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  1. A 30-45 sec timer where you are not attacked after crossing a zone would be ideal. Many fleets end up getting kitted to the edge of a zone naturally so having a grace period where you are not a target would be nice. My close call came on my brig after entering a golden age ruin zone and was flanked by two red galleys and a mixture of red and yellow brigs and schooners. I took HEAVY fire from the galleys and lost about 1/3 of my ceilings on my deck and countless hand rails and misc pieces. Luckily the ceiling my steering wheel was on held in there with a few hundred life and I ended up not loosing but 1 or 2 planks somehow. Although overall damage was massive but spread out just enough that I escaped to sail another day.
  2. Ye - the berrys are also a problem. If you have a vitamine-system, at least make it so you can actually gather all 4 vitamins on all the servers. It doesnt need to be easy gatherable. It is ok that a vitamine as example can only come from eggs. But they need to be available on the islands themself in a form. The ingots are an absolute killer-argument if the missing ressource is something heavy. Just allone our harbour with all the towers needed so many ingots, it would not have been viable to have to sail two servers to get them. To the airship-topic: the moment airships are reality I am out. The flyers allrdy ruined PvP in ARK so much they had to nerf them into oblivion. Flying in any form will completly ruin the game.
  3. There would be enough Islands - but to many Islands are simply not viable. Instead of adding more Island they should rather take the time and balance the Islands and Servers. All those Islands without any Owner - they have huge flaws. Sometimes you see ppl claim them, and within a few days they leave again caus it's simply not viable. - To many Islands & Servers lack basic ressources (I am not talking about Arctic Islands here - I talk about Islands that are as example Equatorial, but for some weird reason they just forgot to add some spaws. There can be as example on a Server an Island that has all ressources like the others on the Server, but for some reason not a single metal-spawn). There are also Islands with small lakes in the middle of the Island but it's sea water instead of drinkable water. The worst part about this is, that some of the new added Islands are among these. There is ZERO reason for some of the new ones to life on them. They are by far worse than all the others on the server. - To many Islands lack the possibilty to craft Ingots. It's simply not viable to have to sail 4 servers away to get the missing ingridient to craft ingots - especially if that ingredient is something super heavy like gems. - To many Islands have weird broken ressources. As example Island 1, 2 and 4 on Server XYZ have Herkinger (crystal). The thing is a light purple crystal. Island 3 for some reason has the exact same looking purple crystal - but if u mine it you get gems. - To many Island have no possibilites to build a harbor at all because for some weird reason the entire water-areas at the beaches are either to shallow to even park a sloop or they would be deep enough to even park a gally, but there is no connection to the sea to get in. Other Islands would have possibilities to build harbors and park ships, but someone had the need to place at the ocean-floor these huge rocks you can't place anything on it (THIS POINT IS BEYOND FRUSTRATING - WHO GOT THSI IDEA?) And then on the other hand - there are entire Servers that are broken OP. Server like L10 as example that have 3 diffrent kind of gems and everything you need to craft golden, because for some reason one of the Islands is a diffrent biom than the rest. Why?! TL:DR -> no need to add more Island: but fix the ones that are ingame so ppl can actually use them.
  4. NOTE: Originally posted on Reddit on May 30, 2019, Edited A little info about us: Since the wipe, the Republic of Texas has been doing what we normally do...building up bases and outposts, trading with neighbors and nearby islands, and trying to keep our ships afloat. In the larger scheme of things we have realized that our little island is pretty quiet....we have visitors come and go without incident almost daily. Texas is a friendly place and we welcome visitors. If you care to visit, I suggest you keep to the north-eastern shoreline which is away from our harbor. And while you are on excursion, most areas east of the lighthouse are safe for all visitors. With that being said, we have now been raided twice by our good friends, Wendigo. And by their actions we have had to install base and harbor defenses which are always on alert. And now comes the second installment of our experience with the wayward Wendigoans. ==================== Our mostly quiet region of F10 usually exhibits few more than a dozen active sailors at a time. So imagine my concern when we began receiving reports of multiple sailors entering the region....again and again...more coming...and more. The population rose to over 34 men at arms over the span of a few minutes...and talk began to spread of our westerly neighbors, the Wendigoans, seeking adventure and sport on the high seas. They seemed intent on seeking out ships flying the flag of our neighbors, YT, and attempted to call them out to a fight but either the YT company was out of region or they were nowhere to be found. We Texians realized quickly that hostilities were coming to our shores like it or not and our minds were set and focused on our motto -- Don't Mess With Texas or Come And Take It. Your choice. We set about to make ready our harbor ships at anchor and we manned the mortars. I stood lookout on the High Guard peak and began scoping the horizon for sails while others prepared the lower mortars. Negotiations took a sour turn when the Wendigoans located an unmanned YT vessel at anchor on our southern island. I didn't know it was there, nor do I care. We have sought safe harbor during peace time at every island in our region from time to time, so it just seems neighborly to us that others would do the same. But the Wayward Wendigoans were looking for a fight and with YT laying low and our friends, the Hippies, in absence...that left Texas as the only means at their disposal to rid their cannons of their blue cannon balls. They used the unmanned YT ship as their reasoning for bringing the fight to our shores....if we were allied with YT then we were the crazy ones. My assurances that we leave YT to fight their own battles and we only concern ourselves with ours fell on ignorant ears. Even word from Jazz Cabbage vouching for our Texas hospitality went ignored. Then they accused us of allying with CSTG....to which I had to verify our company records that they were NOT floating somewhere in the lists. Seeing as how we are only cursory members of two regional alliances, CSTG was not shown or indicated, and our pre-wipe membership with the Federation of SCA would have meant nothing to the ship captains making sail for the Texas coast at that moment...so I didn't bother to explain our history and heritage. Ultimately, the only company that has shown us any hostility has been Wendigo itself...and since they appeared to be hellbent on shooting at something or someone regardless of affiliation or peaceful intent, we Texians resigned ourselves to the second half of our motto and agreed on comms -- Let them Come and Take It! As expected, sails appeared outside our harbor, a solo brig flying Wendigo colors with two speed sails and a handler. She brought up and heeled to as she found what was waiting for her....the Texas harbor was not so lightly defended as it was last time. She circled outside of cannon and mortar range...dipping in and out of view at the farthest my spyglass could see from the High Guard. Our harbormen reported her movements as she went off our southern point and lied in wait. Shortly, a second brig arrived, masted with 3 speeds, and approached hugging the cliffs of our northern point....she dropped sail just as she was about to enter the firing arc of our harbor tower. I reported to our crews to standby...watch for foot soldiers and listen out for puckle fire! I assumed that a smart captain would have put a man ashore to scout for weaknesses in our defenses...but apparently I was wrong. The 3-speed Wendigo brig made for a slow sail as she rounded the point. She fired on our northern-most large shipyard and I could see cannon balls being exchanged through my spyglass. The harbor crews reported the shipyard destroyed after only 2 or 3 volleys! 300,000 hitpoints gone without our cannons making a dent in the Wendigo brig's armor! Amazing! As the brig passed our harbor, the handler brig that had being laying off the southern point had approached within firing range. Her broadsides began flying into the harbor and ripping through masts and rigging! Our ship crews stood their ground and every cannon in the harbor fired as the two vessels crossed and came to bear....I was regretting my decision to be perched on High Guard with all the fireworks taking place down below but the Texas harbormen were reporting the action and I could hear the cannons bellowing in the background and I could see the muzzle flash light up the rigging and walls of the harbor! At about that moment, I heard the only shot that I heard during the entire battle from so high on top of our High Guard peak. "What was that??," I wondered. One of my captains had landed a mortar shot on the brigs as they crossed and was reporting fire and sparks on the offending vessel! It's a small victory to land one solid hit against a much stronger foe and we Texians enjoy our small victories! At that point I lept off the platform of High Guard and began sprinting down the cliff face....I was obviously missing all the damn fun! But as I descended High Guard using grapple and gravity, the Wendigo ships pulled out away from the harbor and our guns fell silent. Everything fell silent. The elephants and crows meandered along our harbor street as if nothing of import had occurred. I joined my fellow Texians at the harbor... "Was that it? Where'd they go?" "We lost the shipyard. Anything else?" "Not that I can see." It was then that the crew of the schooner, IH8Rocks, began shouting and yelling as she sank unceremoniously near the mouth of the harbor! "Damage crews! To the ships!" Damn our ignorance....we had forgotten that a ship sinking makes no sound until it's too late so we split up and began boarding our ships and making repairs! The galleon, Alamo, was struck hard, her bow facing the open harbor entrance had sustained heavy damage and several planks were completely gone, her bilge already full of water and her lower deck awash! The brig, Davy Crockett, was also taking on water...one plank missing and several leaks! We scurried about the ships and tended them like bees tending honey....repair hammers in-hand and rummaging through caches of spare planks and wood! I was not able to locate the Alamo emergency box...and as her lower decks became flooded I was grateful for having spent the time to learn to hold my breath for extended periods. I finally climbed above deck and jumped over the side to swim to the next galleon, the San Antonio. I was familiar with her layout and knew where to find supplies. With replacement planks in-hand, I dove back into the shark-infested harbor and swam alongside the Alamo...dropping planks in place as I went. With only her last remaining deck above water, we plugged all the holes and she began to rise again! Saved! We gathered on her deck as the water was pumped out and took stock of our losses: A large shipyard and a plundered schooner with no cargo or cannons aboard. We also lost one of our harbor walls and the four cannons perched upon its ramparts. The four gun crew and the solitary deckhand from the schooner were all saved and assigned new duties. We all agreed it could have been much, much worse...and that we need more mortars around our harbor! After the frenzy of repairs, the salvage operations began. The shipyard was replaced and the schooner Loot and Schootnerwas backed up closer to the shoreline away from the exposed harbor entrance. We exchanged pleasantries with the Wendigo captains and acknowledged that their mythic and legendary cannons had been well demonstrated. They were reluctant to accept offers of trade for some of them however, advising us to go out and find our own. They did offer to come back and rid us of our harbor defense tower since it seemed to block the firing arc of our mortar so well. That was mighty neighborly of them to offer. Just a thought I would like to opine...when ballista can be armed with ship harpoons...drive-by broadsides on harbors may become a very costly hobby. I saw how much damage those brigs took in a single pass of our harbor....and I would not have made a second pass either. Good fight, Wendigo. See you next time!
  5. I totally agree with this I don't know what they were thinking adding this into the game when they want more people to return. If they really wanted it then put it in golden regions only but not every grid. I have lost count at how many times I've ran into a fleet of them with galleons and if a galleon gets a hit on you it can be game over in smaller ships. I'd be happy if there was none at all to be honest and rework how you get planks, cannons etc. When the fog comes in I stop immediately until its gone but if i have heavy weight i go along the server wall if i can. To many of these ships in the game, they are supposed to be rare not have fleets of them.
  6. a little feedback about the ice box 1. it doesnt generate ice if someone is not in render range - this has to be a bug 2. it doesnt keep food from spoiling any longer than salt -given the pita it is to make and transport it should definitely offer much longer preserving times 3. its too heavy to transport in large quantities at 1.2kg per piece for it to be a good alternative to preserving salt -lower its weight by alot 4. stacks of 100 instead of 500 like salt make ice management 5x more complicated than salt. like this its set up to be used pretty much just for breeders and as a salt alternative for the few in the polar regions, which is a shame because its a nice idea. But too niche for general use.
  7. The Issues: As things currently stand, land based PvP is little more than a terrible joke. The lag during combat prevents NPC puckles from being of any actual use, as they are rarely shooting, if at all, and are just objects we sink gold into for no reason. Grenades take down mortars and mortar towers with little difficulty, and the cooldown for new mortars before being able to be shot makes it practically impossible to use them as a defense even if spares are on hand, as they are just destroyed before the 30 minute count down is up. In fact, due to the lag, and the game apparently not counting in real time, even after over an hour in real time, the "30 minute" cool down is still not up and they still cannot be used. Structures, in general, fall too easily, when considering the lack of and heavy cooldown on defensive measures. If an enemy can completely level a base we spent over a week of farming, building, setting up defenses for, etc, in less than three hours with less than 10 people and some bear carts when its on our island, I see some major issues with that. The attackers should have a more difficult time, not the defenders. Honestly, I can't see many that want to sink so much time into building and attempting to defend something that can still be lost within just a few hours. It's not fun. Period. Improvements: Ultimately, since the lag is a whole other beast that can't be as easily fixed, I propose at least removing the cooldown for defensive structures when placed on your own island. That is, if your company holds claim on the island, you should be able to place and use objects like mortars and canons on bear carts immediately. As the combat current stands, that is about the only practical way that those defending their own islands can have a REAL fighting chance, instead of just barely surviving it, if surviving it at all. Additionally, though it is certainly far more ambitious, I'd even go so far as to suggest removing the cooldown for repairing recently damaged structures on your own claimed island. If an enemy is actively trying to destroy your base on your own island, it stands to reason that you should be able to actively repair it, IF you have the means to do so. That is, if you're willing to put in the work to farm up spare material to repair with and have it on hand for attacks, then you SHOULD be able to actively combat the destruction with repairs. (Keep in mind, I am suggesting this ONLY on claimed islands. And, ultimately, even if this suggestion is not taken, I strongly encourage the other.) Conclusion: When it comes down to it, losing practically everything you've spent hours upon hours to build up, and keep, since we pay gold to maintain the island, even, in a terribly unbalanced method of combat is only going to continue to destroy the current player base. I've already witnessed several players, almost entire companies, quit after losing almost everything, even after they were actively attempting to fight off the attack. Something needs to be actively done about it, even if only small measures, like removing those cooldowns on your own island claims, to try to ensure some balance to the game to help existing players. Without players playing, the game will just die off, but it's become quite difficult to actually be motivated to play when you're spending the majority of your time attempting to defend something that can hardly be defended by the means given to us in terrible lag for hours on end, and the rest of the time is spent rebuilding what was just destroyed. Instead of, you know, getting to actually enjoy the game. I enjoy many aspects of the game, and want to continue to do so (I am personally thrilled about cats coming out as new tames just because CATS and, obviously, as I am going through the effort of writing this, I really do enjoy and appreciate the game), but the current threat of losing literally all of your hours and hours worth of work within just a few hours is daunting and has made it quite difficult to even want to play.
  8. @Realist Please do check the numbers for PVE also, were the bases are already invulnerable... and also the ships and tames and and and... You imply that people are staying away from the game because they can be wiped. Not happening on PVE. Still leaving and not coming back... And by the way, if it takes you 2hrs to get anywhere and you don't, it also means people that want to PVP you that far away will also more likely not come to you - safety in distance keeps wipes low... Also there is something called a FOB, your are not limited to one SafeSpace(tm) on the whole grid you know... What keeps them leaving and not coming back is - This is not the game that was advertised to the people. - This game is more about anything else but sailing. - PVP has not a good mechanic and producing meta that is not enjoyable. - PVE is toxic because it misses PVP options (but that is on the PVE players, they want to be protected from each other and blocking each other in the process). - As the MegaUpdates show, the Devs not only lost their goals, but are not even trying to get back on track - more tames, more Mega-weapons, more SteamPunk, more unrealistic contend for the advertised setting. (Most people here came for the High Barbarey; Most Ark players for the not so heavy reliance on tames, hell most non-Ark players because they did not like the taming reliance in Ark) - What killed the main aspect of the game for most is the claiming. People like that generally. But the first iteration at the start was not workable way before the EA release and after that it became a salvage operation with them not knowing what to do, because their best-laid plans of mice and men often go awry... - That combined with the problem that 95% of the Atlas buyers have no idea what EA means and that they have NO reasonable expectation for content or changes. - This leads to the problem that everyone and their mother wants to be able to solo their own island now, not understanding that it is not for them, and not even good for them at all. The fun fact is, that currently the pop is so low everyone can have an island if they want to, but they find out the "grind" to keep it is too much for them, so it is not even the limited island numbers - Then we have the people that don't want to be wiped, so they join a local civilization (aka Ally or directly into Mega) for protection and then find for the protection they are not allowed to attack whoever they want. They want to be protected but not want anyone else to be from them, me, me, me...! - And oh yeah, the contend is limited this early so at some point there is not much more to do, till they add hopefully interesting things to come back to. If people would just understand what multiplayer means. If people would just understand that they do not need a claim, but a reasonable save place to live and therefore have time to enjoy the rest of the content. This game would - at least with current mechanics and content - get people back. If you are one guy or a small group get onto an claimed island (of your choosing) and co-live with the others there, they want you. If the taxes are too high for your liking leave to other island - vote with your flippers... But keep in mind that the land owner is the one that gives you passive and/or active protection that you cannot handle yourself in most cases and that also cost time and resources - therefore taxes - unless you would be so kind and make meaningful donations? Also this understanding would help many small companies help each other, if people would just understand the cost benefit. Yes small, not so active companies cannot handle a bigger claim - and don't need to and save their time trying for more fun stuff in the game. But many small companies with one company playing harbor captain can have a claim while being mostly their own boss.
  9. @Jatheish Where we are on the subject ... Could you please adjust the range of the Food Larder as well as the ammo box so that you get along with one on the Galleone. It is annoying to have to balance the heavy ammunition by hand, just because a box is always preferred and then there is a part of the ship without ammunition there. Edit: Or if the range is technically a problem connecting the objects together so Box A also has access to Box B.
  10. peak players in EU PVP is like 1-1.3k now. Almost impossible to find engaging experiences out on the seas, or have huge battles (which wouldnt be possible with the lag anyway). Without player interaction, people will get bored faster; its a pretty quick downward spiral. Ship pvp meta is also pretty bad, every brig is basically just 12gunports + a few back canons, sniping each other side by side. Used to be so much more fun with the heavy canon builds, even if there was a tendancy for shotguns. Atleast every ship looked different, and you had to spyglass it to determine how you wanted to engage the fight. infinite grenade spam and horses also make land pvp fairly tedious. Game is in a very bad state, but noone is going to want to come back if they know unplayable lag still occurs when player counter goes above 70, thats got to be the first priority
  11. I love the cargo racks. I keep one in a box on all my ships till I need it. Cargo rack and weight sails combo has been a god send to hauling. Also whistle a couple of unmounted tortugas without riders at highest follow range on follow to island hop using a schooner running heavy and slow enough for them to keep up. Logistics is fun at last and feels like a win for the devs in my books.
  12. Not sure what you mean? I'm simply asking for cannons that have the same long range as a heavy cannon, on a ship, so that somebody can't creep up on a port...find the range where they can hit from, but the enemy defenses cannot. This allows them to just sit there, with no danger, taking down your defenses. That is what I am looking to fix. Not sure what cliffs, or lack of cliffs have to do with it.
  13. Well stated. I understand your reasoning. Ironically, I personally refuse to use tames on maps above 10 quality because I found that I would frequently toss a particularly resilient defender into an inaccessible location (like a chasm, or under terrain), and have to wait the full cycle to try again from scratch, simply because there was no mechanism to recover them beyond the mindlessly boring wait. Now that I have switched to in-situ traps and heavy ordinance, I can virtually guarantee that the attackers are physically prevented from pathing into spots where they will prevent me from killing them the very first time. Setup takes longer, but it pales in comparison with the time it takes to sail to a 20+ masterwork, so is worth it to me. Perhaps the OP could try something like that for a change?
  14. Or we could just re-balance health, armor, etc. I agree with Ricky in that the game needs some serious re-work in regards to that. I prefer PvP thats purely skill based over PvP that puts a heavy emphasis on levels. I'd be happy with health being static for all. When you level you get skill points for learning and improving things like stamina, int, weight, etc. Leave health out of it. I'd be content with that and armor sets being toned back a bit on damage reduction. Large health pools with high end armor is redonkulous.
  15. I find this so hard to believe a company would just stick out a torpedo heavy damage like this then turn around nerf it to lower values. There is no creative thinking here at all. We warned them torpedo's was not the way to go, but they still insisted. What will the numbers look like now? official and Unofficial. Sorry to say but i predicted this. The tames are boring people already, reddit and so many others are expressing their distaste for it all. Here 5% see what happens now.. https://steamcharts.com/app/834910
  16. They seem to have heeded to my (and very likely tons of other people's) suggestion to increase the weight of weight sails to make them not useless. The sloop looks like the upper end size of a pinnace. https://en.wikipedia.org/wiki/Pinnace_(ship's_boat) The sloop would be your fast light ship that goes to shore. The dingy should be your heavy one. Make the dingy come with a cargo chest/have one buildable on it and share the weight of the ship it was launched from. This way you can ferry resources to your boat without needing to get wet. I doubt it. Pro tip: Diving suite = no sharks and faster then a boat for picking up SotD loot and crew without using a grappling hook (which can get the loot quickly)
  17. Hi Team, I have two concerns with the way rope ladders work. 1. If you approach a ladder from any angle other than square to the 'front' of the ladder, you do not get the option to climb. This is unrealistic and un-fun. Even moreso since every square inch of the oceans are absurdly and unrealistically full of sharks. Even even moreso since the swimming mechanics are utterly unrealistic, spinning and tossing you like you were in zero-G. (Pro-tip: Check out actual water some time. It's quite viscous and human bodies do not have anywhere near the momentum the game presents.) It's very easy to hook an arm or hand through a rope ladder, even in a heavy swell. Please make it so that we can get onto a rope ladder from any direction. 2. If you're a tribe admin and you approach from a non-front direction, the default action E is to adjust the company access settings. This is silly and usually results in tribe admins getting eaten by sharks. There should be no default action on a ladder except climb. If for some reason you can't climb the ladder, there should not be any action when hitting E. Thanks,
  18. ...for commercial transport. Surely the world’s yacht clubs have not completely escaped your notice. But your point is otherwise completely valid and something Ark veterans should consider. Go do laps on Ragnarok or Crystal Isles with a motorboat and see how long it takes. The difference is in Atlas you have reason to need to make those trips, in Ark you did not. The only time I ever needed to move large quantities of anything heavy over significant distances was obsidian, and that was always done using a quetz.
  19. ATLAS

    Patch Notes

    released patch notes v24.4 - Reverted optimization to how Seating Structures are replicated, caused some issues. v24.3 - Fixed invisible tamed creature case, and optimized some networking related to creatures on ships. - Optimized how ladders network their extended/retracted states. - Attempted an optimization to how Seating Structures are replicated (Steering Wheels etc) v24 - Further fix for case where steering wheel usage became desynchronized. v23 - Major client and server optimization for ships - Fixed remaining case of Client Disconnections (Not necessary to adjust Client Bandwidth, this was related to something else. We recommend all players try to use EPIC Bandwidth!) - Various new server performance optimizations - Sail Canvas is now unaffected by Repair Hammer - AoD soldiers now take significantly less damage from bullets. v22.21 Fixed a bug where tamed creatures, boats, and NPC Crew stats didn't replicate properly. v22.1 - Fixed a case where players would disconnect on certain servers when loading into large bases. We advise setting your "Client Network Bandwidth" Option value back to Epic if you had previously changed it, to deal with the disconnections. - Fixed a case which would cause creatures to flash or flicker. - Fixed a case where players on saddled creatures would teleport back to the server's origin if the creature they were mounted on had been killed by another creature. - Sail canvas now takes twice as long to repair. Repair hammer can no longer be used to repair a canvas. A canvas must be repaired using the pinwheel option on the mast, which can be accessed by holding down E. - Target Soft Spots will no longer add torpor to other player teams in PvE. - Camera no longer interpolates to origin when destroyed. - Glider will no longer activate when encumbered. - Buoy signs remain attached after server restart (retroactive). - Server and client performance optimizations. - Fixed an exploit which allowed players to stall and potentially disconnect other clients. - No longer able to turn off cannons that do not belong to your team. v21.43 - Fixed some server side crashes and added additional server performance optimizations for NPC Crew v21.1 (client) - Fixed choppy claim flag physics 21.42 - Further optimizations to NPC crew 21.41 - Optimized replication and ticking of NPC crew on turrets, for significantly improved server performance. v21.31 - Improved Structure replication rate from servers, though this may increase client stalls slightly. Clients can reduce their "Client Network Bandwidth" Option value if they are experiencing too many stalls with this change (we do recommend the default, 60 KB/s). v21 - Optimized how items are networked resulting in significantly higher performance and less bandwidth usage - Added the Hook Hand and the Peg Leg to the Freeport cosmetic vendor v20.1 With our planned changes for March, the game will be heading into a more rule based system, so for the next few weeks we’ll be making some changes to experience what it would be like if we took an alternative route. We’ll be releasing an update tomorrow which includes the following changes: - 6x Rates - Harvesting, Taming, Experience, Gold, Farming, and Breeding. - Claim flags will no longer prevent enemy building. You can now build anywhere, and only structure build radius will prevent it. This does not apply to cannons and mortars, which will still require a claim flag. This is a non-default, which will be enabled on our PvP Networks. Unofficials can also use this as a custom server-side config. - All servers, other than Golden Age Ruin servers, can be set to home servers, allowing players to respawn at them. (PvP only) Game.ini: [/script/shootergame.shootergamemode] bDontRequireClaimFlagsForBuilding=1 bIsLawlessHomeServer=1 bForceRequireClaimFlagsForBuildingCannons=true This is what we’re enabling on all our non-Golden Age ruin servers, but please note that you must also flag the corresponding grids as homeservers on the servergrid.json This patch will also include: - Whispering voice hotkey [* [numpad] key] - Server side config that allows you to alter the distance for the 3 voice modes: Whispering, Normal, and Yelling. Game.ini: [/script/shootergame.shootergamemode] ProximityRadius = 8500 YellingRadius = 22000 WhisperRadius = 2000 - Removing the Destruction Mesh on Lighthouses - Increased the limit of folders in inventories from 20 to 40, and 80 in Bookshelves - Treasure Map names now includes the grid for easy filtering - Explosive Barrels can no longer be used as an ammo type for cannons. Any loaded ones will just fire regular cannons. They'll be receiving a large redesign in the major update coming in March. - Fixed chat scrolling, so it now works again with Page Up and Page Down - Fixed an edge case where voice chat would stop working unless the client relogged These changes will allow us to see how the game would pan out if we didn’t have the claim system affect build rules, which helps us collect more feedback on playstyles. v19.62 - New style Claim Flag with improved flag physics - Improved mini map X icon for visibility - Added chat tabs - Reorganized claim flag notifications (requires updated server) v19.52 - Fixed multiple cases where inpulses would be stacked causing players or creatures to be launched into the distance. v19.51 - Disabled the use of some client side console commands which could be used to gain an unfair advantage in PvP v19.5 - Army of the Damned Soldiers and Crew melee attacks now properly hit. - Fixed an issue with servers that could have stalled them out for significant periods of time (5+ seconds) - Improved general server performance v19.4 - Further optimized server performance - Fixed issue where Buffs were not being added (drinks and such) if you were on a seating structure, or if you were encumbered. v19.3 - Significantly improved server performance when unstasising structures (50%+). - Fixed the bug where picking up stat'ed Structures would eliminate quantity of existing structures in your inventory. - Fixed a case where server-side Spoiling Times were incorrect on preserving bins. - Whale corpses now last 30 minutes - Giraffe harvesting now yields 6x thatch v19.21 - Doubled maximum server physx substeps to maintain more consistent ship movement at low server framerates. v19.2 - 2x Harvesting, XP, Taming and Gold enabled on the Official Network until Monday 25th. - Bookshelf added to organize your maps, blueprints, notes, and songs. You can learn it from the Esotery of Building skill. - Signs/Canvases can now be placed on storage boxes and bookshelves to help indicate what they're used for. - Note added to the game to leave each other messages. You can learn it from the Secrets of Building skill. - Company UI now displays last online time for members - Significant server optimizations (company network data is now replicated more efficiently to clients) - Maximum ship level is now 52. v18.97 - Fixed Melee damage application to Army of the Damned - Fixed NPC crew disappearing for a fraction of a second when mounting on cannons - Prevented climbing of the Kraken barrier wall - Improved Cyclops movement to allow it to clamber over rocks better 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 - Explosive Barrels will be undergoing some changes with this patch, please note that they're still in the process of receiving their redesign, but this puts them close to it: Limited to 1 carryable stack per person. Stack size will remain at 10 You will not be able to store them in creature inventories, however, legacy ones will remain there. They will be able to be placed near enemy structures and water without needing a claim flag, but not on boats itself. You will not be able to equip them into your hotbar, they must be placed from within the inventory. There will be a restriction to how many can be put down at a time within a certain radius. Reduced Explosive Barrel damage by approximately 20% Reduced Explosive Barrel explosive radius by approximately 20% - 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 - Increased Grenade damage by approximately 50% - 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 v18.43 - Fixed an exploit which allowed players to stall out servers - Added extra protection to inventories to fix and prevent players from bypassing pin codes - Fixed a bug with the Kraken which would have inflicted a high amount of unintended damage - The Kraken's Barrier will no longer damage ships on collision - Explosive Barrel weight has been increased back to 60 (we're still working on a redesign). This is not visible on clients but will be active on servers. We will have a corresponding client fix to go out with this later. v18.31 - Explosive Barrels can no longer be placed on enemy ships, and only have a weight of 6 now. This is a temporary measure due to undesired gameplay. We are going to be redesigning the barrels from a technical/gameplay point of view to give them more use in the future. - Fixed a case which allowed players to enter the bottom of ships - Fixed a case which allowed players to clip and stick themselves inside the boat's hull - Protected against players accessing inventories from outside ships via clipping into boats - Fixed multiple cases where players would fall through structures upon server restart, login, transition, etc. - Fixed a crash which would occur when transitioning with the sextant buff - Fixed Swivel Cannons from firing through walls - Allow players to pick-up structures if you're on the same team even if you do not have demolish rights - Global Number of Ships is now displayed in the player's ATLAS Map UI. We'll be making this more visible on the UI in a future update. It will not display if you do not have any ships and do not belong to a company. - Cleaned up an error message when attempting to craft a boat when you were at the maximum global limit - Added a Crew name filter for company UI - Added a 12 second delay between playing status voice clips (such as injured or starvation) - War Drum songs have been adjusted to be more rewarding. Details can be found here. - Tweaked war drum battle songs to eliminate a big gap in the note sheet preview (just the preview, not the actual song) - Fixed a bug causing the buff timer shown on the music UI during a looping song that gives a perpetual buff to become off by 1 second from the actual buff timer. - Fixed a bug causing notes to incorrectly fail when activated near the edges of song loops - Fixed a bug where client fps stutters could cause notes to fail that should have been auto-played - Reduced tutorial background opacity - Made it so text wasn't cut off for long paragraphs in the tutorial - Mod Map Extensions now work (and will not require recooking the mod) - Linux WaveWorks optimisations (Linux Servers will run much better) - Kraken will no longer give impulses to players for the tentacle slams or tentacle impacts - Impacts with the Kraken bodyparts will no longer cause ship damage - Ship of the Damned Kraken minions are now damageable in PvE - Reduced the damage of the Kraken homing projectiles by 50% - Increased the damage taken by the Kraken tentacles by 50% - Ghost ship will now appear every night rather than every 3 nights - Swapped Mythical and Legendary in the descriptions for tools skills tier 2 and 3, as they were previously incorrect. - Fixed a bug where beds that were placed beyond the default accommodation limit were destroyed on server load v18.15 Bug Fixes - Turrets and Cannons will no longer fire underwater and can no longer be mounted underwater - Fixed a bug allowing players to reset all glider cooldowns by moving the glider between hotbar slots - Increased the required minimum diving velocity before going into the glide-fall state to reduce gaining/maintaining height - Ghost Ship has been fixed and will now take damage. Server Performance - Eliminated Cannon Animations playing entirely on the server for performance savings Quality Of Life - Option to hide territory broadcast messages - Territory broadcast message boxes now scale according to the character size of the message - Gunport camera socket has been lowered and moved forward for better viewing when shooting from gunports - PvE players will now be able to see their claim flag's inactivity timer on the flag itself - Attacking Player no longer needs to be in range for declaiming progress - Glider now has a required dive duration rather than a forced dive cooldown (achieves the same nerf effect on glider spam and feels better to use) Creatures - Whale Counts have been boosted on the Tundra and reduced the spawn interval between whales by 50% - Wild Dragon damage has been reduced by 30% - Golden Age Spawns have had their spawn interval increased from 30 seconds to 5 minutes and increased distance from players from 7700 to 9000 Music - Various buffs/changes made to musical songs played on the Accordion. Details can be found here - we have some planned updates to come for the War Drum in a future update, once we've resolved some technical issues related to it. Miscellaneous - PvE Claim Flag inactivity timer has been adjusted so that it now scales dynamically. A company with a small number of flags will be declaimable after 3 weeks of inactivity, whereas a company with a large number of claim flags would be declaimable after 3 days of inactivity. - The gold cost has been increased on upgrading higher quality items and structures - Cooking Recipes spoil time has been increased - Top Companies will have their names displayed on the left-hand side of the map and are now granted special nameplates and figureheads - Fixed server issue that could disconnect clients if they had a lot of map entities. v17.1 - Fixed a case where players/boats would get stuck playing transition ping-pong between two servers, frequently happened with large boats. - Pinging on an enemy claim flag should show all contesting NPC crew, in addition to players. - Multiple serious performance optimisations for companies on servers - Improved Ship position on the minimap so that it updates more smoothly v16.39 - Fixed a server crash - Fixed a server startup crash that would effect modded servers v16.36 - Fixed a bug which prevented players from being able to demolish structures v16.35 - Fixed an exploit related to structures v16.34 - Resolved a server crash v16.33 - Fixed Barshot so that it now targets sails and acts a slow through to incapacitating a ship's movement as intended. - Company Flags will now update properly onto www.playatlas.com - PvE servers will now automatically kill any character that has not been logged in for 4 weeks. Official Network only. - PvE servers can now use the homeserver option which disables replication on sleeping/logged off bodies. (Non Default but enabled on Official Network). Game.ini: [/script/shootergame.shootergamemode] bHomeServerDontReplicateLoggedOutPlayers=1 (enables logged off/sleeping players from replicating on home servers) bPvEDontReplicateLoggedOutPlayers=1 (enables non-replicating logged off/sleeping players on all PvE servers) - Climbing on other boat's ladders now disabled in PvE if the ship is anchored - PvE claim flags now only allow logged in players to contest the claim - Fixed a bug which would cause the activity timer on PvE claimflags to tick into the negatives. Also updated so the timer now displays days, hours, minutes, and seconds. - Tamed Dragon lifespan reduced to 3 hours - Tamed Dragon damage reduced by 33% - Tamed Dragon health reduced by 33% - Added Effect descriptions to Music and Cooking Recipes - Fixed an incorrect fiber reference in crafting barshot - Fixed a bug where Dead Bodies wouldn't be replicated on servers with replication turned off (Freeports and all PVE) v16.26 - Resolved a save-load issue with appended inventory engrams (Devkit Issue) v16.25 - Fixed Water Spout inventories not appearing on PvE servers - Eliminated frequent server crashes v16.22 - Alpha Creature damage has been reduced by 50% - Alpha Creature resistance has been reduced by 50% - Alpha Creatures are now 25% less common v16.21 - Server optimisations for structures (approximately 8% gain) v16.2 - Dragon Tame Token costs 40k gold as intended - Old "permanently unlocked" Power Stone Artifacts are removed (it was a bug that they were, some weeks ago, granted as a permanent character default item) - Tamed Dragon movement speed reduced by 33% - Tamed Dragon health reduced by 10% - Tamed Dragon stamina reduced by 78% - Tame Dragon Fire has 45% less lifetime v16.14 - Fixed a server crash related to demolishing structures - Fixed an exploit with Grapeshot that allowed it to be shot rapidly v16 Server Changes - Player Movement Optimisation for an approximate 15-20% performance gain on servers - Server Launch Option which locks the Fountain of Youth to one Golden Age Ruins server: -AlwaysActiveFountainsOfYouth Balance Changes Land - Stone Structures crafting costs have decreased by reducing the metal cost by 55% and reducing the organic paste requirement by 25% Ship - Steering Wheels are now considered 'stone' when it comes to their defence type, so they cannot be hurt by fire and take less explosive damage Creatures - Dragon now has 65% less HP when Tamed - Dragon now takes 40% more bullet and explosive damage when tamed - Dragon now recovers stamina 25% more slowly when flying - Dragon can no longer be healed by Nature's Touch - Dragon tamed timer reduce from 8 hours to 6 hours - Dragon Fire Damage reduced by 50% - Dragon Token cost increased to 40,000 gold coins v15.76 - Retroactively fixed an issue which destroyed all sails on rafts - Retroactively fixed an issue which would prevent rafts and ramshackle sloops from sailing v15.73 - Fixed a bug which allowed players to place multiple steering wheels on boats - Fixed a bug which allowed players to bypass the Ship Sail Unit Limit. This is a retroactive fix. - Removed the initial stamina cost for blocking v15.67 - Fixed a case where Steam clients sometimes were unable to connect to the servers. We recommend hosts upgrade to this version. v15.63 - Discovery Zones now provide 1 Discovery Point per unlock - Resolved some connection timeout issues. v15.61 Server Changes - Server optimisations to increase performance by approximately 5% - Optimized transition data cleanup in Redis to avoid DB bloat. - Server Listing for non-ATLAS servers has been rewritten and will list non-ATLAS servers immediately. Fountain of Youth and Aging Changes - Fountain of Youth is only usable if you're over age 90. - Fountain of Youth is now available on two random Golden Age Servers. - Old Age debuff has been reduced by 50% Bug and Exploit Fixes - Fixed a bug which made it so that beds and boats would not display on the map if they weren't in a company. - Fixed a bug with the Drake which allowed it to phase through structures - Fixed a bug which allowed players to have more beds on their boat than permitted, this is a retroactive fix. Balance Changes Land - Increasing explosive damage to stone structures by 2.5x. - Increasing seige structure damage to stone structures by 60% - Wood Land Structure has been buffed to provide better resistance to siege weapon types by 40%. - Wood Land Structures have been buffed to provide better defence against all non-explosive/siege damage types by 50%. - Stone Structures crafting costs have been increased by adding metal cost, and changing fiber requirement to organic paste, which requires both fiber and sap to craft - Thatch Structures have had their crafting costs reduced by 3x. - NPCs mounted on Puckles are now invincible Ship - Ships can only receive damage from collision encounters with other ships if they're of the same or a greater weight class (deals with cheesy cheap ramshackle builds to sink bigger boats). Galleon - Weight class 5 Brig - Weight class 4 Schooner - Weight class 3 Sloop (Ramshackle) - Weight class 2 Raft - Weight class 1 Dingy - Weight class 0 Creatures - Drake balances adjustments (10% less HP, 10% less damage, and double stamina cost for using fire breath) - Magical tames can no longer be used in boss fights and will be destroyed when used inside the dome (Drakes) Misc Changes - BattlEye has been updated to now support Windows Insider Builds. - Resolved multiple Devkit crashes. - Updated latest translations: German, Spanish, Italian, Russian, Turkish, Ukranian, and Chinese - Discovery Zones now count as 3 Discovery Points instead of 1. Players no longer need to discover all zones to reach max level. Not a retroactive change. This value can be adjusted for Unofficial Servers here: Game.ini: [/script/shootergame.shootergamemode] MinPointsPerDiscoveryZone=3 v15.35 - Fixed an issue with Wild and Tamed Dragon scaling which would have cause it to have incorrect stats. - Rebalanced base weights for tamed creatures (increase) - Added an additional Fountain of Youth on a different Golden Ruins server, so 2 are active tonight. The additional Fountain of Youth will not be visible until the client side update releases later tonight. v15.33 - Fixed an issue where clients would not correctly see the Rejuvenate buff - Fixed an issue where players could not tame the Dragon using the token - Fixed an issue where players may not have been able to feed bola'd creatures due to a desync on servers v15.21 - Fixed an issue where doors, gateways, and gunports would break on server reload v15.1 - New "Fountain of Youth" quest will appear for characters aged 90 years and higher. The "Fountain of Youth" (currently represented as a magical particle effect) appears in a single Golden Age Ruins across the ATLAS, near the Power Stone Container. Every 50 in-game days, it teleports to another Golden Age Ruins, on a cycle. If you find the Fountain, and activate it, your character will be set back to age 20, and if you do this when you were aged over 90 years, you'll gain a significant permanent statistics boost (you can do this multiple times to gain further boosts, each time when you're at least 90 years old). - Characters over age 90 get an old age debuff that slightly reduces stats (shown in char panel) - Fixed an erroneous feat cooldown time calculation, now all the feat cooldowns are what was originally intended. - Defeating the Kraken now gives you a unique passive skill which permanently and automatically reduces all of your Feat cooldowns by 33%! - Summoning the Kraken now only require the first 8 powerstones (Ghostship powerstone is no longer necessary) - Fixed the bug that was preventing recruiting new Crew in Freeports - Reduced the total time for unclaiming enemy claimflags, the max is now 4 hours, with 15 minutes when at 100 flags. - Vultures no longer target low-health wild creature - Reduced Wolf spawn frequency - Reduced Wolf natural targeting range - Reduced Wolf notify neighbor range. - Reduced Wolf hp and damage - Fixed land creatures AI's not getting aggro properly if attacked from a a ship - Stop Allies being able to Capture other Allied territories - Fixed rapid unclaiming, now if your contested flag is unclaimed it will unclaim at the same rate that it took to claim! - Improved door ticking performance - Added cheat DestroyAllNonSaddlePlayerStructures - Reduced default gold from treasure maps by 50% (as originally intended) and added a new server scaling value for treasure gold. Though, the Official 2x weekend puts the gold back to pre-patch values. - +50% tame damage resistance - Shark and Jellyfish targeting/neighbor ranges reduced 30% - Diving suit adds 90 fortitude now and lasts for 2 hours at surface and about 30 minutes at deepest depths - Crop plots are now prevented from being placed on ships and are destroyed if they were on ships. - Ocean creatures can no longer be Alpha. - Fixed Whale AI to target the ship or player more, rather than the point the player touches the ship. - Fixed NPC Merchant ship showing as overweight when players carried a lot of weight aboard. - Fixed Merchant ship showing as Raft with company ID 0 when looking at it. - Fixed Company ID O showing on none player owned structures on maps (water spouts, etc.) - Fixed Pillars being build-able on PVE islands. - Fixed Fog event not appearing for players using low settings. - Fixed Chicken hurt SFX. - Added new Large Cannon SFX. - Fixed Parrot hurt SFX. - Fixed players not getting aggro when attacking whilst based on a ship. - Added Streamer stealth mode option. - Fixed Monkey hurt SFX. - Fixed a bug causing Map Markers to draw at incorrect locations on the map UI. - Fixed skill description error, "mythical" changed to "legendary." - Fixed flotsam items spoiling when reeled in with grappling hook. - Fixed client crash when transitioning with sextant buff. - Fixed a Song not referencing the correct song buff. - Fixed a bug making it so that the Raft could be repaired for free. - Increased Flame Arrow durability cost to 4 durability consumed per shot. - Reduced Flame Arrow max percentage damage by 25% (4% health per second to 3% health.) - Reduced Flame Arrow max damage per second from 10 to 5. - Reduced Flame Arrow damage to mythical creatures by 75%. - Reduced Kraken health by 60%. - Reduced Kraken Minion AoD Ships ship Health 50%. - Reduced Kraken damage by 50%. - Reduced Wild Dragon damage by 40% - Reduced Wild Dragon health be 40% - Reduced Wild Dragon targeting range by 66%. - Fixed Dragon not returning to its spawn area. - Increased Dragon end aggro grace period from 6 second to 9 as it has a tighter aggro range now. - Fixed Lucky Loader feat ability to not be used whilst prone (as you cannot reload prone.) - Fixed Cloth Gloves clipping into hands in FPV. - Fixed Dreadlocks not shrinking correctly with hats. - Fixed LtOrderSeat collision bug. - Improved death collision to human corpses. - Fixed female emotes playing male voices. - Fixed female player characters using male sleep SFX. - Added ability to place top hat on certain creatures. - Fixed Gorgon "Remove Snake" text. - Corrected Repair box inventory name to read "Ship Resources Box." - Removed Elephant having weight reduction for Wood, as this was never an intended mechanic and resulted in players being able to get around ship weight restrictions. Accordingly, we'll be re-balancing the base weight of tamed creatures early next week. - Fixed treasure guards despawning instantly on stasis. - Fixed Giant snake lock on and player ability to damage it using melee attacks. - Fixed Monkeys dropping human poop. - Fixed Client Crash when rendering ocean harvestables. - Reduced Greek Fire range by 40%. - Increased Greek Fire crafting costs by adding 6 firegel per ammo. - Fixed Cow death harvest component giving the same amount of prime as a Bulls. - Reduced trample damage for all applicable creatures. - Updated Pig force poop ability to scale with creature level, to incentivise taming higher levels. (45 secs at lvl 1 and 15 secs at lvl 130). - Reduced Lion grab weight threshold. Prevents unrealistic grabbing of Wolves and Horses. - Fixed newly tamed creatures being hungry despite being fed during taming. - Increased Dolphin follow ship range by 33%, and reduced interval by 20%. - Fixed Bola'ed HUD to better indicate where to feed creature during taming. - Removed "Giant" prefix from creatures' descriptive name that use it. - Changed "Giant Snake" descriptive name to "Cobra". - Fixed incorrect sounds being used by Lion and Tiger animations. - Fixed incorrect Bear attack ranges to prevent stopping movement for claw attack, which often missed and allowed players to gain distance when being chased. - Reduced attack and AI ranges for Cave Bear, based on its smaller size. - Fixed incorrect item weights for cloth, hide and plate armor. They are now heavier. - Added folder paths for wooden gateways and gates so you no longer see them instantly when opening the Smithy inventory. - Fixed ability of players to feed through walls of taming pens and not get attacked. - Prevented some creatures from not being able to be tamed if they are clipped too far into terrain or structures. - Prevents multi use feeding from the root, putting themselves in harm's way. - Improved Waking Tame Feeding sockets on Cow and Razortooth. - Improved bola socket on Crow - Updated Vulture AI controller to aim lower when targeting corpses. - Fixed various creature spawn issues. - Fixed players being able to bola certain alpha creatures (now you cannot.) - Updated Dolphin to prevent health bars appearing when they follow players. - Improved torpor animations of Razortooth and Ostrich. - Increased Ostrich melee swing socket radius to more consistently land attacks. Updated Ostrich IK to prevent leg distortion when running down slopes. - Reduced max wander height on flyers. - Improved server list efficiency for a better experience. - Fixed Greek Fire SFX. - Fixed player on fire SFX. - Fixed inability to repair door frames in certain constructions. - Added some additional server configs: Game.ini: [/script/shootergame.shootergamemode] EnemyBuildPreventionRadiusMultiplier=1 (only applicable if not using claimflags) bDontUseClaimFlags=false (this will disable claim flags) bUseStaticCharacterAge=false (this will disable dynamic aging) TreasureGoldMultiplier=1.0 v14.11 - Remember 'Show Non ATLAS Servers' setting - No lover overwrites the last connection string - Grid Number columns are now hidden when displaying non ATLAS servers v14.1 - Fixed a client side crash that could occur on login v14 - Launched ATLAS Devkit 11.4 - Fixed multiple exploits which allowed movement of excessively encumbered players through various gameplay mechanics - Disabled non allied players and creatures basing on anchored or docked ships which can be toggled with a server-setting on PVE servers with the in Game.ini - set bPvEAllowNonAlignedShipBasing=true If you want to allow non allies to be able to be on your ship - Disabled feats when encumbered - Melee auto target should no longer pick ally targets in any mode, or player/tame targets in pve - Disallowed freeport npc crew recruiting if 20 or more level 1 npc crew's for that company on the server 11.3 - Fixed an exploit which allowed cannons on cargo carts to shoot through walls - Additional backend infrastructure for anti-cheat and hack detection 11.2 - Server performance optimisations (20%+ improvement). We'll have more changes in the week for an additional (approximately) ~25% server perf improvement. v11.1 - Enabled BattlEye Anti Cheat on all Official Servers. Please restart your Steam Clients and make sure to install BattlEye in order to play on our Official Network. Unofficial Networks can still play without BattlEye, and players can right-click the title in their Steam Library and play without the anti-cheat. For those of you who have made custom shortcuts, please update the executable to this: ShooterGame\Binaries\Win64\AtlasGame_BE.exe - Implemented code to kill off inactive bodies in Freeports and Lawless Regions (players who have been logged off for more than 10 days). v11 - Re-enabled weapon/attack based feats - Fixed game exploits v10.82 - Temporarily disabled weapon/attack based feats v10.8 - Claim Flag Settings have now been enabled - Taxing Resources now affect crops - Tax Bank will stack items similar to a Crew Resource Box - Tax Bank will no longer allow you to drag item's into the inventory, so to prevent items from being taxed, they must be dragged from within the Tax Bank itself to the ignore folder. - Cost of Drake Token has been reduced to 20,000 Gold Coins and is now available for purchase at the cosmetic vendor in freeports. - 25% buff to explosives against stone structures v10.79 - Changed how custom blueprints are crafted for STACKABLE items when they're given a stat roll: > If a stackable item is crafted from the same blueprint and you already have an item crafted from that blueprint in your inventory, it will stack on that pre-existing item and not receive a different Intelligence Stat Bonus. > If you want a different roll from the same blueprint, you must make sure that you do not have an item which was crafted from that same BP in your inventory (stated or non) > This means that you can keep rolls by keeping the item in your inventory when crafting from the BP, even if you do not have the level of intelligence required to get the crafting bonus. Alternatively, you can remove the stated item from your inventory to get a new roll from the BP. - Resource respawn should now function as they did on Lawless servers prior to v10. - 50% reduction in the enemy structure prevention radius so that you can now build closer together on Lawless Servers. v10.75 - Wild land creatures will no longer target crew, tames, or characters on ships unless they have been aggro'd - Fixed a bug where Ship of the Damned would have rapid fire - Temporarily reduced Crew Log length as it undergoes some rewrites because it would cause performance problems. v10.71 - Fixed a bug which prevented cannons from being reloaded - Tightened up server-side protection on gliders - Fixed an exploit with mortars v10.5 - Fixed Ramshackle sloops breaking when you leave freeports - Fixed a bug which prevented you from accessing newly tamed inventories unless you relogged - Fixed a bug which caused Mantrays to be unusually aggressive - Comodity trader gold cost increased v10.43 Claim flag related changes - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build. - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live. - Only admins and above will be able to make changes to company claims. - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them. - Fixed some bugs related to Sea Claims. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby - The time required to steal an enemy claim now decreases the more Claims that enemy team has. - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag. general changes - Server performance improvements - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel - Fixed up some temperature scalings and Weather events are now indicated on the HUD - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes. - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot) - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets - Explosive Barrel weight has been increased - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking - Puckle damage has been increased and also been made more effective against armour - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats) - Updated some legacy sounds and icons - Updated stair collision on shipyards - Fixed a bug which prevented passive feats from applying after death - Fixed a bug with the torch which caused it to repair endlessly - Lighthouses can now be lit even if they are touching water - Using a bucket on a tamed cow now causes the bucket to lose durability - Fixed a bug where players would get stuck in the crouched position - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company - Fixed a bug which prevented creatures from receiving experience points above a certain level - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range - Rewrote structure destruction logic to avoid cases of floating structures - Inventory ranks per structure and creature will now work for companies - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks. - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true - Gunmounts are now colorizable - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone) - Gateways and Gates are now crafted in smithy instead of player inventory - Fixed an exploit with Prying Eyes - Can no longer glide up mountains with the glide suit - Fixed an exploit which allowed you to gain massive height when using the zipline - Fixed a building exploit which allowed you to float structures and fortify walls with floors Creature related changes - Sea Monsters' damage has been reduced by 66% - Tamed Creatures take 20% less damage - Wild Alpha creatures HP and Damage reduced by 20% - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event. - Penguin AoE insulation now scales by level, the higher the level, the more insulation. - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts. - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff! - Updated affinity ineffectiveness values based on the recent x2 taming increase - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames. - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping. - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3. - Updated some undesired movement speed bonuses on tamed creatures - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently. - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away) - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size. - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value. - Added durability decreased to the bucket when milking. - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures! - Added Lion roar animation. - Fixed fur stretching on Wolf's face and hind leg - Decreased Crocodile swim speed. - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate. - Baby breeding balance changes to compensate for the overall creature regen changes. - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc. - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc. - Updated taming foods to allow a variety of items to be used in taming creatures. Effectiveness left(more) to right(less): Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats v9.392 - Fixed a client-side crash on logging in v9.35 - Fixed some server-side crashes and desync when transitioning 9.33 - Fixed some server-side crashes when transitioning v9.32 - Fixes a bug where servers couldn't be connected to on startup. v9.31 - Fix for PVP Claim flags, not upkeep timer not updating properly when a friendly player is in range, should be it now guys! v9.3 - Resolved some server-side stalls related to perf large companies - Fixed alliance chat sometimes duplicating messages - Fixed a bug where clients could end up invisible when demolishing a podium v9.2 - Default resource and taming speeds have been increased to 2x as the baseline. - Reduced min damage and min percentage on flame arrow buff by 33%. - Reduced max damage done on flame arrow projectile hit to 50. - Increased gravity on flame arrows 20% to make it less ranged. - Increased firegel cost of flame arrows by 100%. - Added durability consumption to flame and stone arrows (1 dura per shot, 40 shots per bow repair). - Change bow durability from 50 to 40. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed an issue where upkeep timer on PVE Claimflags was not correctly updating. - Company Member, Company Groups, and Alliance data loss issue should hopefully be resolved. - Official Network Companies are now hard limited to 500 members, and this is a current measure until the Company system receives a backend overhaul in the long-term. - Fixed inland water buoy's being invisible and fixed buoys, so they no longer prevent resource respawn. - Prevent ship collision damage from occurring when caused by other player ships on PVE servers. - Fixed sunken-ship area indicator lingering even after a shipwreck has been entirely salvaged. - Reduced deepwater aggressive creature frequency and targetting range. - Melee weapons are now temporarily ineffective against ship planks. Later this will be changed so that it will only be ineffective against anchored ship planks. - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%. - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%. - Every Tame can now get a minimum of 30 tame level-ups put into it, plus however many base levels it had when wild. So for example, a level 5 wild wolf would get 35 tame level-ups to apply, whereas a level 40 wild wolf would get 70 tame level-ups to use. - Increased the base carry Weight of all ships by +40% v8.72 - Fixed some server crashes - Slightly improved server performance and reduced server stalls - Ended New Year's event (Tophats remain but no longer grant double treasure gold and can no longer be bought at in-game cosmetics NPC traders) - Buffed Tamed creatures HP and Damage globally by 25% v8.56 - Anyone can now demolish shipwreck structures to regain resources so get your diving suits ready! - NPC Trading Ships are back and no longer affected by wild creature destruction commands! Reminder for those with deep pockets, the trader ships have an epic Dragon which can be purchased for 50,000 gold coins v8.35 - Improvements made to joining/rejoining servers, should make it more reliable and eliminate many cases of connection lost/failure to grab server info. v8.35 - Fixed a bug where HUD may not have shown to players in some cases. v8 - Further improved server stability. - Further reduced Ship of the Damned spawns by 20% - Ship of the Damned now are allowed to "Wander" away from shore if they find themselves close to shore - Ship of the Damned targeting ranges now are reduced by the type of ship (down to 30% for rafts (which means they will now attack rafts - but you have to get pretty darn close to them!) and 0% for dinghies) - -LowMemoryMode now disables the background movies for lighter memory footprint - Changed damage type on repair hammer to 0 against players, human npcs, and creatures to stop pvp on pve servers, not used as a weapon on pvp. - Ships near shore do not attract cyclones anymore - Vultures should now more easily harvest corpses - Ships that players are based on do not use staggered updates now (resolving the issue of the choppy spyglass rotation when in the crow's nest, for example) - Can no longer weapon-charge or dodge when encumbered. - Fixed erroneous reference to chalcedony instead of flint base - Added Ingots/Alloys and Organic Paste to the list of resources allowed in the ship repair box - Tripled gathering weighting of metal in all the generic rocks for both pick and hatchet damage types - Grenades damaged to stone multiplied by 3x - Changed Human Crew character carry inv max weight from 1000 to 60. - Switched damage weightings around so the pick tool is preferred from metal/crystal/gem/salts and hatchet for wood/coal/stone, etc. No adjustments have been made to yield changes, just tools have been adjusted. - Fixed an issue with treasure bottle's spawning (there will now be more of them and more reliably spawned) and increased the quality of loot found in treasures. v7.8 - Further server/networking optimisation to improve server performance and stability. We have effectively eliminated over 95% of our crashes. We'll be continuing to monitor our servers over the coming days ahead and tackle more events. Consequently, we will be turning our primary attention to data transfer issues and connection issues. - Reduced Ship of the Damned targeting range by 50%. We're going to look into scaling that based on the type of ship. v7.6 - Further server/networking optimisation to improve server performance, stability, and connection issues. - Further tweaks made to Ship of the Damned should no longer wander close to shore, however they may chase you. - Shipyards are now properly tagged on the server side, so enemy players will not be able to demo them unless the decay timer has truly hit 0 on the server. v7.33 - Improvements made to -lowmemorymode to use async loading, resulting in less freezy load times. - Added -nosound launch command - Added -noinlinestreamer launch command - Server-side crash fixes and stability improvements. Resulting in approximately 40% more stable servers, with additional changes to come! - Reduced Army of the Damned ships spawn rate by 60% - Reduced Army of the Damned ship HP per level scaling by 20% - Reduced Army of the Damned ship Aggro range by 10% - Boosted Army of the Damned ship loot quality by 10% - Reduced Flotsam spawn rate by 35% - Increased Treasuremap item quality by 15% - Eliminated at-sea increased rate of vitamin/vitals consumption. Now it just causes food to spoil faster, and temperatures to drop. - Increased vitamin equilibrium range to +/- 20% rather than 10% (making it easier to achieve and stay in equilibrium) - Decreased vitamin deficiency debuff threshold to 10% rather than 20% - Reduced base rate of vitamin consumption by 2% - Ensured army of the damned ships spawn farther away from shore, and don't spawn too near player ships - Fixed Diving Platform to take any oils, not just blubber - Changed Lighthouse HP to 25k, gave it stone structure settings, and allow it to burn oil - Vultures will no longer erroneously target players they can't hit - Army of the Damned Ships will no longer initially aggro to drydocked or anchored ships, unless fired upon by them or already targeting them. - Added one more Skill Point earned by all level-ups above 10 (recommend players Respec) v7.0 - Added a new event cosmetic, 'Top Hat'. Permanent skin with 10 applicable uses. Can be purchased from Cosmetic Vendors in Freeports or Travelling Merchants. From the 27th of December, through til the 2nd of January, wearing this hat whilst digging up treasure will result in double the gold. - Improved server performance by adjusting server water thread utilization - Changed declaim period (stealing enemy territory) to 30 minutes from 1.5 hours (requires they have no alive crew or players in the vicinity) - Removed requirement to be on a boat to steal someone's boat after placing the claim flag. Adjusted base value times to claim the boats to be 1 one minute to steal a dinghy, 2hrs~ to steal a raft, a couple hours to steal sloop, and so forth (levelling a ship increases the time it takes to steal that ship). - Rebalanced Skill Point requirements as originally intended, where higher tier skills cost more SP. Forced a one-time 'free' respec to use these new values. - "Low Memory" Launch Option for more reliable <= 8GB OS support. Launch the game with '-lowmemorymode' to utilize this! - Ship collision damage is now disabled on Freeport servers. - Alpha creature spawns are now disabled on Freeport and Lawless Servers. - Item yield and Gold yield from Treasure have been doubled - Significantly reduced Torch and Fire Arrow Damage - Fixed a bug which prevented resources from respawning. Please note when this update goes live, it may be a few hours until they naturally start appearing again. - Increased the damage from Dragon Fire AOE and set it to an 8-hour tame time with the token - Equilibrium Buff now gives +20% XP, -20% reduced incoming damage, +30 temperature fortitude, +10% movement speed, +20% melee damage, and takes 30 minutes to achieve rather than an hour. - Fixed a bug which prevented Bottles and Flotsams from spawning - Fixed a bug ocean and deep ocean spawners, including Mermaids, Whales, Ship of the Damned, and Squids. - NPC crew that are recruited in Freeport are now correctly assigned to your team. - Fixed Shovels and Heavy Shields so they no longer damage stone structures - All freeports now have pirate music in town - Scuttling is now tied to the demolishing tribe governance setting and Prevent Demolishing Structures in Group Management Settings - Group ranks now enabled on seating structures, so you're able to have better control of who is able to use those (Steering Wheel and Lt Podium) - PvE Claim Flag contesting now displays the enemy Claim Flag's upkeep time remaining before you can contest it, and provides a proper HUD message to that effect. v.6.7 - Further changes made to resource respawn limitations which should result in less barren islands. - Fix for claim flags on PVP servers v6.5 - Ships and rafts no longer prevent resources from respawning. Note that nearby online players & structures (not claimflag ) will prevent resources from respawning. - Fixed an issue where bed overlap protection was too strong, prevent players from respawning when they were too close to unfriendly ships or structures. - Can no longer claim unallied boats on PVE servers. PVE Territory can only be claimed if the owner has not been active around the territory within the last 3 days. - Further optimised server-side performance - Fixed a bug with the repair hammer which allowed players to repair structures even if they had a damage cooldown. It will temporarily use the resources, however, this will be fixed in our upcoming client patch. - Can now claim enemy ships in Lawless and Golden Age Ruin servers. v6.2 - Lawless Regions no longer have EXP caps. v6.1 - Further server performance optimisation - Multiple server and client crash fixes - Fixes for beds and boats not displaying on maps/spawn UI - Ships are now instant craft in shipyards - Piercing Shot cooldown increased - Improved client replication on boats so they appear more smooth when the boats are moving - Fix for character creation prompts upon server join/respawn (still investigating additional edge cases) - Alliance players should no longer contest each other's claim flags - Coldfront and Heatwave extremity reduced by 60% - Fixed an issue where the game would leave players in the encumbered state after fast travelling to another or same server. v5.9 - More performance related fixes for clients and servers - Fixed for appearing in a random location upon relog - Fix for beds and boats not being selectable/visible on the spawn UI v5.5 - Fix for players spawning in the Ocean on Lawless Regions - Fixed multiple connection issues and bugs impacting server performance - Sleeping players are no longer replicated in freeports. v5 - Major version upgrade to investigate client issues when attempting to connect to a server, as well as server performance problems. v4.3: - Fixed multiple client-side crashes v4.2: - Fixed multiple server-side crashes v4.1: - Fix for Lawless maps not being named appropriately. v4.0: - Enabled Lawless regions to be connected to at the start - Reduced timeout length on disconnections - Switch to steam sockets to resolve players being unable to connect to servers
  20. different hull configurations are fine, but that's another topic. if you have more weight on the speed hull the ship will go slower, less weight, faster. same with the cargo hull, you have 30% weight on that hull and it will go faster that 75% weight on the same hull. maybe there is some benefit in hull shape that reduces the drag on heavy loads but i am specifically talking about cargo racks here. the way i suggested would be the way most people expect them to work and be universally beneficial on any ship/hull. i am racking my brain to figure out why they implemented them in such a weird way, is there some exploit that i am not thinking of? hmmm i know this is not a ship simulator but the more intuitive a game is the less people rage when they find out weird shit like this.
  21. For treasure Maps they still awesome but as a tame that was announced to Carry "heavy loads " its not capable anymore. Bears Giraffes And elephants Carry More And even reduce weight. I could carry 150k Metal And still jump which Needed a Nerf but now its not a Carry tame anymore. Imo they Need to Double the weight And Give them 25% weight reduction on everything in their inventory, And if the crab is overloaded,thats where the ability to jump Needs to stop
  22. Yes clearly I need to learn to sail... The pic was of me in a power stone grid hunting SOTD that do not exist it seems. 1hour 40mins for 5 ships. The boat was relatively heavy as I wanted a decent amount of ammo to shoot (500+) I do not understand why people are defending such a slow system. Its not about making speed boats it about looking at it and upgrading it (you can do it by fixing sails for a start!!!!). So far they have buffed everything in this game and yet I have not seen any buffs yet to the sailing systems. I will say it again. This is a PVP sailing game where no one is on the dam seas. I wonder why. https://atlas.hgn.hu/grid/na/pvp We had 40+ people playing in my clan now we have 5 and only I am willing to do the 5-8 grid sails necessary because people hate the feature. I understand you guys are a few of the tiny population who like it but clearly something is wrong when everyone is just on islands all day.
  23. i guess u have galleon with wrong sails and its so heavy that only moves like snail on wet stick
  24. does that work during peace timers? damn didn't know the old too heavy thing worked still.
  25. Because of that "heavy block range" im stuck, you can see here: Red is blocked because of the foundation you can see in the first screenshots. Green i still can build in water. Orange shows the spot where i can anchor, more way up i cant because its too deep. And on the right you can see the beginning of a big rock, i cant build around them because no anchor and very deep. So im Stuck at this small position, ONLY because of this damned update. So come on otherwise i have to leave this place and the island i have been since release and after wipe with the same guys as owner. I still cant move any shipyard more left that i have more space for new ships to anchor, no i cant because it is blocked by enemy gate or foundation -.- WE ARE ON PVE, not on PvP or something else, we like to build "nice" and in cooperate with nice neighboors, this is so stupid. Its not Lawless, give the Island Owner the Options to set the Block range from min to max or something like that.
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