2c3) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:153] AtlasGame.exe!FD3D11DynamicRHI::RHIGetRenderQueryResult() (0x00007ff7eb24e067) + 24 bytes [h:\yarkupdateblackwood\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:65] AtlasGame.exe!FetchVisibilityForPrimitives_Range<1>() (0x00007ff7ec3f0dce) + 23 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenevisibility.cpp:727] AtlasGame.exe!FetchVisibilityForPrimitives() (0x00007ff7ec3b8e36) + 9 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenevisibility.cpp:1240] AtlasGame.exe!OcclusionCull() (0x00007ff7ec3b9213) + 19 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenevisibility.cpp:1303] AtlasGame.exe!FSceneRenderer::ComputeViewVisibility() (0x00007ff7ec3bf345) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenevisibility.cpp:3047] AtlasGame.exe!FDeferredShadingSceneRenderer::InitViews() (0x00007ff7ec3c0189) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenevisibility.cpp:3325] AtlasGame.exe!FDeferredShadingSceneRenderer::Render() (0x00007ff7ec29525b) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:677] AtlasGame.exe!RenderViewFamily_RenderThread() (0x00007ff7ec38750c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenerendering.cpp:1272] AtlasGame.exe!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`13'::EURCMacro_FDrawSceneCommand>::ExecuteTask() (0x00007ff7ec399a9d) + 16 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\public\async\taskgraphinterfaces.h:874] AtlasGame.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff7eae0b7e8) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:942] AtlasGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff7eae0a99d) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:683] AtlasGame.exe!RenderingThreadMain() (0x00007ff7eb2d23b9) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rendercore\private\renderingthread.cpp:265] AtlasGame.exe!FRenderingThread::Run() (0x00007ff7eb2d2770) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rendercore\private\renderingthread.cpp:385] AtlasGame.exe!FRunnableThreadWin::Run() (0x00007ff7eaedc1e6) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73] AtlasGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff7eaedc0b8) + 8 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] KERNEL32.DLL!UnknownFunction (0x00007ffc549c7bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffc54d2ce71) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffc54d2ce71) + 0 bytes [UnknownFile:0] #6 (This might have been resolved by setting shadow quality to "low") LowLevelFatalError [File:H:\YARKUpdate\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 176] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') VERSION: 8.72 KERNELBASE.dll!UnknownFunction (0x00007ffeea2da388) + 0 bytes [UnknownFile:0] AtlasGame.exe!FError::LowLevelFatal() (0x00007ff78ad40471) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\misc\outputdevice.cpp:354] AtlasGame.exe!TerminateOnDeviceRemoved() (0x00007ff78b10a3b9) + 0 bytes [h:\yarkupdate\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:189] AtlasGame.exe!VerifyD3D11Result() (0x00007ff78b10a45a) + 0 bytes [h:\yarkupdate\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225] AtlasGame.exe!FD3D11Viewport::PresentChecked() (0x00007ff78b10cf66) + 47 bytes [h:\yarkupdate\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:303] AtlasGame.exe!FD3D11Viewport::Present() (0x00007ff78b10d4cc) + 0 bytes [h:\yarkupdate\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:491] AtlasGame.exe!FD3D11DynamicRHI::RHIEndDrawingViewport() (0x00007ff78b10dd0e) + 0 bytes [h:\yarkupdate\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:612] AtlasGame.exe!FRHICommandListExecutor::ExecuteInner_DoExecute() (0x00007ff78b16fc71) + 0 bytes [h:\yarkupdate\engine\source\runtime\rhi\private\rhicommandlist.cpp:249] AtlasGame.exe!FExecuteRHIThreadTask::DoTask() (0x00007ff78b16fd06) + 0 bytes [h:\yarkupdate\engine\source\runtime\rhi\private\rhicommandlist.cpp:293] AtlasGame.exe!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() (0x00007ff78b176bec) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\public\async\taskgraphinterfaces.h:876] AtlasGame.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff78acb6428) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\async\taskgraph.cpp:939] AtlasGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff78acb55dd) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\async\taskgraph.cpp:680] AtlasGame.exe!FRHIThread::Run() (0x00007ff78b17c542) + 0 bytes [h:\yarkupdate\engine\source\runtime\rendercore\private\renderingthread.cpp:226] AtlasGame.exe!FRunnableThreadWin::Run() (0x00007ff78ad877b6) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73] AtlasGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff78ad87688) + 8 bytes [h:\yarkupdate\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] KERNEL32.DLL!UnknownFunction (0x00007ffeeb2c3034) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffeedc83691) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffeedc83691) + 0 bytes [UnknownFile:0] #7 Fatal error! VERSION: 4.0 AtlasGame.exe!AShooterWeapon::FindHarvestableOrEnemy() (0x00007ff75703e4ae) + 7 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shooterweapon.cpp:7807] AtlasGame.exe!AShooterWeapon::WeaponStartAttack() (0x00007ff757006df8) + 0 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shooterweapon.cpp:1601] AtlasGame.exe!AShooterWeapon::NetWeaponStartAttack_Implementation() (0x00007ff757006538) + 0 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shooterweapon.cpp:1527] AtlasGame.exe!AShooterWeapon::execNetWeaponStartAttack() (0x00007ff757533e29) + 217 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\classes\shooterweapon.h:261] AtlasGame.exe!UFunction::Invoke() (0x00007ff757ae89e7) + 15 bytes [h:\yarkupdate\engine\source\runtime\coreuobject\private\uobject\class.cpp:3907] AtlasGame.exe!UObject::ProcessEvent() (0x00007ff757b2b0b8) + 0 bytes [h:\yarkupdate\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:931] AtlasGame.exe!AActor::ProcessEvent() (0x00007ff7580f3192) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\actor.cpp:631] AtlasGame.exe!FObjectReplicator::ReceivedBunch_WrappedNet() (0x00007ff7581aa43a) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\datareplication.cpp:989] AtlasGame.exe!UActorChannel::ProcessBunch() (0x00007ff75819eab5) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\datachannel.cpp:1776] AtlasGame.exe!UActorChannel::ReceivedBunch() (0x00007ff75819e5a5) + 11 bytes [h:\yarkupdate\engine\source\runtime\engine\private\datachannel.cpp:1667] AtlasGame.exe!UChannel::ReceivedNextBunch() (0x00007ff75819a91f) + 22 bytes [h:\yarkupdate\engine\source\runtime\engine\private\datachannel.cpp:533] AtlasGame.exe!UChannel::ReceivedRawBunch() (0x00007ff75819a3eb) + 16 bytes [h:\yarkupdate\engine\source\runtime\engine\private\datachannel.cpp:355] AtlasGame.exe!UNetConnection::ReceivedPacket() (0x00007ff7582ed09c) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\netconnection.cpp:1158] AtlasGame.exe!UNetConnection::ReceivedRawPacket() (0x00007ff7582ebef4) + 13 bytes [h:\yarkupdate\engine\source\runtime\engine\private\netconnection.cpp:619] AtlasGame.exe!UIpNetDriver::TickDispatch() (0x00007ff7580acbe5) + 0 bytes [h:\yarkupdate\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:226] AtlasGame.exe!TBaseUObjectMethodDelegateInstance_OneParam<APrimalBuff_DriverSeatInputs,void,float>::ExecuteIfSafe() (0x00007ff756a2b0c4) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:533] AtlasGame.exe!TBaseMulticastDelegate_OneParam<void,float>::Broadcast() (0x00007ff7582c9af3) + 14 bytes [h:\yarkupdate\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1837] AtlasGame.exe!UWorld::Tick() (0x00007ff7582c2511) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\leveltick.cpp:1109] AtlasGame.exe!UGameEngine::Tick() (0x00007ff7581f5de3) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\gameengine.cpp:1174] AtlasGame.exe!FEngineLoop::Tick() (0x00007ff7568d88ca) + 0 bytes [h:\yarkupdate\engine\source\runtime\launch\private\launchengineloop.cpp:2443] AtlasGame.exe!GuardedMain() (0x00007ff7568d340c) + 0 bytes [h:\yarkupdate\engine\source\runtime\launch\private\launch.cpp:140] AtlasGame.exe!GuardedMainWrapper() (0x00007ff7568db2aa) + 5 bytes [h:\yarkupdate\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] AtlasGame.exe!WinMain() (0x00007ff7568db3d8) + 8 bytes [h:\yarkupdate\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] AtlasGame.exe!__tmainCRTStartup() (0x00007ff7594bcf7d) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ffde7973034) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffde7d21471) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffde7d21471) + 0 bytes [UnknownFile:0]
  17. Hello again! I have decided to update some of the feelings I have towards the building aspect of the game and maybe provide a solution for it. I am currently at 215 hours and still nowhere near a Kraken fight yet. Let talk about stone structures... First on our list is Stone Fence Support. What a poor design of the actual idea. An example of this would be snapping Fence Support to a foundation and finding out that Stone Wall snaps only to the top part of the Fence Support as if you are placing the wall on the foundation itself (leaving the bottom part of the Fence Support empty. I understand that some prefer it snapping that way and then end up placing another wall below the above one. The issue, in my opinion, is the fact that the actual support wall is the first one that is snapped to the Fence Support. Do you know why this is a problem? Because when you build massive structures and decide to replace a wall with a window, you no longer know what wall acts as a support for the ones above it. The fact is, removing the first snapped wall to the Fence Support will destroy at least one placed below it and lots of times destroy the ones placed above it also. The game is meant to be a PVP game with a massive multiplayer base to help each other become better and progress through it. Playing this game as a PVE is just as fun don't get me wrong but since lots of PVE players mostly build, build and build, the building aspect of the game needs to be improved. I am not arguing the point that it should be in the game right now but arguing the point that items already in the game need work before new things get released. You came out with a broken vehicle and instead of fixing parts of the vehicle that are already broken, you are adding more broken parts. Today while reading through some of the comments on the forums I stumbled across Boomer’s post about WHY EVERYONE WHO CARES ABOUT ATLAS SHOULD HAVE A CLOSE LOOK AT NO MAN'S SKY What a great post. The game developers knew the game was dying and that something needed to be done to resurrect it, and guess what? they have done it. There are on average 2 times more people playing No Man's Sky than Atlas. Yes, the game and certain aspects of the world/planets of NMS are not as breathtaking as Atlas Islands but the game is actually worth playing. I think it is enough of rambling and time to introduce solutions to what other players want out of the game by reading what the players are saying. I have come across multiple threads advising on how to resolve the snapping points/placements of certain items. You have a great system going reference snapping points using "E" key and rotating between items using the "T" key but something is still missing. Yes, PILLARS. Adding small snapping boxes to the corners of the ceilings and foundations will allow folks to place these skinny pillars away from the center. Something like this The other idea is allowing you to actually drag the direction arrows while holding the item you want to place. This will not apply to all items but for a foundation, for example, it would do wonders. Prior to placing the first foundation, one would be able to place it at its max height, causing others to fall in line with it (keeping the design on the foundations all the same). Stop overthinking and allow us to use similar triangles that are used for the ceilings and foundation but for the walls. You have it already, why do you limit it to foundations and ceilings??? Anyways enough for now. I will leave you with this, this is a survival GAME, nothing about it is actually real. Aspects of the game are similar to the actual life but 95% of the game is not. I am sure someone out there would say, "Hey Paw! If you place a pillar in the corner it would make it impossible to support due to weight balancing." My reply to that would be to look at the other game mechanics before you complain about the support system. A great example of it would be the scenario from Fence Support mentioned at the beginning.
  18. The bug still exists. I had a character experience this a few days ago. There is a workaround, but it requires some luck and effort every time you log in to avoid getting kicked after just a few minutes. I finally resorted to creating a new character to resolve the issue.
  19. OK so I simply cant play with this issue and its been days I cannot interact with anything aswell as there is no tooltips such as tame name, lvl hp etc, no press E to mount, cant open doors or containers at all, I can get on a mount but my toon will sit off somewhere random or stay where it is and the mount will not move or do a thing. my animals are slowly starving to death and timers counting down that I cant get too since I cant use bed to fast travel, I can only stay connected for about 5 mins before battle eye says the game is unresponsive and that is only if it lasts that long before crashing for a diff reason. I ran repir tool many many times with no success so I then tried a full uninstall the re downloaded and installed the game, its exactly the same however, my pc is far beyond recomendations so everything is slowly starving and timing out that isn't where my toon is atm, I am soo frustrated lol any1 know how to resolve this or having the same issue
  20. Do not know how to respond to such ignorance. There is no abuse of public opinion. Thing is in time more parents will pick up on what is going on. This is not the only game communtiy that markets to kids but then ignores the very rules they set because it is easiest to do. This thread gives the inhouse parents an awareness of things. It will serve to let the PR people for this company know what is coming. If this thread fails to resolve some basic issues then I will move on to where more mature adults/parents will see things. Twitter seems to be popular for this company. It is one thing to allow toxic behavior on their servers as that is harder to monitor. When you have a concerned active parent pleading for some moderation and nothing becomes of it, then something needs to be fixed. This will not the first developer to have to deal with this. If parents started to crack down and not allow their kids to buy these games, companies like this will no longer exist. That is a clear fact. Thank you all for your participation. Those of you that add something nice to see others that feel as I do. Those with your toxic or pointless opinions, sorry but you are either not a parent or clearly aim to raise your kid differently. I do not know what studies you speak of that show people that do not know how to speak in public correctly are smarter than others? In this country if you use such language in a court room expect the judge to hit you with fines or jail. called respect. Something I am attempting to teach my kids. Something that sometimes you show a lack of to a community trying to call out and get rid of the bad apples.
  21. I was able to resolve this error by starting up the redis server when I ran into it @Banjaxe. It is saying that it cannot connect to the redis server on the second line. Its the third button down on the left side of the ui, it says "Redis Database" I just clicked it, and launched it with the defaults and it worked.
  22. cheat takeallstructure didn't give me the claim flags (merging didn't do that either when we were doing that to resolve the bed issue before this patch). I basically went around to all company buildings and used giveallstructures (thankfully most were connected or small builds since we just started) and then used DestoryTribeId to destroy the old company based on the company id on the flag and the flag(s) deleted. Obviously don't do that until you've taken all the structures back.
  23. Additional Update: We have managed to make already existing savefiles load with this change, however, you will be forced to create a new character and make a new company. Force-joining into the old company will not work. However, you can then reclaim all your structures, ships, and creatures again with the use of admin commands such as: - cheat takeallstructure This will transfer all the structures, boats, and claimflags of the previous company, to your own. - cheat takealldino This will transfer all the creatures of the previous company, to your own. - cheat giveallstructure This will transfer the structure you’re looking at, as well as anything snapped to it, to you. - cheat givetome This will transfer the individual object you’re looking at, to you (works with creatures too). With our upcoming update (v218.24), some critical changes were made to the way Unofficial Non-ATLAS (Blackwood) servers saves were handled. This was in order to resolve the following issues: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map After some days of investigating ways in which we can push this update with no loss of data, we've had to acknowledge that it isn't possible to migrate existing saves to the new system for dedicated servers. Given the critical nature of these issues, we don't see putting this update on hold as a viable option. Unfortunately, Non-ATLAS (Blackwood) saves made prior to this patch on dedicated servers will no longer load. This means a new save file will need to be created. Please note that this change only impacts Non-ATLAS Dedicated servers, so Single Player and Non-Dedicated saves will be unaffected. We apologize to those affected, and we'll always look to avoid wiping or any data loss scenarios when and where possible. We have opted to push this update through quickly in order to allow players and dedicated server owners to get back into Blackwood with little pause. Thank you for your understanding
  24. Does ServerPassword work for you @Gaxon? Merging companies doesn't merge claim flags (they disappear). Found this as we have been merging companies to resolve the bed issue. Everything else merges (buildings, boats, and tames). Also noticed Smithy etc. don't have the lock option like on live... am I missing some setting? Storage and resource boxes do have the lock. Can confirm Silos can't be placed (they are probably tied to the "new" island claim system rather than the old style claim flag circles we're using).
  25. Tried now to change my DNS to cloudflare but didn't resolve my problem unfortunately, thx for the video anyway!
×
×
  • Create New...