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  1. Maybe the devs should work more on adding the features that they had originally promised such as magic, the "Tarot skill tree" first instead of adding in new content? I would much rather see this occur instead of the steampunk content...
  2. Some people may find that these battles as they occur in "Pirates of the Caribbean" were the most common thing in the world in a few centuries ago, who was the mad man who risks his crew, ship and cargo in the middle of the Pacific or Atlantic ocean to sink a ship that did not know if it carried gold or was empty. The real world is not full of islands one neighbor of the other as in Atlas. They had something far more important to worry about, illness, hunger or storms. and I think if a pirate owned a large cannons to put on his ship's deck he would go for as many as possible to win the battle would not think he was cheating some moral code of not making a "shotgun of cannons" in the end he would steal the other ship do not do charity.
  3. Played Astral Atlas server since launch and on their Ark servers for around a year and a half Excellent Admins/Owners , friendly , very active & fair and while problems are rare , when they do occur they are very quick to respond & remedy Events have just started (and was great fun) and if previous experience is anything to go by from their ark server , these will continue to evolve as time goes on to make sure they are fun and well balanced , feedback from players is always considered with long time players and new players opinions treated equally and fairly the slightly boosted rates make solo/small company manageable while not being too excessive Fun/Friendly community which is growing steadily , Great server to play on , come give it a try and see for yourselves
  4. Pressing T whilst on ship, with an AI Crewman on the steering wheel, allows you to whistle to your facing direction and other commands. If I press T it will whistle all follow. Doesn't matter if I use the steering commands or not, everything will follow me. If I disable listen to group commands. They will still all follow me. Crewmen will however remain at thier posts. All tames will suddenly pop onto the top deck and chaos ensues. These commands simply cannot be used during combat, because of these massive flaws in the design. You cannot just go and overlap commands onto the same pinwheel, it does not work. Pinwheel needs a complete rework to put the steering commands onto a different sub menu of the pinwheel, I'd prefer to hit another button to enter Ship only commands, not autopilot.. which should also have it's own structured pinwheel commands, but not with the general whistles. I cannot safely use Lt Podium, Steering wheel, Standing on Deck and issue these commands if there are tames on board. Esp since many tames are not done by me, it could be someone elses hard work I'm killing. And certainly wasting. The follow commands and other general commands also occur with crewmen.. often the very crewman I am ordering, will abandon his post to follow me.. which makes the entire system utterly useless.
  5. I'd just like to add, that its related to demolishing. I noticed that even if I demo something on the other side of the building, something will vanish at random. As long as it's connected, this problem will occur
  6. I would like to see: Sails actually work as they should based on real life physics. 1) As an example, a Square Sail (the speed sail in game) only had an effective angle of about 90% and could only run with the wind at that angle and was why ships with those sails only ran trade winds routes. After running tests with speeds sails at irons and they can still out sail a Triangle Sail (the handling sail in game) there are some changes that really need to occur to bring the sailing into a realm of useful beyond the much quoted "Speed sails are all you need...ever". As it stands, the above statement is not untrue. That should be a big red flag on the development end. 2) All ships in ATLAS are based on displacement hulls. These ships could only go so fast based on water line. Right now the ships go far too fast based on the math used to calculate actual hull speeds. Adjustment of overall speeds and mechanics of each sail type would add to the immersion and diversify ships based on use rather than just slapping speed sails on each and every boat. Mooring Balls on owned islands The ability for anyone to sail up and anchor anyplace they like around an owned island (PvP or PvE) should be limited to the owners choice of locations. This could be solved with a Mooring Ball much like the current Buoy that could be anchored to. PvE is littered with people just spamming boats on owned islands that often block prime anchor points never to be seen again. Another option would be the ability to set a mooring fee at the owner flag that is a charge per hour to anchor your boat on the coastline of an owned island unless you have a mooring ball from the owner.
  7. Of all the random environmental effects, fog is the most obnoxious. It's not fun and it's not a challenge. If you're hunting ghost ships, whales or players and fog hits, the best thing you can do is drop sail and check your various social media sites and maybe The Onion (in fact, I'm typing this while waiting through the third fog in 30 minutes). If you're going from point A to B, you just ignore the fog and travel via map; and if you're looking for something - well, the game has just politely asked you to stop doing that for a while. The only possible use for fog might be as a means of stealth through heavily PvP'd regions. There is a value to that, but good grief, it shouldn't occur literally every 10 minutes. Make it rare, but maybe last all day, and announce it the day before: "Tomorrow will be very foggy!" etc.. That way, the blockade runners can prepare, and the rest of us can spend the day RPing on shore or something.
  8. Ahoy Pathfinders! One week has passed since the launch of our Mega-update 1.5 (ATLAS v100), and what a crazy voyage it’s been! As mentioned in our previous announcement, this update has been one of the largest we’ve ever worked on as a team and we are incredibly proud of the results. The last few days have shown us that these changes have been a step in the right direction to help fulfill ATLAS’ ambition of becoming the ultimate fantasy pirate adventure. Since the patch launched, we have been continuing to iterate daily based on your feedback and reports, and have plenty more being cooked up as we speak. This log will talk about some of the new content you’ll get to experience in our upcoming mega update, our Easter Event, as well as the future of Empires. update on empires and na pve After careful consideration, we have decided that we will be shutting down the Empire network as it has been demonstrated by the players that the Colonies & Settlement system is much more favored. We suspected this to be the case prior to the launch of these servers, but we believe in trying out and testing new systems and want to make the best use of Early Access as we can. The results speak for themselves, so as of tomorrow, Friday the 19th, at 7 PM Eastern the Empire Server will be shut down. This network will be replaced with a North American PvE network using the existing Colonies system. We still believe that there is a place in the game for ambitious PvP players, and we believe that open-ended PvP is a really important and fun part of ATLAS. We want to find a way we can still support those goals whilst still keeping our more controlled and rule-based PvP. The Hoppening This weekend, the ATLAS will be paid a visit by the Magical Easter Bunny! They’ve struck a deal with the Cosmetic Vendor at your local Freeport and will be giving away their specially branded Bunny Ears for a small donation of Easter Eggs! So hop on into the ATLAS this weekend and join the hunt for eggs which are buried in treasure or can be collected from chickens. Before you know it, you too could be standing proud--or at least standing--with your very own Bunny Ears! If ears don’t float your boat, you could always be a scallywag and throw the egg at passers-by, yolking their vision or slowing down wild creatures. Get yolked! The Hoppening Patch Notes (v101) Treasure Chests now include Easter Eggs and Chickens (both wild/tamed) will drop them over time. Easter Eggs can be used to purchase crafts of a Bunny Hat (they stack, so you can purchase multiple crafts and keep them even after the event ends!) Eggs can be thrown at players to cause a post-process ‘yolk’ effect and at wild creatures to slow them down. Easter Bonus: Egg Maturation speed increased by 3x Increase player speed by 10% across-the-board Water Reservoirs now automatically generate water if they are placed on fertile soil. How quickly they generate water depends on the soil type and biome, indicated on the HUD when you place or look at the water reservoir. You can now self-heal with the medkit. How much healing you get is dependent on a new Self-Healing Skill (though you can Heal yourself without the Skill, you'll only get 10% effectiveness) Killing the Krakens now completes the respective Quest for everyone in the combat zone, not just the people who have got all the Power Stones / Essences. (not retroactive) Fixed Treasure Maps sometimes generating stuck into the world geometry (not retroactive) Spikeshot now has a 15-second Defuse timer that begins upon impact. Company limit on PvP server has been increased to 75. Mermaids should now properly target players on ships (they should then sing to lure the players off the ships). Reduced Submarine max weight to 800 Submarines move 33% slower and uses 50% more fuel Submarine is unable to move laterally when overweight/overcrewed, can still move longitudinally. No longer able to place explosive barrel item directly onto the water. Must have them carried and then tossed into the ocean. Increased % scale for Cannon Reload skills, increased from 10 -> 20 -> 30 to 33% -> 66% -> 100% Armour equip timer has been reduced to 5 seconds Melee weapon equip timer has been reduced to 5 seconds Gun equip timer now matches the reload time (when not completing the mini-game or having the special skills, we'll be updating the skills in the future so that they reduce the equip timer). Updated creature breeding biome tags so that creatures can always be bred in biomes they're found in. upcoming patches Over the coming weeks, we’ll be sharing more about our next mega update which we have planned for ATLAS. It’ll be a similar scope to that of the one that launched in April, here’s a little sneak peek at what’s to come! An enormous dungeon found deep in the depths of the polar region. We can see that this was clearly once occupied by pathfinders but now deserted. Rumour has it that they were slaughtered or their fear of a legendary and elusive mythical beast steered them away. We’ve also got a lot more plans for combat, including new weapons! Here’s something we’re working on currently: More islands will soon be emerging their way onto the ATLAS network early this summer, and they’re going to be large and higher quality than ever before! And as always, we’ll be continuing to iterate on your reports and feedback on a regular basis. Since the Mega-Update 1.5 launched, we’ve had over 10 patches fixing bugs, adding in new features, and making adjustments. You can expect that to continue over the coming days, weeks, and months ahead! latest patch notes up to v100.81 - Fixed multiple cases where players would get stuck in structures after reloads, respawns, or fast travels. - Fixed a bug where player flags would be merged into companies if they didn't have a company previously. Creating your own company when you own a flag will still merge the flag, however joining an existing one won't merge over the flag. - Significant improvements for raft sail-mounting control - Possible fix for 'ghost islands' appearing when transitioning between servers - Submarine is now unlocked when defeating the Kraken, regardless if you have collected all the power stones as an individual. - Readjusted (increased) gold dropped from Whales, so that their total reduction was only 17.5% rather than 35%. - Active Settlement wars should now show up on the map for everybody, regardless of team and regardless of how zoomed out you are. v100.7 - Possible fix for tamed Creatures falling through structures on server load/overtime. - Fix for creatures over spawning when wandering out of spawn areas. - Increased structure check on creature spawns to prevent them from spawning inside bases on Lawless servers. May still occur in areas with a large open space, such as a big pen. - Fixed a case where Army of the Damned were being destroyed but did not count towards your objective, therefore made it impossible to dig up certain treasure chests. - Eliminated some D3D hung crashes - Adjusted mythical shipyard crafting requirements so they can be crafted at smithy - Maximum tax on PvP is now 30% - Barshot projectile has had it's range and speed increased so that it's closer to a regular cannon ball - Water Reservoirs now hold 12,000 water and Barrels hold 4,000. - Whale health has been increased by 20% and gold reduced by 35% - Ballista reload time has been increased - Elevators now rise at 3x the rate and can carry 2x more -- may cause some clientside jittering when moving on top of the elevator (known issue that we're working on). - Medkit spoil timer increased to 12 hrs - Increase durability of grappling hook by 2x - Increase earthworm spoil time to 1 hour - Increase the stasis range of Mermaid so they're easier to find - No cooldown on placing cannons in PvE - Reduced creature harvesting for berries - Ramshackle sloop weight capacity has been reduced to 1200 - Raft weight capacity as been increased to 1600 v100.6 - Giraffe now harvests 6x thatch again - Fixed an issue where structure check was allowing players to build when there was no foundational support - Improved bola offset for feeding Elephant and Giraffe - Fixed a bug which allowed you to take items from the trade window of another person in the same company as yourself - Fixed a case where player inputs would 'stick' on sails that they had just unmanned v100.5 New server commandlines: ?SuppressSettlementName=true Suppress the capability to rename settlements except for server admins. ?SuppressJoinNotifications=true Hides all the join/leave notifications on a server regardless of client options. v100.43 - BattlEye update v100.4 - Fixed some issues where characters were able to contest Flags out of range, and where they weren't showing up with the "Flag Range Sonar" action. Also increased the time of the Flag Range Sonar to 30 seconds. - The flag Contesting range has been lowered to 10k for Colonies mode, down from 15k. - Official Servers now have a much lower repopulation prevention radius for resources and creatures (approximately 25% the previous range) v100.33 - Fixed blueprint number-of-crafts-remaining erroneously appearing on engrams - Added a text to craftable item icons indicating how many times it can be crafted based on the resources in the inventory - Adjusted the position of the item icon stat label to not overlap with the quantity label - Doubled the size of the quantity label on the gameplay HUD item crafting indicator to be more readable - Fixed a camera blip when grappling hook attaches in TPV - Fixed the Melee Camera Animations checkbox option to work again v100.31 - Can only select Freeports/Lawless as home servers now on the Official Network - Claim resume timer is now 10 seconds after contesting has ended - Claim contesting requires placing a flag in range of the enemy flag - WALL Lantern resource consumption rate reduced by 75% - Max Tax rate on PvE set to 20%, and is only additive on PvE (doesn't reduce the taxee's resources) - Improved Grappling Hook functionality resulting in better interactions with Floatsom, and when climbing down. - Freeports and Lawless Servers have a unique display icon in the server map grid. and you can check out our entire Patch List since release, here: SHOW 'N' TELL #6 We loved looking over the entries for Show 'n Tell 6 and we're excited to get back into the swing of regular contests so we can check out your creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! WINNERS OTAWA72 We're fans of Otawa's great eye for composition and framing. This one tells a story of a Captain's post as he oversees his vessel being navigated through the shallows. BOSSNDABEAT Damn! This innovative Dynasty Dragon fleet is amazing! Nice work. LEXI_NYX Picturesque landscape, a ship, the blue horizon, smoke trails and...explosions. What more do we need? ENKI ANNUNAKI Enki's Public PvP Arena displays some awesome creativity, building skill and dedication along with community spirit. We appreciate you! Honourable Mentions ARYU But at night I would wander away, away, I would fling on each side my low-flowing locks, And lightly vault from the throne and play With the mermen in and out of the rocks; We would run to and fro, and hide and seek, On the broad sea-wolds in the crimson shells, Whose silvery spikes are nighest the sea. Lord Alfred Tennyson CLETUSREBEL Voyage can be the key to discovery. The golden halo surrounding this ship as she emerges from a deep, watery canyon may signify good fortune for her crew. ELCARLOSPRO Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  9. Ahoy Pathfinders! One week has passed since the launch of our Mega-update 1.5 (ATLAS v100), and what a crazy voyage it’s been! As mentioned in our previous announcement, this update has been one of the largest we’ve ever worked on as a team and we are incredibly proud of the results. The last few days have shown us that these changes have been a step in the right direction to help fulfill ATLAS’ ambition of becoming the ultimate fantasy pirate adventure. Since the patch launched, we have been continuing to iterate daily based on your feedback and reports, and have plenty more being cooked up as we speak. This log will talk about some of the new content you’ll get to experience in our upcoming mega update, our Easter Event, as well as the future of Empires. update on empires and na pve After careful consideration, we have decided that we will be shutting down the Empire network as it has been demonstrated by the players that the Colonies & Settlement system is much more favored. We suspected this to be the case prior to the launch of these servers, but we believe in trying out and testing new systems and want to make the best use of Early Access as we can. The results speak for themselves, so as of tomorrow, Friday the 19th, at 7 PM Eastern the Empire Server will be shut down. This network will be replaced with a North American PvE network using the existing Colonies system. We still believe that there is a place in the game for ambitious PvP players, and we believe that open-ended PvP is a really important and fun part of ATLAS. We want to find a way we can still support those goals whilst still keeping our more controlled and rule-based PvP. The Hoppening This weekend, the ATLAS will be paid a visit by the Magical Easter Bunny! They’ve struck a deal with the Cosmetic Vendor at your local Freeport and will be giving away their specially branded Bunny Ears for a small donation of Easter Eggs! So hop on into the ATLAS this weekend and join the hunt for eggs which are buried in treasure or can be collected from chickens. Before you know it, you too could be standing proud--or at least standing--with your very own Bunny Ears! If ears don’t float your boat, you could always be a scallywag and throw the egg at passers-by, yolking their vision or slowing down wild creatures. Get yolked! The Hoppening Patch Notes (v101) Treasure Chests now include Easter Eggs and Chickens (both wild/tamed) will drop them over time. Easter Eggs can be used to purchase crafts of a Bunny Hat (they stack, so you can purchase multiple crafts and keep them even after the event ends!) Eggs can be thrown at players to cause a post-process ‘yolk’ effect and at wild creatures to slow them down. Easter Bonus: Egg Maturation speed increased by 3x Increase player speed by 10% across-the-board Water Reservoirs now automatically generate water if they are placed on fertile soil. How quickly they generate water depends on the soil type and biome, indicated on the HUD when you place or look at the water reservoir. You can now self-heal with the medkit. How much healing you get is dependent on a new Self-Healing Skill (though you can Heal yourself without the Skill, you'll only get 10% effectiveness) Killing the Krakens now completes the respective Quest for everyone in the combat zone, not just the people who have got all the Power Stones / Essences. (not retroactive) Fixed Treasure Maps sometimes generating stuck into the world geometry (not retroactive) Spikeshot now has a 15-second Defuse timer that begins upon impact. Company limit on PvP server has been increased to 75. Mermaids should now properly target players on ships (they should then sing to lure the players off the ships). Reduced Submarine max weight to 800 Submarines move 33% slower and uses 50% more fuel Submarine is unable to move laterally when overweight/overcrewed, can still move longitudinally. No longer able to place explosive barrel item directly onto the water. Must have them carried and then tossed into the ocean. Increased % scale for Cannon Reload skills, increased from 10 -> 20 -> 30 to 33% -> 66% -> 100% Armour equip timer has been reduced to 5 seconds Melee weapon equip timer has been reduced to 5 seconds Gun equip timer now matches the reload time (when not completing the mini-game or having the special skills, we'll be updating the skills in the future so that they reduce the equip timer). Updated creature breeding biome tags so that creatures can always be bred in biomes they're found in. upcoming patches Over the coming weeks, we’ll be sharing more about our next mega update which we have planned for ATLAS. It’ll be a similar scope to that of the one that launched in April, here’s a little sneak peek at what’s to come! An enormous dungeon found deep in the depths of the polar region. We can see that this was clearly once occupied by pathfinders but now deserted. Rumour has it that they were slaughtered or their fear of a legendary and elusive mythical beast steered them away. We’ve also got a lot more plans for combat, including new weapons! Here’s something we’re working on currently: More islands will soon be emerging their way onto the ATLAS network early this summer, and they’re going to be large and higher quality than ever before! And as always, we’ll be continuing to iterate on your reports and feedback on a regular basis. Since the Mega-Update 1.5 launched, we’ve had over 10 patches fixing bugs, adding in new features, and making adjustments. You can expect that to continue over the coming days, weeks, and months ahead! latest patch notes up to v100.81 - Fixed multiple cases where players would get stuck in structures after reloads, respawns, or fast travels. - Fixed a bug where player flags would be merged into companies if they didn't have a company previously. Creating your own company when you own a flag will still merge the flag, however joining an existing one won't merge over the flag. - Significant improvements for raft sail-mounting control - Possible fix for 'ghost islands' appearing when transitioning between servers - Submarine is now unlocked when defeating the Kraken, regardless if you have collected all the power stones as an individual. - Readjusted (increased) gold dropped from Whales, so that their total reduction was only 17.5% rather than 35%. - Active Settlement wars should now show up on the map for everybody, regardless of team and regardless of how zoomed out you are. v100.7 - Possible fix for tamed Creatures falling through structures on server load/overtime. - Fix for creatures over spawning when wandering out of spawn areas. - Increased structure check on creature spawns to prevent them from spawning inside bases on Lawless servers. May still occur in areas with a large open space, such as a big pen. - Fixed a case where Army of the Damned were being destroyed but did not count towards your objective, therefore made it impossible to dig up certain treasure chests. - Eliminated some D3D hung crashes - Adjusted mythical shipyard crafting requirements so they can be crafted at smithy - Maximum tax on PvP is now 30% - Barshot projectile has had it's range and speed increased so that it's closer to a regular cannon ball - Water Reservoirs now hold 12,000 water and Barrels hold 4,000. - Whale health has been increased by 20% and gold reduced by 35% - Ballista reload time has been increased - Elevators now rise at 3x the rate and can carry 2x more -- may cause some clientside jittering when moving on top of the elevator (known issue that we're working on). - Medkit spoil timer increased to 12 hrs - Increase durability of grappling hook by 2x - Increase earthworm spoil time to 1 hour - Increase the stasis range of Mermaid so they're easier to find - No cooldown on placing cannons in PvE - Reduced creature harvesting for berries - Ramshackle sloop weight capacity has been reduced to 1200 - Raft weight capacity as been increased to 1600 v100.6 - Giraffe now harvests 6x thatch again - Fixed an issue where structure check was allowing players to build when there was no foundational support - Improved bola offset for feeding Elephant and Giraffe - Fixed a bug which allowed you to take items from the trade window of another person in the same company as yourself - Fixed a case where player inputs would 'stick' on sails that they had just unmanned v100.5 New server commandlines: ?SuppressSettlementName=true Suppress the capability to rename settlements except for server admins. ?SuppressJoinNotifications=true Hides all the join/leave notifications on a server regardless of client options. v100.43 - BattlEye update v100.4 - Fixed some issues where characters were able to contest Flags out of range, and where they weren't showing up with the "Flag Range Sonar" action. Also increased the time of the Flag Range Sonar to 30 seconds. - The flag Contesting range has been lowered to 10k for Colonies mode, down from 15k. - Official Servers now have a much lower repopulation prevention radius for resources and creatures (approximately 25% the previous range) v100.33 - Fixed blueprint number-of-crafts-remaining erroneously appearing on engrams - Added a text to craftable item icons indicating how many times it can be crafted based on the resources in the inventory - Adjusted the position of the item icon stat label to not overlap with the quantity label - Doubled the size of the quantity label on the gameplay HUD item crafting indicator to be more readable - Fixed a camera blip when grappling hook attaches in TPV - Fixed the Melee Camera Animations checkbox option to work again v100.31 - Can only select Freeports/Lawless as home servers now on the Official Network - Claim resume timer is now 10 seconds after contesting has ended - Claim contesting requires placing a flag in range of the enemy flag - WALL Lantern resource consumption rate reduced by 75% - Max Tax rate on PvE set to 20%, and is only additive on PvE (doesn't reduce the taxee's resources) - Improved Grappling Hook functionality resulting in better interactions with Floatsom, and when climbing down. - Freeports and Lawless Servers have a unique display icon in the server map grid. and you can check out our entire Patch List since release, here: SHOW 'N' TELL #6 We loved looking over the entries for Show 'n Tell 6 and we're excited to get back into the swing of regular contests so we can check out your creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! WINNERS OTAWA72 We're fans of Otawa's great eye for composition and framing. This one tells a story of a Captain's post as he oversees his vessel being navigated through the shallows. BOSSNDABEAT Damn! This innovative Dynasty Dragon fleet is amazing! Nice work. LEXI_NYX Picturesque landscape, a ship, the blue horizon, smoke trails and...explosions. What more do we need? ENKI ANNUNAKI Enki's Public PvP Arena displays some awesome creativity, building skill and dedication along with community spirit. We appreciate you! Honourable Mentions ARYU But at night I would wander away, away, I would fling on each side my low-flowing locks, And lightly vault from the throne and play With the mermen in and out of the rocks; We would run to and fro, and hide and seek, On the broad sea-wolds in the crimson shells, Whose silvery spikes are nighest the sea. Lord Alfred Tennyson CLETUSREBEL Voyage can be the key to discovery. The golden halo surrounding this ship as she emerges from a deep, watery canyon may signify good fortune for her crew. ELCARLOSPRO Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  10. When harvesting manually or with a tamed animal, there is no info being shown on the left of the screen as usual. A simple fix for this is to enter the animals inv and exit. But it should occur when you start harvesting. Don't know what causes it and it appears to be fairly random, occuring maybe every other time I get onto my elephant for example to gather wood. The ele still gathers the wood tho.
  11. RuPsTeDy

    Game error

    Hello When i play in game sometimes view stop. (4-5 second) mostly occur when i was attack (first seem moment). Mostly i was dead view refreshed . Today when i want to treassure area game give a error massage and game closed . I am angry because my bear and i were dead. I think this problem source bug.
  12. I'm with you on this. Realist can of course say it doesn't look like it is worth it to them - based on what others are saying, but you get out of it what you want. Most of my crew is waiting for the NA PvE server to come up, but I really missed the game while it was down. A few of us are playing on the EU PvE and it is great to play again! We are more of a build and explore type - not a true pirate type as you are, but people can enjoy it their own way! To be more on topic - I have been a gamer since the early days of computer gaming - UO was my first MMO and I have played MANY! I am a little torn regarding the EA thing, but in all honesty, I knew what I was getting in to. I do not feel at all that I was deceived by GS about what they were selling. They said from the get--go that it is a 2 year development process. They said that wipes could and most likely will occur. I honestly believe that the dev team has been listening to complaints and suggestions - the new claim system (like it or not) is evidence that they are willing to change things and try something new. If this wasn't EA, they wouldn't have had the number of players that it really requires to see how these systems will/won't work. Bottom line - I didn't go in to this blind - none of us did.
  13. It's like that. I play with my brother. We running same area, do some business there. Our pathfinders run by each other, we even use same smithy at the same time. And most important - in real life, we sitting next room from each other. So both our computers connected to a single router, and all our signals goes through one single optical cable from our house to wherever it goes. And yet sometimes I play fine, no problems, smooth stable ping 30-40. And my brother have this issue with creepy lags. Or it can be opposite. He plays fine. I play through lags. Two consistent patterns I found. - During the morning - lags never occur. But during evening time - they are always there. - (most important) If I play through the day - all fine. Lags appear ONLY AFTER I log out and then log in. Or after I change server (cross the border). So If I wont go anywhere, and if I wont log out (and game wont crash) - I'll keep experience stable low latency connection. And of course - If I sail through those lags from M3 to L3 for example, I'll see smooth game. If I back - laggy sailing. Today I built my new village in old place and while I was about to finish last houses, my brother went to M3 to deliver some of our stuff to a new place. And guess what? He didn't make it. He just said - sailing with THAT LAGGY server is just dangerous. He managed to get closest island and park there. Next morning he continue his journey... (I had perfect smooth game in my I2 grid and for test purposes I log out and log in several times, to see - if problem is global. So... no problems. No lags at all, even after log in).
  14. They do. But I once experienced problem when my ship suddenly didn't go. And once saw a guy parked in my pier and because of abandoned raft and "S" didn't work for him - he couldn't departure for a while. So that's problem existed before wipe, and occur from time to time. And yeah - I dunno how to cure this... : (
  15. They have made it very clear that we are moving in to PTR and then wipe will occur with the mega update. Many people have chosen not to take part in the PTR. The outrage would be huge if they then revealed the PvE PTR is going to be the live version, even if they made a last minute announcement there will still be people that don't find out about that change, because lets be fair the Devs comms aren't great nor consistent. The whole thing should start fresh, i.e. complete blanket wipe once the PTR is finished. It's got nothing to do with whether it's on the same hardware that the live version will run on, it's about making it fair for everyone.
  16. Lets add random meteor strikes while we're at it. When one hits it creates a huge tsunami that wipes out half of Atlas. I think this should occur as frequently as typhoons did.
  17. I actually think Jat has gotten better over the years, esp on his twittering the logs and reports come out in fairly timely responces as well as update info, much of what we take for granted on ark/atlas forums, doesn't even occur on other forums for other games. I even get banned less by ark than I do anyone else.
  18. Utterly foolproof is a strawman argument. Nobody is asking for that. What's being asked for is a fix for already discovered problems. They have already produced some of those, it would be nice if the new claims system at least acknowledged those problems. If people put up pillars all over your game and you hate it and the players hate it, then you can't possibly design anything that prevents pillars yet because it's still the start and preventing pillars doesn't occur until "development", is that what you're saying? It's almost as if you've discovered a way to avoid learning anything about what's going to happen while arguing with everyone who has taken the time to read about it and given it some thought. In the process, you've managed to disrupt a number of threads where people were coming up with some decent ideas about systems that might actually work. If another such thread starts up, I hope everyone will ignore that and just continue the discussions.
  19. Ahoy Pathfinders! It's your Co-Captain back again with my trusty bag of pistachios and bad Dad jokes (although I'll restrain myself in relation to the latter this once). We’ve prepared a hearty edition of the Captain’s Log to make up for last week’s absence. There is a load of information, updates, and glimpses of what’s to come to share with you! In this Captain’s Log, we will be taking a look at what has been implemented over the past fortnight along with a view of what’s on the horizon for the weeks ahead including some key changes to design aspects of the game. HULL-UP ON THE HORIZON Upcoming ‘Mega’ patch and Current Focus In an earlier Captain’s Log, we announced that we would be making changes to the game which reduce the steepness of the climb necessary to experience some of the later game content. We want to reduce how punishing ATLAS is, especially to solo players and smaller groups, and ensure that those who cannot invest as much time are still able to experience the fun that ATLAS has to offer. We’ve begun that process with our recent minor updates which have incorporated changes to weight, structures, QOL improvements and small tweaks to creatures. However, we recognize that there is still a lot more that needs to change, including revisiting some major design aspects of the game. It is for that reason, we’ll be delaying the February Content update to Mid/Late March so we can include some of these major changes. First of all, we’ll be revamping the Land Claim/Ownership System. We recognize that for a lot of players, land is incredibly difficult to get, and in some cases impossible, unless you’re in a lawless zone or playing with a large group. This is something we’re planning on addressing by introducing some new mechanisms related to land claiming, such as upkeep, as well as some possible limitations which we’ll be able to cover precisely in the next Captain’s Log, as we’re still hashing out the details. The next aspect we’d like to tackle and include in this March update is defense against ‘offline raiding’. This is something that has often been echoed around the community as being a critical problem with the game. Players are unable to enjoy PvP versus one another because the meta encourages/enables offline raiding through how easy and effective it is. Our plan is to introduce game mechanics which will funnel PvP taking place during online hours and the overall objective is to provide players more power and defensive options over their land. These are two major systems that will be receiving attention from our development team over the coming weeks so we can have them ready to launch in tandem with the aforementioned changes in March. We’ll also be including some additional QOL changes, first pass adjustments to the vitamins system, Companies and other aspects of the game based on recent feedback. You can look forward to the specifics of those changes in the next Captain’s Log where we’ll share the full updated patch notes, including the revamp of the Claim System and how we want to deal with the offline raid meta. Public Test Realm As we get closer to the release of this update, we’ll be deploying the changes in advance on a publicly accessible test network before it hits the Official Network. We’ll be iterating based on the feedback and reports you guys make, ensuring that we’re able to deal with any critical concerns prior to the update hitting our live servers. Additionally, we’d also like to use this network for some of our more regular updates too. Most hotfixes will still go through our internal processes before they’re pushed live, but when it comes to the more widespread/impactful changes, whether balance or fixes, we may look to deploy them onto this network for players to experience first hand in a test environment. Please note that these servers won’t be considered ‘stable’, and therefore could be wiped at any given moment. We’ll likely set them up as multiple smaller clusters, and have tweaked rates on them to account for the fact that it won’t be as large of a network, have as many players, and playtime being minimized. ISO Blackwood! Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython. The mega content update to drop in March will also include an alpha release of ISO Blackwood (from the creator of the popular ARK mod, ISO Crystal Isles). This will be a standalone map which players can host on a single server and still experience all that ATLAS has to offer! Creature Feedback Following (or alongside) the upcoming update, we’d like to take a pass at the creatures we’ve currently implemented and are presently seeking feedback related to them! If you’d like to suggest some changes, especially if it’s related to their abilities/perks, then please do so here: Patch Roundup Complete Patch Notes We wanted to tackle concerns players had in regards to QOL along with overall balance and we implemented some key aspects of that in our v18.84 patch. We have made interesting design choices at times and realised it would be good to take a step and back and observe how some of those aspects were playing out on a grand scale. Taking a look at weight in general was a focus and we made some sweeping changes to the weight of all items and resources as well as providing buffs to weight capacity in some specific ways. Balance in relation to defense was also on the agenda, with built structures being given resistance buffs along with some a new defensive mechanism for anchored boats. We'll continue to monitor PvP balance moving forward and make further adjustments as we deem necessary. Creatures were also given some love in an initial pass and, as mentioned elsewhere in this Log, we are currently taking feedback on creatures that we will utilize in tandem with our plans moving forward. General QOL changes also included the Fountain Of Youth (pending a redesign in the future), a respec option, and skillpoints among others. released patch notes up to v18.95 v18.95 - Optimized server spatial octree, which should result in better server performance and reduced stalls. v18.94 - Fixed an issue with NPC's not interacting when stationed. v18.92 - Canvases are now free-paintable - Improved the appearance of storm cyclones vfx v18.9 - Fixed an issue with babies not eating from inventory/troughs when in stasis. - Fixed a bug with Alpha creatures. v18.89 - Fixed an issue with the unstasis/render distance on ships - Optimized performance of various server subsystems. v18.87 - Optimized performance of various server subsystems. v18.84 Weight - Gold coins have had their weight reduced by 50% - The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories) - Weight Sails now provide 20% more bonus weight. - Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater - Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195. - Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14) - Tamed creatures now gain an additional 6% weight per level into weight rather than 4% Creatures & Tames - Elephants and Rhinos now provide a 25% weight reduction to their specialised resources - Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch - Elephant base stamina increased to 390 - Rhino base stamina increased to 190 - Giraffe base stamina increased to 440 - Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave - Tamed creature resistance has been increased by 30% and damage increased by 20% - Bear health has been reduced by 10% - NPC Crew can now be renamed - NPC Crew can no longer be placed on Bear and Horse Carts - Company Tame Limits have been doubled - The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again) - Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only. Structures and Items - Puckle Damage has been increased to 100 base and is 50% more armour piercing - Carbines reload time has been reduced by 10% - Pistol reload time has been reduced by 33% - Blunderbuss reload time has been reduced by 20% - Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed. - Stone Structure SAP crafting requirements changed to fibre. - Wooden Structures resistance to explosive and siege damage types increased by 30% - Stone Structures resistance to explosive and siege damage types increased by 45% - Explosive Barrel change reverted until the redesign - Reverting damage increase and crafting cost decrease to Grenades - Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50% - Oil Jar has been made more difficult to craft - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance QOL - Old Age no longer has a debuff - Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future) - Players can now purchase a respec soup at the Commodity Trader in Freeports - Players now have approximately 20% more skill points per level Bug fixes - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward. - Mortars will no longer be able to shoot at players outside of render distance v18.76 - Fixed a bug where fire AoE would not attach properly to moving boats. v18.74 - Potential fix for some frequent server side crashes. We'll be monitoring with this build v18.73 - Diving Suit will make wild underwater creatures ignore you unless you attack them - Alcohol will no longer spoil - Cooking Recipes spoil time increased to 10 hours - Spoiling time increase bonus on Preserving Bag has been increased - Decreased crafting costs for Grenades by approximately 20% - Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport. - Diving Attachment now has the same health as the Dinghy Hangar - Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore. - Cannister shot range increased by approximately 20% - Cannister shot damage increased by approximately 10% - Spike shot explosion timer is now 30 seconds instead of 20 seconds - Spike shot now reloads approximately 10% quicker - Spike shot range increased by approximately 15% v18.69 - Fixed some server startup crashes - Widened the amount of networking info the server can send to clients - Server optimisations v18.65 - Fixed a bug related to server transitions v18.6 - Crow's Nest peak will no longer block the camera. - When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage. - Dolphins chance to jump has been reduced to 20%. - Client-side option to hide the Gamepedia Wiki button in player inventory. - Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP - On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them. - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources. - Fixed crew on puckle gun taking damage from fire aoe buffs. - When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight. - Gunport crafting and repair costs are now the same as regular planks. - Fixed an exploit which allowed players to place multiple claim flags at once. - Large Cannons now do 30% less damage against Ship planks and Ship decks. v18.58 - Added extra server-side protection to remote inventories to resolve an exploit v18.57 - Company Claim Flags cannot be personally owned anymore. - Server crash fixes v18.55 - Client Side GPU Optimisations - Explosive Barrel Weight now correctly displayed as 60 - Added a direct button to the ATLAS wiki when opening your inventory v18.5 - Server optimisation for structures on boats - Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself Dynamic atlas maps roundup The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your Company’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: French & Ships, The French Monkeys, IVANARMY, ENSLAVED, and Frogues Orientales. Arrivals: Eternal Diamond, CHZ!!**, Kraken, Dark Project Armada, and Stray Cats. Departures: Goulou Goulou, Future, ETERNIA, Bad Company, and Les Spectres. [NA PVP] The Kraken's Maw Held: Dynasty, TPG, CSTG, OwO, The Federation, and No No No. Arrivals: Uganda, SoV, Sons of the Seven, and Team Casualty. Departures: High Seas Booty Bandits, Barry Sails, Destiny and SNC. And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Rum ueber Bord, Future Company (HUN), SouL SanD, Dos Bros$ and SwiftS.RU. Arrivals: Black Hand, Phantasia, M.E.R.C Spirit, and mochi. Departures: Paragon, Woelfe des Rudels, Fenrirs Dogs, and Tacorsair. [NA PVE] The Hydra's Den Held: Scales & Sails, Atlas Shrugged, The Exiles, East India Trading Co, and Sons of Orion. Arrivals: Without Divide, TPG, Lotus, Poets and Pirates, and Darksea Dawgs. Departures: Narcos, Paragon, Dead Men Floating, Plunderers, and CN- adilt supplies. SHOW 'N' TELL#4 We saw an impressive array of submissions in this edition of Show 'n Tell. It's awesome to see all of your creativity and talent. Feast yer eyes on th' best o' th' bunch below! WINNERS CAPTAINOKAMI This beautifully constructed coastal village reminds us of Bora Bora. No attention to detail was spared and this idyllic sanctuary is a testament to its creators' vision and dedication. GINGERBABY This dramatic action shot captured whilst numerous Companies take on their first Kracken kill sums up the large scale aspect of the fight. Congratulations on defeating the Kracken, guys! OTAWA72 What can be said that isn't already caught in this awesome shot? Boom! BRIANEATSZOMBIES Elegant design and tidy composition. Winner winner chicken dinner. BOSSNDABEAT Thematically consistent and an aesthetic delight; we loved this entire build that can't quite be conveyed via a screenshot. HONOURABLE MENTIONS NOOM NOMAD_RAV THE PILGRIM GLOBYTHEOLDPIRATE Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  20. Ahoy Pathfinders! It's your Co-Captain back again with my trusty bag of pistachios and bad Dad jokes (although I'll restrain myself in relation to the latter this once). We’ve prepared a hearty edition of the Captain’s Log to make up for last week’s absence. There is a load of information, updates, and glimpses of what’s to come to share with you! In this Captain’s Log, we will be taking a look at what has been implemented over the past fortnight along with a view of what’s on the horizon for the weeks ahead including some key changes to design aspects of the game. HULL-UP ON THE HORIZON Upcoming ‘Mega’ patch and Current Focus In an earlier Captain’s Log, we announced that we would be making changes to the game which reduce the steepness of the climb necessary to experience some of the later game content. We want to reduce how punishing ATLAS is, especially to solo players and smaller groups, and ensure that those who cannot invest as much time are still able to experience the fun that ATLAS has to offer. We’ve begun that process with our recent minor updates which have incorporated changes to weight, structures, QOL improvements and small tweaks to creatures. However, we recognize that there is still a lot more that needs to change, including revisiting some major design aspects of the game. It is for that reason, we’ll be delaying the February Content update to Mid/Late March so we can include some of these major changes. First of all, we’ll be revamping the Land Claim/Ownership System. We recognize that for a lot of players, land is incredibly difficult to get, and in some cases impossible, unless you’re in a lawless zone or playing with a large group. This is something we’re planning on addressing by introducing some new mechanisms related to land claiming, such as upkeep, as well as some possible limitations which we’ll be able to cover precisely in the next Captain’s Log, as we’re still hashing out the details. The next aspect we’d like to tackle and include in this March update is defense against ‘offline raiding’. This is something that has often been echoed around the community as being a critical problem with the game. Players are unable to enjoy PvP versus one another because the meta encourages/enables offline raiding through how easy and effective it is. Our plan is to introduce game mechanics which will funnel PvP taking place during online hours and the overall objective is to provide players more power and defensive options over their land. These are two major systems that will be receiving attention from our development team over the coming weeks so we can have them ready to launch in tandem with the aforementioned changes in March. We’ll also be including some additional QOL changes, first pass adjustments to the vitamins system, Companies and other aspects of the game based on recent feedback. You can look forward to the specifics of those changes in the next Captain’s Log where we’ll share the full updated patch notes, including the revamp of the Claim System and how we want to deal with the offline raid meta. Public Test Realm As we get closer to the release of this update, we’ll be deploying the changes in advance on a publicly accessible test network before it hits the Official Network. We’ll be iterating based on the feedback and reports you guys make, ensuring that we’re able to deal with any critical concerns prior to the update hitting our live servers. Additionally, we’d also like to use this network for some of our more regular updates too. Most hotfixes will still go through our internal processes before they’re pushed live, but when it comes to the more widespread/impactful changes, whether balance or fixes, we may look to deploy them onto this network for players to experience first hand in a test environment. Please note that these servers won’t be considered ‘stable’, and therefore could be wiped at any given moment. We’ll likely set them up as multiple smaller clusters, and have tweaked rates on them to account for the fact that it won’t be as large of a network, have as many players, and playtime being minimized. ISO Blackwood! Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython. The mega content update to drop in March will also include an alpha release of ISO Blackwood (from the creator of the popular ARK mod, ISO Crystal Isles). This will be a standalone map which players can host on a single server and still experience all that ATLAS has to offer! Creature Feedback Following (or alongside) the upcoming update, we’d like to take a pass at the creatures we’ve currently implemented and are presently seeking feedback related to them! If you’d like to suggest some changes, especially if it’s related to their abilities/perks, then please do so here: Patch Roundup Complete Patch Notes We wanted to tackle concerns players had in regards to QOL along with overall balance and we implemented some key aspects of that in our v18.84 patch. We have made interesting design choices at times and realised it would be good to take a step and back and observe how some of those aspects were playing out on a grand scale. Taking a look at weight in general was a focus and we made some sweeping changes to the weight of all items and resources as well as providing buffs to weight capacity in some specific ways. Balance in relation to defense was also on the agenda, with built structures being given resistance buffs along with some a new defensive mechanism for anchored boats. We'll continue to monitor PvP balance moving forward and make further adjustments as we deem necessary. Creatures were also given some love in an initial pass and, as mentioned elsewhere in this Log, we are currently taking feedback on creatures that we will utilize in tandem with our plans moving forward. General QOL changes also included the Fountain Of Youth (pending a redesign in the future), a respec option, and skillpoints among others. released patch notes up to v18.95 v18.95 - Optimized server spatial octree, which should result in better server performance and reduced stalls. v18.94 - Fixed an issue with NPC's not interacting when stationed. v18.92 - Canvases are now free-paintable - Improved the appearance of storm cyclones vfx v18.9 - Fixed an issue with babies not eating from inventory/troughs when in stasis. - Fixed a bug with Alpha creatures. v18.89 - Fixed an issue with the unstasis/render distance on ships - Optimized performance of various server subsystems. v18.87 - Optimized performance of various server subsystems. v18.84 Weight - Gold coins have had their weight reduced by 50% - The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories) - Weight Sails now provide 20% more bonus weight. - Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater - Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195. - Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14) - Tamed creatures now gain an additional 6% weight per level into weight rather than 4% Creatures & Tames - Elephants and Rhinos now provide a 25% weight reduction to their specialised resources - Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch - Elephant base stamina increased to 390 - Rhino base stamina increased to 190 - Giraffe base stamina increased to 440 - Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave - Tamed creature resistance has been increased by 30% and damage increased by 20% - Bear health has been reduced by 10% - NPC Crew can now be renamed - NPC Crew can no longer be placed on Bear and Horse Carts - Company Tame Limits have been doubled - The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again) - Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only. Structures and Items - Puckle Damage has been increased to 100 base and is 50% more armour piercing - Carbines reload time has been reduced by 10% - Pistol reload time has been reduced by 33% - Blunderbuss reload time has been reduced by 20% - Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed. - Stone Structure SAP crafting requirements changed to fibre. - Wooden Structures resistance to explosive and siege damage types increased by 30% - Stone Structures resistance to explosive and siege damage types increased by 45% - Explosive Barrel change reverted until the redesign - Reverting damage increase and crafting cost decrease to Grenades - Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50% - Oil Jar has been made more difficult to craft - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance QOL - Old Age no longer has a debuff - Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future) - Players can now purchase a respec soup at the Commodity Trader in Freeports - Players now have approximately 20% more skill points per level Bug fixes - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward. - Mortars will no longer be able to shoot at players outside of render distance v18.76 - Fixed a bug where fire AoE would not attach properly to moving boats. v18.74 - Potential fix for some frequent server side crashes. We'll be monitoring with this build v18.73 - Diving Suit will make wild underwater creatures ignore you unless you attack them - Alcohol will no longer spoil - Cooking Recipes spoil time increased to 10 hours - Spoiling time increase bonus on Preserving Bag has been increased - Decreased crafting costs for Grenades by approximately 20% - Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport. - Diving Attachment now has the same health as the Dinghy Hangar - Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore. - Cannister shot range increased by approximately 20% - Cannister shot damage increased by approximately 10% - Spike shot explosion timer is now 30 seconds instead of 20 seconds - Spike shot now reloads approximately 10% quicker - Spike shot range increased by approximately 15% v18.69 - Fixed some server startup crashes - Widened the amount of networking info the server can send to clients - Server optimisations v18.65 - Fixed a bug related to server transitions v18.6 - Crow's Nest peak will no longer block the camera. - When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage. - Dolphins chance to jump has been reduced to 20%. - Client-side option to hide the Gamepedia Wiki button in player inventory. - Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP - On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them. - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources. - Fixed crew on puckle gun taking damage from fire aoe buffs. - When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight. - Gunport crafting and repair costs are now the same as regular planks. - Fixed an exploit which allowed players to place multiple claim flags at once. - Large Cannons now do 30% less damage against Ship planks and Ship decks. v18.58 - Added extra server-side protection to remote inventories to resolve an exploit v18.57 - Company Claim Flags cannot be personally owned anymore. - Server crash fixes v18.55 - Client Side GPU Optimisations - Explosive Barrel Weight now correctly displayed as 60 - Added a direct button to the ATLAS wiki when opening your inventory v18.5 - Server optimisation for structures on boats - Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself Dynamic atlas maps roundup The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your Company’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: French & Ships, The French Monkeys, IVANARMY, ENSLAVED, and Frogues Orientales. Arrivals: Eternal Diamond, CHZ!!**, Kraken, Dark Project Armada, and Stray Cats. Departures: Goulou Goulou, Future, ETERNIA, Bad Company, and Les Spectres. [NA PVP] The Kraken's Maw Held: Dynasty, TPG, CSTG, OwO, The Federation, and No No No. Arrivals: Uganda, SoV, Sons of the Seven, and Team Casualty. Departures: High Seas Booty Bandits, Barry Sails, Destiny and SNC. And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Rum ueber Bord, Future Company (HUN), SouL SanD, Dos Bros$ and SwiftS.RU. Arrivals: Black Hand, Phantasia, M.E.R.C Spirit, and mochi. Departures: Paragon, Woelfe des Rudels, Fenrirs Dogs, and Tacorsair. [NA PVE] The Hydra's Den Held: Scales & Sails, Atlas Shrugged, The Exiles, East India Trading Co, and Sons of Orion. Arrivals: Without Divide, TPG, Lotus, Poets and Pirates, and Darksea Dawgs. Departures: Narcos, Paragon, Dead Men Floating, Plunderers, and CN- adilt supplies. SHOW 'N' TELL#4 We saw an impressive array of submissions in this edition of Show 'n Tell. It's awesome to see all of your creativity and talent. Feast yer eyes on th' best o' th' bunch below! WINNERS CAPTAINOKAMI This beautifully constructed coastal village reminds us of Bora Bora. No attention to detail was spared and this idyllic sanctuary is a testament to its creators' vision and dedication. GINGERBABY This dramatic action shot captured whilst numerous Companies take on their first Kracken kill sums up the large scale aspect of the fight. Congratulations on defeating the Kracken, guys! OTAWA72 What can be said that isn't already caught in this awesome shot? Boom! BRIANEATSZOMBIES Elegant design and tidy composition. Winner winner chicken dinner. BOSSNDABEAT Thematically consistent and an aesthetic delight; we loved this entire build that can't quite be conveyed via a screenshot. HONOURABLE MENTIONS NOOM NOMAD_RAV THE PILGRIM GLOBYTHEOLDPIRATE Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  21. It's an interesting thing this "ark never did wipes" I'm fairly sure when they added the Giga.. many bases were wiped.. in fact, I remember trying to defend many bases from gigas.. before we learned to lure them into the sea and drown em. They also nerfed flight speed, which essentially was a wipe.. they reset several empty servers.. or turned them into something else. Also still a wipe. They did partial wipes with release of snow biome expansion and swamp biome. Yeh they gave notice.. provided maps.. which weren't entirely correct. The fact is.. if a wipe is needed, then a wipe is needed. The reason a wipe is needed in this case, is because of the players. And in many cases it actually sounds like the very players complaining about the wipe, are likely the ones that caused the wipe to occur!
  22. This is an old problem they do not seem to care and this happens to me always The only beds that do not occur are those on the boats.
  23. Only makes sense to close the current server and have everyone test the PTR update. We need to get these new bugs squashed and the more people playing will allow this to occur. I have no use for the current server after the 20th.
  24. While trying to breed some animals using campfires for heat, my computer gets forced to restart immediately upon trying to load in more than 6 fires at once. This issue only seems to occur when the fires are looked at after turning away or around coming from around a corner. Changing any of the settings doesn't seem to help with this issue. To clarify, this is not a game crash to the desktop, but a full computer restart cycle. Version tested on: v21.0 Server, v21.0 Client Computer specs used: Radeon Software Version - 19.3.2 Radeon Software Edition - Adrenalin 2019 Graphics Chipset - Radeon RX 580 Series Memory Size - 8192 MB Memory Type - GDDR5 Core Clock - 1366 MHz Windows Version - Windows 10 (64 bit) System Memory - 16 GB CPU Type - AMD Athlon(tm) X4 760K Quad Core Processor
  25. i mean devs is 2 busy now. our problems isnt matter for them right now. new issues may occur after release major update . then they can add up all accumulated issues in one shithole and slowly begin 2 solve them. they can not interrupt big important develop process because a few player have issues . i can understand this. i have prepared galleon in the shipyard just in case if npc starving to death and ships decay while ill be offline because of my surgery operation in late march. hope they fix our issue before it and my animals will be able to survive my offline period. if not and i cant feed animals right before surgery they probably shall be dead. sry 4 my Eng . not my native lng.
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