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  1. I've got servers that are refusing to start up properly. Just go to ShooterEntry. This only seems to occur if the ServerX=0?ServerY=0 arguments are present in the command line. If I remove them, they start up to the correct map. One of these servers is running Blackwood, so they don't actually need the commands, however the large cluster of servers clearly does. This issue has only started occuring since the most recent update. Does anyone know of a fix?
  2. 1 The announcement on the official xbox club was in February and labeled the 26th not the 24Th. Which should matter 2 a brand new xbox is not an old xbox the top of the line xbox is not a weak xbox. The game is sold on Xbox therefore it should run on xbox. They took my money and according to most posts on this forum i was lied to. The game doesn't play on xbox. So are you telling me fraud has occurred? Why was a post put on the official xbox page for Atlas claiming an update would occur "on the 26th", if no update ever took place
  3. So fairly new player of a couple of weeks. In with one other person who plays older Xbox. If one of us is booted, than the other player is booted shortly after. Taken all the way back to Xbox home screen. When logging back into PVE, loading errors occur as " Player already connected in game"- Time out connection with Host- etc. I love this game, but this is becoming frustrating to the point I am afraid to take my ships out etc for fear I'' get booted and then blown up or sunk.... Any helpful info ??
  4. Diamonds come as swag when trades occur with market. I have not seen the other resources either. I've seen legendary carbines for sale in player shops so I assume someone else found them but I have not. I'll be watching this post as well.
  5. Yeah. That make sense, that's what probably happened because I was right after long sotd fight. I was in the middle of my ship maintenance, when dc occur. So it probably some storms hit my vessel and damaged planks leaked.
  6. In generall, server goes into stasis when its not rendered. Meaning it saves it current state and continue from there when someone is around again. Doing calculations from when it went to sleep up until current date. Everything happened while offline, will occur now when its rendered again. Tames that died in stasis will get reported to died current date too. So now you logged in again and rendered the server (part), the server will caculate the water coming into your ship from a leak, and if it would have sunk like 20 min ago, it will let it sink in the moment you render it. Thats also how the server let you jump to a decayed bed, but when you arrive your whole base is there, bc it decayed only when you rendered it. In your case there are some possibilities as to why your ship sunk. All will most likely happen while someone passed your ship and rendered the server for some time. Also when you DC, your char is still online for 3 minutes, and the server is active therefore. So maybe your char was triggering following events. - Storm ->cyclones ->leak - Sotd ->leak - normal decay ->leak - sailing over a whale -> leak This whole mechanic can be a pain for breeders, bc - meat get spoild first, babies are only allowed to eat afterwards. - tames / babies dont heal in stasis - stuff that dies in stasis dont get propperly reported (no course given) PS: Use tames for farming. A Rhino gets your flint way more easy, but i have to agree that the changes to hand farming are a pain. Eles and giraffes are actually usefull. Plus points for pink tools tho
  7. I'm hoping someone can help me out because I've been at this for two days now. This problem started to occur without any warning or reason, there wasn't a disconnect or anything like that. If anything I think Atlas crashed once. I am unable to rejoin or join any atlas server (or ark server for that matter) no matter what I do. All of the servers are showing a negative player amount. like -149/1 when it should be 1/150 or -9/1 when it should be 1/10 I've already tried: -Connecting to different servers, cant get on official or unofficial -Verifying game files -Uninstall/Reinstalling -Checking for updates -Reset settings to defaults -Reset router/modem -Disabled firewalls/vpns I can't figure out how to fix this and there's virtually nothing about this specific issue on the internet. I tried the moving the loading movies into a backup folder trick, usually reduces load times but no luck for me. I went to delete the recent connected server list cache but because I just did a fresh install there is no cache list of recent servers. I am at an absolute loss and am fiending to play Atlas bad lol Already submitted a ticket but there's no telling when I'll get a response. Any ideas?
  8. Because it will take all day Thursday and Friday to actually apply the update, wipe, and then fix the reliable network overflow issues likely to occur...
  9. @ScarlettSwagger Details Regular Map (Maelstrom) Tundra PvE Breeding Area (Top Floor) 1. Two story (4 walls high) w vaulted ceilings. Top floor was breed area. Also I suggest building it 2-3 foundations above ground level so snakes can't glitch through the wall. Quick and dirty way is to make all inner foundations thatch and wrap it in wood. Stone IS NOT necessary. 2. One tile in from the outer wall I placed wooden doorframes on 3 sides of the 2nd floor. 3. Between the outer wall and inner perimeter doorframes I placed as many campfires as i could fit 4. I left enough room on the entry wall for a preservation bag w ice, a water barrel and large storage box for saddles and various crap. 5. Used a small gate w ramps for entry. Whole breeding area was about 8x6 tiles, maybe? Plus about 8x6 for the conga line outside. 6. I was able to place the stud in the middle w a female on each side and breed 2 at a time. As my stable of female lions grew (~20) I would line them up towards the entry in a conga line and rotate until i got to the first one impregnated. This resulted in ~2 births every 3-5 minutes to give ample sorting time. *** Very Important Bottom Floor *** 1. Raised the floor 2 foundations using foundations in the center, ceiling tiles on the edge and added half stairs. 2. Crawled around and spread ~6 campfires AROUND THE CENTER DIRECTLY UNDER the mating area. I usually only needed the center 4 or so. Leave space to crawl between to light them and refill. 3. When built correctly the campfires from the bottom floor will be ~touching the bottom of the second floor. In real life it would burn down , but, in Atlas the heat from the campfires underneath radiates safely to the 2nd floor breeding area. Few pro tips A. However much raw meat you think you'll need, triple it. B. Park Bears away from the feeding troughs or they'll eat the meat for the maturing lions. C. Lots of ice and preserving bags D. I used salted meat in the feed troughs since it lasts 8 times longer than raw. E. If your doing this for resale most buyers will want tigers for the swipe and bleed. F. Don't freak out about the hot and cold icons above the new borns, just check their HPs, usually they'll be fine when you get practice. At night the temperature drops so I would often get cold icons but they rarely lost more than 2HPs out of 35 and immediately healed when the temperature returned to normal. G. Once I had my litter sorted i drug them to the corner and usually operated w 4 1st floor campfires and ~7 2nd story fires. H. Don't forget to disable wandering, follow, actiivate ignore group whistles and set them to passive. I. Occasionally, in addition to all the aforementioned campfires, I had to use ~8 torches on a switch, placed on the doorframes, to get breeding to occur. Cold front maybe? Final thing, this system is 2+months old. Good luck.
  10. Its really sad to see you guys go in this direction and neglecting a core component of your game. PvE does not only provide content to do for the pve server, it provides content for the pvp players as well. It gives incentive to go out into the world, it creates oppourtunity for players to encounter each other and the potential for conflict to occur. You say you want players to create stories as they live in Atlas, yet by neglecting new enviornmental content you reduce these stories into only "we went out hunting and killed some noobz". This becomes stale and eventually boring.
  11. 28 - Glitching after long sailing. If I play for a long time with no log outs, and if I sail alot all this time, then after I cross some glitches start to occur. Sometimes I see this: Sometimes all moving parts double themselves. I have like double doors, double cannons, etc. My ship wont allow me to move anywhere, do all rubber stuff. Sometimes my crew disabbear, or sail loosing painting and goes white. It's all cured by re load the game. 29 - Server message behind sextant buff. And I just wanna remind you of this issue.
  12. Never utilized the Ramming Galley or this new ship, but, theres some obvious suggestions based on the commentary.. Patch kits should correlate to repair skill tree and repair hammer, meaning, the further a player specs into repair and/ or the better hammer they have then SOME VARIATION of the following should occur.. a. The patch kit heals even faster - (reduces heal time from 3 seconds to 2) then (2 to 1) etc.. b. The patch kit heals for more - (increases from 1k to 2k) then (2k to 4k) etc.. a & b.1. Be careful on these suggestions as multiple repair personnel may result in overpowered repair capability. c. More patch kits can be utilized per repair - (from 1 to 2) then (2 to 4) etc. c.1. Be careful on this suggestion as players may inadvertently burn through the kits. ** I'm sure this is already in the pipeline and I apologize if I'm stealing your thunder ** To everyone complaining about the modular concept, seriously think about it.. The legacy ship building system is ALREADY MODULAR BY DEFINITION. Skeleton + gold + X number of planks, decks, ceiling panels, walls etc. yeilds a ship... They're mostly square pieces.... Giant pain in the ass running around repairing 100s of pieces + cannons + sails, at sea INSTEAD of partaking in the battle.. Seriously, give me a show of hands if ya wanna be the repair bitch while I do the sailing, shooting and callouts..
  13. 2/10/21 8PM PST- We are aware of some server issues with the latest update and are actively working on a fix. We appreciate your patience as we troubleshoot this incident. 2/11/21 1AM PST - The fix for the servers has been released and after a couple hours of careful monitoring we have determined the servers are operating normally. Thank you again for your patience and understanding. Ahoy Pathfinders! A new ship will be sailing into harbor with the new patch. The “Majestic Kraken” will be available from the ship salesman, it's a streamlined vessel that not only looks deadly but packs quite the punch if she gets her tentacles on you. That's because she's touting 24 cannons that provide 50% more damage. The Kraken will be similar to the previous Ramming Galley, with custom ship compartment load outs and repairable via the Patch Kit. So gather up your doubloons and release the… you know the rest. In other highlights of the patch, along with a few more bug fixes, we've also taken another pass at the glider suit so you can sail the skies, for a reasonable amount of time. You get a blueprint, you get a blueprint, you get a blueprint... You guessed it, blueprint drops will be doubling and counts required are going down. So, go get your craft on. Lastly, accordion music will wake creatures up faster after being tranquilized. Lederhosen and polka dancing are not required, but it couldn't hurt. Community Surveys Last patch, we asked our fellow pathfinders to take part in a community survey that would help the Atlas team gain better insight on the wants and needs of our community. Needless to say, we were overwhelmed by your participation and feedback and will be taking a lot of it into consideration. We would like to genuinely thank all who participated. To continue this series of engagement, we will have another community survey in the near future, this one will address recent concerns around ship construction and customization. We look forward to hearing more of your input and appreciate your support. Released Patch Notes v522.3 New Ship: The Majestic Kraken The Ship Salesman's inventory is expanding! His latest offering, the Majestic Kraken, features two rows of Gunports armed with 150% damage Cannons. Cost: 22,000 Gold, 75 Dried Squid Tentacles Weapons: 24 Standard Cannons (150% Damage) Max Level: 60 Sail Points: 6.0 Repair Resource: Patch Kit Accordion Playing the Accordion in Free Play Mode quickly reduces the torpidity of nearby wild creatures, allowing them to wake up much faster after being tranquilized The radius of effect can be increased by unlocking the Inspiring Music skills in the Music and Dance tree Armored Docks Quality Blueprints for Small and Large Armored Docks have been added to loot drops These have two stats: Durability (Total Health) and Effectiveness (Damage Resistance) Decreased stack size from 100 to 1 Blueprints Increased the drop rate of Blueprints about double across all sources Blueprints for Sails, Cannons, Planks, Decks, and Gunports now have much lower craft counts Updated how quality is derived on Cannons Quality is determined primarily based on Damage Percent Durability contributes to quality at a much lower ratio Stat values rolled are unchanged (same values should be generated, but quality of BP may be different) Glider Suit Added a Stamina Drain Debuff Max Pitch is now limited by stamina. At low stamina the glider can only go down Camera Angle has been altered downward Bug Fix: Dive functionality via the run button has now been fully removed Harvesting Stone Harvesting nodes in the the remaining regions have been rebalanced to match the Copper Regions changed last patch Iron is the most common metal now, and may be found in rocks Other metals are no longer found in stone but may still be mined from metal nodes Geodes may now drop from rock in all areas. Using a Geode will destroy it and may give some limestone, rock salt, and/or a small amount of different gems and crystals. Geodes may only be gathered by hand or with Tames, not with the Quarry or Farmhouse Bug Fix: An icon for the Geode has been added Ships Patch Kit repair time reduced from 5 to 3 seconds Projectiles fired from Cannons in Gunports no longer explode if they hit the water's surface immediately after firing Enlarged Gunports on the upper level of the Ramming Galley's front castle to prevent clipping Bug Fix: Cannons in Gunports now correctly deal damage when ships are near one another Bug Fix: Ship components can be demolished after crossing grids Bug Fix: Resolved issue where all of the Ramming Galley's components were sometimes marked as Demolished Bug Fix: Ship wake effects are now positioned correctly for the Ramming Galley Tames and Creatures Added Enable/Disable Breeding option to tame command wheel Breeding must be enabled to allow creatures to mate Wandering is no longer required for mating Following must still be disabled for mating Unconscious or dead Horses and Bears can now be dragged Bug Fix: A tamed Dolphin's rider now always receives the Dolphin Intellect buff when jumping Bug Fix: Tamed Dolphins are now always able to jump after crossing grids Bug Fix: Removed option to move NPCs onto Cargo Saddles Trade Increased the Warehouse inventory cap to 120 stacks Trades of the same resources may no longer occur (e.g. iron for iron) Bug Fix: Agate (Flint) added to the Market so it may now be traded Bug Fix: Resources tradeable in the Market should all now be able to be placed in the Warehouse Misc Tranq Arrow torpor damage increased by 50% Sea Fort walls no longer give resources when demolished Updated the drop tables of a few sea creatures to give more stuff Bug Fix: The Seed Vendor's inventory is now accessible in Single Player Bug Fix: Resolved issue where some Warehouses and Markets would cause crashes Known Issues Cannon wheels clip through the floor on the Majestic Kraken's lowermost deck Painting has not been implemented for the Ramming Galley and Majestic Kraken and attempting to do so will result in some cosmetic errors. 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
  14. 2/10/21 8PM PST- We are aware of some server issues with the latest update and are actively working on a fix. We appreciate your patience as we troubleshoot this incident. 2/11/21 1AM PST - The fix for the servers has been released and after a couple hours of careful monitoring we have determined the servers are operating normally. Thank you again for your patience and understanding. Ahoy Pathfinders! A new ship will be sailing into harbor with the new patch. The “Majestic Kraken” will be available from the ship salesman, it's a streamlined vessel that not only looks deadly but packs quite the punch if she gets her tentacles on you. That's because she's touting 24 cannons that provide 50% more damage. The Kraken will be similar to the previous Ramming Galley, with custom ship compartment load outs and repairable via the Patch Kit. So gather up your doubloons and release the… you know the rest. In other highlights of the patch, along with a few more bug fixes, we've also taken another pass at the glider suit so you can sail the skies, for a reasonable amount of time. You get a blueprint, you get a blueprint, you get a blueprint... You guessed it, blueprint drops will be doubling and counts required are going down. So, go get your craft on. Lastly, accordion music will wake creatures up faster after being tranquilized. Lederhosen and polka dancing are not required, but it couldn't hurt. Community Surveys Last patch, we asked our fellow pathfinders to take part in a community survey that would help the Atlas team gain better insight on the wants and needs of our community. Needless to say, we were overwhelmed by your participation and feedback and will be taking a lot of it into consideration. We would like to genuinely thank all who participated. To continue this series of engagement, we will have another community survey in the near future, this one will address recent concerns around ship construction and customization. We look forward to hearing more of your input and appreciate your support. Released Patch Notes v522.3 New Ship: The Majestic Kraken The Ship Salesman's inventory is expanding! His latest offering, the Majestic Kraken, features two rows of Gunports armed with 150% damage Cannons. Cost: 22,000 Gold, 75 Dried Squid Tentacles Weapons: 24 Standard Cannons (150% Damage) Max Level: 60 Sail Points: 6.0 Repair Resource: Patch Kit Accordion Playing the Accordion in Free Play Mode quickly reduces the torpidity of nearby wild creatures, allowing them to wake up much faster after being tranquilized The radius of effect can be increased by unlocking the Inspiring Music skills in the Music and Dance tree Armored Docks Quality Blueprints for Small and Large Armored Docks have been added to loot drops These have two stats: Durability (Total Health) and Effectiveness (Damage Resistance) Decreased stack size from 100 to 1 Blueprints Increased the drop rate of Blueprints about double across all sources Blueprints for Sails, Cannons, Planks, Decks, and Gunports now have much lower craft counts Updated how quality is derived on Cannons Quality is determined primarily based on Damage Percent Durability contributes to quality at a much lower ratio Stat values rolled are unchanged (same values should be generated, but quality of BP may be different) Glider Suit Added a Stamina Drain Debuff Max Pitch is now limited by stamina. At low stamina the glider can only go down Camera Angle has been altered downward Bug Fix: Dive functionality via the run button has now been fully removed Harvesting Stone Harvesting nodes in the the remaining regions have been rebalanced to match the Copper Regions changed last patch Iron is the most common metal now, and may be found in rocks Other metals are no longer found in stone but may still be mined from metal nodes Geodes may now drop from rock in all areas. Using a Geode will destroy it and may give some limestone, rock salt, and/or a small amount of different gems and crystals. Geodes may only be gathered by hand or with Tames, not with the Quarry or Farmhouse Bug Fix: An icon for the Geode has been added Ships Patch Kit repair time reduced from 5 to 3 seconds Projectiles fired from Cannons in Gunports no longer explode if they hit the water's surface immediately after firing Enlarged Gunports on the upper level of the Ramming Galley's front castle to prevent clipping Bug Fix: Cannons in Gunports now correctly deal damage when ships are near one another Bug Fix: Ship components can be demolished after crossing grids Bug Fix: Resolved issue where all of the Ramming Galley's components were sometimes marked as Demolished Bug Fix: Ship wake effects are now positioned correctly for the Ramming Galley Tames and Creatures Added Enable/Disable Breeding option to tame command wheel Breeding must be enabled to allow creatures to mate Wandering is no longer required for mating Following must still be disabled for mating Unconscious or dead Horses and Bears can now be dragged Bug Fix: A tamed Dolphin's rider now always receives the Dolphin Intellect buff when jumping Bug Fix: Tamed Dolphins are now always able to jump after crossing grids Bug Fix: Removed option to move NPCs onto Cargo Saddles Trade Increased the Warehouse inventory cap to 120 stacks Trades of the same resources may no longer occur (e.g. iron for iron) Bug Fix: Agate (Flint) added to the Market so it may now be traded Bug Fix: Resources tradeable in the Market should all now be able to be placed in the Warehouse Misc Tranq Arrow torpor damage increased by 50% Sea Fort walls no longer give resources when demolished Updated the drop tables of a few sea creatures to give more stuff Bug Fix: The Seed Vendor's inventory is now accessible in Single Player Bug Fix: Resolved issue where some Warehouses and Markets would cause crashes Known Issues Cannon wheels clip through the floor on the Majestic Kraken's lowermost deck Painting has not been implemented for the Ramming Galley and Majestic Kraken and attempting to do so will result in some cosmetic errors. 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. First off thank you @Chucksteak for inquiring about my "idea" and secondly thank you for acknowledging that I've been quite dedicated to this games development process for a while now. First off a statement of intent is in order. Definitions if you will. My desire is to be asked to join the development team as a consultant. To assist them in focusing their attention on the correct details, motivating the staff and regaining the respect of the players. A guiding hand if you will.. With this goal in mind I have done the following... 1. I have offered tons of free advice as an act of good faith and to ingraciate myself with players. In various threads I've also added to the advice already being given or offered alternative solutions. Assisted new players with troubleshooting. Verified bugs and reported them using the link here in the threads. Having been ignored completely by the developers and often not receiving feedback from the one-off new player asking the question I've stopped doing that. Apparently GS would rather let threads go unanswered and pay MULTIPLE people to run Discord, Facebook and Twitters business' for them.. No updated beginning guide. No moderator providing even the simplest of answers... Basically I stopped working for free. 2. I've given the developers plenty of free ideas, once again, as a show of good faith. a. Flintlocks and rifles should double as a club when empty (simply press power hit/ block buttons) b. We have a "beast mastery" tree. Some people love the tames. Other people feel they're OP and dislike them. I proposed a "beast-slayer" or "big-game hunter" spec as a counter balance. Simply put, being, specced into it would provide increased damage versus animals balancing the scales... c. Discussed the "exponential growth" dilemma on PvE regarding tames AND the monumental time investment that restricts casual players ability to partake. Offered a multi prong solution.. Simply put we "age" in this game, animals should also. Furthermore the "wandering to mate" system should be replaced with a random (RNG based) "in heat" system. Miscarriages, infertility and mate rejection should also occur. Then the associated time sink could be adjusted. d. Proposed that the "achievements" system be adjusted. If I defeat the Kraken for example let ME choose MY reward. The generic name I used was "Boss Points". Maybe I want a sub or maybe I want torpedos. Also let it be respecced. e. Recently proposed that the trade system be implemented in a different manner. Trade should COST money, not create it. Also the absolutely terrible UI should be changed to function more like a stock market. Offer your goods up and let people fill the order or pass. Let them shop and bid. f. Passive income should be provided via gold (and SILVER) bullion deposits scattered high and low around the map. Attach a widget with an NPC and gold gets deposited. Let us players have generic little taverns, bakeries, tailors and even brothels in our little settlements to generate passive income. We both know this list could go on... and on... Now, please remember, these are the ideas I've given FOR FREE. As a show of good faith. If that doesn't wet the appetite for my most SIGNIFICANT idea, well (speaking to @Gortok and the dev team) too fucking bad. It may be copyrightable. Pretty sure its novel and I KNOW its worth millions. No more free shit. I'm taking that idea with me, or, they pay me for it. This post is too long already, besides, @Chucksteak i know their lights are on, but, I don't know if anyones home. Understand now my friend?
  16. The webs backbone and bottlenecks and portals of the internet superhighway are getting the most ultimate of ultimate stress tests. Yeah, must be a cyber attack hack or maybe even *dramatic music* espionage. All those news stories about cyber attacks, and if you arent mistaken verified hacks and yeah sabotaging things must occur, you are so smart.
  17. @Ms Eddie yea thats what i was vaguely referring to with the vote options "GS or 3rd party screwed up porting process" & the "other" option.Obviously you expressed it much better Also to further validate your point this is definitely the time of year when the webs backbone and bottlenecks get the ultimate stress test w all the gift giving, new releases, and people on holiday.. @eeeceee A. There were news stories circulating in mainstream about a cyber attack.. B. If I'm not mistaken there have been verified hacks earlier in the development of this game, no? C. Sabotage - are you asserting that people never sabotage things?.. That espionage doesn't occur?... Thank YOU for the laugh @eeeceee
  18. Same here PVE G8 official. It was happening before wipe, btw. That period when devs were missing for like months, same glitch occur old servers.
  19. Ranger1k

    Patch V519.5

    @Enki Anunnaki This is their flagship website. Social interaction is supposed to occur here. If you don't agree w that then we'll have to respectfully agree to disagree
  20. @DocHolliday If he's associated w any of the sales staff of the companies involved i dunno if prison would occur but possibly criminal charges and a penalty, and i don't mean Subway.
  21. I was stating that 1 per company BY ITSELF will not solve the problem. So... Actually we're pretty much in agreement. The exclusion radius needs to be lowered again (or eliminated) and the functions should probably combined, atleast farmhouse with WH (possibly the market also) with the resource collection radius expanded. This COULD reduce the desire for companies to block out other WHs... Although in PvP WH blocking/destruction will still occur under the current system to reduce FOBs appearing on a companies island.
  22. Ahoy Pathfinders! We want to start off by expressing our gratitude to the community throughout the launch of the Trade System. As we sail along the development journey, some seas may be rougher than others, but we are still making progress and we would like to extend our thanks to the community for their patience in joining us on this ride. Although we had to consequently disable Trades last week while we worked on a solution, we will be enabling them again with tonight’s patch. Patch 515.17 is scheduled for tonight, 11/18 at 7:00 PM PST. Harvest Rates will also be returning to normal. EDIT 11/18 as of 11:30 PM PT: We are working on the Trade Functionality and ping spike issues related to Markets. Trades are not working at this time. We hope to have a fix by the end of the week with Trades enabled again soon. If anything changes, we will let you guys know. Thank you! EDIT 11/18 9:00 PT: Note to Private Servers: Private Server Admins may need to run the following command to clear Market Logs and get the Trade Routes running again: cheat CleanMarketLogs 0 Further Developing the Trade System The ATLAS Trade System is an ambitious undertaking that we want to make into one of the core pillars of ATLAS gameplay. Even with the initial iteration of Trade Functionality introduced, it is still very early in the development phase. We are continuing to develop the system in a step-by-step process. Early Access gives us the unique opportunity to roll out the system in phases to see how it performs live, allowing us to also make changes and improvements based on community feedback. It is to be expected that while the Trade System is still in its early development phases, we may have to regularly enable/disable Trading as required to fix any bugs that may occur - although we will do our best to minimize this possibility. For players wondering if this means we will have to perform a wipe, the last wipe was necessary for us to clear any withstanding issues from a previous implementation of the Sea Forts. The Trade System was implemented in a way so that we can disable/enable Trade Functionality server side without requiring a client update or a wipe. With that being said, depending on the issue and how it affects gameplay, sometimes it can be necessary. Trade Shipments will remain virtual for the time being until the system is more stable, and testing on the tangible NPC Shipments continues. Survivability As a survival sandbox, the gameplay surrounding the risk of losing your stuff is part of the appeal. However, there is a balance to it and we recognize the need to introduce some elements to help with survivability. One of the first things we’ll be introducing are Armored Docks, as seen in the preview image, to protect your hard earned ships! With tonight’s update, players will be able to build the first one - the Large Armored Dock, which can be found in the Seamanship Tree under the Expert Shipwright skill. For 1200 Alloy, 1800 Fiber, 6000 Stone, 2000 Thatch, and 2500 Wood and a daily upkeep cost, players will be able to build a Large Armored Dock to park and protect their ship in this 300,000 hp Armored Structure. At this time, the Large Armored Dock can protect all ships. However, this large version is intended to store Brigs and Galleons, with smaller version(s) to come out later. The long term goal is that larger ships will need a lot more support than smaller ships. Please know that this is still the Alpha version of the Armored Dock. Future Patches will see bug fixes, balance changes, and more polish to the Armored Docks. We are not quite there yet, but with further balance and changes, we hope to see this as one of the first of many changes that will also help solo Pirates and Small Companies. Community Feedback We would like to thank the Community again for their continued feedback and support throughout the ATLAS development journey. The reintroduction of Explosive Barrels was meant to bring back an old mechanic and create a space and balance for it. We have spent a lot of time observing the gameplay surrounding it and we have been paying attention to your feedback. While we are still going to be introducing changes with Barrel gameplay in mind, we do hear you! In 515.17, Explosive Barrels can no longer be fired from Cannons or Large Cannons. We have also added an 80 Gold cost for crafting Explosive Barrels. Thank you to the Community for your part in helping us to shape and define ATLAS gameplay. Released Patch Notes V515.7 New Structure: Armored Dock The Armored Dock is a structure built in shallow water to dock a ship inside of. It must be destroyed before the ship can be damaged. This Alpha version of the Armored Dock is still in progress and not fully functional! Be warned! Smaller Armored Docks are coming in future patches along with bug fixes, balance changes, and polish. Added Large Armored Dock to the Seamanship Tree under the Expert Shipwright skill Has 300,000 health and is an Armored Structure, giving it increased resistance to explosive damage Costs 500 Gold upkeep per day (This will be reduced to 150 gold in the next patch) Explosive Barrels Explosive Barrels can no longer be fired from Cannons or Large Cannons (may still be fired from Catapults) Added 80 Gold cost for crafting Explosive Barrels Sea Forts Duplicated some flag interactions onto the Sea Fort Tax Bank Fixed some stuck interactions with the Sea Fort Tax Bank Structures Increased resistance to explosive damage by 40% for Large Stone Walls, Large Stone Gateways, and Large Stone Gates Weight of placed Catapults increased from 120 to 150 Trade Log Fixed issues where Trade Log incorrectly reflects what was sent and received Fixed an issue where sender and receiver were swapped in Trade Log Added resources received from Trade Events to Trade Log Fixed some scrolling issues with Trade Log Trade Shipments Fixed an issue where resources were received twice from one trade Fixed multiple issues where incorrect amounts of resources were received Fixed multiple issues with Shipments getting stuck, eventually causing performance issues Fixed the amount of Income (Gold) generated by Trade routes. It should now correctly reflect the route's length Updated some virtual shipment server settings Market Markets must now be within 22m of a Warehouse to connect Fixed an issue where Markets and Warehouses could not connect Fixed some issues where editing Trade Offers would create mismatched information between the server and the client and break those offers Added new Trade Route statuses to replace PENDING: SENT: Trade Route requests you have made that are pending RECEIVED: Trade Route requests other Markets have made to you Cleaned up some Market interface interactions Misc Removed XP reward from all Golden Age Army of the Damned Soldiers Added 10 second cooldown to gliding after crossing server borders 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
  23. Ahoy Pathfinders! We want to start off by expressing our gratitude to the community throughout the launch of the Trade System. As we sail along the development journey, some seas may be rougher than others, but we are still making progress and we would like to extend our thanks to the community for their patience in joining us on this ride. Although we had to consequently disable Trades last week while we worked on a solution, we will be enabling them again with tonight’s patch. Patch 515.17 is scheduled for tonight, 11/18 at 7:00 PM PST. Harvest Rates will also be returning to normal. EDIT 11/18 as of 11:30 PM PT: We are working on the Trade Functionality and ping spike issues related to Markets. Trades are not working at this time. We hope to have a fix by the end of the week with Trades enabled again soon. If anything changes, we will let you guys know. Thank you! EDIT 11/18 9:00 PT: Note to Private Servers: Private Server Admins may need to run the following command to clear Market Logs and get the Trade Routes running again: cheat CleanMarketLogs 0 Further Developing the Trade System The ATLAS Trade System is an ambitious undertaking that we want to make into one of the core pillars of ATLAS gameplay. Even with the initial iteration of Trade Functionality introduced, it is still very early in the development phase. We are continuing to develop the system in a step-by-step process. Early Access gives us the unique opportunity to roll out the system in phases to see how it performs live, allowing us to also make changes and improvements based on community feedback. It is to be expected that while the Trade System is still in its early development phases, we may have to regularly enable/disable Trading as required to fix any bugs that may occur - although we will do our best to minimize this possibility. For players wondering if this means we will have to perform a wipe, the last wipe was necessary for us to clear any withstanding issues from a previous implementation of the Sea Forts. The Trade System was implemented in a way so that we can disable/enable Trade Functionality server side without requiring a client update or a wipe. With that being said, depending on the issue and how it affects gameplay, sometimes it can be necessary. Trade Shipments will remain virtual for the time being until the system is more stable, and testing on the tangible NPC Shipments continues. Survivability As a survival sandbox, the gameplay surrounding the risk of losing your stuff is part of the appeal. However, there is a balance to it and we recognize the need to introduce some elements to help with survivability. One of the first things we’ll be introducing are Armored Docks, as seen in the preview image, to protect your hard earned ships! With tonight’s update, players will be able to build the first one - the Large Armored Dock, which can be found in the Seamanship Tree under the Expert Shipwright skill. For 1200 Alloy, 1800 Fiber, 6000 Stone, 2000 Thatch, and 2500 Wood and a daily upkeep cost, players will be able to build a Large Armored Dock to park and protect their ship in this 300,000 hp Armored Structure. At this time, the Large Armored Dock can protect all ships. However, this large version is intended to store Brigs and Galleons, with smaller version(s) to come out later. The long term goal is that larger ships will need a lot more support than smaller ships. Please know that this is still the Alpha version of the Armored Dock. Future Patches will see bug fixes, balance changes, and more polish to the Armored Docks. We are not quite there yet, but with further balance and changes, we hope to see this as one of the first of many changes that will also help solo Pirates and Small Companies. Community Feedback We would like to thank the Community again for their continued feedback and support throughout the ATLAS development journey. The reintroduction of Explosive Barrels was meant to bring back an old mechanic and create a space and balance for it. We have spent a lot of time observing the gameplay surrounding it and we have been paying attention to your feedback. While we are still going to be introducing changes with Barrel gameplay in mind, we do hear you! In 515.17, Explosive Barrels can no longer be fired from Cannons or Large Cannons. We have also added an 80 Gold cost for crafting Explosive Barrels. Thank you to the Community for your part in helping us to shape and define ATLAS gameplay. Released Patch Notes V515.7 New Structure: Armored Dock The Armored Dock is a structure built in shallow water to dock a ship inside of. It must be destroyed before the ship can be damaged. This Alpha version of the Armored Dock is still in progress and not fully functional! Be warned! Smaller Armored Docks are coming in future patches along with bug fixes, balance changes, and polish. Added Large Armored Dock to the Seamanship Tree under the Expert Shipwright skill Has 300,000 health and is an Armored Structure, giving it increased resistance to explosive damage Costs 500 Gold upkeep per day (This will be reduced to 150 gold in the next patch) Explosive Barrels Explosive Barrels can no longer be fired from Cannons or Large Cannons (may still be fired from Catapults) Added 80 Gold cost for crafting Explosive Barrels Sea Forts Duplicated some flag interactions onto the Sea Fort Tax Bank Fixed some stuck interactions with the Sea Fort Tax Bank Structures Increased resistance to explosive damage by 40% for Large Stone Walls, Large Stone Gateways, and Large Stone Gates Weight of placed Catapults increased from 120 to 150 Trade Log Fixed issues where Trade Log incorrectly reflects what was sent and received Fixed an issue where sender and receiver were swapped in Trade Log Added resources received from Trade Events to Trade Log Fixed some scrolling issues with Trade Log Trade Shipments Fixed an issue where resources were received twice from one trade Fixed multiple issues where incorrect amounts of resources were received Fixed multiple issues with Shipments getting stuck, eventually causing performance issues Fixed the amount of Income (Gold) generated by Trade routes. It should now correctly reflect the route's length Updated some virtual shipment server settings Market Markets must now be within 22m of a Warehouse to connect Fixed an issue where Markets and Warehouses could not connect Fixed some issues where editing Trade Offers would create mismatched information between the server and the client and break those offers Added new Trade Route statuses to replace PENDING: SENT: Trade Route requests you have made that are pending RECEIVED: Trade Route requests other Markets have made to you Cleaned up some Market interface interactions Misc Removed XP reward from all Golden Age Army of the Damned Soldiers Added 10 second cooldown to gliding after crossing server borders 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
  24. 11-13 UPDATE: We will be temporarily disabling Trade while we continue to investigate a solution for the Server Issues related to Markets and Trading. If you continue to see performance or server related issues, please report them to us in the Server Outage form here: https://docs.google.com/forms/d/e/1FAIpQLSdhAG84VvDhPBurAY8p4JLUhQfAmhjg42UR6o5zQTuzlqD6NQ/viewform We apologize for the inconvenience and thank you for your patience. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ahoy Pathfinders! Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates for one week, starting today! Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion: All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate. Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade. Shaping Gameplay and Progression With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships. There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough. What's left for 2020? Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit. The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system. Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion. In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. Released Patch Notes v514.3 Trade Connected trade routes will now automatically trade between each other Every few minutes a Market will look for a potential trade Prioritizes Trade Routes in order Prioritizes Trade Offers in order When both Markets in a Trade Route have compatible Offers, a Trade is initiated Example: - Market A and B have a Trade Route - Market A offers 1 Lightwood for every 2.0 Thatch - Market B offers 1 Root for everying 0.4 Wood - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch - If both Warehouses have enough resources, the shipment is created. Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse. Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch) Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This gives Markets increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratanoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Sea Forts added to D8 Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu Sea Fort structures no longer respawn when an enemy is nearby Ships Increased Gold cost for crafting ships Schooner: 50 Gold → 5,000 Gold Brigantine: 250 Gold → 25,000 Gold Galleon: 500 Gold → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size Known Issues If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there Resources awarded by Trade Events may not be delivered or logged correctly Trade Log may incorrectly state which resource types are sent and received Trade Route income should be multiplied by the Trade Route's distance Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel No feedback is given when a Market doesn't have a valid Warehouse to connect to 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 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
  25. 11-13 UPDATE: We will be temporarily disabling Trade while we continue to investigate a solution for the Server Issues related to Markets and Trading. If you continue to see performance or server related issues, please report them to us in the Server Outage form here: https://docs.google.com/forms/d/e/1FAIpQLSdhAG84VvDhPBurAY8p4JLUhQfAmhjg42UR6o5zQTuzlqD6NQ/viewform We apologize for the inconvenience and thank you for your patience. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ahoy Pathfinders! Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates for one week, starting today! Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion: All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate. Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade. Shaping Gameplay and Progression With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships. There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough. What's left for 2020? Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit. The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system. Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion. In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. Released Patch Notes v514.3 Trade Connected trade routes will now automatically trade between each other Every few minutes a Market will look for a potential trade Prioritizes Trade Routes in order Prioritizes Trade Offers in order When both Markets in a Trade Route have compatible Offers, a Trade is initiated Example: - Market A and B have a Trade Route - Market A offers 1 Lightwood for every 2.0 Thatch - Market B offers 1 Root for everying 0.4 Wood - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch - If both Warehouses have enough resources, the shipment is created. Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse. Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch) Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This gives Markets increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratanoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Sea Forts added to D8 Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu Sea Fort structures no longer respawn when an enemy is nearby Ships Increased Gold cost for crafting ships Schooner: 50 Gold → 5,000 Gold Brigantine: 250 Gold → 25,000 Gold Galleon: 500 Gold → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size Known Issues If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there Resources awarded by Trade Events may not be delivered or logged correctly Trade Log may incorrectly state which resource types are sent and received Trade Route income should be multiplied by the Trade Route's distance Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel No feedback is given when a Market doesn't have a valid Warehouse to connect to 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 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
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