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  1. Notes on the new Warehouse: 1 - The idea of putting a 2km range (or any one) did not work. This meant that, in the vast majority of islands in the game, only one or two tribes will be able to install it. 2 - If you go through problem number 1, you will see that your struggle was in vain, because, to solve the location of your installation, you will probably not be in the range of your own Farmhouses. 3 - Going beyond question 2, you will see that the Warehouse collects items much more slowly than your Farmhouse can produce, in addition to not collecting wood. That is, your Farmhouse will soon be full and shut down. In summary, Warehouse has not solved the "tedious collection problem" of its Farmhouse resources. Not only that, it created another tedious problem of having to start connecting your Farmhouse and collecting the wood and thatch that was not collected. In addition, it created the work of taking the wood to the Warehouse, remembering that it is consuming a lot of wood, I spent 9 packs of 500 to collect the resource of only 2 Farmhouse and it was not completely enough. Suggestions: a) Allow a tribe to have a single Warehouse per island (completely forget about the idea of range, as it doesn't make any sense) b) Do not modify the range of Farmhouses, this is not necessary to correct the problem and will create new ones, because if a farmhouse is demolished it will probably never be able to be replaced, given the large number of them. To resolve limit to a maximum of 5 Farmhouse per tribe per island c) Connect all Farmhouses on the island, from the same tribe, with the limit proposed in item b. d) Enable a resource selector from which items will be collected. Select the item to be used as fuel and define a minimum of this item, so the Warehouse can collect everything that is available in the Farmhouses.
  2. Barrel bombs and catapults, excessive gold consumption on claimed islands with defenses. WHY are the serves up and running still? these are game breaking mistakes, and the servers still are running, small companies are probably already out of gold, harbors and ships are being sunk by the broken mechanics that where not properly tested. TAKE THE SERVERS OFFLINE AND FIX THIS . If you have to rollback then do it. You showed you had resolve to tackle cheating/exploits. Now show you realize this patch was not well considered, and take the servers down until you fix it or perform a rollback and remove the patch.
  3. Ahoy Pathfinders! We’re excited to bring you phase 2 of the new features we are currently rolling out! Expanding from the Farmhouse system we introduced last patch, Warehouses are a new structure type that players may build at the smithy. We are shifting Stone Farmhouses and Warehouses to a new skill - Advanced Automation, which can be found in the Construction Tree (requires Esotery of Building). Warehouses can be used in conjunction with Farmhouses to automatically collect and store the resources gathered from Farmhouses. Gone are the days of having to tediously move resources to and from for storage. Simply craft and place the Warehouse and it will begin gathering from all farmhouses within a 500m radius. Ever get confused by which of your storage boxes has which resources? With its large storing capacity, you can now easily access all your resources in one place! Any basic resource and alloy can be put into the warehouse, it will not store finished goods. We’ve also made a few tweaks to improve and balance Farmhouses. Again, these systems are still a work in progress and we are continuing to change and develop on Farmhouses and Warehouses as we examine gameplay and receive player feedback. The Warehouse update also includes an Explosive Barrels rework and a couple of minor balance changes on Puckles and Army of the Damned. For more details on Warehouses and other changes, see the full patch notes below: Released Patch Notes New Skill: Advanced Automation Added Advanced Automation to the Construction Tree Requires Esotery of Building Cost is 12 skill points New Warehouse and Stone Farmhouse added to this skill New Feature: Warehouse New structure type, Warehouse, may be built at the smithy Warehouse is a structure that automatically collects Resources from Farmhouses in range Will not collect Wood/Thatch, which is fuel for Farmhouses Gathers from Farmhouses within 500m Gather Rate is 5% of the Farmhouse inventory every 10 minutes Warehouses may not be placed closer than 2km to another Warehouse Warehouses must be placed within 30m of the shore Warehouse takes thatch or wood as fuel More than one Warehouse can hit the same farm Warehouses have 40 storage slots Warehouse stack size is 10,000 units Max Inventory Weight is 50,000 Warehouse health is 40,000 Warehouses are not taxed *For reference, 1 foundation is 2m Explosive Barrels Instant detonation option removed Setting the detonation timer is now a separate action from lighting the fuse Detonation timer can now be set and viewed in inventory The fuse is automatically lit when a carried barrel is placed! Added defuse option: any player can defuse an explosive barrel Can now be used as ammo in Cannons, Large Cannons, and Catapults Duplication bug fixed Impact Behavior for Barrels Fired out of Cannons Explode instantly on impact with ships, structures, players, or creatures In water, barrels float for six seconds before sinking. They explode when their timer expires Otherwise, barrels explode after their timer expires Impact Behavior for Tossed Barrels In water, barrels float for six seconds before sinking. They explode when their timer expires Otherwise, barrels explode after their timer expires Damage Immunity Placed barrels are immune to ranged damage Carried barrels are immune to all damage Destroyed barrels no longer explode unless as part of a chain reaction with another barrel **Known Issue: When attempting to throw a barrel while on a ship, the barrel will drop where the player is standing and then explode. We are working out how to resolve this issue and will send out a patch for it as soon as we can. Farmhouses Farmhouses can no longer be placed in water Farmhouse now only transfers a single stack of resources into player's inventory per transfer interaction Increased distance requirement between Farmhouse placement from 120m to 200m Farmhouse harvest rate reduced by 25% overall Harvest Interval increased from 15 seconds to 60 seconds (gathers 1/4 as often) Harvest amount increased (gathers 3x as much) Stone Farmhouse has been moved to Advanced Automation Skill in Construction Tree Updated resource costs of constructing a Stone Farmhouse Changed 360 Metal to 180 Alloy Added 80 Organic Paste as additional cost Reduced the Draw Distance of Farmhouse from 1 kilometer to 400 meters Reduced health of basic Farmhouse from 30k to 20k Miscellaneous Reduced NPC cost on Puckles by 50% Army of the Damned can now be damaged by swivel guns Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  4. Probably common knowledge now, but wasn't to me. I am a solo player and thought, well, let's start a solo company, maybe someone will want to join after awhile, so I created one. Then thought, you know, it's impractical solo, I mean, why? I am a loner by heart anyway...so I decided to leave it. Yep, lost access to everything. In fact was locked inside my own base. I recreated the company name in hopes it would unlock it, no cigar. So now I have lost my base, a crow, a cat, a bear, all my gold and resources, my ships...yeah... I submitted a ticket but I don't think they will resolve the issue or for that matter respond. Nor do I think that they may be able to fix it. I had a good location, nice base...I really, put a lot of effort into it, but I simply don't know if I have the heart to rebuild again. So many hours lost...oh well...So take it as a warning in case you don't know. Don't create a company solo, then leave it. The company will retain all your stuff and there is no way to join the company to regain it...
  5. Been several months but i was also quite impressed with the response i received to a bug. Good to hear thats continued. I actually got confirmation, explanation and advice to resolve if it reoccurred w no ticket required.
  6. How do you resolve the black map issue for Xbox? Sooo annoying. Has made the game unplayable. Every time I look at the map in the ATLAS tab the game freezes. Cant fast travel, cant see anything. Just a black map.
  7. By Dollie , 26,September 2019 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! Not a year has passed and you erase the Server
  8. Look i mean the guy is a complete clown but he's threatening me IRL and it's kind of just.. lame. Like it takes all the fun out of shit talking or pvp in general. So can i post the screenshots of it here ? Is there an appropriate avenue to resolve this? I'm not like super upset but it's just lame. I'd rather it not happen if possible since I know some younger kids play as well. Thanks
  9. Don't get me wrong, I like some of the ideas. In fact I suggested a single invulnerable home flag, for example, in the past. I think to minimize the base/tame aspect of the game do this. 1. Remove levels from tames, don't allow breeding. this would completely eliminate that aspect of the game that is supposedly ship-to-ship combat. Instead of a breeding/trading/ground based/animal meta game. 2. Restrict structure build to 800, instead of 8000 per radius. This would completely resolve the Xbox performance disparity and discourage uber basing. Restrict ownership to A SINGLE ISLAND per company. 3. Remove EITHER, quality weapons or quality planks. That would give ship to ship combat between mega's and newbs less obvious disparity. 4. IRON HAND elimination of cheaters. Undermeshing, aimbots, etc.... On PVP NA there are really 4-5 companies that dominate the game by taking advantage of every mechanic. Of course, none of this will happen, and I suspect more people will abandon official because of it.
  10. Anything on this guys? Ports are set up correctly, border is not red. Cannot travel between shards. [UPDATE] My issue was that all of my shards were using my external DNS name rather than a hard set IP. I believe it caused an issue with Redis communication on the inside - even though the host can resolve the DNS name and hair-pinning on the router is there. Hard set IP and maps and shard transfers work normally. I would rather use the name, but I don't think my IP changes that often - when it does I will have to shut down the cluster to update the shards.
  11. pvp EU K3, happening there atm also, Happened with 2 clan mates, I joined after they dc'd and happened to me too. Edit:So Now our Entire clan is in this bugged ship/region No support at all submited tickets, automated replies, oh joy!. already lost a ship and hours into a project as a result of this my clan is already talking of moving on because why invest time in a game that wont even let you onto the servers when it bugs out and support will give you zero of their time, And I actually feel bad because I recommended this game to them, so now I feel I not only have wasted my time and money, but that of my friends. The region itself is not bugged (the square as confirmed by our allies) however we all subsequently are, we can spawn on the Ship for 4 minutes or so then the game bugs out, boots us and permanently locks us out. Has anyone had this issue actually resolve before or am I completely wasting my time expecting some kind of resolution?
  12. I've tried those suggestions a few times. Both wiping the entire save folder contents and wiping the database in the redis folder. My Save sub folder has four separate save folders within. A1, A2, B1, and B2, so I believe the servers are being saved separately. I just cant figure out why this issue is happening when it appears I have everything in order. The answer is either I missed something basic or the system is bugging out somehow. I'm staying positive though as I started with many issues a few days back when I first started setting up my server. Eventually I was able to resolve issue after issue with help via research and from community members such as you (thanks a bunch ). I'm sure this will get fixed eventually. Oh. Do you think it would be ok to paste my json contents in a code field here in the thread? The file is too big to attach normally.
  13. ServerGrid.json I've attached the json file. As for the command lines, I'm using ASC program to launch the game. I also tried using a command line, but the results are the same. Oh and I tried completely opening all the ports on the server box as a test to see if this was a port forwarding issue, but even with all ports open, the issue happens. Here is the command line / batch file I was using, but I'm back to using the ASC program thus the batch files arent used anymore. d: cd\ cd atlas\ShooterGame\Binaries\Win64\ start ShooterGameServer.exe Ocean?ServerX=1?ServerY=0?AltSaveDirectoryName=00?ServerAdminPassword=?MaxPlayers=34?ReservedPlayerSlots=2?QueryPort=57564?Port=5764?SeamlessIP=22.112.117.145 -log -server I tried everything and was up late last night trying to resolve it. I made some progress as I was able to finally get all four grids to show when you first join the server and choose a starting grid/freeport. Originally I was only able to choose grid 0,0 or A1, so I got that much resolved, but now when attempting to connect to grids A2, B1, or B2 I get my previous post error message and I'm kicked back to the server select screen.
  14. thank you for the answer I would like to ask when as a solo player I left my company where I was just me impulz x ID: 1886109446 can it somehow return or resolve? thanks Impulz
  15. It doesn't work for me :( does anybody found how to resolve this issue ?
  16. I am having an issue with the Mod Updater. I had my server up and running with three mods and we decided to add more. I added those mods to the json file after completely exiting the Utility. When I restarted the utility it detected the new mods downloaded them and then started the servers. About 2 minutes later it said the modlist changed (It did not) and it shut them down updated nothing and started them again. This happened about 5 times so I bailed out of the program. and closed everything again. Started up it said new mods were added and did the same thing. I am on the third iteration of that now and it is still bringing them up, shutting them down then repeat. Anyone seen this before and know how to resolve it? Thanks!
  17. I think this would be a great idea. It would resolve complaints about losing ships in free-ports, and about losing ships to offline pvp-ers all in one update...
  18. I have dealt with WildCard before and never had issues with them fixing a problem I have had. IMO IF you give them exact information and don't overload it with emotions and are polite you get your character fixed. I had an issue for about five days kept getting kicked by battleye due to client not responding. I did almost everything the blogs were stating ie;kill yourself in freeport, uninstall Atlas, uninstall BE etc. When I decided to turn in a ticket to them it was AFTER I had done all that I myself could do in order to fix the issue, so many times it is on the players end that issues can't be fixed so I wanted to give them details of all that I have done to try and resolve the problem on my own then, gave them exact details of it and of my character ei; steam url/character name/company name/grid or grids I am having issues in and what the issue is. I have found if you are exact and precise with your ticket you get help, they don't have the time to try and figure out what the player has done or if it is on their end, they are inundated by silly tickets and have to go through the legitimate ones ( imo ) but if you follow guidelines that are common sense, they help you and they help you more quickly. Just a heads up to those having these issues and, any other issue remember, more exact details and curtesy. Thanks to the guys who fix the tickets, I would NOT want your job!!
  19. For instance having NPCs on ballistas on a ship set to survivor/tame only they are constantly shooting wild fish. Has anyone found a resolve to this?
  20. Every time I load up game within ten minutes of walking around base area the game will crash and send me to dashboard has been going on for two days now no problems prior to that really to this extent. I am using ethernet connection have game installed on internal and have tried every fix out there to resolve this it hasn’t worked. I am on NA PVP krakens grasp J7 region.
  21. ATLAS SERVER MANAGER As many of you might know we're creating an ATLAS server manager for the community. ATLAS has been a challenge but we're motivated and ready to start the New Year off with something epic, and we hope you guys are too! We will have a fully operational Atlas Server Manager ready for you guys to download really soon. Hopefully in a few weeks. With that being said, we will need beta testers to help us polish it before release. These will be the first ones to test it out and help us resolve any bugs and provide feedback. Q: How do you sign up? A: You must be a registered member on our site: AtlasServerList and you must have at least 1 claimed server on your account. We will select 200 - 250 claimed server owners to beta test for us. ( Sorry but you must have a claimed server there are no exceptions ) Q: Will it be free? A: Yes the Manager will be free for everyone, forever. Q: How can I help develop it? A: Once a stable version is released we will invite a group of users who have proven development record to help maintain the manager. Happy Gaming! WARNING: Many tickets have come in regarding a website that is copying ours. The website Atlasserverslist.com , they added an "s" to server is not owned by us and we do not have any ties to that site. USER BEWARE that is not the correct site to register or claim a server on for the beta invite.
  22. Every fix i could find I have tried and nothing has seemed to resolve the issue. There are 5 other xboxs in the house anf no one else has the issue. I have an xbox one s. Im at a loss as to what to do are there any suggestions. Btw Im on Shark EU and official server. Also as long as i stand still and do NOTHING the game does perfect.
  23. Ahoy Pathfinders! In this Captain’s Log, we aim to give you an update on some new and exciting features that will be making their way to the ATLAS, as well as a brief status update on the next Mega Update. Before we begin, we’d like to give each and every one of you a huge thanks for the support you’ve shown ATLAS. Over the course of ATLAS’ development, our recent review scores on Steam have jumped considerably. We just wanted to express our thanks and show our gratitude for your support. We know that our work is far from over and that ATLAS still has a long journey ahead. There are many more changes we plan to make and features we would like to introduce. Keep your eye on the horizon, there is much to look forward to, some coming sooner than you might expect ;)! Mega Update 3! It’s been a while since we’ve spoken about our next Mega Update 3. There have been questions about the release date, and how it’s progressing. The update is still coming together, our team of developers is actively working on getting it ready to release. When we’ve got something to share about the launch date, additional features, it’s availability on the PTR, we will let you know. Though, we won’t leave you guys empty handed! Here’s an update on our Hydra Six-Shooter Pistol! In an earlier log, we revealed it’s concept art, now we can actually show you what it looks like in game as it’s going through its implementation. This pistol, as the name indicates, allows for up to 6 shots before reloading -- though it is significantly weaker than the single-shot flintlock! So if your aim sucks, or you have multiple targets, this will be a great weapon of choice. Wild Pirate Encampments! We’re excited to reveal to you a new system we’ve been working on, which will be released for Single Player, Non-Dedicated Multiplayer (more on that later!), Unofficial Dedicated Servers (optional), and potentially expanded onto the Official Networks in the future. This is how the new feature will function on Non-Dedicated Multiplayer and Single Player mode: “Wild Pirate Encampments” (WPE) are collections of enemy NPC characters, defensive fleets, and fortifications which inhabit claimable islands. They have varying weapons (melee and ranged), defenses (various cannons/turret types), and live in pre-built forts. They’ll also have AI ships representing all 4 classes (Sloop through to Galleon) patrolling the shoreline of their islands. The placement of Encampments will be randomized along the islands, and they can also include inland encampments without ships. You’ll have to explore an island to discover all the encampments which inhabit it, and the number can vary based on the island size, with larger islands having bigger and more Encampments. Each region will also have a WPE Level visible to players, some being higher than others resulting in better loot but a more challenging task. In order to claim an island, Pathfinders must destroy the WPE that currently live on it. This includes their patrolling ships and any enemy NPC within range of the Encampment center. Players will be able to use the Encampment claimflag to reveal nearby enemy NPCs. After claiming an Encampment, all Encampment structures transferred to the new settlement owner, and an Encampment Loot Box will be spawned. Once defeated, an Encampment will never respawn, and you cannot unclaim an Encampment. However, if the Encampment has not been fully defeated, it will reset to full strength if sufficient time has transpired without it being rendered. Players will have the option to disable WPE entirely via the Host Settings UI, or scale the difficulty of Encampments (this will not affect the loot quality). If you decide to enable WPE on an Unofficial Dedicated Server please note that: Encampments will only spawn (and can respawn) on unsettled islands when no players/tames/structures are nearby at all, over a long period of time. An island can only have Claim Flags placed on it when no Encampments are present on the island, indicated on the HUD when the system is enabled. With the implementation of this togglable content, we’ll be nerfing the traversal capability of Gliders on Non-Dedicated Multiplayer and Single Player, with an option to use the original values in Non-Dedicated Multiplayer. We’re excited to introduce this type of encounter to the ATLAS and we expect to have it ready in the very near future. Non-Dedicated Multiplayer! Following the positive response to Single Player and after evaluating the relatively small amount of technical bandwidth required to make this a possibility, we’re excited to announce that a new game mode will be making its way to players! Non-Dedicated Multiplayer will facilitate playing as a client whilst also hosting the server at the same time. It will allow up to 8 players to play simultaneously on the server. Similarly to Single player, the host will be able to make use of the host settings UI to adjust server settings to your group’s needs, as well as additional enhancements in your .ini files. We expect to have this game mode available next week (the week of July 14), and the “Wild Pirate Encampments” Beta towards the end of the month. ISO: Blackwood We are working on final touches and testing for ISO: Blackwood and we expect to have it ready to play later this month. Explore the heart of the jungle or settle in rolling farmland. Silent eddies run before your boat as you make your way through the slick reeds of The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure and lost corpses. Approach the ancient serpent boss, Anacython, if you dare! For those not familiar with Blackwood, this is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no database setup required! Live Game Patches Since the last Captain's Log, our live game updates have taken a look at some more long term issues we’d like to address with the game in addition to our general focus towards bugs, performance, and QOL. We released an update which was shortly reverted with the aim of tackling sky high Claim Flags. Our initial attempt involved setting a maximum height for flags to be placed at, but we recognize this one-stop solution doesn’t work for all islands, so we’ll be looking at a more island-specific approach in the future. We understand why these locations are chosen for flags, and how they relate to some of the more frustrating mechanics involved in contesting claims for both attackers/defenders, which we also plan to improve in the future. An additional patch focused on the implementation of Fast Decay on our Official Network in order to tackle the structure spam that is present on islands. We understand that this doesn’t resolve the root issue and it can be worked around, however, it’s an initial measure we wanted to put in place whilst we explore proper long term solutions. With today's patch, we'll be deploying a measure to help new settlement owners clear out existing structures on their island. A frustrating part of the game, after claiming an island from someone else, is dealing with the remains of their structures, whether that's a large base, or where that's multiple pillars and foundations littered around the island. With the latest patch, new settlement owners will now have a 12-hour window to activate a one-time razing of an island. This will destroy all structures on that island, including their own. It can only be used during peacetime, and will notify everyone on that specific grid, as well as log into any companies that had wiped structures on that island. And finally, crew changes! So, of course, you guys may remember our mention of the I.W.C.R.S, now dubbed the Silo - a structure which can store gold and berries and is capable of feeding and paying crew from anywhere on the island - a much needed QOL change! Another crew focused change we made recently, was to sync up the costs of both stationed and idle crew. This was because we wanted to encourage players to keep their crew stationed when possible, and the primary reason for that is for performance. Stationed crew are a lot more cost efficient on our servers due to specialized logic. So it’s a win-win for everyone here! Further changes involved allowing the stationed crew to repair boats, but that change was shortly reverted due to players requiring the choice of whether or not they wanted their crew to repair their boat. Having all crew capable of repairing meant resources were being used up a lot more rapidly than some intended due to natural boat decay, but changing it back to idle only, means players have a partial choice in determining how often those resources are being used up. It's clear this system could use some improvements, and it’ll likely be something that's touched on in the future. We wanted to highlight that sometimes we’ll make changes and they may not pan out, but we’re not afraid to pull those back, give them some more time in the oven or tackle problems from a different point of view. We appreciate your feedback as always and will continue to iterate on solving these problems and more! And now for the rest of the patch notes: 209.499 - Fast Decay has now been enabled for Settlement Owners - Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay - Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay 209.497 - Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true - Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats. v209.491 - Magic Mythos bonus rates have been disabled - Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live) v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours. v209.46 - Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however they may clear with this change after 5 days, as company data is loaded - Fixed "leave Company" button v209.43 - Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game - Fixed a bug where players would temporarily enter combat state upon transition v209.4 - Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150) - Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company - Added an Admin Command to Single Player: cheat DoLeaveTribe - Forest Colouring can now be crafted and applied to items - Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name - Demolishing buoys will no longer leave the sign floating behind 209.36 - Fixed a bug which caused silos to pay crew that weren't on the same team v209.35 - Reverted the Claim Flag height limit on Official Servers v209.34 - When replacing invalid claimflags, you can now place them within the green ring of your original flag - Claim flag height limit has been increased to 6500 units above sea level v209.31 - Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval! - Company Island Point Limit has been increased by 100 - Tax Banks can only be placed by Admins or above in companies. - Fixed certain level creatures not receiving experience points in Single Player - Fixed underwater trenches not loading properly in Single Player - Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state - Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map - Discovery on the map now temporarily disappear beyond a certain zoon distance on the map (zooming back in will have them reappear) - Important: Claim Flags now have a maximum height limit when being placed. Claim Flags that were previously placed which exceed this limit will indicate as such on the HUD. Those which exceed the limit will be able to place a 2nd claim flag in a viable location. This will destroy your old flag and drop it's entire inventory into a loot cache (2 hour expiration time) on the ground. Next Wednesday, we'll be deploying an update which will force destroy any legacy flags which exceed the height limit. The limit is 4k units above sea level which is approximately 16/17 walls and only admins or above will be able to replace the flag. - New configurable ini setting for Claim Flag height limit [/script/shootergame.shootergamemode] MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions. v209.1 - Added activate sail turning as a keybind (default: Left Shift) - Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold). Crew on Land: 1st priority: Resource Box and Food larder 2nd priority: Silo 3rd priority: Claim Flags Crew on Fully Anchored Boats: 1st priority: Silo 2nd priority: Claim Flags 3rd priority: Resource Box and Food larder - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed. - New option on claim flag which allows turning off crew gold and food payment - Fixed an edge case which allowed you to fire cannons through walls - Fixed a bug where Crew was taking gold/food from a flag before they took it from a resource box/larder when dealing with Crew on Land. - Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer - Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended Show 'N Tell #9 We loved looking over the entries for Show 'n Tell and we're excited to showcase our favourites so everyone can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! LUNNINGSTOOKS This shows some dedication to aligning and individually painting each canvas. Love it! GUNSLINGER Kudos to the builder, this is meticulously designed and executed. OTAWA72 Otawa never fails to impress with well-framed and creative shots. Honourable mentions MESCALIN PIRATESS Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  24. Ahoy Pathfinders! In this Captain’s Log, we aim to give you an update on some new and exciting features that will be making their way to the ATLAS, as well as a brief status update on the next Mega Update. Before we begin, we’d like to give each and every one of you a huge thanks for the support you’ve shown ATLAS. Over the course of ATLAS’ development, our recent review scores on Steam have jumped considerably. We just wanted to express our thanks and show our gratitude for your support. We know that our work is far from over and that ATLAS still has a long journey ahead. There are many more changes we plan to make and features we would like to introduce. Keep your eye on the horizon, there is much to look forward to, some coming sooner than you might expect ;)! Mega Update 3! It’s been a while since we’ve spoken about our next Mega Update 3. There have been questions about the release date, and how it’s progressing. The update is still coming together, our team of developers is actively working on getting it ready to release. When we’ve got something to share about the launch date, additional features, it’s availability on the PTR, we will let you know. Though, we won’t leave you guys empty handed! Here’s an update on our Hydra Six-Shooter Pistol! In an earlier log, we revealed it’s concept art, now we can actually show you what it looks like in game as it’s going through its implementation. This pistol, as the name indicates, allows for up to 6 shots before reloading -- though it is significantly weaker than the single-shot flintlock! So if your aim sucks, or you have multiple targets, this will be a great weapon of choice. Wild Pirate Encampments! We’re excited to reveal to you a new system we’ve been working on, which will be released for Single Player, Non-Dedicated Multiplayer (more on that later!), Unofficial Dedicated Servers (optional), and potentially expanded onto the Official Networks in the future. This is how the new feature will function on Non-Dedicated Multiplayer and Single Player mode: “Wild Pirate Encampments” (WPE) are collections of enemy NPC characters, defensive fleets, and fortifications which inhabit claimable islands. They have varying weapons (melee and ranged), defenses (various cannons/turret types), and live in pre-built forts. They’ll also have AI ships representing all 4 classes (Sloop through to Galleon) patrolling the shoreline of their islands. The placement of Encampments will be randomized along the islands, and they can also include inland encampments without ships. You’ll have to explore an island to discover all the encampments which inhabit it, and the number can vary based on the island size, with larger islands having bigger and more Encampments. Each region will also have a WPE Level visible to players, some being higher than others resulting in better loot but a more challenging task. In order to claim an island, Pathfinders must destroy the WPE that currently live on it. This includes their patrolling ships and any enemy NPC within range of the Encampment center. Players will be able to use the Encampment claimflag to reveal nearby enemy NPCs. After claiming an Encampment, all Encampment structures transferred to the new settlement owner, and an Encampment Loot Box will be spawned. Once defeated, an Encampment will never respawn, and you cannot unclaim an Encampment. However, if the Encampment has not been fully defeated, it will reset to full strength if sufficient time has transpired without it being rendered. Players will have the option to disable WPE entirely via the Host Settings UI, or scale the difficulty of Encampments (this will not affect the loot quality). If you decide to enable WPE on an Unofficial Dedicated Server please note that: Encampments will only spawn (and can respawn) on unsettled islands when no players/tames/structures are nearby at all, over a long period of time. An island can only have Claim Flags placed on it when no Encampments are present on the island, indicated on the HUD when the system is enabled. With the implementation of this togglable content, we’ll be nerfing the traversal capability of Gliders on Non-Dedicated Multiplayer and Single Player, with an option to use the original values in Non-Dedicated Multiplayer. We’re excited to introduce this type of encounter to the ATLAS and we expect to have it ready in the very near future. Non-Dedicated Multiplayer! Following the positive response to Single Player and after evaluating the relatively small amount of technical bandwidth required to make this a possibility, we’re excited to announce that a new game mode will be making its way to players! Non-Dedicated Multiplayer will facilitate playing as a client whilst also hosting the server at the same time. It will allow up to 8 players to play simultaneously on the server. Similarly to Single player, the host will be able to make use of the host settings UI to adjust server settings to your group’s needs, as well as additional enhancements in your .ini files. We expect to have this game mode available next week (the week of July 14), and the “Wild Pirate Encampments” Beta towards the end of the month. ISO: Blackwood We are working on final touches and testing for ISO: Blackwood and we expect to have it ready to play later this month. Explore the heart of the jungle or settle in rolling farmland. Silent eddies run before your boat as you make your way through the slick reeds of The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure and lost corpses. Approach the ancient serpent boss, Anacython, if you dare! For those not familiar with Blackwood, this is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no database setup required! Live Game Patches Since the last Captain's Log, our live game updates have taken a look at some more long term issues we’d like to address with the game in addition to our general focus towards bugs, performance, and QOL. We released an update which was shortly reverted with the aim of tackling sky high Claim Flags. Our initial attempt involved setting a maximum height for flags to be placed at, but we recognize this one-stop solution doesn’t work for all islands, so we’ll be looking at a more island-specific approach in the future. We understand why these locations are chosen for flags, and how they relate to some of the more frustrating mechanics involved in contesting claims for both attackers/defenders, which we also plan to improve in the future. An additional patch focused on the implementation of Fast Decay on our Official Network in order to tackle the structure spam that is present on islands. We understand that this doesn’t resolve the root issue and it can be worked around, however, it’s an initial measure we wanted to put in place whilst we explore proper long term solutions. With today's patch, we'll be deploying a measure to help new settlement owners clear out existing structures on their island. A frustrating part of the game, after claiming an island from someone else, is dealing with the remains of their structures, whether that's a large base, or where that's multiple pillars and foundations littered around the island. With the latest patch, new settlement owners will now have a 12-hour window to activate a one-time razing of an island. This will destroy all structures on that island, including their own. It can only be used during peacetime, and will notify everyone on that specific grid, as well as log into any companies that had wiped structures on that island. And finally, crew changes! So, of course, you guys may remember our mention of the I.W.C.R.S, now dubbed the Silo - a structure which can store gold and berries and is capable of feeding and paying crew from anywhere on the island - a much needed QOL change! Another crew focused change we made recently, was to sync up the costs of both stationed and idle crew. This was because we wanted to encourage players to keep their crew stationed when possible, and the primary reason for that is for performance. Stationed crew are a lot more cost efficient on our servers due to specialized logic. So it’s a win-win for everyone here! Further changes involved allowing the stationed crew to repair boats, but that change was shortly reverted due to players requiring the choice of whether or not they wanted their crew to repair their boat. Having all crew capable of repairing meant resources were being used up a lot more rapidly than some intended due to natural boat decay, but changing it back to idle only, means players have a partial choice in determining how often those resources are being used up. It's clear this system could use some improvements, and it’ll likely be something that's touched on in the future. We wanted to highlight that sometimes we’ll make changes and they may not pan out, but we’re not afraid to pull those back, give them some more time in the oven or tackle problems from a different point of view. We appreciate your feedback as always and will continue to iterate on solving these problems and more! And now for the rest of the patch notes: 209.499 - Fast Decay has now been enabled for Settlement Owners - Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay - Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay 209.497 - Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true - Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats. v209.491 - Magic Mythos bonus rates have been disabled - Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live) v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours. v209.46 - Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however they may clear with this change after 5 days, as company data is loaded - Fixed "leave Company" button v209.43 - Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game - Fixed a bug where players would temporarily enter combat state upon transition v209.4 - Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150) - Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company - Added an Admin Command to Single Player: cheat DoLeaveTribe - Forest Colouring can now be crafted and applied to items - Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name - Demolishing buoys will no longer leave the sign floating behind 209.36 - Fixed a bug which caused silos to pay crew that weren't on the same team v209.35 - Reverted the Claim Flag height limit on Official Servers v209.34 - When replacing invalid claimflags, you can now place them within the green ring of your original flag - Claim flag height limit has been increased to 6500 units above sea level v209.31 - Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval! - Company Island Point Limit has been increased by 100 - Tax Banks can only be placed by Admins or above in companies. - Fixed certain level creatures not receiving experience points in Single Player - Fixed underwater trenches not loading properly in Single Player - Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state - Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map - Discovery on the map now temporarily disappear beyond a certain zoon distance on the map (zooming back in will have them reappear) - Important: Claim Flags now have a maximum height limit when being placed. Claim Flags that were previously placed which exceed this limit will indicate as such on the HUD. Those which exceed the limit will be able to place a 2nd claim flag in a viable location. This will destroy your old flag and drop it's entire inventory into a loot cache (2 hour expiration time) on the ground. Next Wednesday, we'll be deploying an update which will force destroy any legacy flags which exceed the height limit. The limit is 4k units above sea level which is approximately 16/17 walls and only admins or above will be able to replace the flag. - New configurable ini setting for Claim Flag height limit [/script/shootergame.shootergamemode] MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions. v209.1 - Added activate sail turning as a keybind (default: Left Shift) - Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold). Crew on Land: 1st priority: Resource Box and Food larder 2nd priority: Silo 3rd priority: Claim Flags Crew on Fully Anchored Boats: 1st priority: Silo 2nd priority: Claim Flags 3rd priority: Resource Box and Food larder - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed. - New option on claim flag which allows turning off crew gold and food payment - Fixed an edge case which allowed you to fire cannons through walls - Fixed a bug where Crew was taking gold/food from a flag before they took it from a resource box/larder when dealing with Crew on Land. - Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer - Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended Show 'N Tell #9 We loved looking over the entries for Show 'n Tell and we're excited to showcase our favourites so everyone can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! LUNNINGSTOOKS This shows some dedication to aligning and individually painting each canvas. Love it! GUNSLINGER Kudos to the builder, this is meticulously designed and executed. OTAWA72 Otawa never fails to impress with well-framed and creative shots. Honourable mentions MESCALIN PIRATESS Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  25. I"ve found something that's definitely not cool about this program. every time you open the app and make any change to the grids, it clears the whole "Batch Files (to run atlas manually)" folder, including files I've placed there myself. That way it also overrides the batch files I require to start my server, as I have a non-static IP and need to resolve my DNS before entering the IP in the server launch editor. Additionally, there is no way to configure something like this in the program; it would be nice to be able to script the actual launch method of the program so additional batch commands can be executed before launching each server instance. In my particular case, I need "for /f %%a in ('powershell Invoke-RestMethod api.ipify.org') do set PublicIP=%%a" to be executed before the server instances are started. And that "%PublicIP%" needs to be set as the SeamlessIP launch parameter.
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