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Found 993 results

  1. TBH just combine the warehouse and farmhouse into 1 building. It collects all resources available on that island. Adjust collection rate so its not mega OP. Otherwise you will just have the same spam everywhere. People will still achieve the same results but wont require having 10 farmhouses going in different resources hot spots. It will mean less island clutter and more equality as each company will be able to utilize it. Instead of 1 or 2 companies that have covered the island blocking everyone else placing them. Make it one per company per island like the Silo. Job Done.
  2. Everything will work on the new consoles, as long as they don't require Kinect.
  3. First of all Thanks for taking up the burden of fixing this game. Many of us are aware of the hurdles you're facing. But just as many are not. Please don't take all the non-constructive criticisms as a personal slight, most of us appreciate the work you've done. Some (hopefully) constructive feedback Sea Forts Tower The biggest remark I have on the fort model is the fact that it looks like a structure that would topple over easily. Perhaps remove the lower section, or make it wider, so it doesn't look like it would topple over in a storm Floor level I would also recommend adding a wall around the whole structure, that way the floor will look more in-place on the rock. Trade system I love the idea of a trading system, but please make the world map a bit more sensible again. Surely it's possible to balance a world with somewhat realistic biomes (hot at equator, cold at poles)? Ships & gold Please don't make shipyard ships cost gold unless gold can realistically be gotten by smaller companies. Make shipyards require a paid crew in order to build the bigger ship frames. While this doesn't do anything mechanically, the gold cost would make more sense and the world would feel a bit more alive. Wipes I'm glad you decided that wipes aren't a major issue during an early-access phase. This is what testing is for after all. People seem to forget that the game isn't released yet. Again, big thanks to all staff working on Atlas, not just the devs. The transparant communication is appreciated!
  4. I just read the upcoming "Patch Preview" notes and wanted to comment on the following notes: "Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold " I believe there is a current balance flaw in the early game where Pathfinders do not have easy access to earning their first bits of gold. And I think this patch note will only make it worse. Right now, there's only two ways (that I know of) that a new player can get their first gold on a Freeport island without having to leave the grid. Those two ways are digging with a shovel for gold, or fishing with a fishing rod for fish. Both activities require a lot of other actions to take place. First you to need to level up to be able to craft a smithy and a fishing rod plus chair or shovel. Then you need to place the smithy, but you cannot place structures on freeports, so you have to collect resources to give to the harbormaster to buy a ship to be able to even place the smithy in the first place. Most people will opt for the ramshackle sloop, and right from the beginning you are wanting 10g to even begin to properly man your sloop not including gold for keeping your crew. If you chose the shovel route, you will break your shovel multiple times trying to scrap together enough gold to hire a crew. If you chose the fishing route, after you have placed your chair on your ship because you cannot place it anywhere else to fish on freeports, you then will need to find bait to put on the fishing rod. In which case, you will have to hope you were smart enough to land on a freeport with sugars, or have to go and craft a shovel anyways, just to dig up some worms to go fish with. And during this whole time while you are trying to get 10g to hire a crew, your ship is decaying in the harbor. Of course you could always sail your sloop without a crew outside the freeport to grab some flotsam and then come back and buy your crew, and I suspect most veteran players do this. But I want to highlight the point that the current game flow to earning your first gold is not intuitive, and most definitely not new player friendly. Removing gold from digging and fishing only makes it worse in my opinion. I ask that you reconsider removing gold from these activities, or better yet, come up with a better and more logical flow for new players to start making money in their first hours of play. Finally, I am concerned about the last sentence in the patch preview note, "The trade system will become the way to earn gold." With the development team increasing the importance of gold to gameplay (which I very much support), I wonder how players who do not wish to, or cannot participate in the trade system are supposed to earn gold? I completely understand if you're looking for ways to prevent gold farming, however, there still needs to exist multiple alternative avenues to getting some gold when you have no one to trade with, or all trade routes are blocked.
  5. If pigs had diarrhea then they would have to balance farming to the point that pigs would be required to farm. Just like until harvesting needs a bear. Unlike Ark they are moving away from tames being required with things such as the warehouse/windmill. So if they are to improve farming I would expect them to do it in a way that does not require the only feasible way to do it is a pig with a loose gut. Then tames became vestigial and the only reason to tame will be to tame.
  6. Hi everyone, because there are and always will be players who prefer to play solo or in small tribe, here is an idea that could be simple to implement and would rebalance the pvp. Why not limit alliances to the total number of players in the alliance. Let's say 50 players. A big guild of 50 would not be able to make an alliance. A guild of 10 to join with 4 other guilds of 10 players. 50 solo players could ally themselves... Obviously it would require some serious management of the number of players per guild, but it could balance the pvp. Don't hesitate to put a like if you like the idea so that the devs look at the post ;) Good game
  7. Each map have it's own level. Right now you basically can easily do all maps around lvl-3 or less with your weapons. Also as far as this damned solders now got swivel cannons damage back, you probably can just surround their spawn position by walls, put there a balcony with guns and shoot them. But I never try this out. Anyway. If you do it without walls, all higher level maps require a tame. Till lvl-12 - just good tamed bear is fine. Higher one - required either few people with bears, or, if you wanna do it solo - a tiger with bleed attack and GROG or any other alcohol that reduce incoming damage. The only issue you should keep in mind. Damned solders need to swing their weapon. They do it near you. If they not swing for like 10 seconds - they buried underground and then rise up full health. So the strategy with tiger is simple. You hit bleed attack, knocking solders back. Then you allow some of them get close to you and swing their weapon. You can either hit them while they swing weapon so they knock back and miss (unsafe way), or just move backward. In this case - they'll miss. Anyway, for best survival - you should take almost all in "Beast mastery tree" especially lvl-3 nature cry and touch. You basically choose one army solder at time and allow him to swing, and at the same time dodge all solders. If you catch a lot of damage - don't hesitate to kite damned solders, and wait till Nature touch CD is finished. And yeah. One more thing. Sometimes the maps leads you to treasure location in top of really high cliffs. You can't reach there with tames, so you have only 2 options. To build ladders chain (and it can be really high), or just throw map away and go for another one. (Or maybe try this wall and swivel options, but I'm not sure how it does work).
  8. WTF? Did they seriously do this - the whole point of warehouses was get rid of the cargo train but to make them require manual fuel they made it so they do not collect their fuel unlike windmills that do? Thatch and Wood is most needed for repair and build resources yet they are not including them in warehouses? So you still need to go to the damn windmill to get the wood and thatch even though the invisible NPC already went there to get the other resources? They misread my enhancement request for all infinite stack storage which includes ship boxes. What I wanted was click gets one stack rather than one item, wheres T still gets all you can carry.
  9. IMO the warehouses are an epic fail, and the farmhouses need to be fixed immediately! 1. The warehouses are way too large of a building 2. Warehouses can only be placed along the shores, so many of the farmhouses can’t be harvested by the warehouses 3. There is such a huge radius between allowed warehouses (no matter who owns them) that only 1-5 farmhouses will be possible per island. This is already causing major conflict between settlers and owners. 4. Warehouses don’t collect any wood or thatch from the farmhouses, but they need wood and thatch to run on. This means they require so much maintenance that they really don’t give much benefit. I’m just fine with getting the resources from my farmhouses as it’s less time consuming. 5. Warehouses should be a smaller building and act similar to crew resource silos – one per company per island , and no radius restrictions to other warehouses 6. The change to the farmhouses where you can only withdraw one stack at a time needs to be reversed immediately!!!!!! I used to be able to empty my farmhouses quickly, but now it takes forever. Quite frankly it might even be faster to go back to the old way and collect resources with animals!!! This is a change that would make me consider quitting the game. Devs, you may want to consider getting a small focus group of players and running prospective changes by them to get their opinions. Any one of the players could have written what I did above as 90%+ feel the same way, and you could avoid major disappointments to players by doing this. I’ll volunteer to be the first member of the focus group.
  10. The problem now is - the weather MUST be a CORE aspect of the sailing game. And yet it was made the most simple way. And it doesn't affect AI ships. I just copy-paste my thoughts of sailing aspect: I would change the wind so It would just blow same direction for a while (and by "while" I mean at least 24 ingame hours). Then it randomly rotates for some angle (clockwise or counter) and blow new direction for a while again. Most of the time wind is around average, provide me FULL SPEED. Occasionally it goes to strong hurricane state and this requires me to lower my sails and turn to it's direction to prevent ship and ragging damage. Occasionally it goes to calm state and all hidden flotsam appear on the water surface. Now to the challenges. Weather should be divided in to two types. Warm in equatorial, tropic and desert areas. Cold in temperate, tundra and polar zones. Warm weather brings: rains, thunder, storms whit tornadoes or hail, dust storms and fog. Rain - make ship heavier, it loses some speed and maneuverability. Thunders - slight chance that lighting strikes masts, causing ragging damage. Storm brings deadly tornado or hail. Storm is not global, it just wide dangerous zone in the ocean, and players goal is to avoid or escape one by all cost. Sail into tornado will cause sever damage to ship or either destroy it. Hail do moderate damage to sails. Fog lowers visibility to all ships (NPCs ones also) when it's calm. Dust storm lowers visibility when it's strong wind. Cold weather brings snowfall, ice rain, blizzard, white mist. Snowfall just makes ship heavier. Ice rain makes it even heavier, and deck became slippery. Blizzard - is local spot to avoid because it cause moderate damage to ship and sails. White Mist is bright sparky show fog appears during sunny day. Lower visibility. Oh, and about visibility itself. I would cancel unlimited visibility and make so it always changes around average values. So islands would appear as we getting close to them and lighthouses actually guide us (for that I would make freeport and homeland lighthouses different color or brightness). Beside weather, player also should deal with ocean. There are randomly generated dangers in there. Warm zones provides migrating seaweed zones and reefs with rocks out of the water. Seaweeds dramatically lower ship speed, and if player wont escape in time full sails along wind direction may require to escape. Rocks and reefs are deadly. Hitting one will fully take out planks HP. Cold zones provides drifting icebergs. Hitting one is also dangerous. Both cold and warm zones also randomly generate jet streams (make ship turns and damage planks if angle is too big) and funnels (tries to capture ship in it's center - require full sail along the wind and along rotation direction to escape). Everything above affect all ships. Player's ship, NPC's ship, damned ships etc. Also because there are less water around, and islands closer to each other - sailing through the center of grid will require some maneuvers between island (something like that now in Polar and it's fun to sail through). And tasty one. Each danger that player face, and each activity player actually do in the ocean, gives special reward points to the ship. If player pass seaweed zone - he gets "seaweed point". If he avoid iceberg - he get "iceberg point" there. If he gather flotsam - he get "flotsam points" etc. After gathering enough points player can choice special tittle for the ship. After gathering more points, player get special skill for the ship. After gathering points for the third time - special figure head for ship became available to craft. For example if I avoid a lot of seaweed zones, I can add to my ship name a tittle: "Unstoppable". If I continue to pass seaweed zones I'll open a skill for ship that lower my speed penalty in seaweed zones by half. After I pass many more seaweed zones - I'll get... let's say "mermaid" figure head blueprint for my ship. Getting there should take a while, to make all those achievements valuable. Figure head might also have some bonus stats. For balance stuff player should be able to choice just one danger bonuses and either be able to change em in repair dock or be unable to change them at all : )) Maybe survive inside the most deadliest situation (like actual tornado) - give player some really unique and valuable reward. In PVP ships with those skills might suddenly get an advantage if battle occur near dangers. And yeah. Some nice addition would be, if next weather would be predictable. - Scarlet red sunset-sunrise - before windy weather. - st. Elmo's flares - before thunderstorm etc.
  11. People can still use the animals to get resources yes but they are not needed. If you do use animals still it won't be long until until it creeps into your head saying why am I doing this, everyone else isn't. PvE needs more content more than ever if they are going down this automation route. In PvP it is not so bad as you are hunting other players but PvE it just gives you less to do. They said they are breaking away PvE into something else, we still haven't heard what that is. It wouldn't surprise me if PvE is merged with PvP next season I've seen very little content over the years. How hard is it to put quite alot of cosmetics in the game like weapons and clothing. To me it seems like they struggle to understand coding. If they are struggling on the game engine then I would much prefer them to start on another but they won't do that will they, not when they find it convenient to transfer code from Ark. When released they wanted 40k players playing, first day was madness lots of players everywhere now lucky to see any. The game could have had more than 40k players had they done things right and not pissed everyone off but that would require good devs which this game doesn't have.
  12. What they should be doing is looking at how other games do it, quests maybe sail to location or drop off a shipment of supplies etc. More content to as a group which includes a group finder so you can always do them when others are looking to do it. Auctionhouse or market across all servers but this would require alot more content to be added. At the pace they are going I have no hope for the game. If there was a real pirate MMO game I'd happily pay a subscription every month but there isn't any. You have 0% chance of these people making the game anywhere near what we all thought it was going to be. Just have to enjoy it how it is. They've binned 2 road maps already I think, that should tell you everything, no direction.
  13. I think the warehouse is indeed for your dock base to have automated transport. The graphical design is not something for attaching to a windmill, it looks more like a dockyard structure. They will attach in a network hub sense is my thinking. You can put a shipbox on your windmill now to get infinite storage, I do not see them making another building just to automate that, because as you noted they could have just made the windmill have infinite storage. Which leads to the only reason for warehouse is to get rid of your beast transport. They really should require sailors to run these things, but then they would need to beef them up so that they are not paperdolls.
  14. I really need thatch and wood and fiber but find myself unable to place a farmhouse that only gathers that, even very carefully picking out a sandy spot with nothing but palms and ferns and trees, no rocks no bushes no berries. I come back and find it stopped because of metal, flint, stone. If it is not possible to actually limit the harvest to the area because it uses an island spawn table, at least let us drop the stuff we do not want into a spam folder so it stops picking it up. I can pave the island with stone blocks at this rate! Also can the farmhouse actually clear the harvested circle so that you can see its radius for placing the nearby one? And do they really need to be free - all you need is a wood or thatch to start the fire? At least station a sailor there and let them glean what they eat and pay the same wage you would if they was near the crew silo. But then that would require crew that could actually be useful for defending themselves rather than being nerfed to the ground, such that a fresh freeport crew cannot even punch or spear a lvl1 chicken.
  15. Sounds good! About the structure limit on ships. I can just say it again, there are way to many parts needed to simply fill decks or build walls and ladders. Add 2x2, 3x3, 4x4, 1x2, 1x3, 1x4 deck parts and 1x2, 1x3, 1x4 walls and make ladders one piece. You will be able to build the exact same ship with alot less parts and take alot load of the server and allow better ships to be build within the same structure limit. Also works for bases and can be done with foundations as well to not require so many single parts that create unneccessary load for the servers. You dont even need new parts for this just merge the 1x1 parts together to form the bigger ones. Or create a dynamical system that gives us a switch build/merge mode and lets us place identical items that are merged together with the existing one multiplying the health corresponding and creating a larger part where we can add more parts as we see fit. Keep up the good work, looking forward to the new ships and sea content
  16. @Nacona Definitely do able in a small company within a few hours. Have the group farm a bunch of keys, split em and have 1 boat run 1 way, the other the other way and bed hop between the two when they arrive. Its all about being properly setup/equiped (and yes with common weapons). On topic: The XP removal is disappointing becuase theres no real reason to rerun these fights now. Want levels, its map grind map grind and more map grinding. Yeti and kraken should reward xp, just not near the numbers they were and v2 should reward higher xp than v1. But who knows, maybe they will make levels only impact skill points, and set everyone to a single base of stats. (But that would require making make BPs useful with better stats than now..)
  17. I think they just have lack of resources and try to do maximum things with minimum costs : ) But really they should somehow increase their resources, because game require ALOT of changes, improvements and new staff.
  18. Alright HERE IS THE PROBLEM. Farmhouse require "to be placed on a floor". But correct me if I wrong - foundations are blocking resources spam!
  19. Ahoy Pathfinders! We find ourselves on the cusp of a new frontier as the crew begins rolling in new and exciting changes and content! As mentioned previously - the first of these new features, Farmhouses, are here! Let’s dive in and get a little in-depth about the update! Farmhouses Available under the Construction & Mercantilism Esotery of Building, players can construct both Wood & Stone Farmhouses in the Smithy. Farmhouses will require at least one thatch or wood unit for fuel to start gathering resources from nearby nodes, and as long as there are thatch and wood nodes within the area, the farmhouse will continue to fuel itself. Talk about efficiency! Players will be able to determine the farming radius based off of the light blue sphere during placement. Any resource with at least one node within the radius will be collected. Additional Details: Structures built within the Farmhouse radius will reduce the farming efficiency The Farmhouse has 30 slots in its inventory Resources collected in the Farmhouse inventory will stack up to 10,000 units When collecting resources, they will be distributed within the player inventory at the normal stack size Farmhouse caps at 8000 weight and will stop auto-farming when reaching this point Stone Farmhouse gathers slightly faster and is more difficult to destroy Farmhouses may not be placed within 12,000 units of another Farmhouse. While it will still be faster to manually farm for resources when you need something right away, a Farmhouse is sure to be a necessity in the long term. Be sure to take care of your farmhouse, other pathfinders may be eyeing to pillage it! It can be hard to tell when some resources go missing because you have such a large stockpile up for grabs. Ships for Gold Last week we also announced that Buying Ships for Gold would be coming in this update. However, the tides have changed our course! We heard feedback from the community regarding Buying Ships for Gold, and it spurned our creative juices. We’ll be holding on to this to make it into a more comprehensive feature! It’ll be well worth the wait, mateys! Changes As we mentioned last week, all players above level 80 will be reduced to level 80 in response to a leveling abuse. This was not a decision that we made lightly and we greatly considered community feedback on this matter. After the crew considered all options and looked into what was possible within the current infrastructure of ATLAS, we decided this would be the best course of action. The level cap will remain 120, so Pathfinders can pick back up and get right back into their journey. Although this may also affect some righteous Pathfinders who were able to level up far, we felt that this was in the best interest for the health of the game. We sincerely apologize for any inconvenience and greatly appreciate your patience and understanding. We will be improving our processes moving forward and are committed to making sure that ATLAS is a fun and fair experience for all. With the Farmhouses, we have included a few balance adjustments and tackled a tricky fix as well. We’re making some adjustments to the Army of the Damned Treasure Guards in an effort to make certain content more accessible for all styles of pirating! The difficulty will remain the same, but the reduced mob size should make the encounter more manageable for solo Pathfinders and smaller crews. See the complete change log for v407.2 in the patch notes section below! Patch Notes v407.2 Farmhouse Added Farmhouse and Stone Farmhouse to the Esotery of Building Skill Requires Smithy to Craft Initial Balance pass on gather speed, radius, cost to build, max weight, fuel cost, etc Army of the Damned Treasure Guards Reduced number of guards spawned per wave to three Modified type of guards spawned Abominable Snowman Encounter Removed XP reward Explosive Barrel Fixed duplication bug Player XP Rollback Any characters over level 80 have been rolled back to level 80 Torpedo Increased damage by 50% 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! We find ourselves on the cusp of a new frontier as the crew begins rolling in new and exciting changes and content! As mentioned previously - the first of these new features, Farmhouses, are here! Let’s dive in and get a little in-depth about the update! Farmhouses Available under the Construction & Mercantilism Esotery of Building, players can construct both Wood & Stone Farmhouses in the Smithy. Farmhouses will require at least one thatch or wood unit for fuel to start gathering resources from nearby nodes, and as long as there are thatch and wood nodes within the area, the farmhouse will continue to fuel itself. Talk about efficiency! Players will be able to determine the farming radius based off of the light blue sphere during placement. Any resource with at least one node within the radius will be collected. Additional Details: Structures built within the Farmhouse radius will reduce the farming efficiency The Farmhouse has 30 slots in its inventory Resources collected in the Farmhouse inventory will stack up to 10,000 units When collecting resources, they will be distributed within the player inventory at the normal stack size Farmhouse caps at 8000 weight and will stop auto-farming when reaching this point Stone Farmhouse gathers slightly faster and is more difficult to destroy Farmhouses may not be placed within 12,000 units of another Farmhouse. While it will still be faster to manually farm for resources when you need something right away, a Farmhouse is sure to be a necessity in the long term. Be sure to take care of your farmhouse, other pathfinders may be eyeing to pillage it! It can be hard to tell when some resources go missing because you have such a large stockpile up for grabs. Ships for Gold Last week we also announced that Buying Ships for Gold would be coming in this update. However, the tides have changed our course! We heard feedback from the community regarding Buying Ships for Gold, and it spurned our creative juices. We’ll be holding on to this to make it into a more comprehensive feature! It’ll be well worth the wait, mateys! Changes As we mentioned last week, all players above level 80 will be reduced to level 80 in response to a leveling abuse. This was not a decision that we made lightly and we greatly considered community feedback on this matter. After the crew considered all options and looked into what was possible within the current infrastructure of ATLAS, we decided this would be the best course of action. The level cap will remain 120, so Pathfinders can pick back up and get right back into their journey. Although this may also affect some righteous Pathfinders who were able to level up far, we felt that this was in the best interest for the health of the game. We sincerely apologize for any inconvenience and greatly appreciate your patience and understanding. We will be improving our processes moving forward and are committed to making sure that ATLAS is a fun and fair experience for all. With the Farmhouses, we have included a few balance adjustments and tackled a tricky fix as well. We’re making some adjustments to the Army of the Damned Treasure Guards in an effort to make certain content more accessible for all styles of pirating! The difficulty will remain the same, but the reduced mob size should make the encounter more manageable for solo Pathfinders and smaller crews. See the complete change log for v407.2 in the patch notes section below! Patch Notes v407.2 Farmhouse Added Farmhouse and Stone Farmhouse to the Esotery of Building Skill Requires Smithy to Craft Initial Balance pass on gather speed, radius, cost to build, max weight, fuel cost, etc Army of the Damned Treasure Guards Reduced number of guards spawned per wave to three Modified type of guards spawned Abominable Snowman Encounter Removed XP reward Explosive Barrel Fixed duplication bug Player XP Rollback Any characters over level 80 have been rolled back to level 80 Torpedo Increased damage by 50% 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. Alt tab and use Google.translate.com Ive had several conversations in other languages with relatively few issues. Its not hard, but does require some effort (god forbid)
  22. How is breeding a timesink? You mate, you wait, you feed for one hour, you harvest your crop plots from time to time. Then you imprint for 1 min every 8 hours. For x elephants per batch thats like 1-2 hour time investment in total, this is spread out ofc. Meat eaters require more time inverstment, most shoulder pets too. The worsed are cats, but thats it.
  23. Yea if it causes surrounding resources to vanish that could be bad depending on the gather rates, methods and whether or not ownership of #s of farmhouses is capped. A. May still work though if it can only farm a limited type of resources, specified by the owner. Maybe set it to lumber for an hour or a day, then change it to metal for a period etc... I'd be surprised if it just desolated every resource within range endlessly. Could also require gold upkeep to keep it running to limit the destruction, theoretically. If its expensive to operate then the desolation might only last an hour or 2 B. Seems smarter, to me atleast, to have it kind of magically attract the surrounding resources into storage w/out actually affecting them. This would be better for several reasons 1 People travel to get rare resources and it would be a bummer to arrive only to find your c**k-blocked by an auto harvester 2 Less stress on the back end (server) having to generate, render and destroy over and over. Simply adding certain resources into its inventory at a specified time & rate would require less processing I'd think 3 As @George Catcher said, it wouldn't be visually appealing If they want the person owning it to be able to monopolize the resource(s) as some type of method to encourage trade i guess A would be the choice. I suspect B will be the solution and thats what the players would want.
  24. Ah... yes. As I back to SqOTD's hunting, few more updates from me: 09 - To color crew clothes. I know most of players don't do that, but I always create an armor for all my crew, and even more. I PAINT IT in to the color of ship, they gonna be on duty. I do love when all looks good: But here is the problem. It's like I hired 10 cannon-guys, I created 10 pieces of each part of armor, and then... you just imagine. - I went shop. - I bought 90 navy dyes. 90 peel orange dyes, 70 golden dyes. - AND THEN I APPLIED ALL THOSE 250 DYES to clothes ONE BY ONE! And there is no hotkeys - I LMB part of clothes, LMB to dye I need, LMB "apply" button. Repeat 250 times! I see the solution with "design" button. Same as we paint flags. Before I create thing - I color it, and then put in tannery not just a hide and fibers, but also dyes. It will save a lot of time for players like me. 10 - Damned ships loot. With current situation - I feel sad about loot from damned ship. Because we have squads each battle require alot of maneuvering and sailing! And after it's done - I have to find somehow, in the clear empty ocean, between flotsam - my loot, which is look the same as regular flotsam: You never guess - what is my reward, and what is just regular treasure chests. Today I engaged 8 damned ship at once, and after I end them, it took me an eternity to gather what's left of them. And I didn't find one of my loot chests. The solution I see is to light the loot somehow. For example, the same light pillar as we have above our corpses. I really would LOVE to see that. I keep loosing loot, and it's a shame.
  25. Hello! I really like ATLAS so far, so I'm reporting these bugs in hopes that they will be fixed and the game will reach its beautiful potential. If the list form is not helpful to the developers, as the content is varied, I will submit them as needed of course :) - Pirate Camp In two cases, the last pirate in a pirate camp spawned underground and I had to use the ghost command to kill him. After a pirate camp is conquered, the game does not transfer but duplicate the camp's structures, so that the winner's company takes one set of structures, and the defeated pirates keep another, one atop the other. This also forbids building in the area, as it is "too close to enemy foundation". Location: NorthWest pirate camp in Nottingbour Island, G3. Longitude: 17.58, Latitude: 48.86 Health bars of damage do not appear on enemies manning cannons. - Creative Mode After turning creative mode on and then off, the player keeps all skills unlocked even after a relog. They can be respec'ed though. In creative mode, crafting stations like the smithy won't craft their blueprints unless the needed resources are provided. The blueprints that require a crafting station are not provided in the player's inventory crafting screen during creative mode. - Grappling Hook While hanging from a hook's rope against a mountain side, the collision of the character to the surface is twitchy. - Ladder When ladders are placed one upon another, the character starts climbing the bottom one and jumps off before they attach to the top one. That only seems to happen with ladders belonging to other companies. I hope it helps :)
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