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  1. In single player ocean at least, Ships of the Damned appear on the mini-map. So, it's rather easy to check the map and sail around them without even seeing them. On the stupidly high temperatures, I think there is a bug were jumping in the water to cool off isn't registered and you temp stays at 61 degrees, and you die. Maybe quit and load back in? I suspect running close to water and then away from the water a couple of times will also trigger it to register. For gold The Tramp and its shipyard don't require gold. So, build a Tramp with a large handling sail (closest the wheel) and a medium speed sail. Before releasing, replace the cargo attachments with a diving attachment (with rails), dingy attachment and two tame cargo attachments. The default cargo attachments slow the ship down, so you don't want any of them. Initially manually handle the large handling sail and the wheel and use flotsam to get gold for two crew. Have them man the sails. Then wear a lantern and dive on the wrecks. This gets 80-200 gold each time. A Tramp in this config will easily outrun any SotD and wild pirate ship. Only put points into sturdiness and resistance.
  2. ATLAS

    Season 11 Patch and Wipe

    Ahoy Pathfinders! A new season is soon to be here! We have new server layouts, a Winter Holiday to celebrate, some items to improve taming and tame storage, and a long list of bug fixes. With the changes to the servers, we are expecting an extended downtime to get everything up and running. Official servers are expected to go down Wednesday November 30th around 7AM PST and should be back up around 7PM PST. There were some questions regarding the status of the Season 10 Roadmap previously posted here. Since we were not originally anticipating the current season ending so soon, not everything on the roadmap was able to be completed. The information in that roadmap is still relevant, it will just be extended into the new season. You can still expect to see those trading system upgrades, factions, modular ship improvements, and singleplayer maps. Released Patch Notes v.554.3 New Content New Servers / World Maps As mentioned in our previous announcement, there are some changes coming to the size, count, and layout of our official servers this season. There will be one 6x6 PvE server and ten 3x3 sized PvP servers. Layout Variants: For the PvP servers, players will have access to 3 different map layouts. Variant 1: Mostly temperate Variant 2: All Equatorial and Tropical Variant 3: All Equatorial and Tropical List of Official Servers: [Global][PvE] Kraken’s Grasp [EU][PvP] The Shark’s Frenzy (Variant 1) [EU][PvP] Typhoon Lagoon (Variant 2) [EU][PvP] Crimson Tides (Variant 3) [NA][PvP] Cobra’s Strike (Variant 1) [NA][PvP] Red Beard’s Revenge (Variant 1) [NA][PvP] Royale Reef (Variant 2) [NA][PvP] Greedy Gulf (Variant 2) [NA][PvP] Ivory Shores (Variant 3) [NA][PvP] Seagull’s Beak (Variant 3) [NA][PvP] Stingray Bay (Variant 3) Gameplay Changes for the PvE Server: 6x6 size Quest content is available All grids are unclaimable lawless There are no regions or portals No Maw Waters Regions Gameplay Changes for PvP Servers: 3x3 size (10 total) There will be a mixture of NA and EU Servers Quest content will not be available Mixture of Island Claim, Claimable Lawless and Unclaimable Lawless grids There are no regions or portals No Maw Waters Regions Boosted Rates* * The season will start out with PvE and PvP servers having the same server rates (2x normal and 4x boosted on weekends), then will later transition into PvP servers having higher rates than PvE. Winter Event Winter has arrived in Atlas, so cozy up next to a warm fire and enjoy the jolly times ahead during this limited time event! Winter themed items can be obtained from Holiday Vendors found on Freeport islands: Gold Turkey Statue: (50g) a placeable cosmetic structure. Cooked Turkey Decoration: (50g) a placeable cosmetic structure. New! Cooked Turkey Cannon Skin: (1000g) a cosmetic skin for your cannons to change the appearance of shot cannon balls. Top Hat: (200 Gold) a cosmetic skin for helmets. Santa Hat: (200 Gold) a cosmetic skin for helmets. Christmas Tree: (100g) a placeable structure that produces a random gift every 24 hours! Festive Lights: (100g) a placeable decoration that can be hung on walls. Holiday Gift: (100g) a festive variant of the Small Storage Box. Sleigh: (100g) a festive variant of the Wooden Chair. Snowman: (100g) a placeable cosmetic structure. Stocking: (100g) a decoration that can be hung on walls. Produces one Coal every five minutes. Wreath: (100g) a placeable decoration that can be hung on walls. New! Snowball Cannon Skin: (1000g) a cosmetic skin for your cannons to change the appearance of shot cannon balls. New! Sleigh Saddle: (2000g) a saddle that can be equipped on horses, bears, and cows. Barn The Barn is a structure used to store up to 255 tames. Tames in the Barn will not reproduce or require food. Crafting: Can be crafted in the Smithy after learning the Beastmastery 2 skill 240 stone 40 flint 80 hide 120 wood 40 fibers 50 metal 90 keratinoid Bait Station The Bait Station is a small structure used to lure and bait nearby creatures with their preferred food. The Bait Station can be picked back up and reused as long as the inventory has been emptied. Activation: To activate the Bait Station, a Toxic Compound needs to be added as a fuel. Each of the different fuels will provide a different effect to the bait that creatures consume. Creatures will only be lured to the Bait Station if their preferred food is inside the Bait Station inventory. Toxic Flora: Will pacify creatures to allow easy passive taming. Wild tameable creatures only. Max baited at a time: 1 The tame will continue to be affected and consume bait from the Bait Station until one of the following occurs: the Bait Station is deactivated, the creature is successfully tamed, the creature is damaged, or the Bait Station runs out of food. Toxic Sludge: Will slow the movement speed of creatures. Wild and tamed creatures (tamed on PvP servers only). Will not bait tames owned by the company who placed the Bait Station (or their allies). Max baited at a time: 5 Time the effects last depends on the bait potency set on the Bait Station. Venom: Will add a bleed effect (5% health over 10 seconds) PvP servers only: Will cause aggression on affected tames. Naturally non-aggressive tames will only target players and tamed creatures owned by enemy companies. Wild and tamed creatures (tamed on PvP servers only). Will not bait tames owned by the company who placed the Bait Station (or their allies). Max baited at a time: 5 Time the effects last depends on the bait potency set on the Bait Station. Bait Potency: Players will have the option of increasing the time a creature is baited by changing the bait potency from the Bait Station’s radial menu. Tames will consume more food when the potency is higher. 1 food: 10 seconds (default) 2 food: 12 seconds 3 food: 14 seconds 4 food: 16 seconds 5 food: 18 seconds 6 food: 20 seconds Crafting: Can be crafted in the Smithy after learning the Beastmastery 2 skill. 40 thatch 10 metal 50 wood 35 fiber Cow Carts Cows (and Bulls) are finally able to pull carts, carriages and sleighs! While Horses may be faster and Bears tougher, nothing compares to a Cow when it comes to beasts of burden. Storage Carts (carts and sleighs) pulled by Cows have an increased bonus to weight reduction, allowing players to haul even heavier loads of goods. Bug Fixes Fixed instance of being able to select “Join with New Character” when selecting a new home server while in-game. Fixed an issue with bad grammar in the “Join with New Character” message warning. Fixed some instances of text overflow in the pathfinder creator. Fixed some instances of spelling mistakes. Fixed a minor text issue with enemy crewmates. Fixed an issue where ceiling tiles were not placeable after placing a Sea Dock on the FOB. Fixed an issue with the Sea Dock door and stair alignment. Fixed an issue where the FOB decay timer is reset when rendered. Fixed an issue where floors placed on FOB only had 5000 health. Fixed an issue with some structure snap points on the FOB. Fixed an issue where the damaged bark texture ended up being projected on the player. Fixed an issue with invisible collision at the center of each grid. Fixed an issue where the range of the Grave Digger and Ore Miner covered the whole island. Fixed an issue of players not being able to access pin coded or unlocked autofarm structures. Fixed an issue with the Farmhouse being difficult to place. Fixed an issue where some structures can be installed on irregular / steep terrain on mountains. Fixed an issue where the raft and dinghy showed as craftable from the Small Shipyard. Fixed an issue with the Harrier being improperly positioned while being built on a basic shipyard. Fixed an issue with being able to consume toxic sludge. Fixed an issue with holes around Sea Forts. Fixed an issue where the Swarm House could be used as a hatchery. Fixed an issue where tames with Cargo Saddles could be loaded into a Tame House. Fixed an issue with cargo saddles appearing below cows/bulls when equipped. Fixed an issue where ships made in a lower quality shipyard would have their quality improved when unbottled in a higher quality shipyard. Fixed an issue with Duplicated ships having duplicated items from the Original ship (items, ammo, weapons, etc.) Fixed an issue where duplicated ships with duplicated storage boxes leave behind death caches with duplicated items that were stored on the Original ship's storage box. Fixed an issue with having multiple small sails causing NPCs to stack on railing on the Carrack Fixed an issue where installing two small sails close to each other on a Cog will cause the NPCS to stack on the railing. Fixed an issue where installing two small sails close to each other on a Tramp Freighter will cause the NPCS to stack on the railing. Fixed an issue where installing two small sails close to each other on a Kraken will cause the NPCS to stack on the railing. Fixed an issue with an incorrect error message when attempting to place an Industrial Shack away from the Industrial Lab. Fixed an issue where a ship docked in an armored dock could be sunk by another player with a bucket. Fixed an issue with the client crashing after rejoining a non dedicated session after changing grids without the host in a previous game. Fixed an issue that caused the game to crash when using the Grappling Hook. Misc. Removed Halloween items from loot and Holiday Vendor. Reduced decay times for all standard placeable structures to 10 days. Slightly reduced light glare. The Smithy can now be placed on the ground. Increased the render range of the Floating Operating Base and Sea Dock. Skins can now be purchased from vendors more than once. Known Issues The Barn UI becomes difficult to navigate when an excessive amount of tames are stored. The Barn’s encroachment area makes it difficult to place. The Bait Station may no longer work after loading the Toxic Compound from the Bait Station’s inventory. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  3. Ahoy Pathfinders! A new season is soon to be here! We have new server layouts, a Winter Holiday to celebrate, some items to improve taming and tame storage, and a long list of bug fixes. With the changes to the servers, we are expecting an extended downtime to get everything up and running. Official servers are expected to go down Wednesday November 30th around 7AM PST and should be back up around 7PM PST. There were some questions regarding the status of the Season 10 Roadmap previously posted here. Since we were not originally anticipating the current season ending so soon, not everything on the roadmap was able to be completed. The information in that roadmap is still relevant, it will just be extended into the new season. You can still expect to see those trading system upgrades, factions, modular ship improvements, and singleplayer maps. Released Patch Notes v.554.3 New Content New Servers / World Maps As mentioned in our previous announcement, there are some changes coming to the size, count, and layout of our official servers this season. There will be one 6x6 PvE server and ten 3x3 sized PvP servers. Layout Variants: For the PvP servers, players will have access to 3 different map layouts. Variant 1: Mostly temperate Variant 2: All Equatorial and Tropical Variant 3: All Equatorial and Tropical List of Official Servers: [Global][PvE] Kraken’s Grasp [EU][PvP] The Shark’s Frenzy (Variant 1) [EU][PvP] Typhoon Lagoon (Variant 2) [EU][PvP] Crimson Tides (Variant 3) [NA][PvP] Cobra’s Strike (Variant 1) [NA][PvP] Red Beard’s Revenge (Variant 1) [NA][PvP] Royale Reef (Variant 2) [NA][PvP] Greedy Gulf (Variant 2) [NA][PvP] Ivory Shores (Variant 3) [NA][PvP] Seagull’s Beak (Variant 3) [NA][PvP] Stingray Bay (Variant 3) Gameplay Changes for the PvE Server: 6x6 size Quest content is available All grids are unclaimable lawless There are no regions or portals No Maw Waters Regions Gameplay Changes for PvP Servers: 3x3 size (10 total) There will be a mixture of NA and EU Servers Quest content will not be available Mixture of Island Claim, Claimable Lawless and Unclaimable Lawless grids There are no regions or portals No Maw Waters Regions Boosted Rates* * The season will start out with PvE and PvP servers having the same server rates (2x normal and 4x boosted on weekends), then will later transition into PvP servers having higher rates than PvE. Winter Event Winter has arrived in Atlas, so cozy up next to a warm fire and enjoy the jolly times ahead during this limited time event! Winter themed items can be obtained from Holiday Vendors found on Freeport islands: Gold Turkey Statue: (50g) a placeable cosmetic structure. Cooked Turkey Decoration: (50g) a placeable cosmetic structure. New! Cooked Turkey Cannon Skin: (1000g) a cosmetic skin for your cannons to change the appearance of shot cannon balls. Top Hat: (200 Gold) a cosmetic skin for helmets. Santa Hat: (200 Gold) a cosmetic skin for helmets. Christmas Tree: (100g) a placeable structure that produces a random gift every 24 hours! Festive Lights: (100g) a placeable decoration that can be hung on walls. Holiday Gift: (100g) a festive variant of the Small Storage Box. Sleigh: (100g) a festive variant of the Wooden Chair. Snowman: (100g) a placeable cosmetic structure. Stocking: (100g) a decoration that can be hung on walls. Produces one Coal every five minutes. Wreath: (100g) a placeable decoration that can be hung on walls. New! Snowball Cannon Skin: (1000g) a cosmetic skin for your cannons to change the appearance of shot cannon balls. New! Sleigh Saddle: (2000g) a saddle that can be equipped on horses, bears, and cows. Barn The Barn is a structure used to store up to 255 tames. Tames in the Barn will not reproduce or require food. Crafting: Can be crafted in the Smithy after learning the Beastmastery 2 skill 240 stone 40 flint 80 hide 120 wood 40 fibers 50 metal 90 keratinoid Bait Station The Bait Station is a small structure used to lure and bait nearby creatures with their preferred food. The Bait Station can be picked back up and reused as long as the inventory has been emptied. Activation: To activate the Bait Station, a Toxic Compound needs to be added as a fuel. Each of the different fuels will provide a different effect to the bait that creatures consume. Creatures will only be lured to the Bait Station if their preferred food is inside the Bait Station inventory. Toxic Flora: Will pacify creatures to allow easy passive taming. Wild tameable creatures only. Max baited at a time: 1 The tame will continue to be affected and consume bait from the Bait Station until one of the following occurs: the Bait Station is deactivated, the creature is successfully tamed, the creature is damaged, or the Bait Station runs out of food. Toxic Sludge: Will slow the movement speed of creatures. Wild and tamed creatures (tamed on PvP servers only). Will not bait tames owned by the company who placed the Bait Station (or their allies). Max baited at a time: 5 Time the effects last depends on the bait potency set on the Bait Station. Venom: Will add a bleed effect (5% health over 10 seconds) PvP servers only: Will cause aggression on affected tames. Naturally non-aggressive tames will only target players and tamed creatures owned by enemy companies. Wild and tamed creatures (tamed on PvP servers only). Will not bait tames owned by the company who placed the Bait Station (or their allies). Max baited at a time: 5 Time the effects last depends on the bait potency set on the Bait Station. Bait Potency: Players will have the option of increasing the time a creature is baited by changing the bait potency from the Bait Station’s radial menu. Tames will consume more food when the potency is higher. 1 food: 10 seconds (default) 2 food: 12 seconds 3 food: 14 seconds 4 food: 16 seconds 5 food: 18 seconds 6 food: 20 seconds Crafting: Can be crafted in the Smithy after learning the Beastmastery 2 skill. 40 thatch 10 metal 50 wood 35 fiber Cow Carts Cows (and Bulls) are finally able to pull carts, carriages and sleighs! While Horses may be faster and Bears tougher, nothing compares to a Cow when it comes to beasts of burden. Storage Carts (carts and sleighs) pulled by Cows have an increased bonus to weight reduction, allowing players to haul even heavier loads of goods. Bug Fixes Fixed instance of being able to select “Join with New Character” when selecting a new home server while in-game. Fixed an issue with bad grammar in the “Join with New Character” message warning. Fixed some instances of text overflow in the pathfinder creator. Fixed some instances of spelling mistakes. Fixed a minor text issue with enemy crewmates. Fixed an issue where ceiling tiles were not placeable after placing a Sea Dock on the FOB. Fixed an issue with the Sea Dock door and stair alignment. Fixed an issue where the FOB decay timer is reset when rendered. Fixed an issue where floors placed on FOB only had 5000 health. Fixed an issue with some structure snap points on the FOB. Fixed an issue where the damaged bark texture ended up being projected on the player. Fixed an issue with invisible collision at the center of each grid. Fixed an issue where the range of the Grave Digger and Ore Miner covered the whole island. Fixed an issue of players not being able to access pin coded or unlocked autofarm structures. Fixed an issue with the Farmhouse being difficult to place. Fixed an issue where some structures can be installed on irregular / steep terrain on mountains. Fixed an issue where the raft and dinghy showed as craftable from the Small Shipyard. Fixed an issue with the Harrier being improperly positioned while being built on a basic shipyard. Fixed an issue with being able to consume toxic sludge. Fixed an issue with holes around Sea Forts. Fixed an issue where the Swarm House could be used as a hatchery. Fixed an issue where tames with Cargo Saddles could be loaded into a Tame House. Fixed an issue with cargo saddles appearing below cows/bulls when equipped. Fixed an issue where ships made in a lower quality shipyard would have their quality improved when unbottled in a higher quality shipyard. Fixed an issue with Duplicated ships having duplicated items from the Original ship (items, ammo, weapons, etc.) Fixed an issue where duplicated ships with duplicated storage boxes leave behind death caches with duplicated items that were stored on the Original ship's storage box. Fixed an issue with having multiple small sails causing NPCs to stack on railing on the Carrack Fixed an issue where installing two small sails close to each other on a Cog will cause the NPCS to stack on the railing. Fixed an issue where installing two small sails close to each other on a Tramp Freighter will cause the NPCS to stack on the railing. Fixed an issue where installing two small sails close to each other on a Kraken will cause the NPCS to stack on the railing. Fixed an issue with an incorrect error message when attempting to place an Industrial Shack away from the Industrial Lab. Fixed an issue where a ship docked in an armored dock could be sunk by another player with a bucket. Fixed an issue with the client crashing after rejoining a non dedicated session after changing grids without the host in a previous game. Fixed an issue that caused the game to crash when using the Grappling Hook. Misc. Removed Halloween items from loot and Holiday Vendor. Reduced decay times for all standard placeable structures to 10 days. Slightly reduced light glare. The Smithy can now be placed on the ground. Increased the render range of the Floating Operating Base and Sea Dock. Skins can now be purchased from vendors more than once. Known Issues The Barn UI becomes difficult to navigate when an excessive amount of tames are stored. The Barn’s encroachment area makes it difficult to place. The Bait Station may no longer work after loading the Toxic Compound from the Bait Station’s inventory. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  4. Ahoy Pathfinders! In our last post we revealed our Season 10 Roadmap to cover some of our goals for the current season. Included in this update are several of those new features as well as some much needed bug fixes. Pathfinders can celebrate the holiday season with some spooky decor and skins, enjoy life at sea with the new Floating Operating Bases, and partake in the plentiful harvest provided by new tameable creatures. Servers will be going down to deploy the update on Monday October 31st at 1:00 PM PDT. Servers are expected to be back up shortly after. Released Patch Notes v.552.9 New Content Halloween Event Halloween has arrived in Atlas again, so get in on the tricks and treats available with this limited time holiday event! Players can also enjoy a week long bonus rate event! Jack O’ Lantern This carved pumpkin contains a variety of Halloween themed gifts inside when opened. Can only be obtained from destroyed Ship of the Damned loot. Halloween Items: Two-Handed Scythe: a cosmetic variant of the 2-Handed Mace. Jack O’ Lantern: a placeable cosmetic structure. Gravestone: a placeable cosmetic structure. Scarecrow: a placeable cosmetic structure. Candy Corn: an edible treat (or is this a trick?) with no nutritional value. Witch’s Hat: a cosmetic hat for Cats, Crows, Crocodiles, Yeti, and Monkeys. Jack O’ Lantern Helmet Skin: a cosmetic skin for a helmet. New! Jack O’ Lantern Cannon Skin: a cosmetic skin for your cannons to change the appearance of shot cannon balls. Items can alternately be individually purchased from the Holiday vendor located in Freeports. Floating Operating Base Some crafty Pathfinders without an island to call home have managed to strap four schooners together and built a platform on them! This new Floating Operating Base has finally made its debut into Atlas! Floating Operating Bases (FOBs) introduce a whole new strategic system into Atlas where players are able to build temporary floating bases to stage their fleet. The foundation of the FOB is a large square with a hollow center. Along each side of the foundation are snap points for Sea Docks (max: 6), where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There are, of course, limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands, or other FOBs (being allied does not reduce the placement restriction). Can’t be placed in Golden Age, kraken, or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Crafting: Crafted from the Smithy after learning the Esotery of Building skill. Foundation: Wood: 35000 Gold: 10000 Metal: 15000 Fibers: 10000 Sea Dock: Wood: 10000 Fibers: 5000 Metal: 5000 Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs*. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat* *Please note: the Mini Crab will be added in a following patch. Crafting: Crafted at the Smithy after learning the Beastmastery Tier 2 skill. Thatch: 40 Stone: 20 Hide: 10 Wood: 20 Fibers: 40 Bug Fixes Fixed various issues with tames being unloaded from the Tame House and Hatchery. Fixed an issue wherein poison arrow inflicted zero damage against a Fire Elemental. Fixed an issue with buried Treasure Chests always containing Shipyards as loot. Fixed an issue with unclaimed tame timers resetting on ships. Fixed an issue with water spouts disappearing immediately after digging them up. Filled in an exploitable gap near the Rock Elemental boss. Fixed an issue with misplaced Voyage of Power map markers. Fixed an issue where Waterskins and Jars could not be used to add water to Water Barrels. Fixed some issues with incorrect soil types on certain islands. Fixed an issue where the Aurora Borealis would appear in the tropical J10. Fixed an issue with island spawn selections for previous season’s freeport grids. Fixed an issue with the game crashing when joining with a new character. Fixed an issue with respawning on home server not spawning on home server. Fixed text issue in the keyboard bindings menu. Fixed an issue where Power Stone map markers were displayed in incorrect locations. Fixed an issue with players being able to clip floors and foundations into each other. Fixed an issue where Guillotines are spawning on the new sea fort too many times. Fixed an issue where NPCs will stand up when the player accesses the inventory of a sail with a junk skin. Fixed an issue where NPCs are not seated correctly when a junk sail skin is used. Fixed an issue where dismounting the wheel or sail of a moving modular ship would cause the player to fall into the ocean. Fixed an issue with crashing when gridding on non-dedicated servers. Fixed an issue about disconnected terrain on the north side of the north island in L9. Fixed minor map issues. Fixed an issue where non-fertilized chicken eggs could not stack. Fixed an issue where the Large Wood Wall was placed in the wrong folder in the Smithy. Fixed an issue where buried treasure chests did not contain high durability Small Shipyards. Fixed an issue where items that require Toxic Compounds to make would be missing from the Mortar and Pestle after a server reset. Fixed an issue with turtles not hatching from eggs. Fixed an issue where the Puckle Tower was too difficult to place. Fixed an issue with rowing module activation while anchored. Fixed an issue with players able to clip through modular ship hulls and onto lower decks. Fixed an issue with the Crab Boss not dropping Mythos. Fixed an issue with selecting the join with new character option. Fixed an issue with Tame Houses and Tame Hatcheries increasing the mating interval instead of reducing it. Misc. Added limits on how many Wall Hooks, Wall Planters, and Hanging Plants can be placed in close proximity to each other. Increased the movement speed of Kekada (crab boss). All bosses drop 2000 Mythos when defeated. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  5. Ahoy Pathfinders! In our last post we revealed our Season 10 Roadmap to cover some of our goals for the current season. Included in this update are several of those new features as well as some much needed bug fixes. Pathfinders can celebrate the holiday season with some spooky decor and skins, enjoy life at sea with the new Floating Operating Bases, and partake in the plentiful harvest provided by new tameable creatures. Servers will be going down to deploy the update on Monday October 31st at 1:00 PM PDT. Servers are expected to be back up shortly after. Released Patch Notes v.552.9 New Content Halloween Event Halloween has arrived in Atlas again, so get in on the tricks and treats available with this limited time holiday event! Players can also enjoy a week long bonus rate event! Jack O’ Lantern This carved pumpkin contains a variety of Halloween themed gifts inside when opened. Can only be obtained from destroyed Ship of the Damned loot. Halloween Items: Two-Handed Scythe: a cosmetic variant of the 2-Handed Mace. Jack O’ Lantern: a placeable cosmetic structure. Gravestone: a placeable cosmetic structure. Scarecrow: a placeable cosmetic structure. Candy Corn: an edible treat (or is this a trick?) with no nutritional value. Witch’s Hat: a cosmetic hat for Cats, Crows, Crocodiles, Yeti, and Monkeys. Jack O’ Lantern Helmet Skin: a cosmetic skin for a helmet. New! Jack O’ Lantern Cannon Skin: a cosmetic skin for your cannons to change the appearance of shot cannon balls. Items can alternately be individually purchased from the Holiday vendor located in Freeports. Floating Operating Base Some crafty Pathfinders without an island to call home have managed to strap four schooners together and built a platform on them! This new Floating Operating Base has finally made its debut into Atlas! Floating Operating Bases (FOBs) introduce a whole new strategic system into Atlas where players are able to build temporary floating bases to stage their fleet. The foundation of the FOB is a large square with a hollow center. Along each side of the foundation are snap points for Sea Docks (max: 6), where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There are, of course, limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands, or other FOBs (being allied does not reduce the placement restriction). Can’t be placed in Golden Age, kraken, or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Crafting: Crafted from the Smithy after learning the Esotery of Building skill. Foundation: Wood: 35000 Gold: 10000 Metal: 15000 Fibers: 10000 Sea Dock: Wood: 10000 Fibers: 5000 Metal: 5000 Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs*. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat* *Please note: the Mini Crab will be added in a following patch. Crafting: Crafted at the Smithy after learning the Beastmastery Tier 2 skill. Thatch: 40 Stone: 20 Hide: 10 Wood: 20 Fibers: 40 Bug Fixes Fixed various issues with tames being unloaded from the Tame House and Hatchery. Fixed an issue wherein poison arrow inflicted zero damage against a Fire Elemental. Fixed an issue with buried Treasure Chests always containing Shipyards as loot. Fixed an issue with unclaimed tame timers resetting on ships. Fixed an issue with water spouts disappearing immediately after digging them up. Filled in an exploitable gap near the Rock Elemental boss. Fixed an issue with misplaced Voyage of Power map markers. Fixed an issue where Waterskins and Jars could not be used to add water to Water Barrels. Fixed some issues with incorrect soil types on certain islands. Fixed an issue where the Aurora Borealis would appear in the tropical J10. Fixed an issue with island spawn selections for previous season’s freeport grids. Fixed an issue with the game crashing when joining with a new character. Fixed an issue with respawning on home server not spawning on home server. Fixed text issue in the keyboard bindings menu. Fixed an issue where Power Stone map markers were displayed in incorrect locations. Fixed an issue with players being able to clip floors and foundations into each other. Fixed an issue where Guillotines are spawning on the new sea fort too many times. Fixed an issue where NPCs will stand up when the player accesses the inventory of a sail with a junk skin. Fixed an issue where NPCs are not seated correctly when a junk sail skin is used. Fixed an issue where dismounting the wheel or sail of a moving modular ship would cause the player to fall into the ocean. Fixed an issue with crashing when gridding on non-dedicated servers. Fixed an issue about disconnected terrain on the north side of the north island in L9. Fixed minor map issues. Fixed an issue where non-fertilized chicken eggs could not stack. Fixed an issue where the Large Wood Wall was placed in the wrong folder in the Smithy. Fixed an issue where buried treasure chests did not contain high durability Small Shipyards. Fixed an issue where items that require Toxic Compounds to make would be missing from the Mortar and Pestle after a server reset. Fixed an issue with turtles not hatching from eggs. Fixed an issue where the Puckle Tower was too difficult to place. Fixed an issue with rowing module activation while anchored. Fixed an issue with players able to clip through modular ship hulls and onto lower decks. Fixed an issue with the Crab Boss not dropping Mythos. Fixed an issue with selecting the join with new character option. Fixed an issue with Tame Houses and Tame Hatcheries increasing the mating interval instead of reducing it. Misc. Added limits on how many Wall Hooks, Wall Planters, and Hanging Plants can be placed in close proximity to each other. Increased the movement speed of Kekada (crab boss). All bosses drop 2000 Mythos when defeated. Ship bottle duplication enabled on PvP servers. Increased cost to duplicate bottled ships. Tames/crew can be stored inside bottled ships. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  6. ATLAS

    Season 10 Roadmap

    Ahoy Pathfinders! The season has already begun and our path to full release is getting clearer on the horizon. While this ship’s journey is well underway, we still have a few stops to make before we arrive at our intended destination. Our current plans for the season include new additions and improvements to sea activity, the trading system, tame utilization, and single player. We do understand the current frustration from the community about the focus on introducing new content while there are still existing systems and features that need fine-tuning and fixing. Fear not though! We’re getting closer to being able to focus most of our attention on bug fixes and polishing of existing content. The waters may be turbulent now, but the storm will soon pass, so batten down the hatches and hold on for the ride! On that note, here are some things to look forward to in the current season! Sea Activity To put it simply, ATLAS is a pirate game. Player activities should focus on the sea and, well, pirating! To that end we are introducing some new features to encourage leaving your home base, taking part in sea combat, and increasing conflicts with opposing players and factions. Modular ships were introduced, in part, to supply a quick and straightforward way to get out to sea. We’ve made it no secret we’re not entirely happy with how they’ve turned out, so we’ll be exploring ways to improve their looks with new art and how sails work on them. Any major changes to modular ships will likely not happen mid-season, if only to prevent any issues with ships crafted prior to any changes. Floating Operating Bases Floating Operating Bases (FOBs) will introduce a whole new strategic system into Atlas where players will be able to build temporary floating bases to stage their fleet. The foundation of the FOB will be a large square with a hollow center. Along each side of the foundation will be snap points for Sea Docks, where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There will, of course, be limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands or other FOBs (being allied will not reduce the placement distance restriction). Can’t be placed in Golden Age, Kraken or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration. Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Factions Fighting against Ship of the Damned and ships from other player companies is fun and all, but the rewards for doing so can seem underwhelming at times. A new faction-based system will be introduced that allows players to sail their ships under the flag of the faction of their choosing! While we’re still designing the specifics on exactly how factions will play their part in the game, you can expect to see ships from each of the available factions roaming the open seas, special faction-based rewards, and PvE quest line progression. More information will be shared as we get closer to implementing these new features. Trading System It’s been a couple of years now since we first started building a more automated and robust trading system, so we’ve had some time to evaluate how these systems are being used, their effectiveness, and enjoyability. The multiple types of auto-farm buildings, warehouses, markets, and sea forts all have an interconnected role in the current trading system, and we have several plans to improve many aspects of these. A few of our planned improvements: A new interface (UI) for Markets Physical trade ships Tame trading Improved Sea Forts Sea Forts will become a more integral and engaging system for both PvP and PvE players. Our last content patch included a slight preview of what’s to come by introducing our new smaller Sea Fort. We have much more in store for all of you though! From enemy NPCs, to hidden treasures and more, there’s plenty to entice players from all around. We don’t want to give everything away just yet though, so you’ll have to stay tuned for more details to come! Tame Utilization While creatures and tames may not be the main theme of ATLAS, they still play an integral part in current gameplay. With that in mind, we’ve been looking to improve how tames are being used. We’ve already introduced Tame Houses, Tame Hatcheries, and Tame Cargo Railings to improve breeding and transporting of tames, but there is still more we can do to improve their storage and utility. We’ve also received a lot of feedback from the community on Tame Houses/Hatcheries, with one of the main critiques being the current UI used to view what tames are currently being stored inside. Having to go through the radial menu can become quite cumbersome when there are more than a few tames inside, not to mention the available information displayed is quite lacking. We’ll be working on providing a much better user interface to display tames and their relevant information. Tame Barn While the Tame Houses/Hatcheries can be used to simply store tames, their unwieldy size and limited capacity do not always make doing so an ideal choice. The Tame Barn will be a new structure used for the sole purpose of storing mass amounts of tames. Tames within the barn will not reproduce or require food, they will simply be in stasis. Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat Single player While our current focus may be on official servers, we have not abandoned single player or non-dedicated players. One of the main draws of playing in single player (or a non-dedicated session with a friend) is the ability to play at your own pace. Official servers (and many unofficial servers) tend toward seasonal play with periodic wipes. Those with limited time to play often feel rushed to complete content and may not complete all goals before all that progress ends up getting erased. So why haven't we been keeping the single player map updated? When we update the single player map, this causes all existing single player worlds to be wiped as well. While not updating the map for so long has saved players from many unwanted wipes, it has also come with the unfortunate side effect of many new features not being accessible or obtainable. We want players to have access to current content without being forced to start a brand-new game unless they choose to do so. We also want players to be able to play on the same map as the one used on official servers. To do that, we’re investigating ways on allowing players the choice of what season’s map to play on at any given time. One of the possible ways we’re looking into is free DLCs for each map. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  7. Ahoy Pathfinders! The season has already begun and our path to full release is getting clearer on the horizon. While this ship’s journey is well underway, we still have a few stops to make before we arrive at our intended destination. Our current plans for the season include new additions and improvements to sea activity, the trading system, tame utilization, and single player. We do understand the current frustration from the community about the focus on introducing new content while there are still existing systems and features that need fine-tuning and fixing. Fear not though! We’re getting closer to being able to focus most of our attention on bug fixes and polishing of existing content. The waters may be turbulent now, but the storm will soon pass, so batten down the hatches and hold on for the ride! On that note, here are some things to look forward to in the current season! Sea Activity To put it simply, ATLAS is a pirate game. Player activities should focus on the sea and, well, pirating! To that end we are introducing some new features to encourage leaving your home base, taking part in sea combat, and increasing conflicts with opposing players and factions. Modular ships were introduced, in part, to supply a quick and straightforward way to get out to sea. We’ve made it no secret we’re not entirely happy with how they’ve turned out, so we’ll be exploring ways to improve their looks with new art and how sails work on them. Any major changes to modular ships will likely not happen mid-season, if only to prevent any issues with ships crafted prior to any changes. Floating Operating Bases Floating Operating Bases (FOBs) will introduce a whole new strategic system into Atlas where players will be able to build temporary floating bases to stage their fleet. The foundation of the FOB will be a large square with a hollow center. Along each side of the foundation will be snap points for Sea Docks, where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There will, of course, be limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands or other FOBs (being allied will not reduce the placement distance restriction). Can’t be placed in Golden Age, Kraken or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration. Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Factions Fighting against Ship of the Damned and ships from other player companies is fun and all, but the rewards for doing so can seem underwhelming at times. A new faction-based system will be introduced that allows players to sail their ships under the flag of the faction of their choosing! While we’re still designing the specifics on exactly how factions will play their part in the game, you can expect to see ships from each of the available factions roaming the open seas, special faction-based rewards, and PvE quest line progression. More information will be shared as we get closer to implementing these new features. Trading System It’s been a couple of years now since we first started building a more automated and robust trading system, so we’ve had some time to evaluate how these systems are being used, their effectiveness, and enjoyability. The multiple types of auto-farm buildings, warehouses, markets, and sea forts all have an interconnected role in the current trading system, and we have several plans to improve many aspects of these. A few of our planned improvements: A new interface (UI) for Markets Physical trade ships Tame trading Improved Sea Forts Sea Forts will become a more integral and engaging system for both PvP and PvE players. Our last content patch included a slight preview of what’s to come by introducing our new smaller Sea Fort. We have much more in store for all of you though! From enemy NPCs, to hidden treasures and more, there’s plenty to entice players from all around. We don’t want to give everything away just yet though, so you’ll have to stay tuned for more details to come! Tame Utilization While creatures and tames may not be the main theme of ATLAS, they still play an integral part in current gameplay. With that in mind, we’ve been looking to improve how tames are being used. We’ve already introduced Tame Houses, Tame Hatcheries, and Tame Cargo Railings to improve breeding and transporting of tames, but there is still more we can do to improve their storage and utility. We’ve also received a lot of feedback from the community on Tame Houses/Hatcheries, with one of the main critiques being the current UI used to view what tames are currently being stored inside. Having to go through the radial menu can become quite cumbersome when there are more than a few tames inside, not to mention the available information displayed is quite lacking. We’ll be working on providing a much better user interface to display tames and their relevant information. Tame Barn While the Tame Houses/Hatcheries can be used to simply store tames, their unwieldy size and limited capacity do not always make doing so an ideal choice. The Tame Barn will be a new structure used for the sole purpose of storing mass amounts of tames. Tames within the barn will not reproduce or require food, they will simply be in stasis. Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat Single player While our current focus may be on official servers, we have not abandoned single player or non-dedicated players. One of the main draws of playing in single player (or a non-dedicated session with a friend) is the ability to play at your own pace. Official servers (and many unofficial servers) tend toward seasonal play with periodic wipes. Those with limited time to play often feel rushed to complete content and may not complete all goals before all that progress ends up getting erased. So why haven't we been keeping the single player map updated? When we update the single player map, this causes all existing single player worlds to be wiped as well. While not updating the map for so long has saved players from many unwanted wipes, it has also come with the unfortunate side effect of many new features not being accessible or obtainable. We want players to have access to current content without being forced to start a brand-new game unless they choose to do so. We also want players to be able to play on the same map as the one used on official servers. To do that, we’re investigating ways on allowing players the choice of what season’s map to play on at any given time. One of the possible ways we’re looking into is free DLCs for each map. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  8. Ahoy Pathfinders! It was fantastic seeing so many of you listening in on the Live Dev Q&A in our discord! For those of you who were not available at that time and couldn’t make it, we have a written version of the event here for you now. First, let’s get some introductions of the staff in attendance! H2O-Melons: Hi, I’m H2O-Melons (or Melons for short), I’m the Community Manager for Atlas. For those that might not be familiar with what that means, I am essentially the liaison between the players and the developers. I get feedback from the players and bring their concerns forward to the development team. In turn, you could say I’m the spokesperson for the development team. I publish information and manage our social media accounts. Red Beard: Hi everyone, I’m the senior designer for Atlas, and the team leader for the design team and development teams. Weird Beard: Ahoy pathfinders! I'm Weird Beard, former Community Manager for Atlas. I’m now in QA (Quality Assurance) for Atlas. I know a lot of you are wondering why I disappeared so quickly. I had to go away for a bit for some personal reasons, but now I'm getting settled into the QA team. I'm happy to be there and think Melons is doing an amazing job in my stead. I just wanted to thank her and thank you, the community, for all your support throughout my tenure. Grapeshot Nami: Hi, everyone. Some of you might know me, some of you might not, but I’m Nami. I was also once upon a time ago, one of the Community Managers here. I've since moved to a more behind the scenes role with the company working in a lot of marketing campaigns/sales and project management type stuff. I'm very excited to have our first Live Q&A, so I wanted to drop by and show my support and say hi to everyone. Q&A As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, we can’t always foresee what is in store for us. We appreciate your support and understanding. Question 1: During early access wipes are necessary as changes are implemented; however, in this process the game has shifted heavily towards seasonal play. What is your vision for the long-run in regards to wipes? Are you going to continue to embrace the seasonal aspect of the game or do you hope to eventually get the game in a state where seasons aren't necessary? Answer: As Atlas has evolved we have noticed a trend where we see the highest number of players during the first month after a wipe. It goes without saying that the land grab, the exploration, and the early days of forging your company are some of the best parts of the experience. We are working on various ideas to have a seasonal based game but also not require players to do the same content every time. Some player data will be saved, the Power Stone quest will be redesigned, and achievements will persist for every season. How we are going to do all of this is still being talked about, but it is coming. Question 2: What is the overall plan for the game? Do you have an updated roadmap that you can share with the community? Answer: You can expect to see a roadmap in the next few weeks, which will cover at least the next couple of seasons. As for the overall plan for the game, we are upgrading the current systems, adding a few new systems that we feel tie the entire Atlas experience together, and focusing on polish. Our current goal is to end early access strong. As for the future after early access is over... well, we will just have to wait to see what the tide uncovers. Question 3: Are there plans to add to the storyline of the game? For example, right now there are endgame quests and specific items added, but there isn't a lot of lore built into the game around them. Answer: What is a game without lore? Well, I certainly have a few questions about Atlas lore. What are the Army of the Damned? Where do they come from? What about the mysterious tech that we see surrounding mythical creatures like the Kraken? Why does the world keep changing? These are some of the lore aspects that should be found within the game world, or through certain Journals that have washed up on our shores. The storyline of Atlas was intended to be player driven. However, we have a main questline to collect Power Stones and kill a Kraken. Seems like a great opportunity to expand. The most exciting way to add lore in a game like ours is by making the world feel alive through scraps of information here and there that you will have to piece together to get a story, texts to read, and lands to explore. This allows players to discover the lore organically, or optionally ignore it. Question 4: Will we ever have real enemy pirate ships or privateers on the ocean ? Will factions ever appear? Answer: Yes. Both are coming during season ten. Expect to see more than just Ships of the Damned on the seas one day. Question 5: Do you have plans on further developing the ocean? Answer: If you are referring to the trenches, yes. If you mean how blank and empty the bottom of the ocean is between islands and trenches, also yes. Though, it may have to wait until after we leave early access. It is a goal, but not a priority at this time. Question 6: Why is new content/items being added to the game when there are still so many bugs that need to get addressed? Answer: Let's be real, bugs are annoying. We all hate them. We are working to fix as many as we can, and when they are reported to us we prioritize them. It is my view that new content is just as important, however, to the health of a game. It will take a while to fix all the bugs. Why not enjoy something new while we work? Also, different teams can work on different things, you don't really want an artist trying to code a fix for how fast a cannonball moves do you? Question 7: Can you elaborate on the Unreal Engine 5 rumors? It would be great to hear more details about this and how we could expect the change to affect the game. Will it help with the current optimization issues? Answer: Unreal Engine 5 is coming. We are currently in the process of the engine update. Once it updates we will have one last early access season to ensure it is as bug free as possible. Also, this upgrade is granting us the opportunity to fix much of the optimization issues at the same time. Question 8: What's the plan with modular and legacy ships? Will legacy ships ever be removed from the game? Answer: At this time, there are no plans to remove legacy ships out of the game. Modular ships were intended to allow players to create a fleet of ships, each with a specific role, to play in a fight. The theory is good, we just need to fix the implementation. Question 9: One of the biggest appeals of ATLAS is building your own unique ship plank-by-plank. Will more customization options be added to modular ships? Answer: Building your own ship is half of the fun in the game. To that end, modular ships are being worked on to incorporate all the best parts of the ship building process that legacy ships enjoy. Tons of new customization options will be added, ship art is being completely overhauled, internal rooms/modules are being added, customizable captains quarters are being added….the list goes on. The main draw in Atlas for me is its ships, let's make that a good experience. Question 10: There has been an overwhelming amount of player feedback to slow modular ships down. Do you have any plans to do so? Answer: They have been slowed for season ten. Ship balance is an extremely difficult thing in Atlas due to multiple ship systems being used. I think we can all agree the implementation of it was bad. We have learned from the past several seasons to not make huge ship changes mid-season anymore, so that is something we will strive to no longer do. Question 11: Will modular ships be better balanced in the future? Right now everyone is sailing on a Ramming Galley. Answer: They have been updated for the new season, and while these changes are minor right now, they will be perfected for season 11. Additional changes will probably not be pushed to the live servers until season eleven to preserve a fair experience for all players in season ten. Question 12: Are there plans to make changes to the modular ship repair system? In their current state there is no delay for repairing modules, while there is the smoke delay on the legacy ships. Answer: The entire experience of building, repairing, and customizing the modular ships is being changed. Question 13: Are there any plans to increase the incentives of ship PVP? The only thing players can consistently (rarely) do right now is to battle fleeing ships that will most definitely popcorn their loot and scuttle their ships right when they feel like they are losing. There is zero incentive to go out and battle other ships for veteran players. Answer: With the implementation of ship in a bottle, players will no longer fear losing hundreds of hours of work in a few moments. With the faction system that is coming in the future, we can expect to see an improved experience that will greatly reward the hunting of ships on the seas, be they owned by another player or by an NPC. Question 14: Do you have any plans to change the drop rates, craft count, and stat range for current blueprints for crafting? As it is now, we get many useless blueprints and the ones worth using have very low craft counts. Oftentimes, higher tier blueprints (mythic etc.) actually have worse stats than lower tier ones. Answer: Yes, I think a tiered system would fix this. We will need to design this further, but I agree, finding a mythical that is worse than a fine is beyond frustrating. Question 15: Is the team going to take a look at the existing island templates and overhaul them prior to the game's official launch? Many of the islands are not very useful in PvP due to either having no natural harbor, having too shallow water in harbors, or being too tall to place island defenses. Answer: The only reason this is taking so long is the sheer number of islands we have in the game. There are hundreds. At a bare minimum, it will take an entire season of one dev's time to adjust them. We have received lists of issue islands, islands that would be great if pillars were lowered, or if a bay was deepened, and we are working on adjusting them, when we have time. Question 16: Are there any current plans to reduce structure spam? Answer: The majority of Atlas issues, optimization, lag, and exploits are all directly connected to the structure spam we see. Building a base on PvP that is able to withstand a raid requires players to cover every inch of the island, and then build an absurd wall around their islands. So to answer your question, yes, we will aggressively change structure limits, add ways to prevent enemy building on islands, and address land raid defensive options. Question 17: In PvE, people cover the islands quickly with warehouses so it's impossible to find a spot later on in the season. Are there any plans on modifying the warehouses so this isn't an issue? Answer: The entire trade system is being revamped this season, including warehouses and autofarms. Question 18: Are there any plans to make living in Freeport no longer possible? Answer: Let's just say it won't be completely removed until we add some way for solo/small companies to not lose everything every time they log out. Question 19: Would you consider making a separate server for single players and tiny companies? Answer: It can be done, but it's a complicated issue. Not only would there have to be enough constant players to warrant the cost of the servers, but we need to figure out what impact it would have on the core pvp server. I don't think anyone wants a huge map with 4 mega companies only. I think a better solution would be to address the issues that prevent solo players and small companies from being not only viable, but also fun. Question 20: Any estimate on when the single player world map will be updated to match the new multiplayer map? Answer: We are currently working on allowing players to choose which season's map to play in single player, so you're not limited to just a single map and Blackwood. An option here is free DLCs that contain the different maps, so you can access them like you would Blackwood. Question 21: Right now for Xbox this game is only playable for the series X. Are there plans to make it more Xbox friendly? Answer: Yes! Great news on that. We are in the final stages of fixing that. I believe it will make this upcoming patch, but if it doesn't, it will be in the first patch of the new season. Bonus Q&A The following questions were obtained and answered during the Live Q&A after the pre-selected questions were answered. Question: When will there be a Devkit and SGE update? Answer: Both of those should be out next week. Question: Are there any current plans for changing the armored docks? Answer: With the ship in a bottle, the armored docks are going to be adjusted. In addition, for all shipyards (and armored docks) you will be limited to placing only three per type per company per grid for the following season. Question: Are there any plans on changing the Drakes or token tames? Answer: There has been a lot of discussion about that between the team. I think everybody knows I do not personally like being able to tame them. But we recently asked the question for feedback about the mythical teams and everybody seems to really enjoy them. Or they have a specific purpose, so they will remain there. At least for the time being. We do have a team working directly on fixing and updating all of the creatures of Atlas so they will be adjusted to be better in the future. Question: Are there any plans to change the visual design of Ship of the Damned? Answer: Yes, that is upcoming as well. I think they kind of look a little alien and out of place right now. So we are replacing them with a natural pirate ship that just looks cursed rather than alien. Question: Are there any plans for a PlayStation release? Answer: That is also a complicated question. The short answer is…it’s possible. Possible but no guarantee it will happen. It really depends on how we do at the end of early access. Question: Do we have an estimate on the Unreal Engine 5 update? Answer: We can expect that early next year. Question: One of the main issues right now in the game is the tames falling off ships when grid changing. Can you give us any details on the status of getting that fixed? Answer: Tames falling off of ships, through our investigation, has kind of related to a larger core game mechanic or code base issue that's happening. So for now, we're fixing it on a case by case basis. With the engine update it will be fixed in the core game code so it won't happen again. Question: How about the rates in the new season, are we going to be sticking with just 5x the whole season again? Answer: It seems like 5x was a good choice for most of the season. The original plan here was to have weekends be 5x and weekdays be 3x, then occasional special events would be higher. It wouldn't always be the same per weekend, so it could be resource gathering would be 5x this weekend or tame speed will be 5x this weekend. Question: Are there any chances of alliance members being able to use things on ships? Answer: Yes, we are working on a system, with the first part of it getting Alliance members to use a special bed on ships so you can go to your alliance member’s ships or bases. As for other systems, we are working on it, again, as we have time. Question: Will the game ever be on Game Pass? Answer: It’s a possibility. I don't have any control or say over that, so I can’t comment on that other than saying maybe or maybe not. Question: We talked about getting a devkit update and upgrading to Unreal Engine 5. Will the upgrade affect modders? Answer: When we're upgrading to Unreal Engine 5, the devkit will also be updated. This does unfortunately mean that the mods created in the Unreal Engine 4 version will have to be either adjusted or redone in the new UE5 devkit. For the community servers, I am working on several options to see if we can minimize this impact. More news on that will come soon, but hopefully it will have a negligible impact if everything goes well. Question: During the time when the modular ships are overhauled, will they be lootable by players who sink them? Answer: Yes, they should be. I think it's silly that you can't loot everything you destroy. Question: Are there currently any plans to add any new maps similar to Blackwood? Answer: We've talked about it a lot in our internal meetings. We have thought of doing a lot of smaller DLC based maps like Blackwood that would introduce different areas of the world. As everybody can see, through our world map, we've been trying to transition to an alternate Earth experience for Atlas. So if we did do this, you could expect to see, for example, a whole expansion for a snow region, or an ice region, or an African type sand region, or something like that. This also gives us an opportunity to expand on trenches for Atlantean stuff as well. Question: Are there any plans on adding any new ships? Answer: There are plans for a lot of new ships. I believe we have 10 new modular ships coming. That number may change, but they won't be introduced until we fix and update the system. Adding new ships without fixing the system doesn't make sense. Question: Is anything changing with enforcement? Answer: As we are exiting Early Access, our enforcement is ramping up. I think everybody had a fairly negative experience this last season with our wide bands. Having said that, we are going to be updating our systems so that we are able to get individuals. Certain offenses are still company wide. If the entire company benefits from the bannable offense, the entire company will still be banned. Having said that, that will be extremely rare. Question: Is the map always going to be portal based, or will we ever return to one big map? Answer: The map with the portals was always intended to give easy and fast travel throughout the world. You should be able to sail to the majority of the game at any given time. We are working on a system to have servers and grids that come online for certain amounts of time and then go offline. Additional content or additional routes will probably be portal based for the majority. Question: Any plans for an Xbox only server? Answer: That is also more than likely not coming. Question: Any plans for new melee weapons? Answer: With the engine update, we are going to completely redo the combat system. It's going to feel much smoother, nicer, and not so bloated Question: Can we get friendly fire turned on? Answer: It's possible to turn that on, however, that's going to drastically change the game. So if we did do that it would be on a smaller test server for a super hardcore game experience. Question: Can we get cosmetic items we can buy with IRL money to help support the game? For example, ship cannon skins. Answer: We will internally discuss that and if it is deemed appropriate, we might pursue it or we might not. I cannot make any promises. Question: Will you ever make legacy ships usable again in PvP? Answer: Yes, legacy ships still have their place in PvP. They are customizable to the point where it is almost impossible to get rid of them. There are so many tactics that I see players do that you just cannot replicate with a modular ship. Having said that, we are focusing on the modular ship system, although we will be balancing it to make sure that the legacy ships and that customization is not lost. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  9. Ahoy Pathfinders! It was fantastic seeing so many of you listening in on the Live Dev Q&A in our discord! For those of you who were not available at that time and couldn’t make it, we have a written version of the event here for you now. First, let’s get some introductions of the staff in attendance! H2O-Melons: Hi, I’m H2O-Melons (or Melons for short), I’m the Community Manager for Atlas. For those that might not be familiar with what that means, I am essentially the liaison between the players and the developers. I get feedback from the players and bring their concerns forward to the development team. In turn, you could say I’m the spokesperson for the development team. I publish information and manage our social media accounts. Red Beard: Hi everyone, I’m the senior designer for Atlas, and the team leader for the design team and development teams. Weird Beard: Ahoy pathfinders! I'm Weird Beard, former Community Manager for Atlas. I’m now in QA (Quality Assurance) for Atlas. I know a lot of you are wondering why I disappeared so quickly. I had to go away for a bit for some personal reasons, but now I'm getting settled into the QA team. I'm happy to be there and think Melons is doing an amazing job in my stead. I just wanted to thank her and thank you, the community, for all your support throughout my tenure. Grapeshot Nami: Hi, everyone. Some of you might know me, some of you might not, but I’m Nami. I was also once upon a time ago, one of the Community Managers here. I've since moved to a more behind the scenes role with the company working in a lot of marketing campaigns/sales and project management type stuff. I'm very excited to have our first Live Q&A, so I wanted to drop by and show my support and say hi to everyone. Q&A As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, we can’t always foresee what is in store for us. We appreciate your support and understanding. Question 1: During early access wipes are necessary as changes are implemented; however, in this process the game has shifted heavily towards seasonal play. What is your vision for the long-run in regards to wipes? Are you going to continue to embrace the seasonal aspect of the game or do you hope to eventually get the game in a state where seasons aren't necessary? Answer: As Atlas has evolved we have noticed a trend where we see the highest number of players during the first month after a wipe. It goes without saying that the land grab, the exploration, and the early days of forging your company are some of the best parts of the experience. We are working on various ideas to have a seasonal based game but also not require players to do the same content every time. Some player data will be saved, the Power Stone quest will be redesigned, and achievements will persist for every season. How we are going to do all of this is still being talked about, but it is coming. Question 2: What is the overall plan for the game? Do you have an updated roadmap that you can share with the community? Answer: You can expect to see a roadmap in the next few weeks, which will cover at least the next couple of seasons. As for the overall plan for the game, we are upgrading the current systems, adding a few new systems that we feel tie the entire Atlas experience together, and focusing on polish. Our current goal is to end early access strong. As for the future after early access is over... well, we will just have to wait to see what the tide uncovers. Question 3: Are there plans to add to the storyline of the game? For example, right now there are endgame quests and specific items added, but there isn't a lot of lore built into the game around them. Answer: What is a game without lore? Well, I certainly have a few questions about Atlas lore. What are the Army of the Damned? Where do they come from? What about the mysterious tech that we see surrounding mythical creatures like the Kraken? Why does the world keep changing? These are some of the lore aspects that should be found within the game world, or through certain Journals that have washed up on our shores. The storyline of Atlas was intended to be player driven. However, we have a main questline to collect Power Stones and kill a Kraken. Seems like a great opportunity to expand. The most exciting way to add lore in a game like ours is by making the world feel alive through scraps of information here and there that you will have to piece together to get a story, texts to read, and lands to explore. This allows players to discover the lore organically, or optionally ignore it. Question 4: Will we ever have real enemy pirate ships or privateers on the ocean ? Will factions ever appear? Answer: Yes. Both are coming during season ten. Expect to see more than just Ships of the Damned on the seas one day. Question 5: Do you have plans on further developing the ocean? Answer: If you are referring to the trenches, yes. If you mean how blank and empty the bottom of the ocean is between islands and trenches, also yes. Though, it may have to wait until after we leave early access. It is a goal, but not a priority at this time. Question 6: Why is new content/items being added to the game when there are still so many bugs that need to get addressed? Answer: Let's be real, bugs are annoying. We all hate them. We are working to fix as many as we can, and when they are reported to us we prioritize them. It is my view that new content is just as important, however, to the health of a game. It will take a while to fix all the bugs. Why not enjoy something new while we work? Also, different teams can work on different things, you don't really want an artist trying to code a fix for how fast a cannonball moves do you? Question 7: Can you elaborate on the Unreal Engine 5 rumors? It would be great to hear more details about this and how we could expect the change to affect the game. Will it help with the current optimization issues? Answer: Unreal Engine 5 is coming. We are currently in the process of the engine update. Once it updates we will have one last early access season to ensure it is as bug free as possible. Also, this upgrade is granting us the opportunity to fix much of the optimization issues at the same time. Question 8: What's the plan with modular and legacy ships? Will legacy ships ever be removed from the game? Answer: At this time, there are no plans to remove legacy ships out of the game. Modular ships were intended to allow players to create a fleet of ships, each with a specific role, to play in a fight. The theory is good, we just need to fix the implementation. Question 9: One of the biggest appeals of ATLAS is building your own unique ship plank-by-plank. Will more customization options be added to modular ships? Answer: Building your own ship is half of the fun in the game. To that end, modular ships are being worked on to incorporate all the best parts of the ship building process that legacy ships enjoy. Tons of new customization options will be added, ship art is being completely overhauled, internal rooms/modules are being added, customizable captains quarters are being added….the list goes on. The main draw in Atlas for me is its ships, let's make that a good experience. Question 10: There has been an overwhelming amount of player feedback to slow modular ships down. Do you have any plans to do so? Answer: They have been slowed for season ten. Ship balance is an extremely difficult thing in Atlas due to multiple ship systems being used. I think we can all agree the implementation of it was bad. We have learned from the past several seasons to not make huge ship changes mid-season anymore, so that is something we will strive to no longer do. Question 11: Will modular ships be better balanced in the future? Right now everyone is sailing on a Ramming Galley. Answer: They have been updated for the new season, and while these changes are minor right now, they will be perfected for season 11. Additional changes will probably not be pushed to the live servers until season eleven to preserve a fair experience for all players in season ten. Question 12: Are there plans to make changes to the modular ship repair system? In their current state there is no delay for repairing modules, while there is the smoke delay on the legacy ships. Answer: The entire experience of building, repairing, and customizing the modular ships is being changed. Question 13: Are there any plans to increase the incentives of ship PVP? The only thing players can consistently (rarely) do right now is to battle fleeing ships that will most definitely popcorn their loot and scuttle their ships right when they feel like they are losing. There is zero incentive to go out and battle other ships for veteran players. Answer: With the implementation of ship in a bottle, players will no longer fear losing hundreds of hours of work in a few moments. With the faction system that is coming in the future, we can expect to see an improved experience that will greatly reward the hunting of ships on the seas, be they owned by another player or by an NPC. Question 14: Do you have any plans to change the drop rates, craft count, and stat range for current blueprints for crafting? As it is now, we get many useless blueprints and the ones worth using have very low craft counts. Oftentimes, higher tier blueprints (mythic etc.) actually have worse stats than lower tier ones. Answer: Yes, I think a tiered system would fix this. We will need to design this further, but I agree, finding a mythical that is worse than a fine is beyond frustrating. Question 15: Is the team going to take a look at the existing island templates and overhaul them prior to the game's official launch? Many of the islands are not very useful in PvP due to either having no natural harbor, having too shallow water in harbors, or being too tall to place island defenses. Answer: The only reason this is taking so long is the sheer number of islands we have in the game. There are hundreds. At a bare minimum, it will take an entire season of one dev's time to adjust them. We have received lists of issue islands, islands that would be great if pillars were lowered, or if a bay was deepened, and we are working on adjusting them, when we have time. Question 16: Are there any current plans to reduce structure spam? Answer: The majority of Atlas issues, optimization, lag, and exploits are all directly connected to the structure spam we see. Building a base on PvP that is able to withstand a raid requires players to cover every inch of the island, and then build an absurd wall around their islands. So to answer your question, yes, we will aggressively change structure limits, add ways to prevent enemy building on islands, and address land raid defensive options. Question 17: In PvE, people cover the islands quickly with warehouses so it's impossible to find a spot later on in the season. Are there any plans on modifying the warehouses so this isn't an issue? Answer: The entire trade system is being revamped this season, including warehouses and autofarms. Question 18: Are there any plans to make living in Freeport no longer possible? Answer: Let's just say it won't be completely removed until we add some way for solo/small companies to not lose everything every time they log out. Question 19: Would you consider making a separate server for single players and tiny companies? Answer: It can be done, but it's a complicated issue. Not only would there have to be enough constant players to warrant the cost of the servers, but we need to figure out what impact it would have on the core pvp server. I don't think anyone wants a huge map with 4 mega companies only. I think a better solution would be to address the issues that prevent solo players and small companies from being not only viable, but also fun. Question 20: Any estimate on when the single player world map will be updated to match the new multiplayer map? Answer: We are currently working on allowing players to choose which season's map to play in single player, so you're not limited to just a single map and Blackwood. An option here is free DLCs that contain the different maps, so you can access them like you would Blackwood. Question 21: Right now for Xbox this game is only playable for the series X. Are there plans to make it more Xbox friendly? Answer: Yes! Great news on that. We are in the final stages of fixing that. I believe it will make this upcoming patch, but if it doesn't, it will be in the first patch of the new season. Bonus Q&A The following questions were obtained and answered during the Live Q&A after the pre-selected questions were answered. Question: When will there be a Devkit and SGE update? Answer: Both of those should be out next week. Question: Are there any current plans for changing the armored docks? Answer: With the ship in a bottle, the armored docks are going to be adjusted. In addition, for all shipyards (and armored docks) you will be limited to placing only three per type per company per grid for the following season. Question: Are there any plans on changing the Drakes or token tames? Answer: There has been a lot of discussion about that between the team. I think everybody knows I do not personally like being able to tame them. But we recently asked the question for feedback about the mythical tames and everybody seems to really enjoy them. Or they have a specific purpose, so they will remain there. At least for the time being. We do have a team working directly on fixing and updating all of the creatures of Atlas so they will be adjusted to be better in the future. Question: Are there any plans to change the visual design of Ship of the Damned? Answer: Yes, that is upcoming as well. I think they kind of look a little alien and out of place right now. So we are replacing them with a natural pirate ship that just looks cursed rather than alien. Question: Are there any plans for a PlayStation release? Answer: That is also a complicated question. The short answer is…it’s possible. Possible but no guarantee it will happen. It really depends on how we do at the end of early access. Question: Do we have an estimate on the Unreal Engine 5 update? Answer: We can expect that early next year. Question: One of the main issues right now in the game is the tames falling off ships when grid changing. Can you give us any details on the status of getting that fixed? Answer: Tames falling off of ships, through our investigation, has kind of related to a larger core game mechanic or code base issue that's happening. So for now, we're fixing it on a case by case basis. With the engine update it will be fixed in the core game code so it won't happen again. Question: How about the rates in the new season, are we going to be sticking with just 5x the whole season again? Answer: It seems like 5x was a good choice for most of the season. The original plan here was to have weekends be 5x and weekdays be 3x, then occasional special events would be higher. It wouldn't always be the same per weekend, so it could be resource gathering would be 5x this weekend or tame speed will be 5x this weekend. Question: Are there any chances of alliance members being able to use things on ships? Answer: Yes, we are working on a system, with the first part of it getting Alliance members to use a special bed on ships so you can go to your alliance member’s ships or bases. As for other systems, we are working on it, again, as we have time. Question: Will the game ever be on Game Pass? Answer: It’s a possibility. I don't have any control or say over that, so I can’t comment on that other than saying maybe or maybe not. Question: We talked about getting a devkit update and upgrading to Unreal Engine 5. Will the upgrade affect modders? Answer: When we're upgrading to Unreal Engine 5, the devkit will also be updated. This does unfortunately mean that the mods created in the Unreal Engine 4 version will have to be either adjusted or redone in the new UE5 devkit. For the community servers, I am working on several options to see if we can minimize this impact. More news on that will come soon, but hopefully it will have a negligible impact if everything goes well. Question: During the time when the modular ships are overhauled, will they be lootable by players who sink them? Answer: Yes, they should be. I think it's silly that you can't loot everything you destroy. Question: Are there currently any plans to add any new maps similar to Blackwood? Answer: We've talked about it a lot in our internal meetings. We have thought of doing a lot of smaller DLC based maps like Blackwood that would introduce different areas of the world. As everybody can see, through our world map, we've been trying to transition to an alternate Earth experience for Atlas. So if we did do this, you could expect to see, for example, a whole expansion for a snow region, or an ice region, or an African type sand region, or something like that. This also gives us an opportunity to expand on trenches for Atlantean stuff as well. Question: Are there any plans on adding any new ships? Answer: There are plans for a lot of new ships. I believe we have 10 new modular ships coming. That number may change, but they won't be introduced until we fix and update the system. Adding new ships without fixing the system doesn't make sense. Question: Is anything changing with enforcement? Answer: As we are exiting Early Access, our enforcement is ramping up. I think everybody had a fairly negative experience this last season with our wide bans. Having said that, we are going to be updating our systems so that we are able to get individuals. Certain offenses are still company wide. If the entire company benefits from the bannable offense, the entire company will still be banned. Having said that, that will be extremely rare. Question: Is the map always going to be portal based, or will we ever return to one big map? Answer: The map with the portals was always intended to give easy and fast travel throughout the world. You should be able to sail to the majority of the game at any given time. We are working on a system to have servers and grids that come online for certain amounts of time and then go offline. Additional content or additional routes will probably be portal based for the majority. Question: Any plans for an Xbox only server? Answer: That is more than likely not coming. Question: Any plans for new melee weapons? Answer: With the engine update, we are going to completely redo the combat system. It's going to feel much smoother, nicer, and not so bloated Question: Can we get friendly fire turned on? Answer: It's possible to turn that on, however, that's going to drastically change the game. So if we did do that it would be on a smaller test server for a super hardcore game experience. Question: Can we get cosmetic items we can buy with IRL money to help support the game? For example, ship cannon skins. Answer: We will internally discuss that and if it is deemed appropriate, we might pursue it or we might not. I cannot make any promises. Question: Will you ever make legacy ships usable again in PvP? Answer: Yes, legacy ships still have their place in PvP. They are customizable to the point where it is almost impossible to get rid of them. There are so many tactics that I see players do that you just cannot replicate with a modular ship. Having said that, we are focusing on the modular ship system, although we will be balancing it to make sure that the legacy ships and that customization is not lost. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  10. I guess... but I have terrible luck of finding ships BPs. In 12 BPs I already found I have 7 COGs (lol), 1 harrier, 1 mortar (both has low crew capacity by default and turning them to battle vessels will require alot of points for extra crew). 1 Majestic Kraken (which is unavailable before the Kraken fight, and obtaining submarine) and... Pegasus. It has 30 crew by default, so basically in this stage of game - it's my best option : ) I turned it to something like this. It turned out that single modular gunport now goes with armor kit like turtle ship. : )) Not sure if that was intended but armored ship goes long way!!!
  11. Edit (May 18th): Due to an unexpected issue, we’ve made the difficult decision to delay tonight’s patch to next Wednesday, May 25th @ 7PM PDT. We want to ensure the start of the new season is as smooth as possible. Thank you for your patience and understanding. Ahoy Pathfinders! The time has come for new adventures to begin again in the world of Atlas. While familiar, the seas have shifted and hold new mysteries and challenges for both new and old pathfinders alike. With the recent discovery of the Golden Age ruins, pathfinders will find themselves tested by new adversaries that will strike down the most experienced of pirates if not careful. Seven of these bosses now roam the lands waiting to unleash their might on any that dare to find them. Are you brave enough to take the challenge? There is also talk of an new unexplored region, shrouded in mystery, that may bring a new set of trials to pathfinders looking to unlock its secrets. Do not trust your senses in this eerie place for one false move may spell doom for you and your crew. The map itself has also undergone a few changes to make traversing the world a little easier. As always, with the new content, we are also continuing to fix many of the issues that have been reported by you, the community, and will continue to do so until we get it right. We want to say thank you to all the pathfinders that have provided feedback and suggestions and that continue to support us as we make gradual steps to make Atlas the best gameplay experience possible. With that said, the servers will go down May 18th at 7PM PDT and will undergo a few hours of maintenance. Barring any issues, we expect the servers to return and season nine to start around May 18th, 10PM PDT. We wish all the best luck in your new adventures and, of course, happy sailing! Released Patch Notes v543.0 Season 9 Patch Ahoy pathfinders! The tides of Atlas are shifting again. New exotic locales to explore and dangers to confront have emerged. New Content New Mini-Bosses of the Golden Age Ruins Seven new Mini-Bosses have been added. Each Golden Age Ruin island will now have its own boss to find and fight. Ancient Fire Elemental The first fire elemental ever to be created. An unknown, wicked deity possessed inflamed, volcanic rocks. It is rumored that all other fire elementals derive from this one. Found on the Golden Age Ruin island in A7 Elder Rock Elemental A Giant Rock Elemental that has seen the tides of the Atlas shift many times. He has finally arisen from the sulfurous land to destroy pathfinders who trespass on his grounds. Found on the Golden Age Ruin island in F4 Kekada A Deep Sea crab that invaded the surface long ago. Its docile nature was corrupted by the power stone contained on the island it is found on. Kekada now brutally crushes anything it can fit in its massive claws. Found on the Golden Age Ruin island in L7 Buwaya A cursed Crocodile that is only told about in myths originating from the Philippines. Legend says, those who fall victim to this monster are taken to the world of the spirits. Found on the Golden Age Ruin island in G8 Eber The Boar God. Even creatures have deities, and this one smells awful according to Pathfinders who have encountered it. They say it is a big, feral boar with rotting flesh and piercing eyes that roams the forest. Found on the Golden Age Ruin island in L3 Crystal Scorpion Legend of a mysterious scorpion that appears only in darkness that is drawn to dark energies. Found on the Golden Age Ruin island in M13 The Sentinel A cyclops creature tasked with protecting crystal entities. Corrupted by tainted crystals, this creature's appearance has taken on the visage of the very crystals he guards. Found in the Golden Age Ruin island in E1 Maw Waters A new region has been discovered! A brave, possibly foolish, Pathfinder followed the Ships of the Damned across the waters of Atlas. He returned with tales of a land shrouded in darkness and unnaturally thick fog, with creatures that seem to vanish or appear out of thin air, and eerie green fires. As proof of his findings he brought back a strange crystalline substance, soft to the touch yet somehow solid. His final notes state that any Pathfinder who ventures to these lands should not trust their eyes, as empty stretches of land may have hidden dangers. New Items Lantern of the Maw A special lantern that automatically appears on ships when they enter the Maw Waters region. Interact with the steering wheel to access the lanterns inventory, see current Essence value, and craft Solidified Essence. Fully fill your lantern to leave the Maw Waters region. How to gather Essence of the Maw and fill your Lantern There are several activities that will grant your lantern Essence of the Maw. With the exception of the Relic of the Maw all Essence is gathered on the ship the player enters on. Active Accumulation Destroy Ships of the Damned - Each ship destroyed will grant 10 Essence Destroy other players ships - Each ship destroyed will grant 25 Essence Obtain a Relic of the Maw - The Relic of the Maw is found in Flotsom and when consumed on a ship instantly fills that ship's lantern to full. Grants 100 Essence Passive Accumulation Travel 500 meters, either by sailing, swimming, or walking. Rewards 2-3 Essence. Survive in the Maw - For every 5 minutes spent inside the Maw Waters 3 Essence is rewarded. Essence of the Maw A viscous smoke that can be collected within a special lantern. This item is only acquired in the Maw Waters region, and can not be used outside of the Maw Waters. Solidified Essence A semi-soft semi-solid crystal that glows a dim blueish green hue. Relic of the Maw An ancient Golden Age Relic, found only in the Maw Waters. Using this Relic will instantly grant 100 Essence of the Maw. Reworked Map The World of Atlas has shifted again, new lands have emerged and the known world has been disfigured. Maps all around the Atlas will need to be redrawn with these newly discovered regions. Bug Fixes Fixed instances where babies born in the tame house did not require imprinting. Fixed instances where the forge would prioritize burning thatch before wood. Fixed instances where controller disconnect can cause a crash. Fixed instances where Shipyard scaffolding clipped through the front of the Pegasus. Fixed instances where tame house debris would have incorrect textures. Fixed instances where perpetual portals had invisible collisions. Fixed instances where invisible collisions existed around damaged portal entrances. Fixed instances where health was not displayed correctly for the Cursed Temple. Fixed instances where the Harrier had an incorrect description. Fixed several issues with the Giant Turtle tame. Fixed instances where the Industrial Smithy had an incorrect description. Fixed instances where the height and interact volume of the tame house was to high. Fixed instances where the error messaging when joining an online session was incorrect. Fixed instances where there was a lack of UI feedback for the Great Temple progression. Fixed instances where the Pegasus had an incorrect description. Fixed instances where unanchored ship limit increased when demolishing a ship before it is released. Fixed instances where orichalcumized walls had incorrect LOD settings. Fixed instances where Industrial statue framework being mislabeled as burial mound framework. Fixed instances where Industrial statue framework returned a burial mound framework when picked up. Fixed instances where the Industrial statue would float in the air when completed. Fixed instances where there was a storage limitation of the Great Temple progression table. Fixed instances of baby male tames being able to mate while in the tame house. Fixed instances where food added to the tame house does not increase spoil time. Fixed instances where medium weight sails are over-performing. Fixed instances where medium and small weight sails would not take damage. Fixed instances where transient node harvesting structures would collect resources from different factions. Fixed instances where a baby tame would spawn under the ground causing its death. Fixed instances where the workstation had incorrect crafting recipes. Misc. Timeworn quality has been removed until content and bugs are fixed Giant Turtles no longer spawn underwater Chromatic Aberration has been removed from underwater post processing Increase cost of the tame house No longer rounding on ship sail unit values. Players can no longer store temporary tames in the Pegasus. Industrial Rifle has been adjusted. Bleed removed, increased damage from 160 to 200 per shot, increased durability loss from 4 to 8 per shot. Industrial Revolver has been adjusted. Bleed removed, increased damage from 50 to 100 per shot, increased durability loss from 1.5 to 3 per shot. Tames will be ejected from the Tame House when the Tame House is destroyed instead of killed. The time it takes a modular ship to sink after it starts leaking has been increased. The resource costs for crafting patch kits and armor patch kits has been reduced by 50%. Modular ships have had their base weights adjusted. Server restarts have been set to automatically happen at 10:30 PST daily, including weekends. Scuttle and Unclaim options for ships have been changed to be locked behind company rank, similar to how structure access is. Interact with the steering wheel to set the minimum rank that can scuttle or unclaim. Adjusted lighting so there will be less contrast between day and night Xbox Only Improved memory performance Improved network connection Industrial Wonder Content Due to the feedback we received surrounding the Industrial Wonder, we have decided to cut it from this patch so that we have adequate time to redesign and adjust. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  12. Edit (May 18th): Due to an unexpected issue, we’ve made the difficult decision to delay tonight’s patch to next Wednesday, May 25th @ 7PM PDT. We want to ensure the start of the new season is as smooth as possible. Thank you for your patience and understanding. Ahoy Pathfinders! The time has come for new adventures to begin again in the world of Atlas. While familiar, the seas have shifted and hold new mysteries and challenges for both new and old pathfinders alike. With the recent discovery of the Golden Age ruins, pathfinders will find themselves tested by new adversaries that will strike down the most experienced of pirates if not careful. Seven of these bosses now roam the lands waiting to unleash their might on any that dare to find them. Are you brave enough to take the challenge? There is also talk of an new unexplored region, shrouded in mystery, that may bring a new set of trials to pathfinders looking to unlock its secrets. Do not trust your senses in this eerie place for one false move may spell doom for you and your crew. The map itself has also undergone a few changes to make traversing the world a little easier. As always, with the new content, we are also continuing to fix many of the issues that have been reported by you, the community, and will continue to do so until we get it right. We want to say thank you to all the pathfinders that have provided feedback and suggestions and that continue to support us as we make gradual steps to make Atlas the best gameplay experience possible. With that said, the servers will go down May 18th at 7PM PDT and will undergo a few hours of maintenance. Barring any issues, we expect the servers to return and season nine to start around May 18th, 10PM PDT. We wish all the best luck in your new adventures and, of course, happy sailing! Released Patch Notes v543.0 Season 9 Patch Ahoy pathfinders! The tides of Atlas are shifting again. New exotic locales to explore and dangers to confront have emerged. New Content New Mini-Bosses of the Golden Age Ruins Seven new Mini-Bosses have been added. Each Golden Age Ruin island will now have its own boss to find and fight. Ancient Fire Elemental The first fire elemental ever to be created. An unknown, wicked deity possessed inflamed, volcanic rocks. It is rumored that all other fire elementals derive from this one. Found on the Golden Age Ruin island in A7 Elder Rock Elemental A Giant Rock Elemental that has seen the tides of the Atlas shift many times. He has finally arisen from the sulfurous land to destroy pathfinders who trespass on his grounds. Found on the Golden Age Ruin island in F4 Kekada A Deep Sea crab that invaded the surface long ago. Its docile nature was corrupted by the power stone contained on the island it is found on. Kekada now brutally crushes anything it can fit in its massive claws. Found on the Golden Age Ruin island in L7 Buwaya A cursed Crocodile that is only told about in myths originating from the Philippines. Legend says, those who fall victim to this monster are taken to the world of the spirits. Found on the Golden Age Ruin island in G8 Eber The Boar God. Even creatures have deities, and this one smells awful according to Pathfinders who have encountered it. They say it is a big, feral boar with rotting flesh and piercing eyes that roams the forest. Found on the Golden Age Ruin island in L3 Crystal Scorpion Legend of a mysterious scorpion that appears only in darkness that is drawn to dark energies. Found on the Golden Age Ruin island in M13 The Sentinel A cyclops creature tasked with protecting crystal entities. Corrupted by tainted crystals, this creature's appearance has taken on the visage of the very crystals he guards. Found in the Golden Age Ruin island in E1 Maw Waters A new region has been discovered! A brave, possibly foolish, Pathfinder followed the Ships of the Damned across the waters of Atlas. He returned with tales of a land shrouded in darkness and unnaturally thick fog, with creatures that seem to vanish or appear out of thin air, and eerie green fires. As proof of his findings he brought back a strange crystalline substance, soft to the touch yet somehow solid. His final notes state that any Pathfinder who ventures to these lands should not trust their eyes, as empty stretches of land may have hidden dangers. New Items Lantern of the Maw A special lantern that automatically appears on ships when they enter the Maw Waters region. Interact with the steering wheel to access the lanterns inventory, see current Essence value, and craft Solidified Essence. Fully fill your lantern to leave the Maw Waters region. How to gather Essence of the Maw and fill your Lantern There are several activities that will grant your lantern Essence of the Maw. With the exception of the Relic of the Maw all Essence is gathered on the ship the player enters on. Active Accumulation Destroy Ships of the Damned - Each ship destroyed will grant 10 Essence Destroy other players ships - Each ship destroyed will grant 25 Essence Obtain a Relic of the Maw - The Relic of the Maw is found in Flotsom and when consumed on a ship instantly fills that ship's lantern to full. Grants 100 Essence Passive Accumulation Travel 500 meters, either by sailing, swimming, or walking. Rewards 2-3 Essence. Survive in the Maw - For every 5 minutes spent inside the Maw Waters 3 Essence is rewarded. Essence of the Maw A viscous smoke that can be collected within a special lantern. This item is only acquired in the Maw Waters region, and can not be used outside of the Maw Waters. Solidified Essence A semi-soft semi-solid crystal that glows a dim blueish green hue. Relic of the Maw An ancient Golden Age Relic, found only in the Maw Waters. Using this Relic will instantly grant 100 Essence of the Maw. Reworked Map The World of Atlas has shifted again, new lands have emerged and the known world has been disfigured. Maps all around the Atlas will need to be redrawn with these newly discovered regions. Bug Fixes Fixed instances where babies born in the tame house did not require imprinting. Fixed instances where the forge would prioritize burning thatch before wood. Fixed instances where controller disconnect can cause a crash. Fixed instances where Shipyard scaffolding clipped through the front of the Pegasus. Fixed instances where tame house debris would have incorrect textures. Fixed instances where perpetual portals had invisible collisions. Fixed instances where invisible collisions existed around damaged portal entrances. Fixed instances where health was not displayed correctly for the Cursed Temple. Fixed instances where the Harrier had an incorrect description. Fixed several issues with the Giant Turtle tame. Fixed instances where the Industrial Smithy had an incorrect description. Fixed instances where the height and interact volume of the tame house was to high. Fixed instances where the error messaging when joining an online session was incorrect. Fixed instances where there was a lack of UI feedback for the Great Temple progression. Fixed instances where the Pegasus had an incorrect description. Fixed instances where unanchored ship limit increased when demolishing a ship before it is released. Fixed instances where orichalcumized walls had incorrect LOD settings. Fixed instances where Industrial statue framework being mislabeled as burial mound framework. Fixed instances where Industrial statue framework returned a burial mound framework when picked up. Fixed instances where the Industrial statue would float in the air when completed. Fixed instances where there was a storage limitation of the Great Temple progression table. Fixed instances of baby male tames being able to mate while in the tame house. Fixed instances where food added to the tame house does not increase spoil time. Fixed instances where medium weight sails are over-performing. Fixed instances where medium and small weight sails would not take damage. Fixed instances where transient node harvesting structures would collect resources from different factions. Fixed instances where a baby tame would spawn under the ground causing its death. Fixed instances where the workstation had incorrect crafting recipes. Misc. Timeworn quality has been removed until content and bugs are fixed Giant Turtles no longer spawn underwater Chromatic Aberration has been removed from underwater post processing Increase cost of the tame house No longer rounding on ship sail unit values. Players can no longer store temporary tames in the Pegasus. Industrial Rifle has been adjusted. Bleed removed, increased damage from 160 to 200 per shot, increased durability loss from 4 to 8 per shot. Industrial Revolver has been adjusted. Bleed removed, increased damage from 50 to 100 per shot, increased durability loss from 1.5 to 3 per shot. Tames will be ejected from the Tame House when the Tame House is destroyed instead of killed. The time it takes a modular ship to sink after it starts leaking has been increased. The resource costs for crafting patch kits and armor patch kits has been reduced by 50%. Modular ships have had their base weights adjusted. Server restarts have been set to automatically happen at 10:30 PST daily, including weekends. Scuttle and Unclaim options for ships have been changed to be locked behind company rank, similar to how structure access is. Interact with the steering wheel to set the minimum rank that can scuttle or unclaim. Adjusted lighting so there will be less contrast between day and night Xbox Only Improved memory performance Improved network connection Industrial Wonder Content Due to the feedback we received surrounding the Industrial Wonder, we have decided to cut it from this patch so that we have adequate time to redesign and adjust. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  13. U know guys... what I really love to see in release version - is reworked weather engine. Because weather (along the ocean and ships themselves) is the CORE of sailing game! It should be cool. It should bring spectacular view. It should require us to deal with it!!! What should be done: - Removed "Waves" (both cold, heat and fog) because they just makes no sense and doesn't brings anything to the game (seriously - If I hunt SotDs during fog I just stop, go alt+tab and watch youtube, and if I sail somewhere - I just sail). - Removed 3D clouds. We're not in flight simulator, where 3D clouds matters. - Wind rotation system should be canceled. - Pacman with 100500 tornadoes - should be canceled. --- - New skyboxes added, with different types of weather. So everyday we experienced something different. Bright sunny days. Partly cloudy. Gloomy gray. Drizzle. Heavy rains etc. Also snowstorms, white mist in cold areas. With spectacular sunrises and sunsets, rainbows after the rains, st. Elmos before storms. And all that kind of stuff. - Steady wind (most of the time it's average strength, but rarely goes to calm or hurricane). It's fine for me if it will be random direction and strength every grid. It should change it's strength and direction from time to time (not that often). - Deadly thunderstorms with lightning strikes risk. Damaging planks if you point wrong angle to waves, or go full speed, and damaging fully opened sails. - Tornado should land rarely. It should be large, single, predictable, avoidable (at all costs) and deadly to pass through. --- Maybe some weather skills allowing us to predict the weather, or check one at neighbor grids. Maybe some +xp bonus for ship - sailing through dangerous conditions.
  14. Ahoy Pathfinders! In this patch, we are preparing for a new era in Atlas. The winds of progress are coming to the world, bringing new structures and adventures for all pathfinders, new and old. Large plumes of smoke can be seen on the horizon, signaling the “revolution” to come. First off, we have the much anticipated tame house being introduced in this patch. Breeders rejoice, these tame houses will make a great shelter for all your fauna friends, while significantly speeding up the breeding process. In preparation for the new season and Wonder coming soon, the fires of the industrial forge have been stoked to produce new resources and structures for Atlas. With these metallurgical advances, the landscape of Atlas will never be the same. Discover the origins of these new technological feats in two new regions of the Atlas map. Along with the new discoveries, these areas hold new mysteries and challenges that will test even the most seasoned pathfinder. Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. This patch has a slew of bug fixes and improvements for the game, many suggested and reported by the community. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing! Released Patch Notes v541.07 To be released 4/13/22 ~7PM PDT New Content Tame House Tames are getting a new place to call home! Players that tend to a lot of tames will now have a centralized structure to house and breed tames at, as well as harvest fertilizer from. It will allow players to store up to 20 quadrupedal tames of many types: Bears, Cats, Cattle, Crocodiles, Elephants, Giraffes, Horses, Lions, Monkeys, Pigs, Rabbits, Rhinos, Shield Horns, Sheep, Tigers, and Tortugar. After obtaining the Beastmaster 2 skill, the Tame House will be buildable at a Smithy: Resources 125 Stone 5 Flint 65 Hide 20 Wood 40 Fibers 20 Metal Industrial Wonder Content With Industrial Expansion on the horizon, so comes its innovation to the Atlas. Generators to augments resources and Statues to ring in the advancement are arriving to Atlas Industrial Generator and New Wall Variants Industrial Generator A new experimental generator is available to build. It burns the pure sulfur, orichalcum and brimstone you’ve been harvesting and changes the Resources around the immediate area. It can be crafted in the Industrial Smithy This generator introduces Sulfurized Stone and Orichalcumized Stone into the game to use in creating new walls. Large Stone Wall Variants With all the newly augmented resources from the industrial generator, there are old recipes that can be modified to be potentially better than ever. Specifically, Large Stone walls and Gates with orichalcumized or sulfurized stone finishes. Their respective properties activate when Brimstone is burned in the area. Orichalcumized Walls and Gates will provide increased impact damage protection while Sulfurized Walls and Gates will provide increased Explosive damage protection. Tier 1 Industrial Monuments: Statues of Industry Industrial Explorer Statue This specific statue commemorates the pathfinders that explored unknown waters and lands first Its image motivates you and the crew to work more efficiently on ships Industrial Privateer Statue A statue commemorating the privateers that paved the way for industrial improvement. Its image inspires one to collect more xp and resources. List of New Craftables: Industrial Generator Unlocked in the Metallurgy skill Crafted in the Industrial Smithy Resources 100 Brimstone 175 Orichalcum 150 Pure Sulfur 300 Stone Rituals Available Burn Pure Sulfur Makes rock harvesting nodes drop only sulfurized rock for a short period of time Cost 150 charges 100 Pure Sulfur Burn Orichalcum Makes rock harvesting nodes drop only orichalcumized rock for a short period of time Cost 150 Charges 100 Orichalcum Burn Brimstone Activates buffs on the Orichalcumized & Sulfurized Wall and Gate Variants for a short amount of time Cost 200 Charges 150 Brimstone Orichalcumized Large Stone Wall Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 240 Alloy 394 Fibers 1176 Orichalcumized Rock 420 Thatch 588 Wood Orichalcumized Large Stone Gate Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 184 Alloy 314 Fibers 840 Orichalcumized Rock 315 Thatch 420 Wood Sulfurized Large Stone Wall Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 240 Alloy 394 Fibers 1176 Sulfurized Rock 420 Thatch 588 Wood Sulfurized Large Stone Gate Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 184 Alloy 314 Fibers 840 Sulfurized Rock 315 Thatch 420 Wood Industrial Statue Base Unlocked in the Metallurgy skill Crafted in the Industrial Smithy Resources 20 Brimstone 40 Orichalcum 60 Puresulfur Industrial Statue Framework Unlocked in the Metallurgy Skill Crafted in the Industrial Smithy Resources 200 Orichalcum 200 Pure Sulfur 500 Stone 800 Wood Industrial Explorer Statue Unlocked in the Metallurgy Skill Crafted in the industrial smithy Resources 200 Brimstone 400 Orichalcum 400 Pure Sulfur 2500 Stone 500 Wood Industrial Privateer Statue Unlocked in the Metallurgy Skill Crafted in the industrial smithy Resources 200 Brimstone 400 Orichalcum 400 Pure Sulfur 2500 Stone 500 Wood New Regions Added There are new areas to explore in The Atlas: Trackless Waters and Unknown Depths. Like Uncharted Waters, It seems as if Industrial Machinery was left behind in these areas by pathfinders long ago. Trackless Waters A hot stretch of Islands found off the west coast of South America. There are portals available in the South America Region to reach here Unknown Depths A hidden, tundra area that could not be traveled to via normal means. This region can oddly be reached via portals found in Africa and Antarctica. Bug Fixes Industrial Hydra and Industrial Rifle are now affected by the Lucky Loader Feat Fixed instances of farming structures not having areas of influence Fixed instances of Cursed Armor needing multiple types of Bone Chips Fixed instances of Transient nodes not moving weekly Fixed instances of snapping pillars working incorrectly Fixed instances of NPC Crew’s stats not updating correctly Fixed instances of players losing functionality when standing on a ship while it is released Fixed instances of Broadsider losing cannon functionality on logout Fixed instances of wood not being able to be re-bundled Fixed instances of rowing module displaying incorrect point value Fixed instances of misspelling in the Carrack’s description Fixed instances where the Fog of War in singleplayer wasn’t working correctly Fixed instances where blueprint gunports were not doing more damage than common Fixed instances where the Pegasus would sprout tentacles Fixed an issue with whistling at the Turtle Ship’s emergency ladder Fixed instances where the wood catwalk was not buildable Fixed an issue when placing mythos in the progress table Fixed the map zoom indicator in some regions Fixed instances where players would contact invisible geometry inside of portals Fixed various typos Replaced placeholder art for tame cargo railing Removed extra emergency ladder on Turtle Ship Fixed instances of negative storage space in some structures Fixed instances where the Sarcophagus was unable to be built Fixed essence of power locations Fixed visual issue of overlapping holiday vendors on freeports Xbox Only Improved memory loading / unloading Additional improvements coming in the next patch Misc Single Player character deletion is working correctly Multiple UI Fixes Deleted Duplicate entries in skills Removed the Industrial Smithy from Sulfur Pits The Compass’ Glowing Essences have been modified to be more in line with the icon Commodity Vendor has been added to Tortuga Reverted Blueprint colors to original values, with slight adjustments for ease of reading certain colors Bola is now stackable, up to 15 per stack After reaching rejuvenation 3, characters will no longer age past 20 years old Fixed the Descriptions of multiple items The Pegasus can now turn while stationary and in reverse Known Issues Stone cannot be re-bundled Breaking down bundles produces a different type of resource Some error messages are not appearing Industrial Statue Framework shows up as Burial Mound Framework Foundation and Framework have no time limit on when it can be picked up. Orichalcumized and Sulfurized Large Stone Gateways are not affected by the ‘Burn Brimstone’ ritual Large Weight sails still require tuning Pegasus has turning issues Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  15. Ahoy Pathfinders! In this patch, we are preparing for a new era in Atlas. The winds of progress are coming to the world, bringing new structures and adventures for all pathfinders, new and old. Large plumes of smoke can be seen on the horizon, signaling the “revolution” to come. First off, we have the much anticipated tame house being introduced in this patch. Breeders rejoice, these tame houses will make a great shelter for all your fauna friends, while significantly speeding up the breeding process. In preparation for the new season and Wonder coming soon, the fires of the industrial forge have been stoked to produce new resources and structures for Atlas. With these metallurgical advances, the landscape of Atlas will never be the same. Discover the origins of these new technological feats in two new regions of the Atlas map. Along with the new discoveries, these areas hold new mysteries and challenges that will test even the most seasoned pathfinder. Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. This patch has a slew of bug fixes and improvements for the game, many suggested and reported by the community. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing! Released Patch Notes v541.07 To be released 4/13/22 ~7PM PDT New Content Tame House Tames are getting a new place to call home! Players that tend to a lot of tames will now have a centralized structure to house and breed tames at, as well as harvest fertilizer from. It will allow players to store up to 20 quadrupedal tames of many types: Bears, Cats, Cattle, Crocodiles, Elephants, Giraffes, Horses, Lions, Monkeys, Pigs, Rabbits, Rhinos, Shield Horns, Sheep, Tigers, and Tortugar. After obtaining the Beastmaster 2 skill, the Tame House will be buildable at a Smithy: Resources 125 Stone 5 Flint 65 Hide 20 Wood 40 Fibers 20 Metal Industrial Wonder Content With Industrial Expansion on the horizon, so comes its innovation to the Atlas. Generators to augments resources and Statues to ring in the advancement are arriving to Atlas Industrial Generator and New Wall Variants Industrial Generator A new experimental generator is available to build. It burns the pure sulfur, orichalcum and brimstone you’ve been harvesting and changes the Resources around the immediate area. It can be crafted in the Industrial Smithy This generator introduces Sulfurized Stone and Orichalcumized Stone into the game to use in creating new walls. Large Stone Wall Variants With all the newly augmented resources from the industrial generator, there are old recipes that can be modified to be potentially better than ever. Specifically, Large Stone walls and Gates with orichalcumized or sulfurized stone finishes. Their respective properties activate when Brimstone is burned in the area. Orichalcumized Walls and Gates will provide increased impact damage protection while Sulfurized Walls and Gates will provide increased Explosive damage protection. Tier 1 Industrial Monuments: Statues of Industry Industrial Explorer Statue This specific statue commemorates the pathfinders that explored unknown waters and lands first Its image motivates you and the crew to work more efficiently on ships Industrial Privateer Statue A statue commemorating the privateers that paved the way for industrial improvement. Its image inspires one to collect more xp and resources. List of New Craftables: Industrial Generator Unlocked in the Metallurgy skill Crafted in the Industrial Smithy Resources 100 Brimstone 175 Orichalcum 150 Pure Sulfur 300 Stone Rituals Available Burn Pure Sulfur Makes rock harvesting nodes drop only sulfurized rock for a short period of time Cost 150 charges 100 Pure Sulfur Burn Orichalcum Makes rock harvesting nodes drop only orichalcumized rock for a short period of time Cost 150 Charges 100 Orichalcum Burn Brimstone Activates buffs on the Orichalcumized & Sulfurized Wall and Gate Variants for a short amount of time Cost 200 Charges 150 Brimstone Orichalcumized Large Stone Wall Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 240 Alloy 394 Fibers 1176 Orichalcumized Rock 420 Thatch 588 Wood Orichalcumized Large Stone Gate Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 184 Alloy 314 Fibers 840 Orichalcumized Rock 315 Thatch 420 Wood Sulfurized Large Stone Wall Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 240 Alloy 394 Fibers 1176 Sulfurized Rock 420 Thatch 588 Wood Sulfurized Large Stone Gate Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 184 Alloy 314 Fibers 840 Sulfurized Rock 315 Thatch 420 Wood Industrial Statue Base Unlocked in the Metallurgy skill Crafted in the Industrial Smithy Resources 20 Brimstone 40 Orichalcum 60 Puresulfur Industrial Statue Framework Unlocked in the Metallurgy Skill Crafted in the Industrial Smithy Resources 200 Orichalcum 200 Pure Sulfur 500 Stone 800 Wood Industrial Explorer Statue Unlocked in the Metallurgy Skill Crafted in the industrial smithy Resources 200 Brimstone 400 Orichalcum 400 Pure Sulfur 2500 Stone 500 Wood Industrial Privateer Statue Unlocked in the Metallurgy Skill Crafted in the industrial smithy Resources 200 Brimstone 400 Orichalcum 400 Pure Sulfur 2500 Stone 500 Wood New Regions Added There are new areas to explore in The Atlas: Trackless Waters and Unknown Depths. Like Uncharted Waters, It seems as if Industrial Machinery was left behind in these areas by pathfinders long ago. Trackless Waters A hot stretch of Islands found off the west coast of South America. There are portals available in the South America Region to reach here Unknown Depths A hidden, tundra area that could not be traveled to via normal means. This region can oddly be reached via portals found in Africa and Antarctica. Bug Fixes Industrial Hydra and Industrial Rifle are now affected by the Lucky Loader Feat Fixed instances of farming structures not having areas of influence Fixed instances of Cursed Armor needing multiple types of Bone Chips Fixed instances of Transient nodes not moving weekly Fixed instances of snapping pillars working incorrectly Fixed instances of NPC Crew’s stats not updating correctly Fixed instances of players losing functionality when standing on a ship while it is released Fixed instances of Broadsider losing cannon functionality on logout Fixed instances of wood not being able to be re-bundled Fixed instances of rowing module displaying incorrect point value Fixed instances of misspelling in the Carrack’s description Fixed instances where the Fog of War in singleplayer wasn’t working correctly Fixed instances where blueprint gunports were not doing more damage than common Fixed instances where the Pegasus would sprout tentacles Fixed an issue with whistling at the Turtle Ship’s emergency ladder Fixed instances where the wood catwalk was not buildable Fixed an issue when placing mythos in the progress table Fixed the map zoom indicator in some regions Fixed instances where players would contact invisible geometry inside of portals Fixed various typos Replaced placeholder art for tame cargo railing Removed extra emergency ladder on Turtle Ship Fixed instances of negative storage space in some structures Fixed instances where the Sarcophagus was unable to be built Fixed essence of power locations Fixed visual issue of overlapping holiday vendors on freeports Xbox Only Improved memory loading / unloading Additional improvements coming in the next patch Misc Single Player character deletion is working correctly Multiple UI Fixes Deleted Duplicate entries in skills Removed the Industrial Smithy from Sulfur Pits The Compass’ Glowing Essences have been modified to be more in line with the icon Commodity Vendor has been added to Tortuga Reverted Blueprint colors to original values, with slight adjustments for ease of reading certain colors Bola is now stackable, up to 15 per stack After reaching rejuvenation 3, characters will no longer age past 20 years old Fixed the Descriptions of multiple items The Pegasus can now turn while stationary and in reverse Known Issues Stone cannot be re-bundled Breaking down bundles produces a different type of resource Some error messages are not appearing Industrial Statue Framework shows up as Burial Mound Framework Foundation and Framework have no time limit on when it can be picked up. Orichalcumized and Sulfurized Large Stone Gateways are not affected by the ‘Burn Brimstone’ ritual Large Weight sails still require tuning Pegasus has turning issues Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  16. =INTRODUCTION= I've recently decided to come back and take a look at ATLAS after a very lengthy hiatus from the game. Not being into the "MMO" scene, I elected to go back to Single Player and see what changes have been made - on both the "Ocean" map and the Blackwood map - which was initially designed for smaller servers/Single Player. What is disappointing to see is that Single Player - a game mode that has been included from the start - appears to have been neglected in favour of "doubling down" on the multiplayer aspect which appears to be going catastrophically wrong, given the rather passionate responses I've been reading through today. Single Player is useful to people for many reasons. 1 - It allows people to play ATLAS either alone or, though a non-dedicated server (or even a small dedicated server), with a small group of friends and experience the storyline of ATLAS. 2 - It allows people to get a feel for ATLAS without the rampant toxicity multiplayer servers typically devolve into. 3 - It allows people to experiment with and/or design ships and bases that they may decide to employ on a multiplayer server. For those reasons alone, while it may not be "the focus" of Grapeshot Studios (which to me is seems like Wildcard but by a different name), Single Player should be maintained in the same manner as Multiplayer. The following is my opinion, some suggestion and recommendations which - while I am only one person with one opinion - may spark some more creative flare from a developer or a group that can take this further than I possibly could. =CONTENT= For the most part, given my several hours of reacquainting myself with the systems and mechanics, the "new" map that came with the Trade Winds update so far appears to be a significant improvement over the previous iteration. However there are still areas that require addressing. 1 - Ships of the Damned. This was one of the major reasons I stopped playing (from a Single Player perspective) ATLAS the first time around. SotD seem to ignore any damage resistance/modifier changes. They also still spawn in the *STARTER* zone. While a fully crewed sloop in multiplayer can probably outrun them (assuming good wind - which, granted I did not have in SP at the time of my encounter), my partially crewed Single Player sloop was sunk in 4 volleys by a Level 28 Brigantine. After searching high and low for a command line or mod to assist with SotD, I ended up disappointed. I understand that SotD and AotD are embedded into the storyline and the end-game resources so they cannot be removed entirely - however their number and power should be able to be managed by command line/in-game slider. There should be a map guide (or even a revision of the mechanics surrounding SotD) explaining the likelihood of SotD encounters and their relative power in the zones/regions - similar to what occurs for Wild Pirates - so players can make informed decisions. My recommendation for handling Ships of the Damned for Single Player and small Multiplayer servers is to either implement a slider (or command lines) that reduces the level, damage and group size of SotDs that spawn in and disable their spawning in the STARTER zone (at least), if not the zones immediately surrounding the STARTER zone, ENTIRELY. This gives the player(s) a bit of breathing room to get themselves established - so that when the player reaches the open ocean in either an AI-crewed (or player-crewed) Brig or Schooner (or something larger, provided they can acquire the resources from the starter zone/immediate zones) they at least have a chance to defend themselves if they're unable to avoid the ship. I would also recommend, especially for Single Player - but could also work very well in both an Official and Unofficial setting, that SotD only spawn in the regions containing, and immediately surrounding, the Stones of Power locales. 2 - Wild Pirates. This is not a negative, this is actually a commendation. I actually very much applaud of the addition of these AI pirates from not only a Single Player perspective but also from a PvE and PvP perspective. It gives PvE something to fight against on the sea (aside from SotD) and gives the PvPers something to practice against. From a Single Player perspective it implies that the player is trying to establish their own pirate empire. The map also advises the player on just how powerful the Wild Pirates are in the zones/regions before you enter them - so the player can make an informed decision about entering the zone. 3 - Stupidly high temperatures An island with an ambient temperature of 63 degrees. That's hotter than Dubai on a hot day. In fact, that's 7 degrees hotter than the highest recorded temperature. And these temperatures kill players trying to level. Not even swimming in the ocean works at these temperatures. Either a global temperature adjustment, or a command line/slider to manage how high (and also low) temperatures get. 4 - Blackwood This map was intended to be the ideal answer for small multiplayer servers and Single Player. After exploring the map and reading comments regarding Blackwood on Steam (I've not read the comments here) it is apparent that the upkeep of the map has been abandoned. Certain trees are missing textures, it's missing certain resources and certain spawns are tricky to find. At the very least, I would encourage an update to Blackwood to ensure that those who play on the map have access to the same content as the multiplayer game in a much more condensed size. This would also suit smaller multiplayer servers. However I do have an alternate suggestion: 5 - New Map: The New World A map with the same overall size as Blackwood, but modelled after the real world - much like what the multiplayer ATLAS is doing, but on a more compressed scale. Players start in the Caribbean freeport and the Americas on the western side of the map - with the expansive "Atlantic Ocean" (containing the Kraken's Maw - and 'Atlantis' in the depths) between them and Europe, Africa (and perhaps even a representation of Asia and Australia, if it would fit) on the eastern side with the polar caps hosting icy zones representing the Arctic and Antarctic regions at the top and bottom of the map. Where possible animals would be assigned to spawn on their respective land masses/biomes (i.e. Lions, Elephants and Giraffes in Africa, Wolves in the Americas and Europe, etc.). The Stones of Power can be spread throughout the world (such as ruins in South America and Africa, hidden away in ruined castles in Europe, etc) which encourages the player (or players) to sail and explore - to tame specific creatures they would need to head to specific biomes (which, with the ability to utilise the new 'tame transporter' ship, can be great to showcase what is possible in ATLAS). It would also give players several distinct choices on where to live (the Americas, Caribbean, Europe, the Mediterranean or Africa - or the north/south pole as they choose). This map would also include the necessary resources and requirements for end-game content (such as Atlantean ruins), and need to be able to be expanded upon (in terms of catering to future content). As referenced above regarding SotD, SotD would only spawn in certain regions, though especially in the oceans adjacent to Stones of Power and surrounding the Kraken's Maw - meaning a player or players can go 'hunting' for them with only a very minor chance of them appearing elsewhere - and certainly not as soon as you exit the starter zone. 6 - Gold This is more specific to Single Player, but more ways to find/earn gold would be a great addition. As Single Players *need* gold to manage the larger, more capable ships - even to use a Sloop to get off the starter island - one could find themselves essentially bottlenecked trying to find enough gold to afford a crew. I have no issue with the cost of AI crew, or their cost of retention, but coming up with the gold to pay for them to begin with was quite challenging. In my playthrough, very few bits of flotsam spawned in the starter area and I found myself having to use a raft (after already buying and prepping the ill-fated Sloop) to head out into the adjacent, more dangerous zone, to look for flotsam - to then head back to the starter area in order to get myself a crew. In SP, I suppose I am not penalised for staying on the starter island (with the exception of not having access to metal) so this might not be seen as much of an issue, but in a multiplayer setting - you don't necessarily want your players to base out of the starter island: you want them to leave and explore the larger ATLAS world (hence why there is now no metal on the starter islands). Even if, in SP specifically, one of the vendors in the freeport bought a stack of wood, thatch or stone for 1 gold. It's a lot of work (rates notwithstanding) for little gain but if a player is struggling and they're prepared to put in the effort, they can afford to get off the island with a crewed Sloop, leaving the starter zone behind them (though I would still return myself, especially if I was hosting a non-dedicated session with a friend - or if it was a private server). =CONCLUSION= Overall, I did find that ATLAS had fewer, less obvious bugs than when I last played - so it has clearly had some TLC applied. During my 5 or so hours getting reacquainted, I had no trouble with the way leveling now works, or the introduction to progression. I can not, obviously, speak to the balance of the wider multiplayer game as I personally would not seek to play ATLAS on such a scale - as I play with a small, close group of friends. From what I've been able to observe and achieve in my time, there is no issue with how things progress (with the exception of SotD and extremely high temps). If the 6 main points above were to be addressed and/or achieved this would put ATLAS in good stead when it comes out of Early Access. If "v1.0" does not contain methods to address or fix the issues listed above, the game cannot be considered "out of Early Access" when features it has had since EA launch do not function as intended across all game modes. Thank you for reading.
  17. So here are the test results of the freighter ship speed: 1. The time to sink the ship when climbing the ladder encumbered with 16000 weight is about 60 seconds. So if you want to put resources into two cargos you need to be fast... otherwise this ship will be destroyed *muhahaha* 2. Speed with standard sails 1x large and 1x medium handling is 25 knots at about 70% wind speed -> with speed sails and a storm you may easy get faster than 30 knots. For this speed you need to drop all 4 cargo racks. 3. At 70% wind speed and config above but with all 4 cargos attached your speed will be about 15 knots. 4. With two cargos attached, 70% wind speed and those cargos are full weight you will go about 10-11 knots at a weight of 3550/4000. This pretty insane. YOu can increase the speed a lot if you spent lots of level into weight(each +200) 5. If you have 4 cargos attached and two fully loaded you will have 5 knots speed... so this config should be avoided. So the way to go is drop down two cargos and only use 2 of the 4. Than you have a 4000 weight ship which is much faster with two cargos than a Brigantine. A Galleon should be still faster but once skilled on weight a lot the freighter may gets faster due to it's insane empty speed. As far I tested I can't remove the cargo rack railings and I can't replace them with other railings. It always shows failure: No snap point for [...] So you can't add diving attachment, dingy, cannons, balista or catapult on this ship. If you drop cargos you can place a new one with the "old" cargo rack crafted and having it in your inventory. You can't replace a cargo on the rack with the cargo railing in your inventory. At least refilling the crago does not require anchored in shipyard. Below deck you can place cannon modules up to 4 of them. But standard ship has 10/12 module points. So If you place double cannon module it requires 1 additional point which means you can place two of those. Single gun ports require 3 points so you can't place those. Rowing oars showing attachable and require one point but i was not able to place them... they simply do not get attached. Biggest issue of this ship is like all modular ships a totaly bad turning speed. But good to know the handling sails bug is working. So if ship speed is 0 knots you fully turn the rudder and than hit keys "W" and command "fast sails down" at the same time and hold them. Ship speed will stay at 0 but you can turn faster. Be warned once you release one of the keys your sails are fully open and ship will start moving forward fast... some lost their ships by accident using this... Second biggest issue: Did I mention repair kits costs are way to high and the system of looking 5 seconds on that module to restore some HP is just silly. For the Devs(if this feedback raches you): I don't understand the new ship speeds at all... I mean it was fun to have the bug with invincible 50 knots sloops that couldn't turn at beginning of season 5... but now all modular ships get speed of 25-35 knots??????????
  18. A map that shows portal routes: Pathfinder Portals (Grey): Allow ships and everything on them to leave Rookie Cove. These are one-way, you cannot go back though them with your ship. If you need to go back you can talk to the NPC, but your character can only go through naked. Perpetual Portals (Green): These are free 2-way portals to get between regions. Damaged Portals (Yellow): These are one-way portals that require materials to activate (50 mythos and 250 gold) Does that mean u cant live in rookie Grove, and actuelly go down and lets sayt kill kraken, without u sacrifice u ship ? cuz u cant get back to rookie crove what a shit system
  19. Ahoy Pathfinders! Welcome to the new season of Atlas: “Sea of Wonders”. We are happy to announce several new additions to Atlas this season, some of which you may consider “Monumental.” With this patch, we are introducing a new early game experience, new endgame gameplay loop, new map with distinct regions, new ships, gear and weapons, and a long awaited fan request… Let’s take a look at what we have for you! Note: The update will be accompanied by a full server wipe to accommodate for these map and gameplay changes. New Content New player experience Freeports We have updated the freeport areas to be more visually appealing. Some of the pirate edwin introductory lines have been removed to improve clarity while starting the game. Skill Tree We would like players to have to diversify their crew member's skills to have a well maintained and working company. We have reworked the skill tree where you can unlock every skill discipline from the survival tree. Think about the skills you want to have as pathfinders will no longer be able to unlock every skill. New Max Level Cap: 110 New Base Max Level (before discoveries): 77 All skill disciplines have been reworked Removed the song and dance skill discipline Changed firearms discipline to ranged combat Map Changes Atlas has expanded! Visit new areas based on geographical locations Regions Available Rookie Cove - An area for all pathfinders to cruise the seas in peace. A cove for all to gather their bearings and test their newfound abilities until they are comfortable to progress full sail ahead! Central Waters - The largest area in the game and host to a healthy mix of tropical/temperate islands, but also an ancient evil told in Atlantean myths. Can you find all the power stones and defeat the greatest challenge? South America - A region home to tropical/equatorial areas. However, there seems to be faint chanting amongst this region. Will you be able to find the source of this hidden power? Africa - A region home to the hottest desert Islands around. Crocodiles, venomous snakes and lots and lots of sand call this region home. Antarctica - The harshest sub-zero climates, icebergs, penguins, and illusive yeti's populate the islands around here. North Pole - The north pole is similar to Antarctica, but to the north. Same freezing weather but perhaps the treasures here are the defining difference. Atlas Menu Map The Atlas Menu has been modified to fit the new regions available. The following tabs are available for you to look at. Overworld - The first map drafted by early cartographers. A general outline of the world is available. Rookie Cove - The home to the starting, self-titled region Central Ocean - You will find the map to the Central Waters region here Mediterranean Sea - The blazing hot desert islands of Africa region is here Central Maw - Uncharted waters, but rumor has it that the Kraken's lair is here South Atlantic Ocean - Tropical Oasis of the South America Region are found here Arctic Ocean - The extreme colds of the North Pole Region are located here Southern Ocean - The freezing depths of the Antarctica Region are here Portals Atlantean technology has arisen from the dark depths of abysses unknown. With it however, it looks like traveling from region to region has become a whole lot quicker, but perhaps even more dangerous. Pathfinder Portals - The privateers before you have taken it upon themselves to start studying the portals as well as providing safe passage through these portals. Located within Rookie Cove and Central Waters, these portals will transport you between these regions! Perpetual Portals - It seems the Atlanteans created a sort of oceanic highway. A free, reliable way of travel between regions. They have arisen from the depths and are available for all to travel through and explore! Damaged Portals - In the thousands of years Atlanteans have gone missing, not all of the portals have been kept in functional shape or have been left unfinished. These portals need some extra gem power to travel through. Be warned these do not stay open forever! Cost: Magic Marrow: 50 Gold Coin: 250 Central Portal - Seemingly, this seems to be the first type of portal ever created! However, it seems to have been keeping something away rather than allowing others in. Located in the Central Waters Region only, it seems to need power stones to open. Will you be the first to see what's on the other side? Power Node System Transient Nodes Transient Nodes are special locations on islands that allow for unique resource harvesting. They have a time limit of one week before they deplete, despawn, and respawn at a different location. Movement Transient Nodes will move from one location on an island to another within the same server. They can move anywhere on the same island, there are no height restrictions. Resource Current new resource that is able to be gathered is "Cursed Bone Chips". There will be additional resources in later updates. Harvesting structure A new autofarm harvesting structure has been added. The "Grave Digger". It is craftable at the Smithy. Players must first learn the skill Knowledge of the Old Ones, in the Piracy skill tree, to learn how to build this structure. Static Nodes Static Nodes are permanent structures found on several islands in the Central Ocean. They provide new resources and the ability to create a unique themed crafting structure. At this crafting structure, you will be able to craft several new structures. Army of the Damned Static Node Damned Altar Cursed Altar Resources The first resource that is able to be gathered is "Cursed Wood". There will be additional resources in later updates. Structures Buildable at Static Nodes Damned Smithy - The Damned Smithy is similar to the regular Smithy, except that it only allows you to craft Army of the Damned themed structures and gear. Buildable at an Army of the Damned Altar Ritual Pedestal - The Ritual Pedestal allows players to perform powerful island wide spells / buffs called Rituals. There are three available to players at this time. Sacrifice Collection - Causes all creatures and players to drop their hearts when they are killed. Collect these hearts and bring them back to the Ritual Pedestal for use in the Raise the Dead Ritual. Unnatural Fog - Causes the island to be covered by a thick fog. Raise the Dead - Using the hearts gathered in the Sacrifice Collection Ritual, players are rewarded with Army of the Damned Warriors as tamed creatures. The warriors will spawn at the same level as the player who initiated the ritual, and you will be granted one warrior per player who participates in the ritual, up to a maximum of ten. Buildable at the Damned Smithy. Cost: Stone: 100 Cursed Bone Chips: 50 Cursed Wood: 100 Song Stone - The Song Stone gives a new item to players called the Verse Book. This book contains powerful new songs that can only be learned at Song Stones. Each company is limited to one Verse Book, so guard yours well. If it is stolen, or lost, you must wait one month to be able to craft a new one. Buildable at the Damned Smithy. Cost: Cursed Bone Chips: 50 Stone: 200 Monuments Monuments Monuments are new massive structures that grant powerful buffs to the owning company or to the island that they are built on. Monument Study Rooms Monument Study Rooms are special rooms that can be built at the Damned Smithy and are placed in the Cursed Temple Monument. They grant more power versions of buffs, and offer the ability to craft high quality versions of blueprints by default. Cursed Totem Built in three stages. Players must first place a foundation, then framework, and then can finally build the completed Totem. Once built allows members of the owning company to consume raw and rotten meat without any negative effects. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Burial Mound Built in three stages, players must first place a foundation, then framework, and then can place the completed Burial Mound. Once built, changes all meat dropped by creatures on the island to rotten meat, also changes all raw meat in players inventories into rotten meat. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Cursed Temple Massive temple that has space for four Monument Study Room. Built in two stages, place the foundation and then the completed Temple. Stage 1- Foundation Cost: Stone: 4000 Wood: 2000 Crystal: 500 Cursed Wood: 1500 Cruse Bone Chips: 1500 Stage 2- Completion Cost: Stone: 10000 Wood: 5000 Cursed Wood: 10000 Cursed Bone Chips: 15000 Crystal: 2000 Monument Study Rooms Vessel Studies Allows for Ship related structures to be built with a chance to be up to Masterwork quality. Cost: Wood: 500 Hide: 235 Fibers: 120 Structure Studies Allows for Land Structures to be built with a chance to be up to Masterwork quality. Cost: Stone: 750 Wood: 250 Flint: 200 Equipable Studies Allows for all armor and weapons to be built with a chance to be up to Masterwork quality. Cost: Stone: 300 Wood: 400 Hide: 125 Flint: 250 Metal: 600 Culinary Studies Allows all food recipes to be crafted with a chance to be up to Masterwork quality. Cost: Stone: 500 Wood: 800 Flint: 200 Metal: 400 Astronomy Studies Grants the Sextant buff to all company members. Cost: Stone: 200 Wood: 400 New Gear Macuahuitl A new sword themed after ancient Aztec weapons. Beware its overhead swing, which causes its victims to bleed profusely. Built in the Damned Smithy after learning the Knowledge of the Old Ones from the Piracy Tree. Cost: Wood: 50 Crystal: 25 Transient Tracker A new equipable item that will help players locate transient nodes. Activate while looking around to be pointed in the direction of the nearest transient node. Built in the Forge after learning Knowledge of the Old Ones from the Piracy Tree. Cost: Coin: 20 Crystal: 10 Cursed Armor A full set of Army of the Damned armor. Provides great defense while increasing resistance to heat. Each piece costs the same to build. Cost: Metal: 30 Cursed Bone Chips: 30 New Modular Ship/Dock Variants Ship changes All new ships can now be found as blueprints at Shipwrecks and from the Kraken encounter. Ship costs have been tuned to require more resources and less gold Legacy system ships will be moved to a skill branch called Merchant Ships in a future update Basic Shipyard Basic shipyard allows one to build Cog by default and the Harrier, and Mortar by blueprint. Cost: Wood: 2000 Thatch: 1000 Fiber: 500 Stone: 250 Cog The Cog enters the game as an entry level ship. This small but capable vessel provides aspiring captains a great starting point for their career. Base Cost: Wood: 500 Thatch: 400 Fiber: 400 Metal: 3 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail points: 2 Carrack The Carrack comes in as a blank canvas for players to use as they advance. By adding custom modules this ship can serve in battle, exploration, or trade. Base Cost: Wood: 2250 Thatch: 1800 Fiber: 1800 Metal: 18 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail Points: 8 Harrier The Harrier is a cousin to the formidable Mortar Ship. It is faster and more maneuverable but only mounts one mortar on the front castle. Cost: Wood: 1500 Thatch: 1200 Fiber: 1200 Metal: 18 Gunpowder: 50 Weapons: Mortar on Front Castle Max Level: 50 Sail Points: 5 Advanced Shipyard The Advanced Shipyard has been updated to hold the Cog and Carrack as its only default ships. All of the other modular ships are now found in Blueprints around the world and are craftable at the Advanced Shipyard. Bug Fixes Fixed instances in which alcohol buffs were working incorrectly Fixed instances in which shipyards could be placed in unintended ways Fixed instances where rowing modules health values were displayed incorrectly Misc Fixed instances of terrains on islands in custom server maps were not loading correctly Explosive Barrels damage when used in a catapult has been lowered, hand-placed barrels remain the same Gold obtained from all sources has been increased Loading Screens have been added while transitioning to a new grid Pathfinders who have faced the most dangerous adversary in Atlas have been reported finding a set of ancient armor wieldable only by small humanoid creatures Known Issues Sound inconsistencies with portals Quest Markers are in incorrect places/missing Camera jittering on NPC portal Cursed Armor can be displayed incorrectly if character height is too tall on female characters Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  20. Ahoy Pathfinders! Welcome to the new season of Atlas: “Sea of Wonders”. We are happy to announce several new additions to Atlas this season, some of which you may consider “Monumental.” With this patch, we are introducing a new early game experience, new endgame gameplay loop, new map with distinct regions, new ships, gear and weapons, and a long awaited fan request… Let’s take a look at what we have for you! Note: The update will be accompanied by a full server wipe to accommodate for these map and gameplay changes. New Content New player experience Freeports We have updated the freeport areas to be more visually appealing. Some of the pirate edwin introductory lines have been removed to improve clarity while starting the game. Skill Tree We would like players to have to diversify their crew member's skills to have a well maintained and working company. We have reworked the skill tree where you can unlock every skill discipline from the survival tree. Think about the skills you want to have as pathfinders will no longer be able to unlock every skill. New Max Level Cap: 110 New Base Max Level (before discoveries): 77 All skill disciplines have been reworked Removed the song and dance skill discipline Changed firearms discipline to ranged combat Map Changes Atlas has expanded! Visit new areas based on geographical locations Regions Available Rookie Cove - An area for all pathfinders to cruise the seas in peace. A cove for all to gather their bearings and test their newfound abilities until they are comfortable to progress full sail ahead! Central Waters - The largest area in the game and host to a healthy mix of tropical/temperate islands, but also an ancient evil told in Atlantean myths. Can you find all the power stones and defeat the greatest challenge? South America - A region home to tropical/equatorial areas. However, there seems to be faint chanting amongst this region. Will you be able to find the source of this hidden power? Africa - A region home to the hottest desert Islands around. Crocodiles, venomous snakes and lots and lots of sand call this region home. Antarctica - The harshest sub-zero climates, icebergs, penguins, and illusive yeti's populate the islands around here. North Pole - The north pole is similar to Antarctica, but to the north. Same freezing weather but perhaps the treasures here are the defining difference. Atlas Menu Map The Atlas Menu has been modified to fit the new regions available. The following tabs are available for you to look at. Overworld - The first map drafted by early cartographers. A general outline of the world is available. Rookie Cove - The home to the starting, self-titled region Central Ocean - You will find the map to the Central Waters region here Mediterranean Sea - The blazing hot desert islands of Africa region is here Central Maw - Uncharted waters, but rumor has it that the Kraken's lair is here South Atlantic Ocean - Tropical Oasis of the South America Region are found here Arctic Ocean - The extreme colds of the North Pole Region are located here Southern Ocean - The freezing depths of the Antarctica Region are here Portals Atlantean technology has arisen from the dark depths of abysses unknown. With it however, it looks like traveling from region to region has become a whole lot quicker, but perhaps even more dangerous. Pathfinder Portals - The privateers before you have taken it upon themselves to start studying the portals as well as providing safe passage through these portals. Located within Rookie Cove and Central Waters, these portals will transport you between these regions! Perpetual Portals - It seems the Atlanteans created a sort of oceanic highway. A free, reliable way of travel between regions. They have arisen from the depths and are available for all to travel through and explore! Damaged Portals - In the thousands of years Atlanteans have gone missing, not all of the portals have been kept in functional shape or have been left unfinished. These portals need some extra gem power to travel through. Be warned these do not stay open forever! Cost: Magic Marrow: 50 Gold Coin: 250 Central Portal - Seemingly, this seems to be the first type of portal ever created! However, it seems to have been keeping something away rather than allowing others in. Located in the Central Waters Region only, it seems to need power stones to open. Will you be the first to see what's on the other side? Power Node System Transient Nodes Transient Nodes are special locations on islands that allow for unique resource harvesting. They have a time limit of one week before they deplete, despawn, and respawn at a different location. Movement Transient Nodes will move from one location on an island to another within the same server. They can move anywhere on the same island, there are no height restrictions. Resource Current new resource that is able to be gathered is "Cursed Bone Chips". There will be additional resources in later updates. Harvesting structure A new autofarm harvesting structure has been added. The "Grave Digger". It is craftable at the Smithy. Players must first learn the skill Knowledge of the Old Ones, in the Piracy skill tree, to learn how to build this structure. Static Nodes Static Nodes are permanent structures found on several islands in the Central Ocean. They provide new resources and the ability to create a unique themed crafting structure. At this crafting structure, you will be able to craft several new structures. Army of the Damned Static Node Damned Altar Cursed Altar Resources The first resource that is able to be gathered is "Cursed Wood". There will be additional resources in later updates. Structures Buildable at Static Nodes Damned Smithy - The Damned Smithy is similar to the regular Smithy, except that it only allows you to craft Army of the Damned themed structures and gear. Buildable at an Army of the Damned Altar Ritual Pedestal - The Ritual Pedestal allows players to perform powerful island wide spells / buffs called Rituals. There are three available to players at this time. Sacrifice Collection - Causes all creatures and players to drop their hearts when they are killed. Collect these hearts and bring them back to the Ritual Pedestal for use in the Raise the Dead Ritual. Unnatural Fog - Causes the island to be covered by a thick fog. Raise the Dead - Using the hearts gathered in the Sacrifice Collection Ritual, players are rewarded with Army of the Damned Warriors as tamed creatures. The warriors will spawn at the same level as the player who initiated the ritual, and you will be granted one warrior per player who participates in the ritual, up to a maximum of ten. Buildable at the Damned Smithy. Cost: Stone: 100 Cursed Bone Chips: 50 Cursed Wood: 100 Song Stone - The Song Stone gives a new item to players called the Verse Book. This book contains powerful new songs that can only be learned at Song Stones. Each company is limited to one Verse Book, so guard yours well. If it is stolen, or lost, you must wait one month to be able to craft a new one. Buildable at the Damned Smithy. Cost: Cursed Bone Chips: 50 Stone: 200 Monuments Monuments Monuments are new massive structures that grant powerful buffs to the owning company or to the island that they are built on. Monument Study Rooms Monument Study Rooms are special rooms that can be built at the Damned Smithy and are placed in the Cursed Temple Monument. They grant more power versions of buffs, and offer the ability to craft high quality versions of blueprints by default. Cursed Totem Built in three stages. Players must first place a foundation, then framework, and then can finally build the completed Totem. Once built allows members of the owning company to consume raw and rotten meat without any negative effects. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Burial Mound Built in three stages, players must first place a foundation, then framework, and then can place the completed Burial Mound. Once built, changes all meat dropped by creatures on the island to rotten meat, also changes all raw meat in players inventories into rotten meat. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Cursed Temple Massive temple that has space for four Monument Study Room. Built in two stages, place the foundation and then the completed Temple. Stage 1- Foundation Cost: Stone: 4000 Wood: 2000 Crystal: 500 Cursed Wood: 1500 Cruse Bone Chips: 1500 Stage 2- Completion Cost: Stone: 10000 Wood: 5000 Cursed Wood: 10000 Cursed Bone Chips: 15000 Crystal: 2000 Monument Study Rooms Vessel Studies Allows for Ship related structures to be built with a chance to be up to Masterwork quality. Cost: Wood: 500 Hide: 235 Fibers: 120 Structure Studies Allows for Land Structures to be built with a chance to be up to Masterwork quality. Cost: Stone: 750 Wood: 250 Flint: 200 Equipable Studies Allows for all armor and weapons to be built with a chance to be up to Masterwork quality. Cost: Stone: 300 Wood: 400 Hide: 125 Flint: 250 Metal: 600 Culinary Studies Allows all food recipes to be crafted with a chance to be up to Masterwork quality. Cost: Stone: 500 Wood: 800 Flint: 200 Metal: 400 Astronomy Studies Grants the Sextant buff to all company members. Cost: Stone: 200 Wood: 400 New Gear Macuahuitl A new sword themed after ancient Aztec weapons. Beware its overhead swing, which causes its victims to bleed profusely. Built in the Damned Smithy after learning the Knowledge of the Old Ones from the Piracy Tree. Cost: Wood: 50 Crystal: 25 Transient Tracker A new equipable item that will help players locate transient nodes. Activate while looking around to be pointed in the direction of the nearest transient node. Built in the Forge after learning Knowledge of the Old Ones from the Piracy Tree. Cost: Coin: 20 Crystal: 10 Cursed Armor A full set of Army of the Damned armor. Provides great defense while increasing resistance to heat. Each piece costs the same to build. Cost: Metal: 30 Cursed Bone Chips: 30 New Modular Ship/Dock Variants Ship changes All new ships can now be found as blueprints at Shipwrecks and from the Kraken encounter. Ship costs have been tuned to require more resources and less gold Legacy system ships will be moved to a skill branch called Merchant Ships in a future update Basic Shipyard Basic shipyard allows one to build Cog by default and the Harrier, and Mortar by blueprint. Cost: Wood: 2000 Thatch: 1000 Fiber: 500 Stone: 250 Cog The Cog enters the game as an entry level ship. This small but capable vessel provides aspiring captains a great starting point for their career. Base Cost: Wood: 500 Thatch: 400 Fiber: 400 Metal: 3 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail points: 2 Carrack The Carrack comes in as a blank canvas for players to use as they advance. By adding custom modules this ship can serve in battle, exploration, or trade. Base Cost: Wood: 2250 Thatch: 1800 Fiber: 1800 Metal: 18 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail Points: 8 Harrier The Harrier is a cousin to the formidable Mortar Ship. It is faster and more maneuverable but only mounts one mortar on the front castle. Cost: Wood: 1500 Thatch: 1200 Fiber: 1200 Metal: 18 Gunpowder: 50 Weapons: Mortar on Front Castle Max Level: 50 Sail Points: 5 Advanced Shipyard The Advanced Shipyard has been updated to hold the Cog and Carrack as its only default ships. All of the other modular ships are now found in Blueprints around the world and are craftable at the Advanced Shipyard. Bug Fixes Fixed instances in which alcohol buffs were working incorrectly Fixed instances in which shipyards could be placed in unintended ways Fixed instances where rowing modules health values were displayed incorrectly Misc Fixed instances of terrains on islands in custom server maps were not loading correctly Explosive Barrels damage when used in a catapult has been lowered, hand-placed barrels remain the same Gold obtained from all sources has been increased Loading Screens have been added while transitioning to a new grid Pathfinders who have faced the most dangerous adversary in Atlas have been reported finding a set of ancient armor wieldable only by small humanoid creatures Known Issues Sound inconsistencies with portals Quest Markers are in incorrect places/missing Camera jittering on NPC portal Cursed Armor can be displayed incorrectly if character height is too tall on female characters Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  21. See, I disagree. You're not wrong about the game having it's issues, but the devs gave me a game that I played more than any other game in my entire life. I'm reinstalling the game right now, going to try and get some of my old buddies back on. Hopefully one day they'll invest more into its development. I heard they added seasons which was something I always thought would be a great idea. Wipe every 3-4 months and have a new theme for each season. Maybe make things a little less grindy and require less time investment for people with jobs. I think that could reignite some interest. I would say market the seasons as a feature - I always love it when everyone starts with a blank slate. Either way, I've always loved this game.
  22. From the 6/2 Dev Blog: What is the plan for PvP combat and balancing? Is there a philosophy that dictates what gets buffed, nerfed or removed? We feel that PVP conflict should consist of interesting challenges and opportunities for both sea and land combat. We want to drive the focus first towards fleet battles and provide ways to effectively defend your holdings with the ships you customize and build. The ships you build will be able to blockade your island, with your opponents first having to deal with those defenses before they can safely make landfall. Your fleet will also be your main weapon of attack – both to defeat your enemies blockade and to soften their land defenses. That's not how land-based PvP happens. Ever. Island attacks rarely if ever involve actual ship vs.ship battles. The standard procedure is to land as many players and tames as possible, build a FoB and kill/blow up everything. Typically, the landing ships retreat afterwards if there's any real chance of a naval counter-attack. Any organized attack will make landfall LONG before there can be any meaningful naval response. In fact, quickly destroying ships at anchor with tames is a favorite tactic. Add to that the fact the gold cost of ships, and no smart defender will ever un-anchor a green-anchored ship in an armored shipyard during an attack unless the defending side is guaranteed to win. The stated vision of PvP in this blog is pure fantasy. In general our PVP philosophy focus is on counterplay – to provide options that are deadly and effective but can be countered with the proper tactic. We want to see powerful options that players can use to attack their enemies, and equally powerful options the defender can access to counter them and fight back. Ideally this allows for and encourages players to have different tactics available to them instead of always relying on one mainstay ability that works best in every situation. Attackers will always have the initial advantage in any island attack for no other reason than because they're prepared and have a plan, while the defenders have to scramble. And I'm curious, what "powerful defenses" are available for defenders when tame-towed guns will always out-range NPC defenses? ...Or manned defenses for that matter, since a tame-mounted cannon can be angled on a rock or hill to fire higher and further than a mortar placed at the same level? Bottom line: the only advantage possible for a defender is to 'be-more' or 'be-better'. What more are we going to see in the upcoming patches? Are we done with map/macro enhancements in favor of micro adjustments and additions? Is there new content that we can look forward to? Updates are on the horizon for the game map, such as separating the map into regions with different geographical theming. Piracy happens all over the world in Atlas, and players will be able to experience this more when they travel from an area of arid desert isles to a region of the world with tropical islands and crystal blue waters. There is a system in design to allow for the capture and control of strategic resource points placed in the world. These will unlock many capabilities for the companies who control them, such as structures which provide server-wide buffs you can share with all of your allies. Some of these structures will require monumental levels of materials and time. This all leads towards a long term goal of having large projects with huge collaborative efforts that companies compete over. In the upcoming patches there will also be many new ship options. Players will be able to customize more of their ship, starting with the midship portion of their modular ships – adding options such as gun ports, rowing banks, armor and more to the broadside sections of your vessel. In future updates there will be more options for other components of the ship, such as new sail types and front and rear castle varieties. There will be additional pre-built ships coming to the game, as well as a larger modular hull class that players can build. Players will have the ability to craft fleets that consist of vessels with different roles in combat and utility. When two enemy fleets clash there should be a variety of ships and tactics at play, each one effective unless properly countered. In the next major update we will see two new ship types – the Mortar Ship and the Turtle Ship. The Mortar Ship will add a long range artillery option to ship combat, while the Turtle Ship is armored up to break through blockades. You will be able to construct and customize these new classes of modular ships as well as the existing types in the shipyard. New BPs will drop in the world to allow the crafting of the railings, midship tiles, and ship types being added. We want Atlas to become known for large, collaborative fleet battles that require the coordination of multiple players and companies. Mortar Ships. I'm not even sure how to respond to that. I think that we can safely assume they'll out-range NPC-manned harbor towers, so yeah. Honestly, it's not any one "vision" for the game; it's a cumulative thing, ever-repeating evidence that Grapeshot fundamentally doesn't understand its own game.
  23. ATLAS

    On the Horizon - Dev Blog

    Ahoy Pathfinders! We hope you've been enjoying your sails on the Tradewinds and the other new changes we've brought into the game. In this post, we were able to take some time with the Dev team and have a few questions answered regarding the future plans of Atlas and what the rest of the year may hold. Again, we are in Early Access and the changes mentioned in the responses are subject to change. Although this may all just be speculation, we wanted to provide some transparency into the upcoming aspirations of the team. Once again, we'd like to thank you for your support and patience. On the Horizon: Dev Insights Regarding the Tradewinds patch, what were your goals and expectations for the strategic impact of the Tradewinds and new map layout? The Tradewinds in the latest update to go hand in hand with the recent map changes to help create more interesting strategic choices for players and companies. The new map layout is intended to provide spaces that are desirable to all different player types. New players are given better opportunities outside of the Freeport areas which allows for a more even spread of action. Islands with valuable resources are spread across the map to make sure no one area is perfectly suited to all needs. Islands with more valuable resources are in the North of the map, driving higher level players to that general area. The Tradewinds provide for faster sailing times across large areas of the map. Players interested in exploration, trade, or raiding will be able to find ways to use the Tradewinds to their advantage. This will also push player conflict towards these shipping lanes and the islands near them, adding more opportunities for pitched battles over valuable resources. What is the plan for PvP combat and balancing? Is there a philosophy that dictates what gets buffed, nerfed or removed? We feel that PVP conflict should consist of interesting challenges and opportunities for both sea and land combat. We want to drive the focus first towards fleet battles and provide ways to effectively defend your holdings with the ships you customize and build. The ships you build will be able to blockade your island, with your opponents first having to deal with those defenses before they can safely make landfall. Your fleet will also be your main weapon of attack – both to defeat your enemies blockade and to soften their land defenses. In general our PVP philosophy focus is on counterplay – to provide options that are deadly and effective but can be countered with the proper tactic. We want to see powerful options that players can use to attack their enemies, and equally powerful options the defender can access to counter them and fight back. Ideally this allows for and encourages players to have different tactics available to them instead of always relying on one mainstay ability that works best in every situation. What more are we going to see in the upcoming patches? Are we done with map/macro enhancements in favor of micro adjustments and additions? Is there new content that we can look forward to? Updates are on the horizon for the game map, such as separating the map into regions with different geographical theming. Piracy happens all over the world in Atlas, and players will be able to experience this more when they travel from an area of arid desert isles to a region of the world with tropical islands and crystal blue waters. There is a system in design to allow for the capture and control of strategic resource points placed in the world. These will unlock many capabilities for the companies who control them, such as structures which provide server-wide buffs you can share with all of your allies. Some of these structures will require monumental levels of materials and time. This all leads towards a long term goal of having large projects with huge collaborative efforts that companies compete over. In the upcoming patches there will also be many new ship options. Players will be able to customize more of their ship, starting with the midship portion of their modular ships – adding options such as gun ports, rowing banks, armor and more to the broadside sections of your vessel. In future updates there will be more options for other components of the ship, such as new sail types and front and rear castle varieties. There will be additional pre-built ships coming to the game, as well as a larger modular hull class that players can build. Players will have the ability to craft fleets that consist of vessels with different roles in combat and utility. When two enemy fleets clash there should be a variety of ships and tactics at play, each one effective unless properly countered. In the next major update we will see two new ship types – the Mortar Ship and the Turtle Ship. The Mortar Ship will add a long range artillery option to ship combat, while the Turtle Ship is armored up to break through blockades. You will be able to construct and customize these new classes of modular ships as well as the existing types in the shipyard. New BPs will drop in the world to allow the crafting of the railings, midship tiles, and ship types being added. We want Atlas to become known for large, collaborative fleet battles that require the coordination of multiple players and companies. 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
  24. Ahoy Pathfinders! We hope you've been enjoying your sails on the Tradewinds and the other new changes we've brought into the game. In this post, we were able to take some time with the Dev team and have a few questions answered regarding the future plans of Atlas and what the rest of the year may hold. Again, we are in Early Access and the changes mentioned in the responses are subject to change. Although this may all just be speculation, we wanted to provide some transparency into the upcoming aspirations of the team. Once again, we'd like to thank you for your support and patience. On the Horizon: Dev Insights Regarding the Tradewinds patch, what were your goals and expectations for the strategic impact of the Tradewinds and new map layout? The Tradewinds in the latest update to go hand in hand with the recent map changes to help create more interesting strategic choices for players and companies. The new map layout is intended to provide spaces that are desirable to all different player types. New players are given better opportunities outside of the Freeport areas which allows for a more even spread of action. Islands with valuable resources are spread across the map to make sure no one area is perfectly suited to all needs. Islands with more valuable resources are in the North of the map, driving higher level players to that general area. The Tradewinds provide for faster sailing times across large areas of the map. Players interested in exploration, trade, or raiding will be able to find ways to use the Tradewinds to their advantage. This will also push player conflict towards these shipping lanes and the islands near them, adding more opportunities for pitched battles over valuable resources. What is the plan for PvP combat and balancing? Is there a philosophy that dictates what gets buffed, nerfed or removed? We feel that PVP conflict should consist of interesting challenges and opportunities for both sea and land combat. We want to drive the focus first towards fleet battles and provide ways to effectively defend your holdings with the ships you customize and build. The ships you build will be able to blockade your island, with your opponents first having to deal with those defenses before they can safely make landfall. Your fleet will also be your main weapon of attack – both to defeat your enemies blockade and to soften their land defenses. In general our PVP philosophy focus is on counterplay – to provide options that are deadly and effective but can be countered with the proper tactic. We want to see powerful options that players can use to attack their enemies, and equally powerful options the defender can access to counter them and fight back. Ideally this allows for and encourages players to have different tactics available to them instead of always relying on one mainstay ability that works best in every situation. What more are we going to see in the upcoming patches? Are we done with map/macro enhancements in favor of micro adjustments and additions? Is there new content that we can look forward to? Updates are on the horizon for the game map, such as separating the map into regions with different geographical theming. Piracy happens all over the world in Atlas, and players will be able to experience this more when they travel from an area of arid desert isles to a region of the world with tropical islands and crystal blue waters. There is a system in design to allow for the capture and control of strategic resource points placed in the world. These will unlock many capabilities for the companies who control them, such as structures which provide server-wide buffs you can share with all of your allies. Some of these structures will require monumental levels of materials and time. This all leads towards a long term goal of having large projects with huge collaborative efforts that companies compete over. In the upcoming patches there will also be many new ship options. Players will be able to customize more of their ship, starting with the midship portion of their modular ships – adding options such as gun ports, rowing banks, armor and more to the broadside sections of your vessel. In future updates there will be more options for other components of the ship, such as new sail types and front and rear castle varieties. There will be additional pre-built ships coming to the game, as well as a larger modular hull class that players can build. Players will have the ability to craft fleets that consist of vessels with different roles in combat and utility. When two enemy fleets clash there should be a variety of ships and tactics at play, each one effective unless properly countered. In the next major update we will see two new ship types – the Mortar Ship and the Turtle Ship. The Mortar Ship will add a long range artillery option to ship combat, while the Turtle Ship is armored up to break through blockades. You will be able to construct and customize these new classes of modular ships as well as the existing types in the shipyard. New BPs will drop in the world to allow the crafting of the railings, midship tiles, and ship types being added. We want Atlas to become known for large, collaborative fleet battles that require the coordination of multiple players and companies. Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  25. Can you please clarify for the Nitrado Unofficial crossplay servers what images need to be JPG or PNG? This SGE does not allow for export of anything other than JPG even when it's selected PNG. Currently Nitrado does not accept any other format then PNG. When speaking with Nitrado they are not sure what formula the servers require to get our maps back up and running. Seems alot of us are left in the dark and it would be very helpful if we could get more information. Thank you kindly
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