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  1. Is the game dead? I've stopped playing since the last wipe. Since then, I keep looking back to the forum and see what changes. Apart from a completely useless update for X-Box players (sorry people, but first the game should be developed), there is not much going on. I switched one of my Ark servers to Blackwood last weekend. What can I say? I was horrified! The map is buggy (beds, claims) and seems unloving in many places. But there are a lot of useless buildings, too big islands and a horrible lighting. Pity! I've really missed the shipbuilding and some things on Ark lately, but after the experience I just have to say that my playing experience in Ark is far better then what I've been offered with Blackwood. I have the impression that the developers have maneuvered themselves into a dead end. The PvP-heavy MMO concept was an absolute failure and the game offers little content beyond PvP and Grind. Also, developers do not seem to have done much lately, or have become very quiet. Atlas, quo vadis?
  2. This should be fixed soon, he knows about it. Thanks for pointing that out. edit: Now fixed. I'm one of Doublee's admins and the primary map maker for the server. We retired the 5x8 map and upgraded to a 7x7 just after Xbox Crossplay went live. We were hoping to let them join us, but since no unofficial servers can run xbox servers but nitrado, we're doing mods instead. As of this post we have 7 quality of life type mods. -We have one of the more unique maps in Atlas due to heavy use of island clusters. -Biome transitions are logical (Equatorial<>Tropical<>Temperate/Desert<>Tundra<>Polar). Sub-biomes (Western/Central/Eastern) are also laid out logically. -Rewards in powerstone zones are a bit higher than on official (better risk/reward factor) -We also have Easyport zones as some of our home servers if you want an easier start to playing on the server (in addition to standard unmodified Freeport zones). -Both types of zones have the SotD difficulty, Flotsam quality, and Shipwreck quality modified appropriately (official doesn't modify shipwreck quality at all). -Of course we have all 9 powerstones and essences for your end game needs. -We have a PVP zone for those who love the PVE but want to battle it out on occasion (located in E4). -We recently added cross-server and discord chat to the server so you can chat across zone boundaries and with people in discord as you play. This changes the game a bunch for an unofficial server. It no longer feels like you're playing alone or just with your crew when you can talk with everyone else playing on the server cluster and discord. Live Map, Resource Map, and Composite map (important info the other two don't cover) are all available in the #atlas-info channel in discord. When you have had your fill of Atlas, he runs other servers for other games as well. He's very open to hosting servers for new games and mods that come out, which is one of the reasons I'm still playing on his servers.
  3. If you look at pictures of real frigates, the body shape of the brigatine in game is very similar to a fifth or sixth rate frigate (based on guns, 12 gun ship), I'd like to see more heavy frigates (28 or 32 guns (14 or 16 per side). A ship of the line would be cool, something like a 64 gun ship. I'd like to see the galleon have all the guns removed and made more of merchant ship with lots of weight
  4. Updated! More NPC "classes" for both army of the damned and Pirates like some that uses knuckles , some uses only bombs etc On PVE or Single player NPC's pirates or damned can attack your island base! More Shops at Freeports! like some for resources , items , guns ship parts. some sell very special ship parts etc New animals like gorillas , komodo dragons , giant man eating toads , Leopard's , Coyotes/hyenas , gators , normal sharks , deer , Giant beetles , Hippos , Anacondas , GIANT BATS! , GIANT ELS as big as a Mosa , Seals! Sea monsters like the "loch ness monster and Big lobsters. walrus , Killer whales some sea only resources Damned Camps: some islands could be claimed by the damned! and the island could have damned animals that act like a hive mind! Enemies forts! these are large Bases made by pirates or damned and has A TON OF LOOT! New melee weapons- Dagger: Fast to uses! can dual wield and can cause Bleed! , battle Axe: Able to disable shields and the best one handed weapon! Long sword: A heavy weapon that's strong and has a nice swing! Cat Claws: this Unarmed gloves have Very sharp BLADES like a tiger's claw! and is great for piercing armor Heavy gauntlet: these last tier and it has LOT of Raw damage and are very durable Ranged weapons! Longbow: this is basically the compow bow and has metal and bone! also its strong! Revolving Rifle: this 6 shot rifle is not as strong as a Carbine but has more ammo! fire Bombs! New Biomes! Giant Jungle! , Savana , Volcano , Cursed , Mushroom forest , NPC's could have Jobs if you make a island base! like miners , lumberjacks , etc! NPCS on Ships could have more jobs like Chef , repair man etc New Damned Classes Destroyer: he Holds a Gunpowder barrel and he can Blow up walls! Necromancer: a ghost that Zaps You can can revive the Dead! Damned animals , pathfinders and Pirates: if any of these die but the damned they turn! Damned Soul: these guys kinda look like nameless but they dont have tails , have a large Under jaw, and they dont have armor! but they are in high numbers! ---------- Cursed alturas: These obelisk are basically ODS drops from ARK. but you have to fight the damned! and you have to fight waves of them from animals cursed to sailors! Free Ports! Salesman: he can sell anything from Resources , weapons , tames , food , armor , ship parts etc for gold! (changes each day) Fairy man: they can Fast travel you to!- another freeport , claimed islands and ships! the cost is more if your heavy! Mage: able to sell "magical" items to you! ------------------------------------------------------------------- Able to change the look of your ship! damned theme! Imperial theme Viking theme! Dragon theme and more! sea creatures attack you when in scuba suit! (only when close) able to harvest Old ruins , ships and junk around ruins! example: if you find a old ship weck on a beach you can harvest the anchor and cannons for forged metals and raw metal! Forged metal tools! Magic items: Spells , staffs , and more! (uses mythos) Mods for weapons like scoops . grips , funnals (for faster reload) and longer barrels. Ship Mods!: like a Water wheel thats able to move ship without wind but needs people and its kinda slow Armor: Desert Gear: 35 armor each and helps you in the Heat! Karitone armor: 75 Armor each: Able to repair on the go and it looks like its made of shells of turtles , bugs , scales and bones! Metal armor: 100 armor each: Looks like old musketeer armor but the helmet has no feather and the armor looks kinda rusty Plated Update: For me it's too easy to get that armor! so here's my idea Instead of using raw metal! it uses forged metal with oil to make it but the Armor gives 175 armor per piece! Pirates will sometimes roam like the army of the damned!
  5. i think wild pirates should have different classes and tone down the level! the normal pirates in game can be called "pirate sailors" they can uses bow's , knuckles , cutlass , and flint locks the heavy's can only use Maces and shields with cutlasses and the classes of them Pirate Bomber: they wear cloth armor and they have a bandolier around there chest with bombs on it! they will throw oil jars and bombs but if you shot it they go bomb! Pirate Ravager: they spawn with Leather armor but have cloth caps and they can have nearly any weapon but they are rare! Pirate Archer: these guys uses bows and crossbows and wear fur armor Pirate Medic: they don't attack but they heal their allies Pirate Captain: these guys use Two flint locks or two cutlasses and they are very strong and they bost there allies nearby. but if you kill them the crew becomes weaker and sometimes they will attack your base! also the damned could have some Damned sailor: weak but goes in high number (they act like zombies) Damned Bomber: these guys are the same but they can throw potion jars to kill you. and bombs! Damned Demolisher: they look like skeletons with a bandolier of bombs and hold a explosive barrel and if they get to close anything near him will be gone. but if you shot it they also go bomb! Damned Reavers: they uses any weapon in the book! Damned Necromancers: these guys look like skeleton ghost and they float (yes you can kill them) they can revive dead damned and can heal them and they like to shock you with electricity (it only hurts you) and he can summon skeletons that are Level 1 to attack you! Damned animals/pirates/pathfinder's: this is a idea but if they attack you you get a effect called "cures of the damned" all this dose is when you , your tame , buddy or even a random animal or pirate will turn into a damned. they they act like a there normal self but they fight for the damned! Damned Guard Gole: these weak flying demons will fly around and act like leather wings and will attack and pick you up! but they are weak. Damned captain: these guys look like zombie captains and they boost nearby allies. Damned Beast: these monsters look like a giant mound of bodys and legs and a squid like look with large mouth with thousands of teeth! one tentacle is wrapped like a club and will hit you! the other is electrical and will zap you! but if you shoot its mouth or back it takes 3x damage! and drop an nice bit of loot. also they are rare! also the damned can have bases on land and at the bottom of the sea and they will also attack your base!
  6. i got some ideas for the game Animals Gorillas: (walk like the Megapithecus from ARK but has the same abilities as bigfoot! and they are as strong as a Lion) Gator's (just a normal size gator that attacks you) Shark 's (the shark in game could be called "Razorsharks" and are found in the deeper parts of the sea but rarely found in the top!. these sharks look like just normal sharks and they are weaker but easier to face) Komodo dragon (these would have nearly the Same Ai to the Megalanda from ark but this one has large bone spikes and a large frill and can spit poison and bits you for a plage effect cassowary: (these very hostile birds are similar to the ostrich but they are brighter in color and and they can uses their claws to slash you) Seal: (despite the way they look they are really mean found mostly in the snowy parts of the world but also can be found also every wear they will attack you! Damned Animals/Pirates (these animals or pirates are cursed by the Damned and they have the same particles around them and have glowing green eyes) note this happens when a damned (blank) kills another animal , pirate or even pathfinder! and it will turn into a Damned) (kinda like zombie's) ----------------------------------------------------------------------------------------------------------------------------------------- NPC types! Some NPC's spawn at Crazy levels so i think the max should be 250 but here's some ideas for them Pirate Sailor: they are the most basic attacker's there weapons are (cutlasses , brass knuckles , flintlocks , spears and pikes) and they are kinda weak! and wear only cloth! Pirate musketeers: these guys wear a mix of leather armor and have a metal helmet on! they are kinda the rifleman in the group and they can uses (carbins , blunderbuss and flintlocks only) Pirate Bomber: these guys wear cloth armor but have a Bandolier on there left and right full of bombs! they will throw them at you but if you shoot the bandolier he will go BOOM! as well as anything near him! Pirate Ravager: they wear a full set of leather armor but have a cloth cap! these guys can have any weapon! from brass knuckles to crossbow''s Pirate Bowman: these guys wear fur armor and mostly bows but they also can use crossbows and can uses fire arrows! Heavy pirate: (change) they only use maces and shields. they cant uses guns Pirate Captain: these guys wear full leather and can have Two flintlocks , two cutlass's , or a blunderbuss and they are the leaders! -------------------------------------------------------------- Army of the Damned! damned Sailor: these guys are wearing cloth and have the damned look and they run at you (like zombies) Damned Bomber: these skeleton have a bandolier of bombs and he can throw them at you! Damned Demolisher: these poor souls have a bandolier with bombs but hold a explosive barrel and if they attack your base they will run up and blow up! but if you shot the barrel anything near him will be gone! Damned Necromancer: these ghost look like a floating skeleton with electricity around them and they can revive or heal nearby damned and can shock you( it can't stun you but dose hurt) and can summon level 1 skeletons to attack you! Damned Guard Gole: these Demon looking monsters fly around and they will try to maul you! they like to tear up your sails but they are weak Damned Beast!: this Monster Looks like a Mix of tons of Corpses and a squid he has a large Mouth with thousands of teeth and has a club tentacle that has spikes and a shock tentacle that he uses to zap you! but if you shoot his mouth of hit his back it will deal 3X damage! Damned Camps! they can spawn ether Under the sea or On land and most of the animals there will be damned and will act like a hivemind to kill uninfected pirates , animals or pathfinder's!
  7. I really love the day/night cycle of Atlas - there's some seriously beautiful lighting in the game but man - when its transitioning between day to night, or night to day, there's this period where the foreground is super contrasty making it very difficult to actually see anything. An example - as it goes towards evening, things are fine, the sky starts to darken etc. Then there's this short period where the foreground is suddenly SUPER contrasty/dark. After a while it transitions to full night where it's actually quite visible when not under the shadow of trees. Likewise, as night transitions into dawn, there's the same period where the sky is ligtening but the ground remains ridiculously contrastry. When you are in places like Freeports where there's buildings, you can barely see anything around the buildings due to this heavy contrast. Any chance we can get a little more local ambient lightning at ground level or overall reduction of the heavy contrast during these phases? I like the nights being dark, but this contrast not only makes navigating the terrain painful, it's actually unpleasant to look at. Not a game breaker by any means but could be tweaked to be a far more balanced experience.
  8. Hi, i played atlas at release and then i quit after huge population loss and now i return at this season. I got 900 hours in this game and i feel like game is right on its tracks now i feel like every update make this game greater so good job dev team! First i have to mention the reason i play this game is naval combat. I played various naval games includes Naval action which i like most due to its mechanics. This game lacks naval diversity, i see people are trying different builds with ships but mostly they are getting sinked cuz theres always only 1 build that works for combat . Modules We definetly neeed more modules for ships like rudder, fins, anchor, ammo depot and all should randomly malfunction when they are not repaired fully. A rudder that can be damaged, broken and destroyed. Random malfunction: Stucked rudder. Finns that reduces your drag One use only anchors for fast manuevers that can be deployed from the front of the ship at shallows. Random Malfunction: released anchor due to a lucky shot. Ammo depot that can randomly catch fire slowly burns your ammo till you extinguish. Mast malfunction: Stucked sails. Damage Mechanics and Penetration Right now at naval fights your ultimate aim is to remove enemy ships planks. What if we didnt need to remove them? Cant just one shot creates leaks and damage internals and crew? So repair guys wont get bored? Different Plank types also would be nice to see to add on diversity on waters: Heavy plank: Slows the ship but has ticker armor and canon balls can bounce from it when they shot from certain angles. Medium plank: Average plank, Average penetraition protection, No speed debuff Light plank: Speed buff, low armor, low hp Ammo Types and More Calibers We need different types of cannons right now we have only two options, Medium Canon and Large Canon thats not enough we need more diversity. Long Canon; Deals less damage but has longer range, longer reload time. Medium Canon; Medium range, medium damage. Short Canon; Short range, Fast Reload, High Damage Ammo Types: Grape shots for canons: damages and kills the crew Spike shots: Right now they are useless but would be nice if they have chance to start fire since they explode with a fuse. Canonballs at different calibers for each canon type. All these canons should have exist in different calibers for different ships. SAILING There should be two different sailing modes, 1: Simple sailing mode: Like it is right now. 2: Advaced Sailing mode: Now im about to mention. We talked about modules that can broken and malfunction. Lets say your rudder is damaged and stuck and you cant turn anymore but is rudder the only way to turn ship? No, in real life you can turn the ships by just turning sails only if we were be able use the front sail and back sail seperately. If you move your sails like this the wind should push the front of the ship towards right and makes you turn right. If you move your sails like this the wind should push the back of the ship towards right and makes you turn left. Conclusion Im not gonna mention that we also need more ship types im pretty sure devs are working on it. Thank you for reading my post im gonna add more to the post by time. I also would like to hear what you think about this.
  9. Hi, i played atlas at release and then i quit after huge population loss and now i return at this season. I got 900 hours in this game and i feel like game is right on its tracks now i feel like every update make this game greater so good job dev team! First i have to mention the reason i play this game is naval combat. I played various naval games includes Naval action which i like most due to its mechanics. This game lacks naval diversity, i see people are trying different builds with ships but mostly they are getting sinked cuz theres always only 1 build that works for combat . Modules We definetly neeed more modules for ships like rudder, fins, anchor, ammo depot and all should randomly malfunction when they are not repaired fully. A rudder that can be damaged, broken and destroyed. Random malfunction: Stucked rudder. Finns that reduces your drag One use only anchors for fast manuevers that can be deployed from the front of the ship at shallows. Random Malfunction: released anchor due to a lucky shot. Ammo depot that can randomly catch fire slowly burns your ammo till you extinguish. Mast malfunction: Stucked sails. Damage Mechanics and Penetration Right now at naval fights your ultimate aim is to remove enemy ships planks. What if we didnt need to remove them? Cant just one shot creates leaks and damage internals and crew? So repair guys wont get bored? Different Plank types also would be nice to see to add on diversity on waters: Heavy plank: Slows the ship but has ticker armor and canon balls can bounce from it when they shot from certain angles. Medium plank: Average plank, Average penetraition protection, No speed debuff Light plank: Speed buff, low armor, low hp Ammo Types and More Calibers We need different types of cannons right now we have only two options, Medium Canon and Large Canon thats not enough we need more diversity. Long Canon; Deals less damage but has longer range, longer reload time. Medium Canon; Medium range, medium damage. Short Canon; Short range, Fast Reload, High Damage Ammo Types: Grape shots for canons: damages and kills the crew Spike shots: Right now they are useless but would be nice if they have chance to start fire since they explode with a fuse. Canonballs at different calibers for each canon type. All these canons should have exist in different calibers for different ships. SAILING There should be two different sailing modes, 1: Simple sailing mode: Like it is right now. 2: Advaced Sailing mode: Now im about to mention. We talked about modules that can broken and malfunction. Lets say your rudder is damaged and stuck and you cant turn anymore but is rudder the only way to turn ship? No, in real life you can turn the ships by just turning sails only if we were be able use the front sail and back sail seperately. If you move your sails like this the wind should push the front of the ship towards right and makes you turn right. If you move your sails like this the wind should push the back of the ship towards right and makes you turn left. Conclusion Im not gonna mention that we also need more ship types im pretty sure devs are working on it. Thank you for reading my post im gonna add more to the post by time. I also would like to hear what you think about this.
  10. Eastern Hand-Rocket pls... Hydra One-Handed, Hydra Thrown, and Hydra Heavy (aka Katana, Shuriken, Naginata, with unique attacks pls) Cyclops Ranged, Cyclops Blackjack, Cyclops Heavy Thrown (aka Blowgun, Club, and Javelin, with unique attacks pls)
  11. I'll expand this over time, but for now I have three suggestions that I think would benefit the game. Winches: currently, there are a ton of vertical stretches which require some effort to ascend without the use of a crab, which is very late game. Once you get up to these areas, you are fairly regularly rewarded with rare materials that can't be found elsewhere in the grid, or even the surrounding grids. To make getting up and down easier, players have three main options, build and elevator system which is a hefty investment of time and resources, build a ramp system with supports and cliff-platforms, which is an equally heavy investment (if not greater), or build a zipline system (which can't be operated when encumbered). But given the era and technology level that these Pathfinders have access to, there should be a fourth option for those who don't need to build that much infrastructure. If all you need to do is lift and lower items instead of people and animals, a winch system which can be extended by means of a craft able rope would certainly do the trick, it could lower items extremely quickly for off-load, and raise up quickly once it was empty, or slowly if still full. Writs of Cessation: Now for solo/duo / small company player QoL, in many cases, these players will find themselves forging amicable relations with larger companies and have a desire to join them on expeditions for various purposes. Since you cannot spawn on Allied beds or use any allied structures whatsoever, this can prove to be extraordinarily risky. My suggestion is to offer "Writs of Cessation" at Freeport with various price points corresponding to increasing time intervals. The basic premise is that this is a legal document that states that the company is temporarily halting it's business operations, but will remain open as long as the Writ is Returned to a Freeport within the given time frame. Essentially, using a writ you could leave a company with zero members and it will continue to exist until the Writ expires. If you turn it in prior to that expiration you will immediately be returned to your company no worse for the wear. This would make joint ventures much easier to conduct logistically and encourage co-operation between companies. Tame Aggression: Taming QoL, as it stands, there are many easily accessible whistle options for changing your tames aggression level on the fly, but in many cases you are unable to press the button you're looking for before whatever situation your facing gets seriously out of hand. This is particularly true when you're looking to tame something, (which if it's a high level is in inherently high stress situation) often you will be swiped during the feeding process and any tames you have nearby will turn aggressive against the bola'd target, causing you to lose the tame. While whistles have high utility, I have found that having to switch between aggression levels leads to a lot of headdesking, and in some cases you'll even lose tames because you forget to take them off Passive. IMO, this could all be solved simply by making it so that tames NEVER turn aggressive towards bola'd creatures, period. Maybe this would be more complicated to implement than I am thinking, but if it can be done without too too much effort, I think it would be great. More later! Feedback/Discussion welcomed.
  12. Implement rails as a way to transfer resources fast. This must be a mid to late game way for enstablished companies not to waste much time getting overecumbered do the tidious resource transports from vaults to harbors, from heavy nodes( like metal farms) etc. This is a way to make logistics way easier
  13. Ahoy Pathfinders, This Captain’s Log will be a catch-up following our Xbox Crossplay release along with a couple of announcements regarding what’s on the horizon. News from the Cabin We’re going to batten the hatches and retreat to the cabin for a little while. We’ll still be around, collecting bug reports, monitoring your feedback and addressing any critical issues that may arise but you will likely see the frequency of patches slowing down for the immediate short term. With the Xbox version of the game now out and stable, the team will be taking a deeper dive into our planned Phase 1 efforts (quality of life improvements, bug fixes, and performance increases) and that will require some work behind the scenes. With these phases, there will be a decrease in patch frequency as we are aiming to have more items bundled together and get out changes in batches rather than piecemeal. A quick note on Halloween and other holiday events, this is something we would like to support in the future with more fun-themed patches, but given our current timeline and recent focus we aren’t planning to do a specific Halloween-event this year, however we will be fundraising for Extra Life with our sister-team, Studio Wildcard, so you can expect some fun and bonus rates there ;). We’ll be participating in Extra Life this year, a charity event to help raise funds for the Children’s Miracle Network benefitting sick kids across the US. We welcome the ATLAS Community in joining us in celebration of what we can accomplish together via games and giving with our 24 hour Community Stream Event commencing November 2nd at 9am PST. Tune in as we get together with our sister Studio, Wildcard, in our Seattle Headquarters to bring you entertainment, giveaways, prizes and (most importantly haha) embarrassment for our team as they compete in challenges. In the spirit of the event, we will be enabling boosted rates for all players on our Official Networks. These rates increase incrementally as various fundraising milestones are reached. The rates will each scale independently and have unique caps. Last year we were ranked as the 11th team globally, let’s make the top 10 this year! For those wondering how you can get involved, it’s simple! You could either tune into the stream on November 2nd at 9AM PST and show your support, either by watching, participating or donating to the cause! Additionally, you could sign up to our Extra Life team and fundraise with us! Join our team using the link below: https://www.extra-life.org/index.cfm?fuseaction=donordrive.team&teamID=47725 Once you register as a Team Member, you can direct your Community to donate via the “donate” link at the top of the page, then select you from the drop-down menu. How will we support your stream We’ll give you a shoutout on stream and, in some cases, via social media and share your stream url. Provide you with game codes and other giveaways to distribute on your stream during gameday. Giveaways beyond codes will be on a case by case basis. Goodie bags for awesome content creators who meet fundraising goals! Games keys are limited so get in quick and sign up on our Team Page Xbox Roundup What a ride! We are so excited to have Xbox Crossplay launched with few explosions and close to no frazzled Devs running out into the streets. On a serious note though, we’re thrilled to have our new Xbox Community onboard and we’re humbled to hear that you’re enjoying yourselves. We’re also proud of our veteran PC Community for being welcoming and showing newer players the ropes (or sometimes the “pointy” end of a cannon). You’ve all made the launch a hit. You’ve all been amazing with reporting bugs and issues to us and we are confident we’re making some good headway into smooth sailing. Welcome to our new players and welcome back to our seasoned scallywags, we look forward to the voyage ahead! Updates to our Code of Conduct The ‘Misconduct’ section of our Code of Conduct on the Official Network has been updated to reflect taking action against players for things said and shown during broadcast and videos associated with ATLAS. You can see the aforementioned change within the ruleset here: Behaviour, Chat, and Interaction With Others Behaviour and interactions through text chat, voice chat, during broadcasts and videos associated with ATLAS, and in-game signs or paintings must adhere to the rules below and you cannot use alternative spellings to circumvent restrictions. Ensure that you do not: Offend - this includes but is not limited to language or behavior or use of art and assets which is unlawful, harmful, threatening, abusive, harassing, defamatory, obscene, hateful, sexually explicit, or racially, ethnically or otherwise offensive. Post Personal Information - belonging to someone else in the game or any Official Platforms related to the game. Harass, Stalk, Threaten - such as sending repeated unsolicited or unwelcome messages to specific users/Companies. Disrupt the game - such as intentionally causing the chat screen to scroll faster than other users are able to read, or setting up macros with large amounts of text that, when used, have a disruptive effect on the normal flow of chat. Promote - do not send messages which are advertisements for inappropriate topics, including scamming, hacking, exploits or the sale of goods and services unless trading within the game for game specific resources Real-money trading (RMT) - items, creatures, or services must only be exchanged for other items, creatures, or services within the game. Trading for real-world currency (real money) is not an accepted form of trading. And if you’d like to refresh yourselves on our full Code of Conduct, please click here We’d also like to give you another reminder about the comments you’re making in game. Unfortunately, many of our recent Misconduct bans have revolved around racial/cultural and/or homophobic/prejudistic statements. These will not be tolerated on our Official Networks and will result in a permanent account ban. Please abide by our Code of Conduct when playing on our Networks if you wish to avoid such action. To be clear, PvP-related trash talk is fine however there is a clear difference and we trust the vast majority of our players know the difference between that and the type of talk which will likely result in enforcement action. Finally! Freeports, creatures, and boats. It is intended that anything kept on Freeports is invulnerable. We want players to be able to dock up to an island, access the relevant NPCs, gather the base materials and head out on there way. A side effect from this is that players have been using these locations to effectively store their boats/creatures/items without fear of being attacked, whilst this is unintended we recognize it as a side effect of the system and will be exploring ways to resolve this explicit case - whether that’s through more aggressive days, or new systems entirely (whilst still maintaining the support for casual groups). However, something that has taken place recently is players finding ways to exploit the game in order to destroy another person's boat/creature on Freeports. This behaviour is not acceptable, and going forward we will be taking enforcement action against it. Consider this your heads up Official ATLAS Discord Our Discord is a space you want to watch as we roll out information and communication throughout ATLAS’ development. We’re also known to chatter with our Community there from time to time. We’re also grateful for the players who frequent the Discord answering questions and steering people in the right direction if they’re in need of help. We have recently added new roles for our Xbox players along with a specific bug reporting channel for Xbox. You’ll also find new channels for Content Creators and a channel for Community screenshots and various media. We’ve enjoyed these new channels greatly and it has become a habit for us to check them daily to see what players have been up to. You can join the Official Discord through this invite link: discord.gg/playatlas Look, if that isn’t enough to get you there, I’m just going to leave an example of my incredibly nuanced artwork documenting cycles of ATLAS here. I'm shocked I'm not on the art team too. If you want the opportunity to bear witness to more of this quality art posted to Discord, you know what to do. Live Game Patches For those not familiar with this section, it’s where we round-up our recent patches. Sometimes those may include some explanations, other times it may just be reiterating the updates that have gone into the game for those of you who aren’t regularly following our patches but do read the Captain’s Logs. As it’s been a while since our last roundup, this one will be a little larger than usual -- and for those of you who have kept up with our releases, you can skip this section ;). Current v400.58 First things first! For those of you living under a rock, we recently launched on Xbox as a crossplay game preview title. This required a major game update and allowed us to change various elements of the game, including the world layout, limitations for structures, creatures, tames and updating core low-level systems. The patch also included a ton of new content! Xbox & New Content: Enabled Crossplay New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) The serpent boss, Anacthyon, added to Blackwood Hardmode Snowman Now for the balance changes and quality of life changes. We covered quite a bit of ground here so we truly recommend reading through the notes to see what has changed prior to the Xbox launch. There were quite a few things we wanted to tackle. Some of these changes are just an initial step until we can flesh them out more in our later stages of development, and others despite their early stages have been quite impactful. The first thing we want to discuss is the state of the Intelligence (INT) stat prior to these changes. Formerly, the end game was about whichever player or company had the best INT. The loop generally worked as so: They find a BP, craft it, get a better INT item, use that to craft the next BP, get a better INT item, use that to craft the next BP, etc. It's a continuous power-creep by the strongest players. By removing the INT stat from armour we prevent this from happening. The INT bonuses will come from capped sources that do not grow infinitely (such as player stats, crow, and the dolphin) and we're able to identify the average/highest INT players have. We believe this change also reduces the gap between the larger and smaller groups, as the game is less reliant on how high you can scale your BP with an INT crafter and instead based on the BPs you find out at sea and your skill. We're looking forward to seeing players searching, stealing, and trading for the best BPs. On a final note, we want to mention that these changes will allow us the opportunity to tweak the end game more without having to worry about huge power creep. Secondly, the next aspect of the game we wanted to address was Ship Scaling balance and also opening up the option of players treating ships as their homes should they wish to do so. We wanted to tackle how strong ships could get through scaling, so we reduced the amount of points they could put into their damage and defense stats. There were additional changes made to ship stats and items which we hoped would lead to new types of builds and players being able to do more on their ship through the weight changes. On the topic of ship balance, we also changed the way harpoons work. We felt that they had become too strong in the meta to the point where they dominate ship PvP. Whilst this change may not perfectly address all situations, we expect it will encourage more planning when harpooning along with additional risk and decision-making whilst also opening up options to the harpooned ship. This is a work in progress and we have some ideas to further improve harpoon’s place in the meta in the future. Finally, there were a bunch of other general balance changes and quality of life improvements, it’ll be quite cumbersome to go through and explain each one so please read through the notes to get an idea of where the game is now versus a few months ago. To end, please remember, these changes you see here aren't always final, they can and may be adjusted in future updates. Balance Changes - Applied treasure gold multiplier buff to: floatsam/aodloots/shipwrecks - Enabled Revolver reload mini-game - Changed salted fish stack size from 30 to 50 - When harpooning another ship, the aggressor (ship shooting the harpoon) will have it's cannons (large, swivel, and regular) disabled until the harpoon attachment has ended. - Increased Net Fishing speed threshold by 25% - Wild elephants now have 3x resistance - Plague can no longer be spread via cough, touching, or poops. - AOE has been increased for plague debuff when shot via catapult by 70% - Fishing rewards have been increased by 2x - Added prime fish meat, fish oil, and fish skin to the fishing rod loot table - Dolphin Buff now lasts for 600 seconds - Scissors now snip at 2.5 dura per snip instead of 5 - Increased blueprint scaling of shipyards by 20% (easier to get higher durability BPs) - Prevented enemy pirate NPC's from fleeing - Stone Wild Pirate Camp doors are now wooden - Increased mortar damage against ships and ship structures by 30% - Lanterns now last 20% longer - Rifle shooting range now correctly matches view distance - Increased fish-catching speed by 15% - Make musical buffs last 50% longer - Throwing knife damage increased by 30% - Crop growth speed increased by 25% - Increased durability of hydra revolver by 30% - Increased durability of grapple by 20% - Reduce crafting times of intermediate materials (alloys, paste etc) by 20% - Icebox thermal insulation increased by 33% - Increased pike damage by 25% - Map spoil time increased by 3x when in bookshelves (this means they take longer to spoil) - Explosive Barrels now sink 50% faster and for a total of 6 minutes (increased from 5) - Unthinkable Delicacy cooldown decreased to 2 hours - Keratin farmed per minute on cat reduced to 10 (from 40) - Whale hitting XP increased by 10% - The rate at which ice is consumed in an icebox has been increased by 10% - Icebox insulation distance increased by 20% - Ambient temperature required to make ice has increased to 0 - Reduced blueprint bonus weapon damage and durability by 25% - Target Soft Spots and Target Weakness can no longer be used when wearing a Pike - Swords and Pike now pierce armour by 4x the previous amount - Reduced blueprint bonus armour resistance scaling by 40% - Reduced blueprint bonus armour durability scaling by 55% - Reduced blueprint bonus health given by armours by 40% - Reduced blueprint bonus weight given by armours by 66% - Removed health bonus from rejuvenate buff - Health has been capped to 300 and players have been given a free-one time respec - Large Cannon Damage buffed by 10% - Reduced shark team notify radius by 15% (how far they can call other sharks for help) - Claim Flags can no longer be placed underwater - Prevented grenades from being thrown when a glider is equipped - Increased the slots of tannery from 120 to 150 - Cooked fish now stacks up to 50 - Removed the INT stat from armour - Doubled creature INT (Dolphins and Crows) Ship Changes Brigantine: Extra Weight per level increased to 400 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Schooner: Extra Weight per level increased to 200 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Sloop: Extra Weight per level increased to 100 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% General changes: Extra Resistance is now capped at 396% Extra damage is now capped at 252% and adjusted to 4% gained per level - Reduced the weights of the following ship-related items: Ship Weight Reduction to 1: Rope Ladder Wood Ladder Chair Table Grill Cooking Pot Other weight changes: Water Barrel (1 when empty, 19 when full) Steering Wheel weight reduced to 12 Quality of Life - Added missing ceiling when building ramshackle sloop with vendor in Freeport - Enabled multiple client-side options for players to disable HUD/UI clutter - You can now fill water barrels directly from waterspouts - Right bumper now cycles between two inventory UIs - R3 now toggles use states (for example light fires) again - Lawless Servers now check for structures (at a small radius) before spawning folliage to prevent trees/rocks/bushes from spawning inside bases. - Added HUD callout on handheld map to re-center on players - Reduced non-offensive structure crafting times from 5s to 1s - Setup loot table overrides for DevKit - Action Wheel toggle for Yell and Whisper Modes for gamepad (PC) - When claiming a Wild Pirate Camp, the flag will now show the company flag painting - Painting a wild pirate camp flag will set the company flag painting - The cursor is now kept in place when navigating full folders - Level limit no longer applies in Freeports on non-dedicated session modes - The last search-strings on all Inventory Menu search bars will now be saved - Fixed the ability to use emotes whilst dancing - Added one more crew by default to a sloop - Increased non-dedicated tether range - Non-Dedicated Servers will now allow you to receive resources when demolishing structures on an anchored boat - Increased collision size of dropped bags. (You should now be able to pick up bags more easily when they are dropped on top of a bed etc) - Presssing Y on gamepad when an editbox is highlighted will now clear the editbox - Enemy pirate ships now display a sink percentage - Added a new "Tutorials" menu tab, which provides details on many of the basic mechanics and concepts of the game. - Modified a couple of snap points for the ladders on the brig to be climbable - Added warning that shows up in the company log 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Changed meat stack size to 50 for all meats Boss Fight Changes Next up, Boss Fight changes! When the Snowman Boss was first released, we received a lot of positive feedback about the experience and how much you guys enjoyed the fight. With this set of changes, we aimed to make the fight a little tougher, fix some exploits, as well as introduce a new difficulty. Snowman Boss Revamp: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance. Bug fixes and Optimzation And last but not least, a whole host of technical changes including performance improvements and bug fixes! - Fixed hundreds of issues with levels from covering holes, adding collision to decor, removing floating folliage, waterfall post processing, resource overrides, island points, discovery zones, and reducing the amount of natural fog on some islands. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Fixed multiple client side crashes - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed cheat giveengrams giving -40 stone arrows - Fixed a bug which allowed crew to be knocked off of puckles using a blackjack, even in peace time - Fixed alcohol buffs not persisting through grid transition - Fixed a bug which made it impossible to escape the left claw of a crab - HDR mode for Xbox One X now enabled - Optimized ship position callouts for Wild Pirate Encampments - Fixed a bug which would cause Non Dedi clients to get into a broken state when fast-travelling to a bed in stasis - AOD Armor icon colorization fixed - Atlantean cloth armor icon fixes - Atlantean heavy icon colorization fixes - Cyclops heavy icon fixes - Implemented a fix to resolve islands where foliage cannot be harvested - Fixed broken IBLs which caused some trees to emit a light source - Fixed a bug which prevented silos from paying/feeding crew on Lawless Servers - Fixed a bug which caused ground clutter to flicker on Xbox - Fix a bug when you use the map camera while piloting ship, the compass wouldn't hide from view - Added missing Forest dye craftable to grill - Moved pipe engram into pipes folder - Lawless regions on officials should no longer show any "island points" on the map. - Beds on cooldown are now visible (it will indicate when a player can spawn on them) - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Volumetric fog and ground clutter improved and enabled for Xbox One (and Xbox One S) - Fixed a bug where the shift key would stop responding on Xbox - Fixed a bug which would cause the camera to always be selected when pulling out your map with a gamepad - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Improved Army of the Damned animation on Xbox One and Xbox One S - Fixed a bug which made navigating between rows in two separate inventories reset location - Fixed a bug where some fantasy creatures weren't tamable on Golden Age servers - Fix to destroy sunken ships when last structure is removed - Fixed a server-side crash for Modded Servers which have modified their loot tables - Fixed structure tiling textures. Structures (such as wood walls) lined up near each now have the correct textures. You'll see slight differences in their pattern to prevent repetitiveness. - Fixed a server-side crash - Items caches will no longer be left behind and removed the drop-all on items like founders hats - Fixed a bug which would cause players to be unable to level up certain stats when highlighted over them - Fixed being unable to scroll up/down on the Company Log using gamepad - Fixed being unable to assign Company members to groups with gamepad (Xbox and PC) - Fixed a server-side crash - Updated Gamepad controls screen to reflect new gunport and anchor controls - Fixed Atlantean heavy helmet colorized icon - Fixed Atlantean female medium shirt colorization (added region for emissive) - Cyclops Heavy Boot and Hat Icon Fix - Hydra Hide Glove Icon Fix - Commander outfit torso colorization - [XBOX SPECIFIC] Fixed a crash caused by vivox/parties in non-dedicated servers - [XBOX SPECIFIC] Fixed a bug caused by vivox/parties which would cause the fps to degrade over time - Fixed an issue where searching for remote inventory text would then populate that saved text in all search fields after opening inventories twice - Fixed issue where players no longer gained EXP on freeports - Fixed a spelling error on the Plunder Skill description - Fixed craftables not showing in folders in the hand-craftable view of the UI - Double-tapping A on any item in the Trade UI will no longer open the cancel UI - Added attenuation distance to Dive-Into-Water sounds - Net fishing sounds adjusted to only play locally - Fixed various stalls on Xbox and cases which would cause the Xbox' FPS to drop and the game to stutter (we are still looking into more cases of this) - Removed the range-limit on voice chat for non-dedicated sessions - Fixed a stereo audio bug which would cause players not to hear each other - Server ping 0 now hidden when you are the host - Fixed a bug where the targeting cursor wouldn't disappear after your ship was sunk - Removed the speed stat from speed sails to avoid confusion. This will be revisited further during Phase 1 of our development cycle - Fixed the description of skills (target soft spots and target weaknesses) - Disables gun crosshair colour change unless the server is using the new Game.ini setting: bAllowWeaponEnemyTargetingCursor (we'll drop a new server build for this later) - Fixed some rare client-side crashes - Session names on non-dedicated servers should now correctly appear in the sessions list - Red Target Cursor will always display in SP and Non Dedicated mode - Numerous Anti Cheat Updates - Fixed a bug which caused waterskins to be lost on spouts - Fixed a bug which caused the Raider of the Deep quest to disappear - Fixed a bug which would cause structures to have the wrong health points when replaced - Lighthouse can now be found in the Structures/Misc folder of the smithy - Fixed a bug which prevented cannons from being placed on certain gunports in Galleons - Fixed company logs not updating properly (or taking hours to do so) - Fixed beds not updating properly (or taking hours to do so) - Fixed a client side crash related to weapons and the tutorial system - Fixed a crash related to low memory mode (caused by fog of war) - Fixed the bug which prevented players from putting berries inside of their claim flag - Fixed a bug which would cause structures to sometimes float when placing them - Fixed an issue where distance field fonts would show invisible characters for certain characters, they'll display boxes for now. - Fixed an issue where servers would not correctly update their concurrent player counts when players would log off or move to another server - Fixed an issue where digging for water overrides were not functional on the server which would stop spouts from appearing when digging - Updated voice chat systems to Vivox in order to support Crossplay - Updated Waveworks to latest version, improving both client and server performance and quality of waves - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship - Tweaked ocean trace so that it doesn't create floating ocean shops - Fixed an issue with stone walls clipping through the floor when placed in wood half walls. - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle (NPC's should no longer dismount with legitimate builds) - Limited the slope campfires can be placed on - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Modified offsets for unboarding the Tortuga so players don't get stuck. - Fixed mortars shooting through ceilings that are one wall high - Fixed placing large cannons on the back gunports of a schooner - Fixed an issue where being mounted on a swivel cannon and pressing M would bring up a floating map and compass - Fixed armour pieces floating in view when equipping them whilst mounted on a cannon that is on a bear/horse harness - Players can no longer knock out enemy NPC crew manning puckles using the feat "Target Soft Spots" (also applies during peace phase) - Crew can no longer be dismounted from puckles using a blackjack even though they are immune to melee damage (also applies during peace phase) Well, that was quite a lot to get through, our next recap will be a lot easier to digest! For a full list of changes that have happened since ATLAS launched into Early Access, check out our patch notes thread: Community Content We’ve seen some awesome screenshots and builds created by the Community lately. Check out some of our favourites: Globy City SouthernReb D2 Inara Globy Erza Nick Vampish Senpai Well, that's it for this mega-Captain’s Log. We hope to see you all on the 24 hour Extra Life Stream on the 2nd of November. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  14. Ahoy Pathfinders, This Captain’s Log will be a catch-up following our Xbox Crossplay release along with a couple of announcements regarding what’s on the horizon. News from the Cabin We’re going to batten the hatches and retreat to the cabin for a little while. We’ll still be around, collecting bug reports, monitoring your feedback and addressing any critical issues that may arise but you will likely see the frequency of patches slowing down for the immediate short term. With the Xbox version of the game now out and stable, the team will be taking a deeper dive into our planned Phase 1 efforts (quality of life improvements, bug fixes, and performance increases) and that will require some work behind the scenes. With these phases, there will be a decrease in patch frequency as we are aiming to have more items bundled together and get out changes in batches rather than piecemeal. A quick note on Halloween and other holiday events, this is something we would like to support in the future with more fun-themed patches, but given our current timeline and recent focus we aren’t planning to do a specific Halloween-event this year, however we will be fundraising for Extra Life with our sister-team, Studio Wildcard, so you can expect some fun and bonus rates there ;). We’ll be participating in Extra Life this year, a charity event to help raise funds for the Children’s Miracle Network benefitting sick kids across the US. We welcome the ATLAS Community in joining us in celebration of what we can accomplish together via games and giving with our 24 hour Community Stream Event commencing November 2nd at 9am PST. Tune in as we get together with our sister Studio, Wildcard, in our Seattle Headquarters to bring you entertainment, giveaways, prizes and (most importantly haha) embarrassment for our team as they compete in challenges. In the spirit of the event, we will be enabling boosted rates for all players on our Official Networks. These rates increase incrementally as various fundraising milestones are reached. The rates will each scale independently and have unique caps. Last year we were ranked as the 11th team globally, let’s make the top 10 this year! For those wondering how you can get involved, it’s simple! You could either tune into the stream on November 2nd at 9AM PST and show your support, either by watching, participating or donating to the cause! Additionally, you could sign up to our Extra Life team and fundraise with us! Join our team using the link below: https://www.extra-life.org/index.cfm?fuseaction=donordrive.team&teamID=47725 Once you register as a Team Member, you can direct your Community to donate via the “donate” link at the top of the page, then select you from the drop-down menu. How will we support your stream We’ll give you a shoutout on stream and, in some cases, via social media and share your stream url. Provide you with game codes and other giveaways to distribute on your stream during gameday. Giveaways beyond codes will be on a case by case basis. Goodie bags for awesome content creators who meet fundraising goals! Games keys are limited so get in quick and sign up on our Team Page Xbox Roundup What a ride! We are so excited to have Xbox Crossplay launched with few explosions and close to no frazzled Devs running out into the streets. On a serious note though, we’re thrilled to have our new Xbox Community onboard and we’re humbled to hear that you’re enjoying yourselves. We’re also proud of our veteran PC Community for being welcoming and showing newer players the ropes (or sometimes the “pointy” end of a cannon). You’ve all made the launch a hit. You’ve all been amazing with reporting bugs and issues to us and we are confident we’re making some good headway into smooth sailing. Welcome to our new players and welcome back to our seasoned scallywags, we look forward to the voyage ahead! Updates to our Code of Conduct The ‘Misconduct’ section of our Code of Conduct on the Official Network has been updated to reflect taking action against players for things said and shown during broadcast and videos associated with ATLAS. You can see the aforementioned change within the ruleset here: Behaviour, Chat, and Interaction With Others Behaviour and interactions through text chat, voice chat, during broadcasts and videos associated with ATLAS, and in-game signs or paintings must adhere to the rules below and you cannot use alternative spellings to circumvent restrictions. Ensure that you do not: Offend - this includes but is not limited to language or behavior or use of art and assets which is unlawful, harmful, threatening, abusive, harassing, defamatory, obscene, hateful, sexually explicit, or racially, ethnically or otherwise offensive. Post Personal Information - belonging to someone else in the game or any Official Platforms related to the game. Harass, Stalk, Threaten - such as sending repeated unsolicited or unwelcome messages to specific users/Companies. Disrupt the game - such as intentionally causing the chat screen to scroll faster than other users are able to read, or setting up macros with large amounts of text that, when used, have a disruptive effect on the normal flow of chat. Promote - do not send messages which are advertisements for inappropriate topics, including scamming, hacking, exploits or the sale of goods and services unless trading within the game for game specific resources Real-money trading (RMT) - items, creatures, or services must only be exchanged for other items, creatures, or services within the game. Trading for real-world currency (real money) is not an accepted form of trading. And if you’d like to refresh yourselves on our full Code of Conduct, please click here We’d also like to give you another reminder about the comments you’re making in game. Unfortunately, many of our recent Misconduct bans have revolved around racial/cultural and/or homophobic/prejudistic statements. These will not be tolerated on our Official Networks and will result in a permanent account ban. Please abide by our Code of Conduct when playing on our Networks if you wish to avoid such action. To be clear, PvP-related trash talk is fine however there is a clear difference and we trust the vast majority of our players know the difference between that and the type of talk which will likely result in enforcement action. Finally! Freeports, creatures, and boats. It is intended that anything kept on Freeports is invulnerable. We want players to be able to dock up to an island, access the relevant NPCs, gather the base materials and head out on there way. A side effect from this is that players have been using these locations to effectively store their boats/creatures/items without fear of being attacked, whilst this is unintended we recognize it as a side effect of the system and will be exploring ways to resolve this explicit case - whether that’s through more aggressive days, or new systems entirely (whilst still maintaining the support for casual groups). However, something that has taken place recently is players finding ways to exploit the game in order to destroy another person's boat/creature on Freeports. This behaviour is not acceptable, and going forward we will be taking enforcement action against it. Consider this your heads up Official ATLAS Discord Our Discord is a space you want to watch as we roll out information and communication throughout ATLAS’ development. We’re also known to chatter with our Community there from time to time. We’re also grateful for the players who frequent the Discord answering questions and steering people in the right direction if they’re in need of help. We have recently added new roles for our Xbox players along with a specific bug reporting channel for Xbox. You’ll also find new channels for Content Creators and a channel for Community screenshots and various media. We’ve enjoyed these new channels greatly and it has become a habit for us to check them daily to see what players have been up to. You can join the Official Discord through this invite link: discord.gg/playatlas Look, if that isn’t enough to get you there, I’m just going to leave an example of my incredibly nuanced artwork documenting cycles of ATLAS here. I'm shocked I'm not on the art team too. If you want the opportunity to bear witness to more of this quality art posted to Discord, you know what to do. Live Game Patches For those not familiar with this section, it’s where we round-up our recent patches. Sometimes those may include some explanations, other times it may just be reiterating the updates that have gone into the game for those of you who aren’t regularly following our patches but do read the Captain’s Logs. As it’s been a while since our last roundup, this one will be a little larger than usual -- and for those of you who have kept up with our releases, you can skip this section ;). Current v400.58 First things first! For those of you living under a rock, we recently launched on Xbox as a crossplay game preview title. This required a major game update and allowed us to change various elements of the game, including the world layout, limitations for structures, creatures, tames and updating core low-level systems. The patch also included a ton of new content! Xbox & New Content: Enabled Crossplay New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) The serpent boss, Anacthyon, added to Blackwood Hardmode Snowman Now for the balance changes and quality of life changes. We covered quite a bit of ground here so we truly recommend reading through the notes to see what has changed prior to the Xbox launch. There were quite a few things we wanted to tackle. Some of these changes are just an initial step until we can flesh them out more in our later stages of development, and others despite their early stages have been quite impactful. The first thing we want to discuss is the state of the Intelligence (INT) stat prior to these changes. Formerly, the end game was about whichever player or company had the best INT. The loop generally worked as so: They find a BP, craft it, get a better INT item, use that to craft the next BP, get a better INT item, use that to craft the next BP, etc. It's a continuous power-creep by the strongest players. By removing the INT stat from armour we prevent this from happening. The INT bonuses will come from capped sources that do not grow infinitely (such as player stats, crow, and the dolphin) and we're able to identify the average/highest INT players have. We believe this change also reduces the gap between the larger and smaller groups, as the game is less reliant on how high you can scale your BP with an INT crafter and instead based on the BPs you find out at sea and your skill. We're looking forward to seeing players searching, stealing, and trading for the best BPs. On a final note, we want to mention that these changes will allow us the opportunity to tweak the end game more without having to worry about huge power creep. Secondly, the next aspect of the game we wanted to address was Ship Scaling balance and also opening up the option of players treating ships as their homes should they wish to do so. We wanted to tackle how strong ships could get through scaling, so we reduced the amount of points they could put into their damage and defense stats. There were additional changes made to ship stats and items which we hoped would lead to new types of builds and players being able to do more on their ship through the weight changes. On the topic of ship balance, we also changed the way harpoons work. We felt that they had become too strong in the meta to the point where they dominate ship PvP. Whilst this change may not perfectly address all situations, we expect it will encourage more planning when harpooning along with additional risk and decision-making whilst also opening up options to the harpooned ship. This is a work in progress and we have some ideas to further improve harpoon’s place in the meta in the future. Finally, there were a bunch of other general balance changes and quality of life improvements, it’ll be quite cumbersome to go through and explain each one so please read through the notes to get an idea of where the game is now versus a few months ago. To end, please remember, these changes you see here aren't always final, they can and may be adjusted in future updates. Balance Changes - Applied treasure gold multiplier buff to: floatsam/aodloots/shipwrecks - Enabled Revolver reload mini-game - Changed salted fish stack size from 30 to 50 - When harpooning another ship, the aggressor (ship shooting the harpoon) will have it's cannons (large, swivel, and regular) disabled until the harpoon attachment has ended. - Increased Net Fishing speed threshold by 25% - Wild elephants now have 3x resistance - Plague can no longer be spread via cough, touching, or poops. - AOE has been increased for plague debuff when shot via catapult by 70% - Fishing rewards have been increased by 2x - Added prime fish meat, fish oil, and fish skin to the fishing rod loot table - Dolphin Buff now lasts for 600 seconds - Scissors now snip at 2.5 dura per snip instead of 5 - Increased blueprint scaling of shipyards by 20% (easier to get higher durability BPs) - Prevented enemy pirate NPC's from fleeing - Stone Wild Pirate Camp doors are now wooden - Increased mortar damage against ships and ship structures by 30% - Lanterns now last 20% longer - Rifle shooting range now correctly matches view distance - Increased fish-catching speed by 15% - Make musical buffs last 50% longer - Throwing knife damage increased by 30% - Crop growth speed increased by 25% - Increased durability of hydra revolver by 30% - Increased durability of grapple by 20% - Reduce crafting times of intermediate materials (alloys, paste etc) by 20% - Icebox thermal insulation increased by 33% - Increased pike damage by 25% - Map spoil time increased by 3x when in bookshelves (this means they take longer to spoil) - Explosive Barrels now sink 50% faster and for a total of 6 minutes (increased from 5) - Unthinkable Delicacy cooldown decreased to 2 hours - Keratin farmed per minute on cat reduced to 10 (from 40) - Whale hitting XP increased by 10% - The rate at which ice is consumed in an icebox has been increased by 10% - Icebox insulation distance increased by 20% - Ambient temperature required to make ice has increased to 0 - Reduced blueprint bonus weapon damage and durability by 25% - Target Soft Spots and Target Weakness can no longer be used when wearing a Pike - Swords and Pike now pierce armour by 4x the previous amount - Reduced blueprint bonus armour resistance scaling by 40% - Reduced blueprint bonus armour durability scaling by 55% - Reduced blueprint bonus health given by armours by 40% - Reduced blueprint bonus weight given by armours by 66% - Removed health bonus from rejuvenate buff - Health has been capped to 300 and players have been given a free-one time respec - Large Cannon Damage buffed by 10% - Reduced shark team notify radius by 15% (how far they can call other sharks for help) - Claim Flags can no longer be placed underwater - Prevented grenades from being thrown when a glider is equipped - Increased the slots of tannery from 120 to 150 - Cooked fish now stacks up to 50 - Removed the INT stat from armour - Doubled creature INT (Dolphins and Crows) Ship Changes Brigantine: Extra Weight per level increased to 400 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Schooner: Extra Weight per level increased to 200 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Sloop: Extra Weight per level increased to 100 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% General changes: Extra Resistance is now capped at 396% Extra damage is now capped at 252% and adjusted to 4% gained per level - Reduced the weights of the following ship-related items: Ship Weight Reduction to 1: Rope Ladder Wood Ladder Chair Table Grill Cooking Pot Other weight changes: Water Barrel (1 when empty, 19 when full) Steering Wheel weight reduced to 12 Quality of Life - Added missing ceiling when building ramshackle sloop with vendor in Freeport - Enabled multiple client-side options for players to disable HUD/UI clutter - You can now fill water barrels directly from waterspouts - Right bumper now cycles between two inventory UIs - R3 now toggles use states (for example light fires) again - Lawless Servers now check for structures (at a small radius) before spawning folliage to prevent trees/rocks/bushes from spawning inside bases. - Added HUD callout on handheld map to re-center on players - Reduced non-offensive structure crafting times from 5s to 1s - Setup loot table overrides for DevKit - Action Wheel toggle for Yell and Whisper Modes for gamepad (PC) - When claiming a Wild Pirate Camp, the flag will now show the company flag painting - Painting a wild pirate camp flag will set the company flag painting - The cursor is now kept in place when navigating full folders - Level limit no longer applies in Freeports on non-dedicated session modes - The last search-strings on all Inventory Menu search bars will now be saved - Fixed the ability to use emotes whilst dancing - Added one more crew by default to a sloop - Increased non-dedicated tether range - Non-Dedicated Servers will now allow you to receive resources when demolishing structures on an anchored boat - Increased collision size of dropped bags. (You should now be able to pick up bags more easily when they are dropped on top of a bed etc) - Presssing Y on gamepad when an editbox is highlighted will now clear the editbox - Enemy pirate ships now display a sink percentage - Added a new "Tutorials" menu tab, which provides details on many of the basic mechanics and concepts of the game. - Modified a couple of snap points for the ladders on the brig to be climbable - Added warning that shows up in the company log 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Changed meat stack size to 50 for all meats Boss Fight Changes Next up, Boss Fight changes! When the Snowman Boss was first released, we received a lot of positive feedback about the experience and how much you guys enjoyed the fight. With this set of changes, we aimed to make the fight a little tougher, fix some exploits, as well as introduce a new difficulty. Snowman Boss Revamp: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance. Bug fixes and Optimzation And last but not least, a whole host of technical changes including performance improvements and bug fixes! - Fixed hundreds of issues with levels from covering holes, adding collision to decor, removing floating folliage, waterfall post processing, resource overrides, island points, discovery zones, and reducing the amount of natural fog on some islands. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Fixed multiple client side crashes - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed cheat giveengrams giving -40 stone arrows - Fixed a bug which allowed crew to be knocked off of puckles using a blackjack, even in peace time - Fixed alcohol buffs not persisting through grid transition - Fixed a bug which made it impossible to escape the left claw of a crab - HDR mode for Xbox One X now enabled - Optimized ship position callouts for Wild Pirate Encampments - Fixed a bug which would cause Non Dedi clients to get into a broken state when fast-travelling to a bed in stasis - AOD Armor icon colorization fixed - Atlantean cloth armor icon fixes - Atlantean heavy icon colorization fixes - Cyclops heavy icon fixes - Implemented a fix to resolve islands where foliage cannot be harvested - Fixed broken IBLs which caused some trees to emit a light source - Fixed a bug which prevented silos from paying/feeding crew on Lawless Servers - Fixed a bug which caused ground clutter to flicker on Xbox - Fix a bug when you use the map camera while piloting ship, the compass wouldn't hide from view - Added missing Forest dye craftable to grill - Moved pipe engram into pipes folder - Lawless regions on officials should no longer show any "island points" on the map. - Beds on cooldown are now visible (it will indicate when a player can spawn on them) - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Volumetric fog and ground clutter improved and enabled for Xbox One (and Xbox One S) - Fixed a bug where the shift key would stop responding on Xbox - Fixed a bug which would cause the camera to always be selected when pulling out your map with a gamepad - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Improved Army of the Damned animation on Xbox One and Xbox One S - Fixed a bug which made navigating between rows in two separate inventories reset location - Fixed a bug where some fantasy creatures weren't tamable on Golden Age servers - Fix to destroy sunken ships when last structure is removed - Fixed a server-side crash for Modded Servers which have modified their loot tables - Fixed structure tiling textures. Structures (such as wood walls) lined up near each now have the correct textures. You'll see slight differences in their pattern to prevent repetitiveness. - Fixed a server-side crash - Items caches will no longer be left behind and removed the drop-all on items like founders hats - Fixed a bug which would cause players to be unable to level up certain stats when highlighted over them - Fixed being unable to scroll up/down on the Company Log using gamepad - Fixed being unable to assign Company members to groups with gamepad (Xbox and PC) - Fixed a server-side crash - Updated Gamepad controls screen to reflect new gunport and anchor controls - Fixed Atlantean heavy helmet colorized icon - Fixed Atlantean female medium shirt colorization (added region for emissive) - Cyclops Heavy Boot and Hat Icon Fix - Hydra Hide Glove Icon Fix - Commander outfit torso colorization - [XBOX SPECIFIC] Fixed a crash caused by vivox/parties in non-dedicated servers - [XBOX SPECIFIC] Fixed a bug caused by vivox/parties which would cause the fps to degrade over time - Fixed an issue where searching for remote inventory text would then populate that saved text in all search fields after opening inventories twice - Fixed issue where players no longer gained EXP on freeports - Fixed a spelling error on the Plunder Skill description - Fixed craftables not showing in folders in the hand-craftable view of the UI - Double-tapping A on any item in the Trade UI will no longer open the cancel UI - Added attenuation distance to Dive-Into-Water sounds - Net fishing sounds adjusted to only play locally - Fixed various stalls on Xbox and cases which would cause the Xbox' FPS to drop and the game to stutter (we are still looking into more cases of this) - Removed the range-limit on voice chat for non-dedicated sessions - Fixed a stereo audio bug which would cause players not to hear each other - Server ping 0 now hidden when you are the host - Fixed a bug where the targeting cursor wouldn't disappear after your ship was sunk - Removed the speed stat from speed sails to avoid confusion. This will be revisited further during Phase 1 of our development cycle - Fixed the description of skills (target soft spots and target weaknesses) - Disables gun crosshair colour change unless the server is using the new Game.ini setting: bAllowWeaponEnemyTargetingCursor (we'll drop a new server build for this later) - Fixed some rare client-side crashes - Session names on non-dedicated servers should now correctly appear in the sessions list - Red Target Cursor will always display in SP and Non Dedicated mode - Numerous Anti Cheat Updates - Fixed a bug which caused waterskins to be lost on spouts - Fixed a bug which caused the Raider of the Deep quest to disappear - Fixed a bug which would cause structures to have the wrong health points when replaced - Lighthouse can now be found in the Structures/Misc folder of the smithy - Fixed a bug which prevented cannons from being placed on certain gunports in Galleons - Fixed company logs not updating properly (or taking hours to do so) - Fixed beds not updating properly (or taking hours to do so) - Fixed a client side crash related to weapons and the tutorial system - Fixed a crash related to low memory mode (caused by fog of war) - Fixed the bug which prevented players from putting berries inside of their claim flag - Fixed a bug which would cause structures to sometimes float when placing them - Fixed an issue where distance field fonts would show invisible characters for certain characters, they'll display boxes for now. - Fixed an issue where servers would not correctly update their concurrent player counts when players would log off or move to another server - Fixed an issue where digging for water overrides were not functional on the server which would stop spouts from appearing when digging - Updated voice chat systems to Vivox in order to support Crossplay - Updated Waveworks to latest version, improving both client and server performance and quality of waves - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship - Tweaked ocean trace so that it doesn't create floating ocean shops - Fixed an issue with stone walls clipping through the floor when placed in wood half walls. - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle (NPC's should no longer dismount with legitimate builds) - Limited the slope campfires can be placed on - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Modified offsets for unboarding the Tortuga so players don't get stuck. - Fixed mortars shooting through ceilings that are one wall high - Fixed placing large cannons on the back gunports of a schooner - Fixed an issue where being mounted on a swivel cannon and pressing M would bring up a floating map and compass - Fixed armour pieces floating in view when equipping them whilst mounted on a cannon that is on a bear/horse harness - Players can no longer knock out enemy NPC crew manning puckles using the feat "Target Soft Spots" (also applies during peace phase) - Crew can no longer be dismounted from puckles using a blackjack even though they are immune to melee damage (also applies during peace phase) Well, that was quite a lot to get through, our next recap will be a lot easier to digest! For a full list of changes that have happened since ATLAS launched into Early Access, check out our patch notes thread: Community Content We’ve seen some awesome screenshots and builds created by the Community lately. Check out some of our favourites: Globy City SouthernReb D2 Inara Globy Erza Nick Vampish Senpai Well, that's it for this mega-Captain’s Log. We hope to see you all on the 24 hour Extra Life Stream on the 2nd of November. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  15. I'm on a private Blackwood server. Does the silo work on the Blackwood map? I had read somewhere that it didn't and I don't want to build it just to have it ineffective. I agree about the weight as my brig is a little too heavy for my tastes.... I'm trying to fight SotD and since this is my first time ever doing naval combat, I need the speed and mobility.
  16. Treasure maps and Power Stone cave camping seem to be the quickest ways to level up. Also 14 cannons on a schooner? My god that's too many. Speed dictates fights. When you are heavy like that you are a sitting duck and easily sunk.
  17. yeah, keep an eye open, like the time a vulture started attacking my 90% tamed olfend then i shoot it while it was about 2 meters above the ground and the arrow kills my olfend wich was lying on the floor instead because hitboxes are not fucked up or anything yeah i will be wearing heavy armor in a desert biome in a pve server ROFL yeah the lion will kindly let you do the minigames for the medikit *facepalm* yeah i am sure pirates gave a lot of tought to their vitamins diet LOL but lets not see the obviously stupid creature spawning mechanics, the faulty and most of the times usless endurance system and improvised taming system, lets be mediocre and conformist, i am pretty sure if we dont mention it they will focus on solving it instead of going for a quick cash grab in other platforms....wait... thats the problem, this is a farming/taming simulator not a pirate game, and thats not even an opinion, we have only 4 types of ships while 27 different tameable creatures.
  18. Hi guys, can someone help me figure out what impact reload speed has on my calculations? What I did was math out when 240 damage from an additional cannon would be less damage then 4٪ extra damage for all cannons. Long story short, after 6 Heavy Cannons, a 14th Medium Cannon adds less total Damage then leveling 4٪ damage increase. (The 13th Cannon is exactly 4% total damage increase btw) However, I dont know how to adjust this math when factoring in reload speed. If my cannons say reload twice as fast, is leveling a crew slot for a 14th cannon now better DPS then leveling a 4% damage? Any insight yall can provide would help greatly!
  19. I don't know if this is just an sp thing but I went to buy a cos skin from the vendor in blackwood today and instead of the officers outfit only costing 15g apiece like it did b4 update, the whole outfit is now 500g!!!!. the AOD outfit is now 5000g and hydra heavy 3000g? please tell me this is a glitch? But the worst thing for me is still the bowsprit guys, just because your ship designers don't know ship anatomy and think a bowsprit is a figurehead, why should that mean I now have to pay 500g for it? 400 was bad enough. And ships just do not look right without them. Also I thought the idea was to cut down lag and clutter in this game so why does the large shipyard now only make the brig and not the schooner? on a plus note thanks for upgrading the fishing.
  20. People always complain that in Atlas the fighting seems slow and chunky.. When I watch people fighting it looks more like what you would see in real life two average joes throwign punches or swinging a heavy weapon around.. People are too use to having super hero ninja moves when fighting in games.. but, it does need some work to it, even saying that lil more momentum with many actions. When I try to picture myself running down the street throwing punches without stopping.. I realize how absurd that is... I mean me running down the street for no reason, let alone being able to free punch everything like a boss
  21. I'm well aware of what I'm in for I played Ark from EA release on Xbox and played it heavy for 3.5 years, this is the norm for Wildcard lol
  22. Hello, I have some QOL suggestion since your started to work on it since a week. - Lower the resistance per level on ship like you did on damage for getting a better balance between weight, crew, damage and resistance. - Reduce the price / weight of small and large canonballs because they are very expensive and heavy right now. ( for 1000 large canon ball you need 7000 metal and 7000 gunpower and it's 10 000 kg) - reduce the durability cost of flame arrow, they actually use 4 durabily for each shoot and they almost don't give damage so they are actually useless - definetly need to increase the sail steering of every sail for sailing faster - increase the override distance of non anchored ship / damned / pirate for having the possibility to spot them easier - increased the resistance of building (actually it's too easy to break into base) - reduced the combat phase from 9 hours to 7 - 6 hours for reduce the necessity to have a large group of member for protect your island - give the possibility for the NPC crew to repair everything when anchored (take age to repair canon, celling, wall, roof etc...) - increase the time of bola for taming - unlock or give an option for the weight blocker (always need to throw on the ground ressource and stuff for carry them) - make canon from defense not targetting submarine when they are targetting "ship only" - Give the possibility to put foundation on top of large stone/wood wall - Increase HP from large stone/wood wall to force ennemy to attack the gates and to reduced the double/triple wall defense (less building spam) - decrease the massive decay on freeport to give possibility to stay a bit longer on freeport with your ship. - like canon ball you should double the number of balista ammo when you produce them (it's expensive and long to craft them) - reduce the number of berry you get when you farm thatch with a girafe. - doubled the farm with tool for not force everyone to tame a bear, girafe and elephant before making a brig or galleon (i tried last week on NA pvp and it's took me 5-6 hours with common metal tools for farming a brig without taking a break) - increase the fiber you get when farming with a sickle for not been force to get a bear. (5 min with a sickle it's 1-2k fiber and at least 10k with a bear) - reduce the number of allied company for reduce the faction meta (can't attack anyone before knowing how many ally they have), when you attack 5 people of a small company, the next day there are 50/100 in front of your habor. - increase the number of crew you can buy on freeport from 10 to 15-20 - increase the experience you get when you kill alpha for not force people to make treasure map and increase gold when you sink damned ship. or giving more experience for killing a dragon/ hydra. - blueprint from damned should give only plank, deck, sails, canon, puckle, mortar, balista and catapult. - blueprint from floating should give any other ship blueprint (add ressource box, ammunition box, cargo rack etc..) - Dragon and hydra should have more aggro time, actually it's need to hit them every 20-30 secondes or they comeback where they come from - Increase the number of slot inside the cargo saddle of a bear / horse and the weight reduction (need a very good bear or horse for a getting a good number of metal/gems/cristal), it's an advantage for big company who are making breed. - horse should have a passif tame, like sheep or pig, they run away and need to trap them, it's boring. - sheep should give more leather they are actually not worse to tame. - every two celling, a building need foundation / pillar, it's should be increase for reduce the number of pillar needed to support a building. - when it's cold (and not freezing), you should loose less hunger. If you spawn on a cold region and not get clothe fast, you will need to eat and it's boring. - actually you need to have 20-30 fortitude on your character to not have every minute a debuff of too cold/ hot, so you should increase the number of fortitude you can get per level. - you said a while ago that company who have a lot of island will have more upkeep, i don't know if it's working right now but it's seem's not enough. If they have a lot of island, they should have a large group of player so they need to have more to pay for keeping all these island. That's all and already a good list of idea and i hope it's will help you or give at least some change where you can look at. If a developper see this, it's could be nice from you to just put a like on this topic. At least i could see if everything i'm doing right now is read
  23. I had a little chuckle at that to. Hope GS does get a well deserved player boost like that. I would love to see Atlas reach its full potential, and see how it pans out. Heavy realisation for me was that I just can't dedicate enough time to make OPEN work. It's not the developers fault, it's my restricted free time that is. GS threw a bone and gave people like me a chance to experience atlas and the freedom to employ mods as I see fit without disrupting anyone elses experience. +1 and cudos where it's due.
  24. While you have a point, I think if you look at the thread dates on most of those posts, they would tend to be back in the early days, when there were tons of them, they aggro'd everything in sight, and they chased you to heck and back. This led to pretty heavy nerfing. If people are quitting the game because of sotd's in the last several months, then they likely can't handle any meaningful level of challenge.
  25. I can't speak for anyone else but I'm fine with this wipe. There are clearly multiple technical reasons it's more than necessary. 70 new island templates, polish to existing islands and a new biome type. These are all extremely valid reasons to wipe in an Early Access game and just as I've said I'm not interested in listening to xbox players whine about needing a wipe because they think they deserve it, I'm now uninterested in existing players whining about losing their stuff. It's EA, this is part of the deal. They're not wiping us just to give xbox players what they want, they are making major changes and improvements to the game world. Be thrilled about the new stuff and look at it as a chance to start fresh. Also if you got heavy into breeding or building in an EA game that had already wiped once and are now sour grapes over losing all your time invested, well, I don't really know what to tell you. I think everyone should be excited about this and move forward together. Remember at the end of the day it's only a game.
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