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  1. U know guys... what I really love to see in release version - is reworked weather engine. Because weather (along the ocean and ships themselves) is the CORE of sailing game! It should be cool. It should bring spectacular view. It should require us to deal with it!!! What should be done: - Removed "Waves" (both cold, heat and fog) because they just makes no sense and doesn't brings anything to the game (seriously - If I hunt SotDs during fog I just stop, go alt+tab and watch youtube, and if I sail somewhere - I just sail). - Removed 3D clouds. We're not in flight simulator, where 3D clouds matters. - Wind rotation system should be canceled. - Pacman with 100500 tornadoes - should be canceled. --- - New skyboxes added, with different types of weather. So everyday we experienced something different. Bright sunny days. Partly cloudy. Gloomy gray. Drizzle. Heavy rains etc. Also snowstorms, white mist in cold areas. With spectacular sunrises and sunsets, rainbows after the rains, st. Elmos before storms. And all that kind of stuff. - Steady wind (most of the time it's average strength, but rarely goes to calm or hurricane). It's fine for me if it will be random direction and strength every grid. It should change it's strength and direction from time to time (not that often). - Deadly thunderstorms with lightning strikes risk. Damaging planks if you point wrong angle to waves, or go full speed, and damaging fully opened sails. - Tornado should land rarely. It should be large, single, predictable, avoidable (at all costs) and deadly to pass through. --- Maybe some weather skills allowing us to predict the weather, or check one at neighbor grids. Maybe some +xp bonus for ship - sailing through dangerous conditions.
  2. @Ranger1k If you play PvP and you are in a ship fight you are happy to have so much parts for repairing when you are playing the repair man. Also a good captain can avoid combat for some seconds to give his repair man the time to repair. Of course in a "fleet fight" you are doomed if you are the one that gets grappled. THis is because of the lag of tactics and naval knowledge of the players. If you consider the fil "Master & Commander" those two ships hunted each other over month... or if they face each other they need hours to get in attack range if one does not want to start fight with an disadvantage. If you look at large sea battles in the 18th/19th century for example in the Napoleonic wars Britains vs Nether Lands you can see line tactics the british introduced and the nether lands improved with ship signal flags to turn aginst the british. But we don't want to play a game like the real life battles happened. So i think we all are happy with out survival and farm game which gives us also the content of ship battles. I like the 3 class system so far. A fast agile small ship, a medium agile and fast ship and a heavy fortress with worse turning. As explained on PvP only noobs start with this youtube best ship builds but expirienced players just lough about those and drive fast - mostly with handling sails. Is there an exploit in the current ships? Maybe one. You can reduce weight by don't carry repair material. You carry diving attachments and spare planks. If you run out of metal you add and remove the diving attachment. If you run out of wood, fibre and thatch you delete one lower deck full life plank and place a new one. You may safe 1000-1500 kg by this knowledge. What happens with the new ships? you have less lags because of less structures, ok i may agree. But regarding repairs you have the kit with close to no weight -> hugh exploit? You don't need that much repair hammers(only a few kg). Some think the NPCs cause more lag than structures. I think it's more than a year ago when there was an anouncement that stated the old 3 ship types used to take about 1 year of modelling as every plank along the ship has different geometry. This is an issue that may can be solved by less modules but it is a big change in the game mechanis of a sea fight. The balancing will be difficult. I think in about 1 year shooner, Brig and Galleon will be removed from game. Until than we have to deal with both ship types... alpha testing the new once and playing with the old. I hope we still have the option to build ships without gunports for transport but why do that if you get all resources by trading. I also liked the option to make special purpose ships like whale hunters, harbor run shooner with turtle roof for sneaky attacks, graple gallys with low weight speed build, combat gallys with small cannons for cutting sails, combat/attack gallys with large cannon, harbor run gally with turtle design to brake into harbors, special torpedo brig/gally, transport brig/gally for weight and tames, brigs with large cannon for long range heavy damage, brigs with only 3-4 cannons boradside for speed,... Everybody who says there is no diversity is completely wrong. Best sample was Season 4 start when american mega joined the EU PvP with their meta speed sails large cannon gally builds and speed sails stern cannon brigs learning that they can only run on EU Server with handling sails and small cannon bar shot design. PvP players remove all rear cannons on EU once the ship is max level. Also i had arguments against the increased ship level but it's now more fair. The gab between lvl 52 common and lvl 62 max ships is less than before. You are not forced to hunt those rare shipyard blueprints anymore. What the game is missing is fair battles regarding the amount of ships facing each other. But this is up to the players. You can ask others for a 1:1 or 2:2 fight and they may accept.... but of course they can send also 10 vs you or deny the battle at all.
  3. There are other already-in-game mechanics that can and should be used to balance the use of heavy cannons. 1. Give heavy cannons a wider foot print. Right now you can set them right next to each other. They are one ceiling wide. Make them two ceilings wide so instead of one cannon per doorway you would have to alternate doorway-wall-doorway-wall. Also restrict their placement above the deck. You can place wheels only so far above the deck, same should go with cannons. 2. Balance cannons. Heavy should have a range and alpha damage advantage. Though not as much of a range advantage as they have. Cannons should have higher damage per minute. Also see #3. 3. Rework ship's weight. Right now ship structures, planks, cannons, masts, decks, etc are too light. They are their carry weight. They should have two weights. One weight for crafted items waiting to be placed and a placed weight. Planks on a galleon shouldn't weigh less than 500 weight. Decks probably should way 2-3k. Heavy cannons should weight at least 1k, regular cannons should weight about 400. That way you would be able to carry 5 regular cannons for the weight of 2 heavies. 4. Sails. There isn't currently a reason to run with anything but Speed Sails. They need a little bit of a nerf when sailing into the wind and have poorer handling (turning). (Mabye even require two crew for large speed sails). Weight sails need to be given the same ability to sail into the wind as Handling Sails. Handling and Weight sails also need to do better in light wind. This way a Speed Sail build would have an advantage with wind at it's back and Handling or a combo of handling and Weight would have very noticeable advantage sailing into the wind.
  4. So, I'm trying to make a comprehensive list, and did my best to think of quality, difficulty, and how I assume the devs want this game to continue. I don't pretend to be a dev, but I do want to see this game become great. SO just wanted to give my musings and thoughts on different aspects. Part 1: Survival Right now, Survival is in a decent spot, and vitamins are dealable if you take the vitamin consumption perks in the Survival tree. It's not that hard to find vegetables, berries, fish and meat, so it's relatively simple to keep your vitamins up once you know how. However, there's a pretty bad thing right now, which leads us to our first point. Problem 1: Creatures It doesn't matter if you're lategame or early game, creatures are an issue. Their damage is very high even at low levels, and the carnivores overspawn. They are often faster than humans, and have skills and abilities that can completely make any battle with them one-sided. Tigers and Lions have the grab, Snakes have torpor, Crocs have their aquatic speed, Wolves are fast and can attack multiple times. Sure, dying is a part of the game, but when it's to these same mobs over and over, people get frustrated and some even quit. I personally enjoyed the difficulty, but considering I also enjoyed starting a new character level 1 with Annunaki Genesis ARK installed, I may be a bit of a masochist for difficult survival scenarios. Problem 1 Solution: Creature Spawn Frequency Reduction, Aggro Radius, Neutral Mobs, and Stat Balance Spawn Reduction. The most simple way to fix this would be to reduce spawns. Yes, everyone says that, so I'm not going to go too far into it. Th problems of reducing spawns, however, would be a lack of meat and, if done willy-nilly, would cause overpopulation and TOO easy of an early game. So, we can go into different methods. Aggro Radius. As of right now, a reduction in aggro for creatures by 20% would be ideal, and if people want more aggro reduction, they spec into the stealth perks in beastmastery. That would let people sneak around carnivores much easier, and have them not act like player-seeking missiles. This would allow players to keep an eye out for carnivores, and avoid them much easier in the case of stumbling across one; and would make the Jungles of the Isles a dangerous proposition, thanks to the sheer number of trees blocking view. Neutral Mobs. Right now, Neutral Mobs have a somewhat hard time against carnivores unless they're in massive packs. This should be fixed; maybe give them a bonus when facing snakes or carnivores explicitly. This is possible thanks to ARK's inbuilt systems with the Megatherium, I think it was, which has bonuses against insects. By giving Neutral Mobs the ability to fight back and take down enemies, and not fall to them, it solves the issue about carnivore overspawning and overpopulation. A good example of why it doesn't work right now is I saw a wolf take down three rhinos at once; even at level 25+ a wild wolf should not be able to do that much damage, period. Stat Balance. All in all, carnivores and creatures in general need balancing. A good start would be to make wild creatures have maybe 15% less HP, and deal 40% less damage currently. Make combat with them require finesse and dodging, but don't make their attacks be near instantaneous death when in light or no armor. Tamed creatures, while we are discussing these, should be innately stronger than untamed ones. a 20% increase to current tamed creature level stats from this current point in time would make tames able to survive fighting their more vicious, feral cousins. Problem 2: Freeport Level Cap Freeport levels are low, yes, and I understand they have a cap to encourage people to leave. But level 8 is far, far too small. It makes it so people can't really do much with what they have, and coupled with the problems of freeports other than that, it makes the early game a matter of "when do I leave" instead of "I want to learn the game". Problem 2 Solution: Raised Level Cap. I'm not saying it should be raised to something ludicrous, but level 10, or even 12, would be perfect here. It'd give enough levels to really taste the more advancd things, and give new players the ability to survive longer when they do leave freeports. Especially in areas with low or high temperatures, 4 levels worth of fortutude would mean the difference between life and death. Part 2: The Early Game Life: Making your first large ship and settling down So you have a Ramshackle Sloop or a Raft, and are leaving the freeport. You are heading out, and making your way to the next square. But, oh no! Passing through the square, and you bump right into a Ship of the Damned! The Ship will butcher you in both a Raft and a Ramshackle Sloop unless you're exceedingly lucky, so you have to head all the way back to the freeport to get another. Or perhaps suddenly you pass through the Barrier, and there's a storm going on in the next hex, which damages and sinks your ship due to a massive amount of Tornados spawning! Ah well. Sure, this is part of the game, but it can be made a bit easier for newbies... and all others as well. Problem 1: Transitions Bring Death Right now, there is no way to know if on the other side of the Server Barrier there is clear seas, a Storm, or even a Ship of the Damned waiting for you. This is a huge problem, and while the Storms are a harder thing to deal with, let's first focus on the Ships of the Damned. Problem 1 Solution: Ship of the Damned Avoidance of Border Walls. As it is right now, Ship of the Damned AI is set to avoid islands, and will wander back away from them once they lose aggro. This should also be applied for border walls. Any Ship of the Damned within maybe 2-3 Galleons length from a Barrier Wall should go passive, and wander away from it as long as they aren't aggroed. This would reduce the amount of "LoL, you're dead" moments where you spawn in next to a Ship of the Damned. Problem 2: Storms Right now, Storms are hectic. Tornados drop as soon as the rains begin, and will hunt down ships unless they are anchored. This is infuriating, since the larger the ship, the more damage it takes, and will sink larger ships, and really cause damage. The water spouts just keep spawning and spawning and spawning, never giving you any respite whatsoever. No calm rain, nothing like that. Problem 2 Solution: 3 Types of Rainfall Right now, Storms are the only type of Rain. This should change. There should be 3 types, like there's 3 types of Whale. Light Rain, Heavy Rain, Tempest. Tempest is the current Storm, where it drops multiple tornados down and seems to actively hunt ships. This would be a very rare occurrence, maybe 1 in every 4 times of Heavy Rain. Next is Heavy Rain. It would be a lighter version of the storm, with powerful winds and changing directions, as well as maybe 1 tornado at a time, that is programmed to choose a direction and continue in that direction until dissipation. 1 in 5 Light Rains would become Heavy Rains, but the closer you are to the Equator, the more common they become. FInally, Light Rain. Light Rain has absolutely no tornados, no bad effects; just a light drizzle to refill waterskins and make people wet. And, most importantly... rain should NOT happen in the Tundra. Make a snowstorm instead. Problem 3: Claims and Land Scarcity The Neutral claim flags were a great step in a positive direction, but the underlying problems, unfortunately, are still there. Some people refuse neutral building, and these same people got hold of every little bit of land they could before people had even left Lawless yet. This is a huge problem, as people are ending up with nowhere to live. I myself live in a Lawless Region because of this; it lets me have neighbors and help newbies. Problem 3 Solution: Cap Claim Flags OR Add Maintenance that scales with number of Claim Flags. Huge companies could farm gold easily with treasure hunts and Flotsam Gathering. So, why not make Claim Flags cost gold to maintain? 1 gold for each claimf lag, and double it for every claim flag above 1 you have. 2 claim flags costs 2 gold per 2 hours (1+1), 3 claim flags costs 4 (1+1+2), 4 claim flags cost 8 (1+1+2+4), 5 claim flags cost 16 (1+1+2+4+8) and so on, so forth, ad infinitum. This would let the big Companies still have their plenty of claims, but would also encourage people to only have 1-2 claim flags they can maintain. If this is not possible, simply limit each person to 1 claim flag. If you're in a company that's big enough, you can claim more land and even whole islands. But a small company shouldn't be able to hold an entire island just cause they spammed it with flags. Problem 3: Ship Combat Right now, Combat is risky, dangerous, and can make you lose everything. Which is good! But the problem is, Ship Planks. Ship Planks have ludicrously low amounts of HP, which will die after a few direct hits from a Ship of the Damned, and instantly break against Whales. They should NOT have the little amounts of HP that they currently have; it costs too much to maintain them and keep them operational. A simple battle against a level 5 Ship of the Damned should not be costing you planks, even if you sail haphazardly! Problem 3 Solution: Double Plank HPs. It'd be fine if you made planks cost more to compensate for this, but right now, Planks should have double their current HP. It should take a decent bit of damage to completely destroy a plank, not just a couple hits. Ship combat should be a huge thing, with both teams making repairs and hurrying to stations. But right now, 2-3 hits and a plank is gone, just completely. It's ridiculous. So, by doubling plank HP, it will solve a lot of combat issues, and make ship combat far more interesting. Problem 4: PvE Weight Griefing. Yeah, not even going into this. EVeryone knows it's a problem, including Jat, so it'll be fixed soon. Problem 4 Solution: XXXXX Don't need to give a solution, since they're probably already fixing it or finding a way to. Problem 5: Ship Carry Weight The 40% increased weight was a good start. But galleons are still only at around 29k or so. This is a bad thing; it makes it difficult to use the galleon as the massive cityship it's meant to be. Furniture and decorations weigh in, and even beds and supplies cost a lot. To have a good ship, you have to have almost half of its carry weight filled! Problem 5 Solution: Increase Carry Weight OR Triple Weight Sail Weight Increases. So the Weight Sail is not currently worth it. The loss of speed just causes a lot of problems. But if we figure in the Weight Sail, this problem could be sovled easily. Just triple the amount of weight that a weight sail gives! It'd help quite a bit, and make weight sails quite important on a lot of cargo ships. This is a pretty easy fix, so I don't quite need to go into the details with this one. Part 3: Midgame and Lategame: Power Stone Hunting and Ships Right now, I want to say level 51 feels like a very poor early-game level cap. It should be much higher, maybe 70 or so. This would let people invest more points and head out once they feel that they are ready. Power Stones are dangerous, and pretty much endgame raids. However, as it is right now, the creatures guarding them overspawn, and also cause a lot of havoc otherwise. So, now we go into the next set of problems. Problem 1: Power Stone Creature Overspawning This ties with the Creature problem in Part 1. These beasts need tweaking; if the only real way to get a power stone is by doing a naked run into the depths of the cave, then there's something very, very wrong. Problem 1 Solution: Stronger Weaponry Currently, weapons (Especially guns) are a total sham. They don't deal nearly enough damage for their investment. A good rifle or pistol should be killing things in 1 hit for a rifle and MAYBE 2 for a pistol. As it is right now, creatures are much too strong against all forms of damage that a player can do. And because the Power Stone Caves are caves, and enclosed, ships can't support with harpoons, either. This is a large issue, and hopefully, will be fixed eventually. Problem 2: Lack of Ship Options So this is more of a personal preference thing. But right now we have 4 sizes of ship. Sloop, Schooner, Brig, and Galleon. However, there's so many more ship types that can be used! Of course, this would be a huge amount of work for the devs, so I am a bit adverse to saying. Problem 2 Solution: 2 New Ship Types I feel that 2 new ship types would be perfect. 1 between Brig and Galleon, the Frigate, modeled after the Ship of the Line used by the English in the 16th century and would be between the Brig and Galleon. And finally, the Caravel, which would be a stop between the Schooner and Brig, and would handle more cargo than the others, but have less masts. It'd be a good build for those not wanting combat, but instead more of a merchant or cargo vessel, perfect for supporting ships. Problem 3: Risk and Reward for SOTD Piracy Right now, Ships of the Damned drop some blueprints, and 10-20 coins. This is absolutely, positively ridiculously stupid. Even a level 1 Ship of the Damned can deal 500 wood, 500 Thatch, 500 Fiber, and 100 Metal worth of damage to a ship in the course of a single combat. The payout you MIGHT get is absolutely foolish. There is no reward to sinking Ships of the Damned other than a RNG-based blueprint set. Problem 3 Solution: Increase Rewards Level 1-10 should give Fine and Journeyman blueprints, and 200-400 gold. Level 11-20 should give Legendary and Masterwork Blueprints, and 800-1000 Gold. And finally, level 21+ SOTD NEED to give 1100+ gold and Legendary and Mythic Quality blueprints. The reward for sinking these ships needs to be increased by a factor of 10. And so that's my views currently on several of the most common problems i have experienced, and how to fix them. I know it's not a comprehensive list or even really including a lot of the bugs out there, but this was mostly to post my views on the game as I have played so far. I have 250 hours in this game, and plan on just as much in the future, so I eagerly await the next changes and patches that will be coming down the pipeline! Thanks for all your hard work, ATLAS dev team!
  5. I think the only reason the numbers go up after a wipe is many feel the need to replace what they lost. While at the same time I think each wipe make most care a little less about the whole project. Why invest the time only to lose it again. I hate starting over. It's just not worth it. I used to be a very heavy player. The wipes did it for me. Now I'm just a visitor that pops in twice a week to reset an anchor. Now I see my efforts being destroyed as just a way for them to get a short population boost. When I hear and believe there will never be another wipe, maybe I'll invest again.
  6. Just wanna share my experience of this brand new RAMMING GALLEY. But if you ask to describe it simple, I would tell this. It named a Galley. It has Schooner's size and sturdiness. It has Sloop's speed. But first - buying one. 1) - How to buy it? I mean it might sound simple, just get gold, go to the shop and buy one right? But even this was a challenge for me. Gold is heavy. 22K gold weight 1600 pounds, while my pathfinder can carry just 390. There is a way, of course, if we drop everything on the ground then pick all up, we will pick all no matter how heavy is that, but... isn't this exploit usage? If yes - then dev's made this ship buyable for ppl lvl-100+ with all stats in weight. If it should work this way then why we have weight stat anyway, if we can carry any weight? Oh and... well if you play company, then some pal can just give you a ride to the shop. If you play solo - then it should be one way ship, which will be scuttled on arrival. Simple Sloop with 22K gold onboard have 70% loaded weight, and ride 4 KNOTS if it calm. It slower than any damned ship, so if any will aggro - then you and your gold is done. And some stairs needed, to be able to get out of ship. Because with 22K gold you can't jump. One more thing. I live in Tundra. And I have my Tundra freeport. But this ship seller have "Tropic" island and it's +30C (+86F) in there. When I departure and sail 100 meter away - Tundra is back and it's 0C (32F). This is WEIRD. 2) - Customisation. It's premade. It has no decks, planks, walls, ceilings, etc. The only old stuff there is one ladder, couple of doors, 2 medium speed sails, and cannons. Any other part made from huge blocks. Like top back part of ship. Low back part of the ship, etc. There were a lot of those parts and this is REALLY confusing, because in battles - they receive damage, and you need to repair them, and you just don't know what parts do you have, how many etc. You can replace sails, and put some stuff inside, like boxes, grille, mess table etc. YOU CAN NOT REPLACE CANNONS. So basic cannons + leveling = all we've got. Ship goes with 200% quality. And with all sails and cannons - it shows it carry 0 weight. Max weight in the beginning is 9000 (like Schooner). It has 14 crew capacity but with 2 sails, 20 cannons your crew should consist of 22 ppl. So you'll have to spend some points to x-tra beds. Painting made really RAW and RUDE. You can paint just whole block with just one color. No stripes. No double and triple color scheme. Some block can not be painted fully, and you able to paint just part of it. So your ship will be just one color with some parts unpainted. After I changed 2 mid speed sails to 1 large and 1 small one - I've got invisible part of large sail on lower deck. It doesn't show up, but block the way. Oh and lower deck have so low ceilings so large storage box just go through in and visible from top deck. Also you can not attach anything to your ship. Meaning - no rope ladders outside and to the crownests. No wallhooks with lanterns. 3) - Speed. When I was sailing this - I had a feeling like I drive WERY SLOW Schooner. It runs from 8 to 10 knots downwind. And changing sails from 2 mid speed sails to 1 large and 1 small speed sails, didn't make any difference. Here new game mechanic comes in. You press SHIFT+Q by default and oars released. You press it again and you got +4 knots for 20 sec. Then goes on cooldown for 30 sec and you can repeat this. It means in long term you've got +1.6 knots to you max speed. This is way slow anyway. Sometimes you press SHIFT+Q and it sais: "Oars released" but animation shows that there are no oars yet. Or there are just some from one side of the ship. But you can press SHIFT+Q again and ship will have boosted speed. Even if there is no animation for that. 4) - Ramming. I play PVE. Ramming doesn't affect damned ships. I saw a video where guy rammed enemy's Galleon. He landed 3K damage to enemy's planks, and received 4K to himself for impact. 5) - Repairs. Because there are blocks - you need repair them with special patches you create in smithy. One repair procedure lasts for 5 second and heals part of the ship for 1K. You can not hit you hammer and then run to another damaged part. You need to repair each block one by one, waiting 5 seconds every time. If you apply patch to part that damaged for 4995/5000 - it'll heal for just 5 points and one patch will be consumed. So it's best to wait until block is damaged for at least 1K to avoid wasting resources. And yeah. You can not put patches in to resources box. You need to brings them with you. 10 patches (10K damage) weight 35 pounds. For me biggest problem was - I couldn't figure out how many parts I have, and how severely they damaged. When my ship started do drown - I had to run through the hold with water, and guess which part should I repair first. There is no leaking signs anymore. 6) - Few other issues I found. It doesn't turn when you move backwards. Sometimes you can anchor but anchor sign doesn't show up. Overall - I couldn't figure out how to use it in PVE. Brig is just faster, more durable, can be maintained fast during the battle. It's cheaper and provides a lot of room for customization. Ramming galley - slow, impossible to repair in battle, hard to maintain, no customization, standard cannons, low HP. The only advantage it has - is boost speed for +4 knots, but... I doubt it covers all bad about this ship. So if you play PVE - don't waste your gold. I mean you buy it if you just wanna check this out. The only thing I really like - this is just first REAL ship in a game. It looks cool (I mean if there was rigging it could be way cooler). And there is NO WAY players will turn it to this:
  7. 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!
  8. Devs, (please at least read ideas 1 & 5 at least) Just a few humble ideas I believe most people would appreciate. Perhaps even draw more players to the game. If anyone reading likes any or all of these ideas, reply to show support/interest, or use the number to reference and build on the idea. Please keep it positive. Devs don't need swearing, saracasm, or hostility, nor do I. This is in beta. We all have opinions. This is simply a few of mine. 1. More ships, More Ships, More ships! More choice! Frigate, Catamaran, Clipper, Cutter, Barge, Ironclad, Man O war, etc.. Hell maybe even a Viking vessel that has increased durability if the sides are covered with shields. Trade/market, etc. All interesting (long-term). But if you want to KEEP + encourage players to join. Focusing on your core product. That is.. SAILING & SHIPS! 2. Poll your community to identify + Fix the most "common/frequent" bugs. Sure, lag/performance are always cried about but often that can also be on use side. I'm taking about inherit graphic items...examples.. Ships constantly submerging under the water. Animals "drifting" off the ship. Ship ladder bug where you repeatedly try to climb, and you always pass through the ladder (unless you jump up and grab on). etc. Ask the users so you can focus on the most annoying. Many have been around since the beginning. They need to be tabled before some of the long-term items if you want players to enjoy the experience. 3. Stop adding "administration" / grind to play. Armored shipyards for example. Why do they have upkeep cost? You are removing grind out of farming (with farms), and now replacing it with grind to get gold to pay for shipyards. Sure you can use markets (eventually - still in development). Until trade is farther along ...I think make them free. Armored shipyards are a single graphic object that likely helps reduces every player spamming harbors with shipyard covered in large stone walls . They are are good idea to reduce lag/graphic challenges. I just don't think there is a reason to make them cost money. (only for the ship "protected" feature which is I guess your version of "offline safety" perhaps). Just an opinion. 4. Decide to focus on MEGA COMPANIES, or smaller groups of players. Difficult to cater to both and keep player base. If focus is smaller groups. Limit company sizes to only a small number like 20, and limit number of alliances (actual number of alliances a company is listed in). Currently megatribes just make alliance with other mega tribes and pummel the solo/lawless. Which is why your new players are leaving. Another option perhaps - consider making 4-6 specific factions. Every company (large or small) must be a faction. A concept that worked for many years for Blizzard. Then as a solo player - you join a faction so not EVERYONE necessarily wants to kill you (even though they still could). That works still in promoting massive faction vs faction ship battles when people are called to arms impromptu to assist. 5. Possible new ideas for the use of natural resources. (be kind - just consider how this change, would make gameplay different). Today, to pimp out a ship... You use blueprints that require a certain number of each resource type (like 3x wood, 3x metal, etc.) For that reason there are about 6-8 of each resource in the world (like...light wood, strong wood, aged wood, wet wood, etc.). What if... the boat durability and weight are a calculation based on the types of materials you built it with (at least for metal/wood types). How would this work? Well...If I build planks using lightwood, tin, twigs, straw - it's light but less durable. Similarly, if I made a ship from strong wood, iron, it would be "heavy", and have more durability. Just assign to each resource a base weight & durability. Each object made (plank/deck/cannon/box, smithy, etc.) gets is own durability + weight set based on that calculated result. So...if I build "some" planks with heavy materials and build a few planks with lighter materials it gives the player the ability to make SECTIONS of the boat have higher durability (like back planks), and can use lighter mats to build lighter planks in other areas. Still... the overall ship weight (a calculation of all the objects its comprised of & carrying) impact the vessels TOP SPEED (factored still with wind of course). This modification gives players a reason to sail to an island if I want TIN or IRON for a specific purpose. This in turn gives a reason to fight for islands. This gives players the flexibility to make a super fast boat to go around the world quick or scout. Or they can make a super tank, tough as hell (but naturally slow). It creates a lot more variety and gives players more options to make ships that fit a specific purpose or their playstyle. 6. For now at least, consider increasing the default weight of sloop to 5000. Now paying for ships, many are opting to use sloops. All points go into weight to make it remotely useful. Just upping it to 5000 (half a schooner) would allow players to put points into resistance or damage instead making them have a fighting chance. 7. Since it's a sailing game, why not give a small experience buff if out at sea (during cyclones)? Now paying for ships, many are opting to use sloops. All points go into weight to make it remotely useful. Just upping it to 5000 (half a schooner) would allow players to put points into r Thanks for reading and considering. Sorry it's a bit lengthy. Wanted to make it clear.
  9. currently weighted sails are hardly ever used and are undermined by the cargo containers. I'm starting up this thread topic on how to make the weighted sail a viable option compared to the other sails while maintaining the usefulness of the cargo containers. the ideas i have so far will be numbered to allow people to discuss each individually and help me help the devs make it a sail worth taking. 1. my main idea for the weighted sail is to allow it to rotate 360 degrees BUT requires 2 crew for the small sail, 4 for the medium, and 6 for the large to rotate it with the turning speed slowing down the larger the sail (negated somewhat by the crew skills to improve turning rate). but could be turned with less than the max but at a much slower pace so even a solo ship it can be used stil. 2. the speed of the sails should be slightly slower than the handling sails when both types are full green so someone who is using duel speed sails can still attempt to capture people with heavy sails. 3. weight should effect the sail differently like not actually slowing it down until after 80 percent (or some other number) and wont allow the ship to be effected by the cargo racks (so a large ship with large sails and cargo racks is slow but not a snail) 4.the weighted sail should have twice the sail hp and 3 times the mast health since weighted sails tend to be just as weak as other sails but need to take more damage since the ship is slow and should be able to take a beating. 5.currently weighted sails and cargo sails are mainly used for the heaviest mats such as wood metal and other heavy items when these matierals are easily available to all parts of the map it makes trading routes short since you only have to go to the tile next to you to get a certain type of metal so to counter than materials should be more scarce in biomes they shouldnt be in. metals should be in the artic, wood in the tropic, and stone in the desert with biomes inbetween being a mix of these. I'm not saying there should be no stone anywhere else but there should be massive deposits of these mats with different types of stone on different islands within that biome. changes to the heaviest items in the game make traders required and make pirating more important to take transported goods with the weight of gold also being increased and the ease of getting it slightly reduced would make it a lot more valuable especially for traders. feel free to add and help me with this discussion
  10. Do you mean a solo player can't have an island? A solo player really shouldn't have a full island. But you can/should claim a section of beach to build a base on. As far as a new player... the servers were just wiped, we are all new players starting out fresh. If you are saying you can't find a section of beach to claim... you're just not looking because the islands are not full. However, Atlas can be hard from a knowledge point of view if you're just starting out. True! Knowledge is power here. What is possible... running solo, since the wipe, I've built a gally, brig, 2 bases, 2 markets, a few bears, and have +100k gold. Point being it not about what's possible. Xbox? Don't know anything about Xbox. Atlas is running great for a change on PC. No long load times, no crashing, no losing bears crossing grid, little to no lag. I've never seen Atlas run so good. Wow! Did I really just say that? Maybe the new replacement devs are better than the old ones. Now if they stop with the cats in hats and make content people really want.... P.s. Yes, the old boat are 5 times more data heavy but the new ships suck 5 times harder. I don't want one. Just my opinion. P.s. And the ship pay wall just moved the cost from one place to another. You need the ship to make the money... need the money to make the ship. Or, do lots of un-fun grinding. It's like the chicken and the egg with neither coming first. Free may not be right. I don't want to see 100s of parked boats again. Maybe 1k Sch. 5k Brig, 20k Gally.
  11. The mega update 2 is now live The time has come for challenging the enraged boss in his icy lair, exploring new and previously unchartered islands and putting your mark on the ATLAS with new items, creatures, and quality of life additions; the Mega Update 2 is here! The Public Test Realm heavily facilitated our getting the Mega Update 2 ready to push to our Official Network and ready for everyone to jump into and explore. Thank you to those of you who contributed through playing on the PTR and being enthusiastic about reporting bugs and issues and offering feedback. We look forward to hearing about your experiences and seeing you explore all the new content that Mega Update 2 has introduced to the ATLAS. As always, we will continue to monitor and rapidly iterate on the game! For those of you who haven’t yet set sail on the high seas, worry not as during the next 48-hours ATLAS is available on Steam Early Access for the promotional price of $14.99 ($29.99 Early Access S.R.P). Come on in, the water’s fine! mega update 2 New Quests: Into the Ice: When you have collected all the Power Stones, head deep into a Polar Ice Dungeon to discover what lies beneath... Master Cartographer: And with a thundering swell, the heaving ocean rose and fell beckoning avid explorers to uncover her secrets. Get at least 40% of the ATLAS Discovery Zones Skills and Feats: Feat: Instant Hotbar Equip, unlocked after completing "Master Cartographer" quest. Feat: Harvest boost, unlocked after completing "Into the Ice" quest. New Levels: Ice Dungeon: Traverse the depths of the new Ice Cave as you navigate foreboding chasms, expansive halls, and abandoned mines to reach the lair of the abomination which lies beneath awaiting your crew. Found in the polar region, the dungeon can only be entered if players have unlocked all the 9 power stones. New Islands: Multiple equatorial and polar islands added to the ATLAS! New Boss Fight: Snowman: Activated lights in the boss arena now power a shield that maintains the Snowman's ice armor. Killing a round of minions will disable the shield, and prevent minion spawns for a short duration, which allow the ice armor to receive damage. When the minion cooldown is over, the shield reactivates. When the ice armor reaches 0, the Snowman's health can be damaged directly and no more minions will spawn until the next health state. Upon entering each new health state, one extra minion will spawn at a time, and an increased amount of minions will be required to be killed for the shield to be deactivated. When in the last health state and ice armor is destroyed for the final time, chaos ensues, and will continue until the boss is killed! New Structures: Offensive Structure: Torpedo Launcher and torpedoes. Master the waves with this heavy artillery projectile designed to detonate on contact with its target. Skill is obtained after completing "Into the Ice" quest. Building Structure: 3x4 Medium Gates further allow customization within the comprehensive building system. Utility Structure: Ice Box - a high-insulation box for generating ice in cold areas. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. New Resource: Ice - Generates over time in cold zones inside of the Ice Box. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature and the half negative effects of armour weight debuffs for a short duration (15s per ice cube, max of 5 mins). Ice, which is relatively heavy, can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Keep it frosty. New Cosmetics: Player: Adopt a menacing tribal-esque countenance with the Hydra Hide Armour Set or don the Cyclops Heavy Armour Set for a streamlined and foreboding Stygian look. Ship: Further customize your ship with the new Hydra Steering Wheel, and Bone Skin Steering Wheel New Attachments: Boat Attachment: Cargo Racks offer more options to the discerning Captain! This large hangar-based crate can carry a ton of resources at a massively reduced weight, but can only be accessed when anchored, and slows down the speed of the ship which carries it (at maximum cargo carrier attachments, a boat's speed will be reduced by a total of 40%). It can also be dropped into the water if your boat needs to make a hasty getaway, and recovered later into its hangar! Cart Attachment: Transport goods more efficiently! The large storage box can now be placed on the back of a bear or horse’s field-harness saddle, where it becomes a special “freight box” that provides reduced weight for the items it contains when on land. And now you can ferry around your items while looking like a proper traveling merchant! New Item: Fishing Net: Bide your time chasing that catch whilst on long journeys with the new fishing net. Can only be used when sitting. Equips on the back slot. Will begin automatically catch fish when the boat has met minimum sailing minimum velocity New Weapons and Ammo types: Ballista Ammo Type: Boat Harpoon. Stop fleeing enemies in their tracks by using this formidable weapon to attach to and reel in their vessels. Weapon: Master the aquatic depths armed with the Speargun. Can only be used underwater. Weapon: Up the ante with the new crossbow boasting the ability to load up to five projectiles and higher accuracy. Cannot be used underwater. New Creatures Olfend: This quirky looking creature narrowly avoided being burdened with the moniker: the Camelephant. The unique Olfend possesses some utilitarian attributes based around water. Water can be collected as you ride it across fertile land or by drinking from lakes and the considerate Olfend will store it, distribute it amongst water containers or...spit it in a friend’s eye. The delicately-legged creature also has the potential to be more heroic than it may appear by being put to use in extinguishing fires. Giant Tortugar: In some ways, the Tortuga, or carrier turtle, acts as an organic armored personnel carrier and, in others, it is similar to an organic submarine. Nestle under its’ sectioned shell for protection or stay sheltered as it plunges into the depths and affords its passengers reduced oxygen consumption. New Features: Company: Map markers Company: Announcements Boats: Can now be unclaimed and claimed Controls: Full gamepad support New Quality of Life Improvements: UX: Revamped Skill Tree UI UX: Adjusted 3rd person aiming so there is less likelihood of foliage clipping UX: Sextant Buff Corner Mini Map is now hidden by default and can be revealed by pressing the H key. Sextant Mini Map can be permanently enabled by turning on the option in Advanced Settings Combat: Players now have the option to turn dual wielding weapons off by holding the TAB key and the hotbar key to equip the new pistol, rather than duel wield it. Combat: Gun hotbar equip time now scales (improves) with the various reloading skills Combat: You can now attack from the run-state (but not whilst running). Previously when attempting to attack whilst running, you would have had to pause, then attack. Now you can go straight from a run into an attack. Structures: The grill can now be attached to water pipes Controls: You can now use the F key as an option to pick up all items from the floor within a certain radius Ship: Pressing the F key whilst driving the ship, now allows you to access its inventory menu Bug Fixes: Skills: Fixed skills showing up in the wrong order on the skill tree Ships: Fixed a bug which prevented ships from reversing when they bumped into shores Ships: Fixed pressing right click to zoom in on the compass when sitting at a wheel of a ship Ships: Can no longer place a Steering Wheel inside the sail mast Building: Fixed a bug which prevented Water Reservoirs from irrigating grills if gathering water from a non-lake source Building: Fixed vertical encroachment check on the bookcase so it fits in 1-high wall rooms Resources: Fixed a bug where brain coral and fire coral were incorrectly labeled Map: Multiple level fixes (holes, waterfall transitions, soil types, etc) Creatures: Fixed a case where creatures would be stuck in the flee state whilst bola'd Creatures Fixed a case where creatures would appear to stand up briefly just after being bola'd UX: Fixed a bug which prevented you from seeing the HUD of a dropped item UX: Scaled the size of ammo texts on ammo containers to make them more readable and changed CanisterShot to Canister Shot Misc: Fixed icons for: Cooked Prime Fish Meat, Explosive Barrels, and Instant Equip Misc: Disabled male voice on female characters when using a repair hammer on damaged planks Misc: Fixed multiple cases where players shoulder disappears when harvesting with new anims Misc: Fixed manual targeting aim location not replicating to clients Balance Changes: Combat: Reduced sickle damage against creatures and players Combat: Sprint/Charge weapons have been disabled and will be re-added to the game as enhanced feats Ships: Small Weight Sail weight bonus increased from 515 to 1000 Ships: Medium Weight Sail weight bonus increased from 920 to 2500 Ships: Large Weight Sail weight bonus increased from 1300 to 4000 Ships: Small Handling Sail wind effectiveness increased from 101 to 118 Ships: Medium Handling Sail wind effectiveness increased from 101 to 118 Ships: Large Handling Sail wind effectiveness increased from 101 to 118 For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  12. The mega update 2 is now live The time has come for challenging the enraged boss in his icy lair, exploring new and previously unchartered islands and putting your mark on the ATLAS with new items, creatures, and quality of life additions; the Mega Update 2 is here! The Public Test Realm heavily facilitated our getting the Mega Update 2 ready to push to our Official Network and ready for everyone to jump into and explore. Thank you to those of you who contributed through playing on the PTR and being enthusiastic about reporting bugs and issues and offering feedback. We look forward to hearing about your experiences and seeing you explore all the new content that Mega Update 2 has introduced to the ATLAS. As always, we will continue to monitor and rapidly iterate on the game! For those of you who haven’t yet set sail on the high seas, worry not as during the next 48-hours ATLAS is available on Steam Early Access for the promotional price of $14.99 ($29.99 Early Access S.R.P). Come on in, the water’s fine! mega update 2 New Quests: Into the Ice: When you have collected all the Power Stones, head deep into a Polar Ice Dungeon to discover what lies beneath... Master Cartographer: And with a thundering swell, the heaving ocean rose and fell beckoning avid explorers to uncover her secrets. Get at least 40% of the ATLAS Discovery Zones Skills and Feats: Feat: Instant Hotbar Equip, unlocked after completing "Master Cartographer" quest. Feat: Harvest boost, unlocked after completing "Into the Ice" quest. New Levels: Ice Dungeon: Traverse the depths of the new Ice Cave as you navigate foreboding chasms, expansive halls, and abandoned mines to reach the lair of the abomination which lies beneath awaiting your crew. Found in the polar region, the dungeon can only be entered if players have unlocked all the 9 power stones. New Islands: Multiple equatorial and polar islands added to the ATLAS! New Boss Fight: Snowman: Activated lights in the boss arena now power a shield that maintains the Snowman's ice armor. Killing a round of minions will disable the shield, and prevent minion spawns for a short duration, which allow the ice armor to receive damage. When the minion cooldown is over, the shield reactivates. When the ice armor reaches 0, the Snowman's health can be damaged directly and no more minions will spawn until the next health state. Upon entering each new health state, one extra minion will spawn at a time, and an increased amount of minions will be required to be killed for the shield to be deactivated. When in the last health state and ice armor is destroyed for the final time, chaos ensues, and will continue until the boss is killed! New Structures: Offensive Structure: Torpedo Launcher and torpedoes. Master the waves with this heavy artillery projectile designed to detonate on contact with its target. Skill is obtained after completing "Into the Ice" quest. Building Structure: 3x4 Medium Gates further allow customization within the comprehensive building system. Utility Structure: Ice Box - a high-insulation box for generating ice in cold areas. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. New Resource: Ice - Generates over time in cold zones inside of the Ice Box. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature and the half negative effects of armour weight debuffs for a short duration (15s per ice cube, max of 5 mins). Ice, which is relatively heavy, can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Keep it frosty. New Cosmetics: Player: Adopt a menacing tribal-esque countenance with the Hydra Hide Armour Set or don the Cyclops Heavy Armour Set for a streamlined and foreboding Stygian look. Ship: Further customize your ship with the new Hydra Steering Wheel, and Bone Skin Steering Wheel New Attachments: Boat Attachment: Cargo Racks offer more options to the discerning Captain! This large hangar-based crate can carry a ton of resources at a massively reduced weight, but can only be accessed when anchored, and slows down the speed of the ship which carries it (at maximum cargo carrier attachments, a boat's speed will be reduced by a total of 40%). It can also be dropped into the water if your boat needs to make a hasty getaway, and recovered later into its hangar! Cart Attachment: Transport goods more efficiently! The large storage box can now be placed on the back of a bear or horse’s field-harness saddle, where it becomes a special “freight box” that provides reduced weight for the items it contains when on land. And now you can ferry around your items while looking like a proper traveling merchant! New Item: Fishing Net: Bide your time chasing that catch whilst on long journeys with the new fishing net. Can only be used when sitting. Equips on the back slot. Will begin automatically catch fish when the boat has met minimum sailing minimum velocity New Weapons and Ammo types: Ballista Ammo Type: Boat Harpoon. Stop fleeing enemies in their tracks by using this formidable weapon to attach to and reel in their vessels. Weapon: Master the aquatic depths armed with the Speargun. Can only be used underwater. Weapon: Up the ante with the new crossbow boasting the ability to load up to five projectiles and higher accuracy. Cannot be used underwater. New Creatures Olfend: This quirky looking creature narrowly avoided being burdened with the moniker: the Camelephant. The unique Olfend possesses some utilitarian attributes based around water. Water can be collected as you ride it across fertile land or by drinking from lakes and the considerate Olfend will store it, distribute it amongst water containers or...spit it in a friend’s eye. The delicately-legged creature also has the potential to be more heroic than it may appear by being put to use in extinguishing fires. Giant Tortugar: In some ways, the Tortuga, or carrier turtle, acts as an organic armored personnel carrier and, in others, it is similar to an organic submarine. Nestle under its’ sectioned shell for protection or stay sheltered as it plunges into the depths and affords its passengers reduced oxygen consumption. New Features: Company: Map markers Company: Announcements Boats: Can now be unclaimed and claimed Controls: Full gamepad support New Quality of Life Improvements: UX: Revamped Skill Tree UI UX: Adjusted 3rd person aiming so there is less likelihood of foliage clipping UX: Sextant Buff Corner Mini Map is now hidden by default and can be revealed by pressing the H key. Sextant Mini Map can be permanently enabled by turning on the option in Advanced Settings Combat: Players now have the option to turn dual wielding weapons off by holding the TAB key and the hotbar key to equip the new pistol, rather than duel wield it. Combat: Gun hotbar equip time now scales (improves) with the various reloading skills Combat: You can now attack from the run-state (but not whilst running). Previously when attempting to attack whilst running, you would have had to pause, then attack. Now you can go straight from a run into an attack. Structures: The grill can now be attached to water pipes Controls: You can now use the F key as an option to pick up all items from the floor within a certain radius Ship: Pressing the F key whilst driving the ship, now allows you to access its inventory menu Bug Fixes: Skills: Fixed skills showing up in the wrong order on the skill tree Ships: Fixed a bug which prevented ships from reversing when they bumped into shores Ships: Fixed pressing right click to zoom in on the compass when sitting at a wheel of a ship Ships: Can no longer place a Steering Wheel inside the sail mast Building: Fixed a bug which prevented Water Reservoirs from irrigating grills if gathering water from a non-lake source Building: Fixed vertical encroachment check on the bookcase so it fits in 1-high wall rooms Resources: Fixed a bug where brain coral and fire coral were incorrectly labeled Map: Multiple level fixes (holes, waterfall transitions, soil types, etc) Creatures: Fixed a case where creatures would be stuck in the flee state whilst bola'd Creatures Fixed a case where creatures would appear to stand up briefly just after being bola'd UX: Fixed a bug which prevented you from seeing the HUD of a dropped item UX: Scaled the size of ammo texts on ammo containers to make them more readable and changed CanisterShot to Canister Shot Misc: Fixed icons for: Cooked Prime Fish Meat, Explosive Barrels, and Instant Equip Misc: Disabled male voice on female characters when using a repair hammer on damaged planks Misc: Fixed multiple cases where players shoulder disappears when harvesting with new anims Misc: Fixed manual targeting aim location not replicating to clients Balance Changes: Combat: Reduced sickle damage against creatures and players Combat: Sprint/Charge weapons have been disabled and will be re-added to the game as enhanced feats Ships: Small Weight Sail weight bonus increased from 515 to 1000 Ships: Medium Weight Sail weight bonus increased from 920 to 2500 Ships: Large Weight Sail weight bonus increased from 1300 to 4000 Ships: Small Handling Sail wind effectiveness increased from 101 to 118 Ships: Medium Handling Sail wind effectiveness increased from 101 to 118 Ships: Large Handling Sail wind effectiveness increased from 101 to 118 For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  13. Ahoy Pathfinders! Now that the flux of development related to ATLAS 1.5 has settled, we have made a return to our regularly scheduled patches to address stability, bugs, and balance whilst we prepare our next Mega-Update. This is a good time to reaffirm our commitment to ensuring ATLAS continues moving towards its ambition of becoming the ultimate fantasy pirate adventure. This Captain's Log will give you a sneak preview of what we're currently working on for our May Mega Patch whilst maintaining the live game on the side. livestream! But before we get into that... save the date, as next Friday, the 3rd of May at 2 PM PT we’ll be live streaming some of our upcoming content and revealing more details about the next Mega-Update! The stream will be hosted on both Twitch and Mixer, so be sure to tune in! twitch.tv/sailtheatlas mixer.com/playatlas We’ll also be collecting questions from the community which we’ll be answering live. If you’ve got something on your mind, whether it’s about future development plans, upcoming content, decisions regarding features, or how we feel about Endgame, submit your questions to this thread! mega-update! Now that our first large milestone has made it out the door, the team has been working hard on our next major content update. This will include new playable areas, creatures, weapons, items, ship mechanics and more -- much of which we’ll be covering in our upcoming Live Stream! Please keep in mind that this update is an evolving work-in-progress and thus, isn’t set in stone. This means that it’s open to change, whether it’s the visual appearance or the actual intended gameplay purpose it serves. But without further ado, here’s a little peek of the content to come! Icebox A high insulation box for transporting ice! Can be used to reduce surrounding temperature, extend the spoil time of perishables, and quench your thirst -- assuming it’s fully stocked. Spear Gun An underwater weapon that players can use to launch a piercing spearbolt with power and accuracy. Torpedo An underwater missile fired from a torpedo launcher (snapped to gunports), which can be aimed down into the ocean to destroy structures built underwater, or shot across the water surface (cannot travel or be shot above the water surface). Heavy Cyclops Cosmetic The heavy armor edition of our Cyclops Armour opens the door to intimidating your foes in our tribal-themed skin with a little extra heavy...metal This Mega-Update will be loaded with new features and content and we’re excited to get it into your hands. There’s a lot to come with it and even more planned for the months ahead which we will be displaying and discussing in the stream next week. As always, thank you very much for all of your feedback and reports; this community is very involved and passionate and you guys directly facilitate the evolution and development of ATLAS along with our ability to address issues and bugs. iso: Blackwood In early June we expect to be able to release our special mod-map, Blackwood, created by Iso, the level designer behind ARK’s popular mod-map Crystal Isles. This is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a stunning mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no additional database setup required! patch roundup! The community’s contributions throughout early access, whether that’s bug reports, feedback on features, and content suggestion have been highly helpful in ATLAS’ development. Thanks to your reports, we were able to identify and resolve one of our more frequent server crashes. Additionally, we’ve spent a lot of time focusing on the core technical aspect of the game and have significantly optimized crew attached to stations, movement on ships, and resolved some outstanding bugs. The effect on our servers after eliminating that crash. The dip you see on Wednesday and Early Thursday was because we had temporarily disabled a feature which had a high chance of causing the crash and then further dropped Late Thursday onward after we fixed the issue and re-enabled the feature. We couldn’t have done it without your report, so please keep them coming! You can submit a bug report to our forums here Please have a read through of our guidelines thread to help us get all the information we need: And we’re currently collating information regarding ‘vanishing’ structure pieces, so if you’ve experienced it please post a response in this thread with any information that you can provide, we’ve included a guideline that’ll help us identify the problem. Patch notes up to v102.45 - Fixed issue where tames could be given move-onto-ship points that were outside the bounds of the ship, or nearly outside. - Fixed issue where tames could potentially fall endlessly and drown when moving-onto-ship. v102.4 - Fixed a server crash - Re-enabled Red Alert and the ability to return the crew to their previous seat following a Red Alert (can be activated using Right Shift) on Official Servers v102.38 - Fixed creature "drift" on ships for client - Fixed issue where creatures could disappear or erroneously die in some cases when moved onto ships, re-enabled move to ship functionality for Officials. - Added cooldowns to activate or reset Red Alert state (clients get a corresponding message onscreen when they try to execute the order during the cooldowns). - Fixed issue where crew melee swings on ships couldn't hit their targets. - Red Alert temporarily disabled on Official Servers whilst we investigate an issue related to its stability. v102.1 - Hand Harvesting Skills now affect tool usage as well. - Fixed Climbing Picks sometimes sending the player off into infinity. - Ended the Easter Event. Bunny hat skin applications and skinned items will still exist. - Significantly optimized the networking of character movement on ships. - Fixed a bug where you couldn't see another player turning their character on a ship if they weren't moving. - Fixed a server crash. - Fixed issue with resources not respawning near shipyards/docks. - Fixed an issue where mortars and lighthouses may not have had their activity tags updated properly. - Fixed issue that would cause characters (including creatures) based on a ship to "drift" off the ship over time. v101.32 - Possible fix for shoulder creatures disappearing or flickering post-transition. - Placed Water Reservoirs will now show their water richness percentage on the HUD. - Water Reservoirs will now gain water from rain. - Fixed Treasure Maps generating locations stuck in the world. Will not effect existing Treasure Maps. - Empires PvE mode will now have a 2 week declaim tag period of claim flags (was previously 6 hours for test purposes). - Disabled 'Move To Ship' pinwheel action for non-crew tames on Official Servers until we have resolved issues related to the feature. - Fixed Island Points totals getting de-synced/displaying incorrectly for Companies. and you can check out our entire Patch List since release, here: SHOW 'N' TELL #7 We’re still collecting entries for the Show ‘n Tell! So you have a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fan art or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  14. Ahoy Pathfinders! Now that the flux of development related to ATLAS 1.5 has settled, we have made a return to our regularly scheduled patches to address stability, bugs, and balance whilst we prepare our next Mega-Update. This is a good time to reaffirm our commitment to ensuring ATLAS continues moving towards its ambition of becoming the ultimate fantasy pirate adventure. This Captain's Log will give you a sneak preview of what we're currently working on for our May Mega Patch whilst maintaining the live game on the side. livestream! But before we get into that... save the date, as next Friday, the 3rd of May at 2 PM PT we’ll be live streaming some of our upcoming content and revealing more details about the next Mega-Update! The stream will be hosted on both Twitch and Mixer, so be sure to tune in! twitch.tv/sailtheatlas mixer.com/playatlas We’ll also be collecting questions from the community which we’ll be answering live. If you’ve got something on your mind, whether it’s about future development plans, upcoming content, decisions regarding features, or how we feel about Endgame, submit your questions to this thread! mega-update! Now that our first large milestone has made it out the door, the team has been working hard on our next major content update. This will include new playable areas, creatures, weapons, items, ship mechanics and more -- much of which we’ll be covering in our upcoming Live Stream! Please keep in mind that this update is an evolving work-in-progress and thus, isn’t set in stone. This means that it’s open to change, whether it’s the visual appearance or the actual intended gameplay purpose it serves. But without further ado, here’s a little peek of the content to come! Icebox A high insulation box for transporting ice! Can be used to reduce surrounding temperature, extend the spoil time of perishables, and quench your thirst -- assuming it’s fully stocked. Spear Gun An underwater weapon that players can use to launch a piercing spearbolt with power and accuracy. Torpedo An underwater missile fired from a torpedo launcher (snapped to gunports), which can be aimed down into the ocean to destroy structures built underwater, or shot across the water surface (cannot travel or be shot above the water surface). Heavy Cyclops Cosmetic The heavy armor edition of our Cyclops Armour opens the door to intimidating your foes in our tribal-themed skin with a little extra heavy...metal This Mega-Update will be loaded with new features and content and we’re excited to get it into your hands. There’s a lot to come with it and even more planned for the months ahead which we will be displaying and discussing in the stream next week. As always, thank you very much for all of your feedback and reports; this community is very involved and passionate and you guys directly facilitate the evolution and development of ATLAS along with our ability to address issues and bugs. iso: Blackwood In early June we expect to be able to release our special mod-map, Blackwood, created by Iso, the level designer behind ARK’s popular mod-map Crystal Isles. This is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a stunning mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no additional database setup required! patch roundup! The community’s contributions throughout early access, whether that’s bug reports, feedback on features, and content suggestion have been highly helpful in ATLAS’ development. Thanks to your reports, we were able to identify and resolve one of our more frequent server crashes. Additionally, we’ve spent a lot of time focusing on the core technical aspect of the game and have significantly optimized crew attached to stations, movement on ships, and resolved some outstanding bugs. The effect on our servers after eliminating that crash. The dip you see on Wednesday and Early Thursday was because we had temporarily disabled a feature which had a high chance of causing the crash and then further dropped Late Thursday onward after we fixed the issue and re-enabled the feature. We couldn’t have done it without your report, so please keep them coming! You can submit a bug report to our forums here Please have a read through of our guidelines thread to help us get all the information we need: And we’re currently collating information regarding ‘vanishing’ structure pieces, so if you’ve experienced it please post a response in this thread with any information that you can provide, we’ve included a guideline that’ll help us identify the problem. Patch notes up to v102.45 - Fixed issue where tames could be given move-onto-ship points that were outside the bounds of the ship, or nearly outside. - Fixed issue where tames could potentially fall endlessly and drown when moving-onto-ship. v102.4 - Fixed a server crash - Re-enabled Red Alert and the ability to return the crew to their previous seat following a Red Alert (can be activated using Right Shift) on Official Servers v102.38 - Fixed creature "drift" on ships for client - Fixed issue where creatures could disappear or erroneously die in some cases when moved onto ships, re-enabled move to ship functionality for Officials. - Added cooldowns to activate or reset Red Alert state (clients get a corresponding message onscreen when they try to execute the order during the cooldowns). - Fixed issue where crew melee swings on ships couldn't hit their targets. - Red Alert temporarily disabled on Official Servers whilst we investigate an issue related to its stability. v102.1 - Hand Harvesting Skills now affect tool usage as well. - Fixed Climbing Picks sometimes sending the player off into infinity. - Ended the Easter Event. Bunny hat skin applications and skinned items will still exist. - Significantly optimized the networking of character movement on ships. - Fixed a bug where you couldn't see another player turning their character on a ship if they weren't moving. - Fixed a server crash. - Fixed issue with resources not respawning near shipyards/docks. - Fixed an issue where mortars and lighthouses may not have had their activity tags updated properly. - Fixed issue that would cause characters (including creatures) based on a ship to "drift" off the ship over time. v101.32 - Possible fix for shoulder creatures disappearing or flickering post-transition. - Placed Water Reservoirs will now show their water richness percentage on the HUD. - Water Reservoirs will now gain water from rain. - Fixed Treasure Maps generating locations stuck in the world. Will not effect existing Treasure Maps. - Empires PvE mode will now have a 2 week declaim tag period of claim flags (was previously 6 hours for test purposes). - Disabled 'Move To Ship' pinwheel action for non-crew tames on Official Servers until we have resolved issues related to the feature. - Fixed Island Points totals getting de-synced/displaying incorrectly for Companies. and you can check out our entire Patch List since release, here: SHOW 'N' TELL #7 We’re still collecting entries for the Show ‘n Tell! So you have a little longer to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fan art or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  15. I support the move to put heavy cannons in the gun ports, however, what this does is allow Galleons to have a ton of Heavies. The good part, is that I suspect that 2 or three maneuvering sails on a Galleon will become the new Meta. But seriously, the medium cannons now need some love. They have on advantage, and that is the ability to swivel. It needs more. Maybe the same range, and more accuracy, compared to the heavy. Maybe a higher velocity and flatter trajectory...easier to accomplish with smaller cannon balls. Maybe faster reload...easier to carry and load smaller cannon balls, than heavy ones. Maybe a new type of cannon ball for the medium cannons. A cannon ball that penetrates and then explodes. RIP to beds, storage and crafting stations inside the ship. Maybe allow a fire bomb for the medium cannons. Maybe increase the range of the bar shot, to make it more useful. Maybe add a grapeshot to the medium cannons. Something needs to be tried, to make them more appealing to the community.
  16. What is Lite RP?: RP has always been a popular kind of gaming lifestyle. Players like to involve and enrich themselves in a world that they can make their own. To us there are different types or RP. For instance we all have been on a server where the RP has always been strict to a T. This comes with the territory for example, some servers expect their players to always be in character. To know their lore and never break your character accents or traits. To always be in character RP even if there are bugs/glitches in the server etc. This type of RP to us is called Heavy RP. Heavy RP can be fun, to an extent, but it comes with a price of too strict and such and can be tiresome after awhile. This causes a problem with some RP and to us specifically. So this is why we created our server to a Lite RP. Lite RP means that everyone can RP even if you have no idea how to. Lite RP can be initiated just by saying “Hi how are you?” RP does not always have to complicated, it just has to be initiated. Lite RP is a happy medium between RPers and non RPers. This server helps us all to take a break from the Heavy RP and get to enjoy a free and relaxed experience. Where some players may have never dabbled in RP but can find comfort to venture out in RP. This also helps our other fine and well experienced RPers that have little to none experience in PVP but to find help and join forces with other player who are more familiar. This is the type of community that we envisioned. And here at Be Legendary we like to pride ourselves in educating players who have never RP before to feel comfortable in a RP server such as this one.
  17. If one vs. two people on a heavy cannon makes the difference between ATLAS and Blackwake, then maybe we should. But I suspect there is more to it than that. Please be more constructive when shooting things down so that actual discussion can happen. Do you feel that heavy cannons do not need further balancing? Do you believe that they do but that two crew per heavy cannon is the wrong solution?
  18. I keep posting about the weather in hopes they eventually read about it. I think the fog is fine, and the weather in general. They just need to add levels of intensity as in real life there are severe/extreme weather periodically, sometimes a lot in short spurts but on the whole weather is usually pretty much in the normal zone and sometimes it's really light. DENSE, Heavy, normal, light fog. Drizzle/Mist, Light rain, Rain, Heavy rain, Thunderstorm, Severe thunderstorm (sometimes with tornadoes/waterspouts), Tropical Depression/Storm, Hurricane. Blizzard, Heavy snow, snow, light snow, flurries. "polar voretx" extreme cold, cold snap, normal day of cold. Wind should factor into this some. If its 0C and the wind is blowing like hell it ought to be colder maybe into the cold snap. If its -20 and the wind is blowing it ought to be into the extreme cold. On the other hand if its 0C and not windy it should just be normal cold. This same situation goes the other direction for heat. Wind should make it not as bad out. Could throw in a humidity and dewpoint factor in there too those can make a hot day with the mugginess so much worse especially if the wind is stale. Also for the desert regions you can periodically have a sandstorm and also have very periodic extreme rain evens and sometimes just have dry thunderstorms. I would love to see them really expand on and get creative with the weather events on all the islands and add a lot more variety. Currently its EXTREME to normal to EXTREME. The extremes are very frequent. Sometimes I get a heat wave and a cold snap at the same time and both negatively affect me. Here's to hoping one of the devs see's this and picks it up.
  19. It had been a few years since I had been to the sea. The life I had once loved was a distant memory and I had moved on from the life of piracy to settle down in a quaint village before Davy Jones and the sea came a knockin' to collect back what I rightfully stole. I swore I'd never return. But when my younger brother wrote to me of a mysterious, new discovery he had made, promising of treasures untold. I was forced to return to the fickle waters, after adamant warnings of danger had gone unreturned. For you see, if the sea has taught me anything, it is that no matter the glory or riches that may come your way, there is always a price to pay. When I arrived in the port town of La Noferia, I was quick to learn that my brother had been missing for some time. From the locals, I had learned he had arrived a few weeks ago regaling anyone who would listen about his new discovery and potential fortune. The idiot had always been a boisterous one and it seems it may have cost him, dearly. A few of his crewmates informed me he had been staying in a small shack a few hours from the harbor so I immediately took off and by nightfall of that first day, I had arrived. It was a lonely thing, this shack, sitting on the edge of land and beach silhouetted by the moon as the shore curled behind it, leaving only the ocean beyond it. As I entered, it reeked of sea and spirits, as well as a few rotten meals from nights before. I carefully searched the shack, but there were no signs of my brother and from the condition of the room, no one had been around for days. Exhausted, I sat down on the steps in front of the door and looked out to the sea, contemplating the odd reunion taking place before me and wondering what twisted fate the sea had planned for me. It was then that I saw it, off in the distance, a small sparkle in the tide. I knew it before I even got up from the steps but still I ran to the tide, hoping to disprove my darkest fears. As I drew closer, the outline of a body began to take shape. Although he was face down when I approached, I knew it was him. He was prone, lifeless, washed up from the sea and around his neck was that stupid bandana: the one he was so proud of, the one he never took off, the one I gave him when he took my place in the company. As the waves lapped over the poor soul, I dropped to my knees and cursed myself realizing my debt had been paid. Through the tears I noticed he was holding something. A book of some sort, inset with an exotic jewel that I had never seen before. Is this what this fool had thrown his life away for? I pried the journal out of his hands and sat in the damp sand, book in my lap. Unnerved by the tide, I needed to know what was so important that my brother was willing to die for and so by moonlight, I began to read. Most of the pages were damaged, torn out, or in a language I could not comprehend. Tried as I could, I was unable to make sense of it and after what seemed like hours, I threw the book down in frustration. Defeated and knowing the responsibilities still required to tend to my dead sibling, I reconciled to calling it a day. I looked at the body next to me with a feeling of guilt and frustration, staring at that damned bandana. Why did I have to give him that stupid thing? Why couldn't I protect him? Why couldn't it have been me? Blinded by the welling rage, I grabbed at the bandana attempting to rip it off him. To my dismay, the knot was under his neck and I was forced to flip him over to untie it. Perturbed, I rolled to my knees and shoved the lifeless corpse exposing his smiling face now bright in the moonlight. That wily smile, the one that had been his forgiveness after all the pranks he had pulled on me as children, now revealed, startled me causing me to sit back on the damp sand. "One last prank?", I thought as I recovered and surveyed the lifeless prankster in front of me. "Even when you're dead, you're an asshole", I muttered as I leaned back over him to untie the bandana. But as I reached over, my eyes widened as I caught a glimpse of a familiar parchment carefully tucked under his shirt. I quickly grabbed the damp, tattered pages, identical to the ones found in the journal. One seemed like a cypher, half in the foriegn writings and the other, in my brother's handwriting. The other was written by my foolish sibling, an already translated copy of one of the pages from the journal. Maddened by this turn of fortune, I began to read aloud the blood-stained scribblings that my kin desperately died protecting. As the last words trailed from my lips, I froze. Unsure of what to do with this amazing new discovery, my mind blanked. Suddenly, a smile crept to my face and I began to laugh. Unable to control what was coming over me, the laughter began to build, louder and louder to the point of hysteria. “You son of a...”, I yelled as I finally got a hold of myself and wiped a tear from my eye. There was only one thing left to do in my mind: Unearth the mysteries of the journal and continue the discoveries my brother sacrificed himself for. “For the first time, we’ll do this together, Nathan.” I whispered as I untied the bandana from his neck and fastened it around mine. Once I got to my feet, journal and pages in hand, I began to walk along the shore preparing in my head the arrangements for my brother's funeral and for the upcoming adventures ahead. The sea had cleared my slate and I paid a heavy price. But the way I see it, Nathan didn’t get the chance to take from all that life has to offer, so for him, I plan to collect in full. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  20. ATLAS

    Patch Notes

    released patch notes v218.31 - 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) - Magic Mythos has been disabled v218.30 - Magic Mythos enabled on the Official Network. Bonus 2X Harvesting, Taming, XP, and Treasure Gold v218.29 - 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. - Disabled Magic Mythos bonus rates on Official Network v218.28 - 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) - The serpent boss, Anacthyon, added to Blackwood - Magic Mythos enabled with 2X Harvesting, Taming, XP, and Treasure Gold v218.27 - Fixed a bug that allowed players to gain massive height when running into the corner of a raft or dinghy - Fixed a bug that allowed players to gain massive height when climbing really tall ladder set ups - Fixed a bug which allowed players to base on top of submarines - Fixed a bug which allowed seated npcs to shoot puckles through walls - Ended 2x Magic Mythos Event v218.25 - Enabled 2x Harvesting, Taming, XP, and Gold on our Official Network - Fixed rope ladders so that they can now be rotated when placed on wooden catwalks - Fixed 2-handed weapons able to used interchangeably, bypassing the weapon equipment timer using the Q hotkey. - Fixed a bug where critical strike could be used with other weapons by removing the buff if you switch to a different weapon. - Fixed a bug where projectile mesh wasn't showing correctly for singleplayer. - Fixed a bug which would cause players to throw out their gear by accident at low server fps when using "O" instead of "E" to unequip currently equipped gear. - Fixed a bug which allowed diving platform to be placed on top of a cargo rack. v218.24 - Fixed a case where ships would enter a broken state where it visually appears to be unanchored, but you wouldn't have been able to move it. - Releasing a ship from a shipyard now has an activation timer - Fixed a bug which would cause players to throw items out of their inventory when rapidly pressing E to equip them - End of Magic Mythos event on Official Servers - Critical Save Changes to Non-ATLAS Dedi/Blackwood which fixes the following, but may require a save wipe: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map Additional info on Blackwood/Non-ATLAS Dedi changes: v218.21 - Prevented the hotbar from outlining red with broken items when at the ship wheel - Fixed a bug which prevented melee attack with weapons whilst carried by Lion - Fixed a bug which caused players to lose most control of their characters after dying to exhaustion when shoveling (was previously solved by relogging) - Fixed a bug where buoys would not provide light and be desynced on the ocean at high waves - Fixed a bug which would not allow players to change the name of the ship if they hadn't previously given it a name (this only occurred when pressing accept without naming it, rather than cancel) - Fixed a bug where the reload mini game would not take effect when mounted on creatures - Multiple Misc Blackwood Level related fixes (floating foliage, ocean water transitions, holes). v218.21 - Fixed a crash which would occur when attempting to open a Dinghy's inventory - Fixed Advanced Able Mapmaker being unlocked by the wrong skill - Fixed Ship Max Level being erroneously counted by the Shipyard's current health rather than the total health. - Fixed dedicated servers not using passwords on Blackwood - Fixed a case when searching for Blackwood servers would cause only one to list at a time - Fixed a bug where corpses with inventories would not calculate their correct weight - Fixed a bug which wouldn't allow you to select the Home Server to change to on Unofficial Networks - You can now plant an assortment of seeds in Blackwood - Fixed multiple islands on Blackwood being marked as non-buildable - Fixed a bug where beds would sometimes not function on Blackwood - Fixed Shipwrecks spawning on the coast of islands in Blackwood - Fixed multiple foliage and terrain bugs with Blackwood - Moved the 'Exit to Main Menu' button to the bottom of the pause menu options v218.15 - Fixed a client-side crash (https://pastebin.com/U3QN7KyQ) - Blackwood content moved to optional DLC, for those who do not plan to play it and want to save the install size (10GB): https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/ - Added multiple treasure map locations per island for Single Player and Non-Dedicated Game Modes v218.14 - Client-side fix for Treasure Map crash v218.13 - Blackwood is available! An example command line for running a dedicated Blackwood server: start ShooterGameServer.exe Blackwood? -log -server -NoSeamlessServer exit - Character and inventory import/export for Single Player and Non-Dedicated Servers (optional for hosts) - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP, Harvest Rates and Gold! v211.32 - Further optimizations for structure replication in multiplayer networking v211.31 - Improved how servers replicate structures on ships leading to large performance gains, particularly in areas where there are many boats and many clients, such as docks and large fleet battles. - Magic Mythos has now ended on the Official Network v211.21 - Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option). - Fixed Kraken sweeping players off their ships when the ships are knocked back - Improved client performance when numerous players are nearby - Wheel Skins now work for singleplayer/host - Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text. - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest) - Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest) - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates v211.15 - You can now password protected Non Dedicated Multiplayer Servers, some notes: If the session is password protected no direct joins will work unless the person has previously successfully inputted the password If they fail to enter the password, they'll have to restart the client before they can have another chance to join. You are unable to host a Private Match at the same time as a Password Protected Session at this time. - Fixed a case where players weren't able to respawn on beds in Non Dedicated Multiplayer after transition - Fixed a bug which would cause player arms to disappear after mounting the submarine v211.0 - Non Dedicated Mode is now available v210.2 - Settlement owners can no longer raze claims on PvE. - Settlement Owners can place down multiple banks on their island, so settlers can supply it to help upkeep with gold - Settlement Owners now have the option, on Claim Flags, to prevent anyone but Company Admins from removing items from a tax bank v210.13 - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates - Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks. v209.499 - Fast Decay has now been enabled for Settlement Owners - Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay - Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay v209.497 - Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true - Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats. v209.491 - Magic Mythos bonus rates have been disabled - Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live) v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours. v209.46 - Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however they may clear with this change after 5 days, as company data is loaded - Fixed "leave Company" button v209.43 - Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game - Fixed a bug where players would temporarily enter combat state upon transition v209.4 - Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150) - Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company - Added an Admin Command to Single Player: cheat DoLeaveTribe - Forest Colouring can now be crafted and applied to items - Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name - Demolishing buoys will no longer leave the sign floating behind 209.36 - Fixed a bug which caused silos to pay crew that weren't on the same team v209.35 - Reverted the Claim Flag height limit on Official Servers v209.34 - When replacing invalid claimflags, you can now place them within the green ring of your original flag - Claim flag height limit has been increased to 6500 units above sea level v209.31 - Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval! - Company Island Point Limit has been increased by 100 - Tax Banks can only be placed by Admins or above in companies. - Fixed certain level creatures not receiving experience points in Single Player - Fixed underwater trenches not loading properly in Single Player - Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state - Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map - Discovery on the map now temporarily disappear beyond a certain zoon distance on the map (zooming back in will have them reappear) - Important: Claim Flags now have a maximum height limit when being placed. Claim Flags that were previously placed which exceed this limit will indicate as such on the HUD. Those which exceed the limit will be able to place a 2nd claim flag in a viable location. This will destroy your old flag and drop it's entire inventory into a loot cache (2 hour expiration time) on the ground. Next Wednesday, we'll be deploying an update which will force destroy any legacy flags which exceed the height limit. The limit is 4k units above sea level which is approximately 16/17 walls and only admins or above will be able to replace the flag. - New configurable ini setting for Claim Flag height limit [/script/shootergame.shootergamemode] MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions. v209.1 - Added activate sail turning as a keybind (default: Left Shift) - Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold). Crew on Land: 1st priority: Resource Box and Food larder 2nd priority: Silo 3rd priority: Claim Flags Crew on Fully Anchored Boats: 1st priority: Silo 2nd priority: Claim Flags 3rd priority: Resource Box and Food larder - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed. - New option on claim flag which allows turning off crew gold and food payment - Fixed an edge case which allowed you to fire cannons through walls - Fixed a bug where Crew was taking gold/food from a flag before they took it from a resource box/larder when dealing with Crew on Land. - Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer - Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended 208.21 - Fixed a bug which would cause players to be stuck when unmounting creatures - Cleared up the pinwheel text on Claim Flags, so they now indicate what it'll be changed to. v208.2 - Fixed invalid discovery points value on server v208.11 - Fixed a client side crash v208.1 - Single Player Beta Mode Note: Whilst not a formal system, Singleplayer users can play on any world json they want, by just replacing these files: \ShooterGame\ServerGrid.json \ShooterGame\ServerGrid\ (the map images) When doing so, please back up your SavedAtlasLocal folder, and then delete your save data using the in-game save delete button. - Claim Flags now have a toggleable setting in Settlements mode which allows Settlement owners to choose whether to pay and feed the NPC Crew for allies or everyone settled on the island. This will be displayed in the top-right hand corner HUD. A single + means ally crew will take gold/food from claim flags. ++ means everyone will take gold/food from the claim flag. A lack of + means that only the settlement owner's crew will be able to take good/food from claim flags. - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! - Future proofing landscape optimization (large patch) Just some further information on the update size, the reason it is so large is because a technical change went in place to improve the logic surrounding landscapes (not related to single player). Something we plan to improve more on in the future. This optimization will basically allow us to reduce the current install size of the game by, hopefully, ~33%. The way it works in technical terms is that all the landscape variants of the same shape will use one map, with material variants, rather than each having a redundant copy of the large maps themselves. This means we won't have to have all those additional copies, thus reducing the effective size of landscapes (which together comprise over 50% of the game's install size) v207.999 - Crew gold payment and food can now be done via your Company's claim flag. Crew that are on an island or on a fully anchored ship within Settlement range are eligible. Berries are the only food that can be used in the claim flag (there is a greatly extended spoil timer on berries in a claim flag for further QoL). Crew will still seek out payment and food from nearby food larders and payment boxes and if there are none nearby or they are empty, they will take from the claim flag. - Increased SoTD XP: Schooner approx 20% increase Brig approx 50% increase Galleon approx 100% increase 207.998 - Fixed Ghostship not appearing/disappearing - Increased step height for Elephants and Rhinos to 110 to allow to climb half wall steps, and helps with other obstacles both would realistically be able to step over - Golden Age AoD now drop less gold, have a larger respawn radius around players/tames and a longer respawn interval - Fixed cases where players would be dismounted from the swivel gun when firing on a ship v207.997 - A claim flag can longer be placed on a fully anchored ship during peacetime. - Grog: Damage bonus changed from +6% to -3%, duration changed from 600s to 300s - Rum: Now instead of giving 15 waters, it removes 20 water - Target soft spots - Cooldown increased from 15s to 60s and torpor bonus reduced from 35% to 28% - Critical strike - Cooldown increased from 20s to 60s and damage bonus reduced from 2x to 1.65x - Target weakness - Duration increased from 10s to 24s - Reduced the following armor stat scales by 30%: Health Melee Damage Stamina Fortitude Intelligence v207.996 - AoD on GoldenAge now drop gold when killed. Scales with level. - AoD now have a non-weighted random spread up to level 120 on GoldenAge servers - AoD are now immune to anything except gun (non-puckle), melee damage and tame damage. - Fixed cannons shooting thru overhangs - Increased sword damage by 50% - Increased mace damage by 35% - Increased pike damage by 15% - Increased spear damage by 20% - Increased throwing knife damage by 20% - Increased gun effectiveness against creatures 12.5% - Reduced med kit self heal 20% - Reduced tiger and lion head hitbox bone damage multiplier to 1.5x - Increased minimum island points on PvE from 30 to 70 - Increased max island points on PvE from 150 to 250 - Increased max island points on PvP from 250 to 320 - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! 207.994 - Fixed multiple cases where players would become unbased (slide off ships) due to certain structures. v207.992 - Company Rank settings are no longer the default option on E for climbing ladders if you're an admin or owner of a company - Improved Ghostship appearance logic - Fixed a bug which allowed clients to complete a musical sheet without even having to play a track - Updated Equatorial tags and temps for Giraffe breeding, as it now spawns in the bog. - Hid and cleaned up text overlap issues with the Sextant/GPS when inside menus 207.991 - Fixed bolas releasing creatures prior to their timer ticking down entirely. v207.99 - Fixed a bug which prevented tames and crew on ships from not having their claim timer refreshed on PvE. To refresh their timers, you will need to board the boats they're on. - Fixed a bug which would result in the XP Curse lasting permanently (retroactive) - Fixed a bug which prevented firing cannons which were placed on the top deck above gunports - Beds can only be used to spawn on after their initial respawn cooldown has cleared v207.981 - Inactive PvP boats will now automatically destroy after 4 weeks of inactivity - Enabled auto-destruction for decayed structures on Official Servers. - Sunken ships will always destroy after 5 days on Official Servers. This will clear the icon from your maps too, as long the area where the boats were sunk have been revisited. - Gunports can now be opened again without cannons (i.e you can now fish out of them again) - Fixed some invalid cannon placements / shooting edge cases. - Open gunports will obstruct firing from any cannons that are not explicitly linked to them, either by dismounting the shooter or blocking the projectile. - Fixed a Sail placement exploit. - New game.ini mode for Sunken Ships [/script/shootergame.shootergamemode] DestroyDeadShipsIntervalTime=0 // Defaults to 0, meaning sunk ships would last forever and set to 2592000 for officials. v207.972 - Fixed an issue where NPCs on a Galleon's front NPCs would not replicate, due to the Captain being all the way in the back. This would have previously shown Missing NPCs, even if they were stationed. v207.971 - Updated localization for German, French, Turkish, Ukrainian, and Swedish. - Gunports will no longer open if they do not have a cannon snapped to it - Cannons using gunport-snaps now check for near-by freely-snapped cannons before snapping, in order to prevent multiple cannons shooting from one gunport. - Fixed the Global Ship Limit counting Sunken Ships v207.95 - Increase torpedo ammo weight to 12 - Increase the torpedo launcher weight to 240 - Reduced the weight bonus torpedo launcher receives from closed gunports to 20% - Bola CC duration reduced to 6 seconds on players - Bola release time now reduced to 0.5 seconds when removing it from a player - Torpedo crafting costs updated. Reduced by approximately 20% and updated metal to require 2 types of ingots. Mythos requirement unchanged. - Flame damage now eliminates ballista harpoons - Improved server performance on Golden Age grids as AoD enemies will only be networked to clients once they've awoken. - Ballista Harpoon reload time has increased - 2x Magic Mythos is now active with bonus rates for Harvesting, XP, Taming, and Gold. 207.93 - Mortar and Pestle slots increased to 40 - Soap Blueprint added to Cooking Pot and Grill - Large Storage Box slots increased to 100 - Small Storage Box slots increased to 40 - Sugars now stack to 500 (increased) - Thatch now stacks to 1000 (increased) - Grenade weight increased to 5 - Firegel, Gunpowder, Blasting powder, Mythos and Coral can now be stored in the ship resource box. - Reduced Grenade damage to players by 33%, to NPC Crew and Creatures by 10% - Increased Playershop health to 12000 - Reduced base damage of Blackjacks by 10% and reduced the Fall Swing damage by 65% - Doubled stamina cost of shield bash - Fire Elemental now takes 50% more damage from Shotguns and 100% more damage from Ballista - Fixed ""Fail" sound line for the medkit using male voiceline for female characters - Fixed being able to place wallhooks on demolishable resources to prevent floating structures - Fixed being able to place triangle foundations on top of beds - Player Name is now included in the tribe log when scuttling ships or demolishing it via a shipyard - Fixed a bug which allowed you to move whilst bola'd - You can now base on non-allied PvE boats, and we've added an actionwheel entry to force non-allied characters off of your ship in PvE 207.91 - Torpedo Damage reduced by 45% - Boats will no longer sink when overweighted or overcrewed if they are fully anchored (green anchor) - Settlement Mode: Claim Flags now appear on the World Map for the grid region you're currently on - Submarines docked on hangars now retain their colour after server restarts - Prevented firing from gunports if the gunport has not fully opened. This is to resolve crews being dismounted as they were blocked for firing too soon - Quest skills are blacked out with a silhouette when not learned - Cocoa can now be crafted properly in irrigated grills - Fixed FPV reload animation playing when switching from TPV to FPV with the Crossbow - Fixed an issue where servers that were running for more than 4 days consecutively without reboot would have choppy water on the client. v207.9 - Networking range for players on ships is now the same as players not on ships (~34,000 units) - Networking range for unseated NPCs on ships are now about 18,000 units, and seated NPCs are now about 9,000 units. - Fixed Crows no longer flying to attack. - Fixed Shipyards at max storage capacity (300) fail to create ships. - Fixed being unable to gain any stamina after sailing to another server with a stamina debuff active from using any feat, for example, "reload overdrive" feat on a ship. Previously you would have had the debuff permanently until you die and respawn v207.81 - Improved third person view offset so that it now positions at the average head height rather than the center of the character's capsule. This should improve how it feels when the camera is brushed up against a collision in the world. v207.8 - If a launched torpedo hits within the first 3.75 seconds of being fired, it will do significantly reduced damage - Torpedo overall damage reduced by 20% - Torpedo overall projectile lifespan reduced by 10% - Torpedo and Torpedo Launcher crafting cost has been increased - Fixed hotkey assignments to save on relog - Readjusted Marker UI location when minimap is open to prevent overlap - You can now use "prying eyes" to look inside lock chests if they are your own company's boxes - Cannons/Puckles will no longer fire in peacetime if the structure does not own the claim and the target is a player or tame - Significant shoreline data memory optimization v207.7 - Fixed harvesting boost from giving more resources than intended - Fixed some unharvestable rocks and adding Fiber to missing freeports - Moved sextant GPS/Speed/Direction from above the hotbar to below the sextant compass widget - Prevented using Lucky Loader when in the middle of a reload - Fixed Harvest Boost and other skills from resetting their cooldown upon death - Crafting that requires 'water' as a resource will now consume 100 water, rather than the entire container - Fixed Grill not being able to use water containers as a crafting resource - Fixed overlapping text with Reservoir and Grill - Hydra is able to reliably break down trees - Fixed an issue with fishing rod where it would destroy itself when the item had broken v207.6 - Added JSON object library. - Added blueprint interface for anonymous communication between mods. - Added helper functions for: Searching for creatures by ID. Retrieving filtered class lists. - Re-enabled UObject counter in the devkit v207.5 - Fixed an issue with dropped ship cargo being incorrectly calculated v207.45 - Optimised Fog of War memory usage. - Added a new slider: Ship Draw Distance (note: changing this will require a client reconnect to take effect). This setting changes the distance at which non-core ship structures and seated characters will draw for clients. If you wish to revert this, move the slider all the way to the right, alternatively, slide to the left for higher performance (particularly in large-scale ship battles). - Looking at boats through a spy glass will force maximum draw distance on non-core structures and seated characters. v207.41 - Fixed some server-side crashes - Fixed double harvesting feat - Ship of the Damned will now lose agro if they have not dealt damage for some time - Ship of the Damned Galleons now have cannons on the front - Decreased the time it takes for Ship of the Damned to respawn on Golden Age Ruin servers by approximately 75% (previously 1 hour, now 15 minutes) - Fixed being able to drag players inside the Ice Dungeon v207.2 - Fixed a server-side crash v207.2 - Enabled Ship Structure Weight to the item tooltip - Fixed a client crash caused by crop plots - Giant Tortuga: Added step damage to prevent getting stuck on trees. Increased step height to prevent getting stuck on small obstacles and helps to more easily get out of water. Decreased tail swing range as attack missed at old max range. - Fixed combat state not being unset with gamepad - Fixed displayed ingredient requirements for Unthinkable Delicacy. Notable differences: 25 animal meat -> 10 cooked prime meat 10 Magic Marrow -> 10 Mythos added 50 hunger requirement to feat description - Updated Cargo container and Dinghy hangar to respect activation rank - Updated Shipyards and Scaffolding to respect activation rank - Server option to force disable structure prevention volumes Server Launch params: ?DisableStructurePreventionVolumes=true or in GameUserSettings.ini [ServerSettings] DisableStructurePreventionVolumes=true v207 - Fixed a bug which impacted Ship of the Damned's ability to sail - Updated the quest description for 'Veteran Explorer'. It now takes 25% of all DPs, rather than 50%. - Crossbow damage reduced from 65 to 55 - Faster reload skill effectiveness have been reduced by the following: Pistol - 25% less effective and Blunderbuss/Rifle: 75% less effective - Fixed merchant ships from sailing through islands Mega Update 2: Into the Ice! (v206.1) New Quests: Into the Ice: When you have collected all the Power Stones, head deep into a Polar Ice Dungeon to discover what lies beneath... Master Cartographer: Get at least 40% of the ATLAS Discovery Zones Skills and Feats: Feat: Instant Hotbar Equip, unlocked after completing "Master Cartographer" quest. Feat: Harvest boost, unlocked after completing "Into the Ice" quest. New Levels: Ice Dungeon: Found in the polar region, can only be entered if players have unlocked all the 9 power stones New Islands: Multiple equatorial and polar islands added to the ATLAS! New Boss Fight: Snowman Activated lights in boss arena now power a shield that maintains the Snowman's ice armor. Killing a round of minions will disable the shield, prevent minion spawns for a short duration, and allow the ice armor to receive damage. When minion cooldown is over, shield reactivates. When ice armor reaches 0, Snowman's health can be damaged directly and no more minions will spawn until the next health state. Upon entering each new health state, 1 extra minion will spawn at a time, and an increased amount of minions will be required to be killed for the shield to be deactivated/start minion spawn cooldown. When in the last health state and ice armor is destroyed for the final time, chaos ensues, and minions will continue to spawn until the boss is killed. Progress of minions to kill and ice armor are shown via floating hud. New Structures: Offensive Structure: Torpedo Launcher and torpedoes. Skill is obtained after completing "Into the Ice" quest. Building Structure: 3x4 Medium Gates Utility Structure: Ice Box - a high-insulation box for generating ice in cold areas. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. New Resource: Ice - Generates over time in cold zones inside of the Ice Box. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature and the half negative effects of armour weight debuffs for a short duration (15s per ice cube, max of 5 mins). Ice can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Relatively heavy. New Cosmetics: Player: Hydra Hide Armour Set, and Cyclops Heavy Armour Set Ship: Hydra Steering Wheel, and Bone Skin Steering Wheel New Attachments: Boat Attachment: Cargo Racks (reduces the weight of items inside of its inventory, has a maximum carrying capacity and can only be accessed when a boat is anchored. Each cargo container will slow down your boat. At maximum cargo carrier attachments, a boat's speed will be reduced by a total of 40%. Able to replace and pick up new cargo containers out at sea). Cart Attachment: Large Storage Box (reduces the weight of items inside of its inventory, does not work on ships) New Item: Fishing Net: Can only be used when sitting. Equips on the back slot. Will begin automatically catch fish when boat has met minimum sailing minimum velocity New Weapons and Ammo types: Ballista Ammo Type: Boat Harpoon (can be used to attach and reel in other ships) Weapon: Spear Gun and Spear Bolt (can only be used unwater) Weapon: Crossbow and Crossbow Bolt (multiple shots, cannot be used underwater) New Creatures Olfend: Can be tamed and bred. Used to collect, store, and shoot water to put out fires. Rare creature is found in the desert biomes. Giant Tortugar: A giant turtle carrier. Can be tamed and bred. Capable of being an armored organic vessel and able to carry 1 driver and 3 passengers. Very rare creature found in the new equatorial islands. New Features: Company: Map markers Company: Announcements Boats: Can now be unclaimed and claimed Controls: Full gamepad support New Quality of Life Improvements: UX: Revamped Skill Tree UI UX: Adjusted 3rd person aiming so there is less likelihood of foliage clipping UX: Sextant Buff Corner Mini Map is now hidden by default and can be revealed by pressing the H key. Sextant Mini Map can be permanently enabled by turning on the option in Advanced Settings Combat: Players now have the option to turn dual wielding weapons off by holding the TAB key and the hotbar key to equip the new pistol, rather than duel wield it. Combat: Gun hotbar equip time now scales (improves) with the various reloading skills Combat: You can now attack from the run-state (but not whilst running). Previously when attempting to attack whilst running, you would have had to pause, then attack. Now you can go straight from a run into an attack. Structures: The grill can now be attached to water pipes Controls: You can now use the F key as an option to pick up all items from the floor within a certain radius Ship: Pressing the F key whilst driving the ship, now allows you to access its inventory menu Bug Fixes: Skills: Fixed skills showing up in the wrong order on the skill tree Ships: Fixed a bug which prevented ships from reversing when they bumped into shores Ships: Fixed pressing right click to zoom in on the compass when sitting at a wheel of a ship Ships: Can no longer place a Steering Wheel inside the sail mast Building: Fixed a bug which prevented Water Reservoirs from irrigating grills if gathering water from a non-lake source Building: Fixed vertical encroachment check on the bookcase so it fits in 1-high wall rooms Resources: Fixed a bug where brain coral and fire coral were incorrectly labeled Map: Multiple level fixes (holes, waterfall transitions, soil types, etc) Creatures: Fixed a case where creatures would be stuck in the flee state whilst bola'd Creatures Fixed a case where creatures would appear to stand up briefly just after being bola'd UX: Fixed a bug which prevented you from seeing the HUD of a dropped item UX: Scaled the size of ammo texts on ammo containers to make them more readable and changed CanisterShot to Canister Shot Misc: Fixed icons for: Cooked Prime Fish Meat, Explosive Barrels, and Instant Equip Misc: Disabled male voice on female characters when using a repair hammer on damaged planks Misc: Fixed multiple cases where players shoulder disappears when harvesting with new anims Misc: Fixed manual targeting aim location not replicating to clients Balance Changes: Combat: Reduced sickle damage against creatures and players Combat: Sprint/Charge weapons have been disabled and will be re-added to the game as enhanced feats Ships: Small Weight Sail weight bonus increased from 515 to 1000 Ships: Medium Weight Sail weight bonus increased from 920 to 2500 Ships: Large Weight Sail weight bonus increased from 1300 to 4000 Ships: Small Handling Sail wind effectiveness increased from 101 to 118 Ships: Medium Handling Sail wind effectiveness increased from 101 to 118 Ships: Large Handling Sail wind effectiveness increased from 101 to 118 v104.91 - Crab can no longer throw characters when the weight of either/both carried characters is greater than the crab's maximum carry weight - Crab can no longer jump when it's carry weight is greater than 40% of its max weight v104.82 - Further enhancement and tweaks to skill tree UI v104.81 - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward - Magic Mythos 3x Holiday Weekend Event is now enabled on Official Servers: bonus 3x Harvest, XP, Taming, Crop growth, Gold multiplier, Breeding and Raising of creatures. v104.8 - Fixed a bug which prevented salted prime meat from generating in a preserving bag v104.78 - Fixed an edge case where some players were unaffected by the XP clamp 104.73 - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, and Taming rates for the weekend. - Further optimisations for bUseNewStructureFoundationSupportChecks - Reduced the maximum and minimum amount of experience which can be earned via execution - Crafting Bonus on items is now capped at 60% on Official Servers - Any character which was above level 100 will now be reverted to level 100. - One time character respec for any character that had their XP reduced back to 100. - One time destruction of all crafted items with a crafting bonus of over 60% on Official Servers. - Grappling Hook 3rd Person view is now offset to the side when aiming. - New server Game.ini configs: [/script/shootergame.shootergamemode] RemoveItemsOverCraftingSkillBonus = 0.6 MaximumCraftingSkillBonus = 0.6 OldPlayerDataMaxXP = 2956920.0 The above config options can be used to to cap the crafting skill bonus, destroy any items over the crafting skill bonus, and reduce player max experience to value on load. v104.65 - Optimized bUseNewStructureFoundationSupportChecks resulting in server performance gains and elimination of multiple stalls for structures. (These gains will be present on Official Servers) v104.61 - Creatures no longer require the desired temperature after they reach 10% maturity - Added scaling weapon slotting time by the reload skill (to align with the skill on the pistol) - Reload time on pistols is reduced to 60% when all three pistol skills have been acquired - 10% damage increase to pistols v104.57 - Fixed a bug with purchasing blueprints from Player Shops v104.56 - Skill UI redesign (first pass, more work to come with it!) - Fixed misalignment with female first person hand view v104.55 - Ending Magic Mythos event on Official Servers - Fixed an exploit with the Guillotine v104.52 - Large Cannons not snapped onto Gunports on Servers using bDontRequireLargeCannonsToSnapOnShips=true will now fire correctly. v104.51 - RMB or Middle Mouse Button will now "drop" a grenade - Grenade physics tweaked slightly be weightier, damage radius increased 15%, and grenade explosions now move with ships properly - Stationed NPC's aside from puckle are now properly melee-damageable - Added server option to allow large cannons to not require snap on ship: Game.ini ShooterGameMode bDontRequireLargeCannonsToSnapOnShips=true - Fixes for cyclops Cloth boots and Kraken Hat not being rewarded - Switched from Add New Item to Increment Item Quantity for Milk and Wool from Cow and Sheep to prevent being limited to Max Item Quantity if the player had no exiting stacks of the item given. - Increased max amounts at full yield from 60 to 80 for Cow and 100 to 200 for Sheep. - Melee Combat, fixing two bugs related to blocking: Setting traces to use zero instead of complex collision groups on clients so that clients properly see hits Fixing mistaken/unclear orderings for block determination that led to servers failing to correctly identify and pass along a block if the client-based block didn't succeed (such as in the cases where the client couldn't land a hit due to the collision group) - Added a "turn off" option to ballista and catapult - Fixed floating characters on standable tames such as elephants - Fixed a bug where clients would see characters that had been grapple pulled off tame still move with their tames as if they were mounted resulting in a weird flight-like state. - Added option to hide the pause menu's Server Info Panel 104.33 - Fixed an issue with leatherwing's grab - Large cannons should now properly snap to all gunports - Large cannon snaps now require floor/deck underneath - Nature's touch cooldown now has unique icon - Coral item now has correct coal-type item category icon - Reduced Golden Age creature spawns by 60% and increased their respawn interval by a factor of 3 - The extra Water-structure foundation checks now only check against other Water-structures, and do not apply for Settlement Owners - Item Skins are no longer eliminated when Trading v104.2 - Hid the unclaim boat button as it's not ready for public release yet - Fixed an issue where Large Cannons were being destroyed on the destruction of a gunport they were snapped to - When demolishing a non-ship/core type structures on a non-fully-anchored boat, resources will not be returned to you. This will be indicated to you via the demolish HUD. The boat must be fully anchored to get resources back for non-ship/core type structures. v104.14 Balance Changes - Crab can no longer grab crew off stations - Ship claim time reduced by 5x when a ship is unanchored. - Large Cannons can now only be placed in gun ports when on ships. Existing Large Cannons that have been placed on decks or ceilings will not be functional and will need to be demolished. - Small reduction in Large Cannon damage - One-time doubling of acquired Discovery Points for all previously existing player profiles - Players will now get 2 Discovery Points per regular discovery rather than 1 - Quest Discovery Points have also increased by approximately 2x - Lighthouses will check for nearby enemy players before being able to be successfully placed - Large Gateways, Gates, and Large walls will check for nearby online players before being able to be placed unless on Settlements during peacetime. - Core Structures will check for nearby online players before being able to be placed during Combat Phase on Settlements - Flotsam gold reward gold increased by 20% - Crew Payment Interval doubled (this means that you'll need to pay them less gold) - Shipwreck Gold Reward doubled - Creatures able to be equipped with armour along with Crew are now able to equip gear above common quality. - Any structure that checks for enemy foundations when placed in water now has a 4x enemy foundation check radius (such as pillars and shipyards) - There is now a creature specific cooldown on Nature's Touch QoL Changes - Increased spoil timer on SotD loot. - Reduction in Blizzard Sound Effect volume - Crewmembers will no longer eat Water Jars from the food larder or their inventories - Transferring materials with a filter on now transfers all children types too. For example, filtering HIDE will transfer Leather, Fur, Hair, etc. - Transferring items of a higher than base quality will now automatically go into the hotbar space Bug Fixes - The Accordion song, “A Mockatoo Once Told Me” will now appropriately apply the buff to players in the area - Fix to the movement of elevator when manually operated - Fixed a crash on transition - Submarine now consumes fuel consistently after crossing a world border - Kracken should no longer aggro onto ships/players outside of the barrier - Fixed an issue related to ships transitioning with players when a catapult was used - Fixed a basing issue which could occur when crabs jumped off ships - Fixed an issue caused by opening the feats wheel then pressing “i” which caused the mouse cursor to be placed on screen. - An unraised noose on a ship will no longer cause a player to take damage upon transferring - Fixed an exploit related to harvesting from crop plots - Fixed an issue with crop plots unintentionally being able to be stacked - A player’s bag will no longer spawn above the cave if they die completing the Powerstone quest - Items inside a loot bag will now register the correct weight - Fixed a visual bug related to the cloth Cyclops Helmet skin - Cannons can no longer be placed right beside another (to address stacking three cannons inside a gun port) - The sextant compass buff will no longer be removed upon logging out - Fixed Hydra Spawn on H6 - Cleaned up levels from Mnt_R_PVE and reworked spawns on Cay_H - Cannonballs will no longer pass through own collision - Gateways and Gates can no longer be placed in Freeports or Golden Age Ruin servers - Alloy will now be correctly detected from a resource repair box Misc - Settlement Owners on our PvE Networks can no longer set rules on building offensive structures - Rectified an inconsistency when painting decks and ceilings on ships - Adjusted the Chest Width slider for females in the character creation screen - Corrected Hide Cyclops Armour name in BP description v103.32 - Improved logic for fixes related to items/blueprints changing into Engrams. v103.31 - Fixed another case where items/blueprints could change into Engrams. v103.3 - Fixed a bug which would have caused items/blueprints to change into Engrams. v103.2 - Fixed a bug which would have caused items/blueprints to change into Engrams. v103.0 - Player Shops only cost upkeep on Non-Lawless PvE-style Homeservers. (Technically in Official PvP too, but only on the non-lawless homeservers that are effectively PvE regions) - Servers can use this server config value to scale the player shop upkeep: Game.ini: [/script/shootergame.shootergamemode] PlayerShopGoldUpkeepMultiplier=0.08 Default value is 0.08, for a 92% reduction from the previous rate. - Player Shops are now limited to 70 slots - You are now allowed to build more than one player shop per team on an official homeserver, now you can build as many as you want to pay the upkeep for. - War Declaration cost has been reduced to 40k gold and 500 of each additional material, rather than 1000. - Ability to respawn on your current server when you die on a lawless/freeport server that isn't set to be your home server. - Water creatures will no longer lose their targets close to the water surface. - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, Taming, and Gold rates for the weekend. v102.62 - Fixed a client-side crash v102.61 - Optimizations for creature food consumption and structure tagging v102.5 - Fixed some rare crashes. - Stationed NPCs (on boats and land) no longer take damage from guns on Official Servers. - Added a new Game.ini ShooterGameMode config bool: bSeatedNPCIgnoreGunDamage=1 v102.47 - You can now reveal unconscious targets contesting your own claimflag (pinwheel option activated on your claimflag) v102.46 - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, Taming, and Gold rates for the weekend. v102.45 - Fixed issue where tames could be given move-onto-ship points that were outside the bounds of the ship, or nearly outside. - Fixed issue where tames could potentially fall endlessly and drown when moving-onto-ship. - Made 'move-to-ship' pinwheel option more accurate on clients, so it will check to see whether a creature can truly fit on its side nearby. Offset creatures on boats were the culprit for them floating off/sinking through the world! v102.4 - Fixed a server crash - Re-enabled Red Alert and the ability to return the crew to their previous seat following a Red Alert (can be activated using Right Shift) on Official Servers v102.38 - Fixed creature "drift" on ships for client - Fixed issue where creatures could disappear or erroneously die in some cases when moved onto ships, re-enabled move to ship functionality for Officials. - Added cooldowns to activate or reset Red Alert state (clients get a corresponding message onscreen when they try to execute the order during the cooldowns). - Fixed issue where crew melee swings on ships couldn't hit their targets. - Red Alert temporarily disabled on Official Servers whilst we investigate an issue related to its stability. v102.1 - Hand Harvesting Skills now affect tool usage as well. - Fixed Climbing Picks sometimes sending the player off into infinity. - Ended the Easter Event. Bunny hat skin applications and skinned items will still exist. - Significantly optimized the networking of character movement on ships. - Fixed a bug where you couldn't see another player turning their character on a ship if they weren't moving. - Fixed a server crash. - Fixed issue with resources not respawning near shipyards/docks. - Fixed an issue where mortars and lighthouses may not have had their activity tags updated properly. - Fixed issue that would cause characters (including creatures) based on a ship to "drift" off the ship over time. v101.32 - Possible fix for shoulder creatures disappearing or flickering post-transition. - Placed Water Reservoirs will now show their water richness percentage on the HUD. - Water Reservoirs will now gain water from rain. - Fixed Treasure Maps generating locations stuck in the world. Will not effect existing Treasure Maps. - Empires PvE mode will now have a 2 week declaim tag period of claim flags (was previously 6 hours for test purposes). - Disabled 'Move To Ship' pinwheel action for non-crew tames on Official Servers until we have resolved issues related to the feature. - Fixed Island Points totals getting de-synced/displaying incorrectly for Companies. The Hoppening Patch Notes (v101.1) - Treasure Chests now include Easter Eggs and Chickens (both wild/tamed) will drop them over time. - Easter Eggs can be used to purchase crafts of a Bunny Hat (they stack, so you can purchase multiple crafts and keep them even after the event ends!) - Eggs can be thrown at players to cause a post-process ‘yolk’ effect and at wild creatures to slow them down. - Easter Bonus: Egg Maturation speed increased by 3x - Increase player speed by 10% across-the-board - Water Reservoirs now automatically generate water if they are placed on fertile soil. How quickly they generate water depends on the soil type and biome, indicated on the HUD when you place or look at the water reservoir. - You can now self-heal with the medkit. How much healing you get is dependent on a new Self-Healing Skill (though you can Heal yourself without the Skill, you'll only get 10% effectiveness) - Killing the Krakens now completes the respective Quest for everyone in the combat zone, not just the people who have got all the Power Stones / Essences. (not retroactive) - Fixed Treasure Maps sometimes generating stuck into the world geometry (not retroactive) - Spikeshot now has a 15-second Defuse timer that begins upon impact. - Company limit on PvP server has been increased to 75. - Mermaids should now properly target players on ships (they should then sing to lure the players off the ships). - Reduced Submarine max weight to 1000 - Submarines move 33% slower and uses 50% more fuel - Submarine is unable to move laterally when overweight/overcrewed, can still move longitudinally. - No longer able to place explosive barrel item directly onto the water. Must have them carried and then tossed into the ocean. - Increased % scale for Cannon Reload skills, increased from 10 -> 20 -> 30 to 33% -> 66% -> 100% - Armour equip timer has been reduced to 5 seconds - Melee weapon equip timer has been reduced to 5 seconds - Gun equip timer now matches the reload time (when not completing the mini-game or having the special skills, we'll be updating the skills in the future so that they reduce the equip timer). - Updated creature breeding biome tags so that creatures can always be bred in biomes they're found in. v100.8 - Fixed multiple cases where players would get stuck in structures after reloads, respawns, or fast travels. - Fixed a bug where player flags would be merged into companies if they didn't have a company previously. Creating your own company when you own a flag will still merge the flag, however joining an existing one won't merge over the flag. - Significant improvements for raft sail-mounting control - Possible fix for 'ghost islands' appearing when transitioning between servers - Submarine is now unlocked when defeating the Kraken, regardless if you have collected all the power stones as an individual. - Readjusted (increased) gold dropped from Whales, so that their total reduction was only 17.5% rather than 35%. - Active Settlement wars should now show up on the map for everybody, regardless of team and regardless of how zoomed out you are. v100.7 - Possible fix for tamed Creatures falling through structures on server load/overtime. - Fix for creatures over spawning when wandering out of spawn areas. - Increased structure check on creature spawns to prevent them from spawning inside bases on Lawless servers. May still occur in areas with a large open space, such as a big pen. - Fixed a case where Army of the Damned were being destroyed but did not count towards your objective, therefore made it impossible to dig up certain treasure chests. - Eliminated some D3D hung crashes - Adjusted mythical shipyard crafting requirements so they can be crafted at smithy - Maximum tax on PvP is now 30% - Barshot projectile has had it's range and speed increased so that it's closer to a regular cannon ball - Water Reservoirs now hold 12,000 water and Barrels hold 4,000. - Whale health has been increased by 20% and gold reduced by 35% - Ballista reload time has been increased - Elevators now rise at 3x the rate and can carry 2x more -- may cause some clientside jittering when moving on top of the elevator (known issue that we're working on). - Medkit spoil timer increased to 12 hrs - Increase durability of grappling hook by 2x - Increase earthworm spoil time to 1 hour - Increase the stasis range of Mermaid so they're easier to find - No cooldown on placing cannons in PvE - Reduced creature harvesting for berries - Ramshackle sloop weight capacity has been reduced to 1200 - Raft weight capacity as been increased to 1600 v100.6 - Giraffe now harvests 6x thatch again - Fixed an issue where structure check was allowing players to build when there was no foundational support - Improved bola offset for feeding Elephant and Giraffe - Fixed a bug which allowed you to take items from the trade window of another person in the same company as yourself - Fixed a case where player inputs would 'stick' on sails that they had just unmanned v100.5 New server commandlines: ?SuppressSettlementName=true Suppress the capability to rename settlements except for server admins. ?SuppressJoinNotifications=true Hides all the join/leave notifications on a server regardless of client options. v100.43 - BattlEye update v100.4 - Fixed some issues where characters were able to contest Flags out of range, and where they weren't showing up with the "Flag Range Sonar" action. Also increased the time of the Flag Range Sonar to 30 seconds. - The flag Contesting range has been lowered to 10k for Colonies mode, down from 15k. - Official Servers now have a much lower repopulation prevention radius for resources and creatures (approximately 25% the previous range) v100.33 - Fixed blueprint number-of-crafts-remaining erroneously appearing on engrams - Added a text to craftable item icons indicating how many times it can be crafted based on the resources in the inventory - Adjusted the position of the item icon stat label to not overlap with the quantity label - Doubled the size of the quantity label on the gameplay HUD item crafting indicator to be more readable - Fixed a camera blip when grappling hook attaches in TPV - Fixed the Melee Camera Animations checkbox option to work again v100.31 - Can only select Freeports/Lawless as home servers now on the Official Network - Claim resume timer is now 10 seconds after contesting has ended - Claim contesting requires placing a flag in range of the enemy flag - WALL Lantern resource consumption rate reduced by 75% - Max Tax rate on PvE set to 20%, and is only additive on PvE (doesn't reduce the taxee's resources) - Improved Grappling Hook functionality resulting in better interactions with Floatsom, and when climbing down. - Freeports and Lawless Servers have a unique display icon in the server map grid. v100.1 New Features and Content - Redesign: ATLAS World - 40% more islands/landmass & new world map layout. - Redesign: Claim System - Colonies: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players or smaller groups. Previous mode now known as Empires and PvE will be a modified version of colonies. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab - New Environment: Eastern Tundra now has its own visual design, no longer using the Western Tundra style - New Weather: 'Snow' weather systems for Polar and Tundra - New World Phenomenon: Aurora Borealis light display which will result in a harvesting bonus, visible in particular regions. - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. Use the claw arms to help harvest the ocean floor and explore (demolish) player shipwrecks. Also equipped with a harpoon (uses ballista bolts) as a new underwater weapon which will ramp up oceanic combat. - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - New Item: "Guillotine". Hanging your foes in a noose taking too long? Off with their heads! - New Item: "Large Wall". Equipped with parapets and ladder snaps so you can now build a proper defensive perimeter! - New Item: "Small Gates". 2-wall high gate structures for wood and stone. - New Item: "Player Shops". Players can set up automated shops, listing loot for sale and naming their own gold coin prices. - New Item: "Settlement War Declaration". Tied to the War System. Drag over a settlement on the ATLAS map to declare war on them! - New Item: More tame tokens for more mythical creatures! Allowing players to have limited-time tames of the Fire Elemental, Rock Elemental, and Gorgon. BONUS: Rock Elemental and Cyclops are rideable! - New Feature: War System - Declare war on your enemies! - New Feature: 1 'Mainline Quest' involving gathering 9 trench stones and defeating the hardmode Kraken! - New Feature: 7 more ‘Quests’ which upon successful completion will provide their own unique Skill unlock - New Feature: Curses. Tied to the execution of players - New Feature: Player-to-Player secure trading system - New Feature: Procedurally Generated Shipwrecks which players can explore for items and blueprints. They can be found by diving deep into the ocean, or looking out for their visual indicator on the surface of the water, or successfully completing the sextant mini-game which will point you in the direction of nearby shipwrecks. - New Feature: Human Catapult. Player characters can now be deployed into battle using a catapult. - New Cosmetics: Peg Legs, Hook Hands, and Multiple Armor sets to customize the look of your company and crew! Can be purchased at the cosmetics vendor. - Redesign: Squads (Ship) of the Damned will now come in multiple size variations with different stats and difficulty levels. - Redesign: Grappling Hook has been revamped, better physics & rappelling mechanics, and players will be able to realistically swing using them. - Redesign: Explosive Barrels. Can now be carried in hand, thrown overboard to sink and will explode when they collide with anything underwater (Depth Charge!). Balance Changes - The higher quality shipyard used when building a ship, the more level ups a ship will be able to obtain. - Ships can now level up their total damage output (which effects all cannons on a ship) and their total resistance, as new upgradable stats. - All tamable creatures made breedable, with no exceptions except for Mythical Creatures. - Various spawner adjustments & fixes across all islands - Reloading now changed to have the mini-game appear back to back, rather than through various points of the animation. - Vitamin debuffs have been removed and will only cause health loss when a player has a vitamin surplus or deficiency. - Increased smithy inventory slots to 130. - Increased weight of catapult from 12 to 84. - Adjusted the crafting quantities on higher tier blueprints so they don't require as many resources as before. QOL Changes - Territory map will now display allies as teal-coloured - Character creator now has a Height slider to make it easier to set your character's desired height - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Global territory message updating - Currently contested claims will be indicated on the minimap - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way. - Toggle ladders button for ship captain, defaults to L key. - Company Groups have been increased to 10 - Players cannot accept alliance invites unless they're an admin - Company Log can now be sorted - New group permission which acts as an effective 'company owner'. Only the true company owner can set/unset that specific group rank. Misc - Improved Server and Client performance - Visual feedback for players being unable to board unallied boats on PvE - Full body animations for harvesting - More realistic old age wrinkles - Additional face sliders for character customization - Dive suit overlay has been adjusted so it's easier to see when underwater - Commodities trader can only be found on the Merchant Ship on PvP servers - Respec potion has been moved to the Crew Recruiter on Freeports
  21. Overall I agree that this game has a lot of issues, many of which seem like simple fixes. I think @Nutty Grandadhas a more than fair list but I'm still really excited to get back onto the game again. Sad to lose what we have but excited for the opportunity to stake a good piece of land. With regard to PvE and PvP I strongly think that abandoning PvE in any facet is a major mistake. One of the most unique things that only PvE truly offers is a self sustaining economy; I don't thin any other game I've played matches it. I would however, like to add a wish list for content improvements, which can hopefully be added in conjunction with the fixes. Hoping a dev reads this and takes it seriously because I really think this game could be so good (again assuming it does end up functioning logically and properly). The more simple decorative things we have to make each building unique, the more legitimate towns and cities you'll see pop up. 1) Various styles for the thatch, wood, and stone (walls, doors, floors, roofs, all of it) and PLEASE ADD GLASS especially for better windows. Wood is probably the easiest to explain. The current style is almost Bavarian. Add a log cabin style, a vertical plank style, etc etc. Also iron bars and doors for creating more realistic prisons. 2) Add a new style pillar that's bulkier and operates as they do in Ark. Those bulkier pillars always added a great way to accent builds and if you could naturally snap them to corners (As you should be able to with the current pillar style as well) they would be much more aesthetic for docks and canopies 3) Fireplaces and bon fires like in Ark were great adds 4) Tannery, apiaries, etc 5) Clutter Items - Hay bales, Boxes, Fishing Racks, 6) Water Towers and water troughs for animals 7) Grain silos that are much larger than the current crew silos, specifically designed for exceptionally lengthy storage for fruits and vegetables 8) Pleaseeee improve the farming system. All I mean is please stop making us plant into those stupid little planter boxes. I would love to see actual farms being built where maybe the land has to be tilled and seeds planted into the ground. 9) Better signage. Just more fonts and font sizes along with new sign options (hanging banners, wall banners, etc 10) Add street lamps that function just like wall torches but provide a far more aesthetic option for builds 11) Bring in bonemeal fertilizer for regrowing destroyed fauna and when selected it should show you what is going to grow and where. 12) Add buildable bushes, hedges, decorative trees / flowerbeds etc 13) Allow more ground clipping. Building on hills can be really cool but the major issues this game has with even placing foundations through uneven terrain looks so dumb sometimes (gaps and holes versus the building being flush with the ground) 14) Different lighthouse options. I LOVE the lighthouse to signify where a settlement is, but we really should have some smaller options 15) FURNITURE - Couches, benches, more chairs, more tables, cabinets, indoor sinks for limitless water taps instead of throwing water barrels everywhere (they should only be needed on ships), bedroom style dressers and tables, vases, indoor lighting options, bars and bar stools, rugs / carpets (Can even add versions for animals that you've slain like bears for example), different beds (Make larger options that could act like 2 beds for spawning but cost more materials) 16) Bars / Restaurants - Allow for creatable dishes, cups, and plates when placed in hanging cabinets and racks have a visual aspect to them and can be placed on tables they looks like place settings and if you have guests / customers you can place food or drink in them which can be interacted with rather than tossing a parcel on the ground 17) More fence gate options. Particularly for farms. I would love to have certain farm animals on roam and have them not glitch through the fencing but also be able to pass through various gates 18) Water features. Possibly pools and fountains. 19) I would love for there to be a way to create dirt roads but I honestly don't have an easy suggestion for this 20) More basic clothing skins; bard, bartender, farmer, etc 21) Perch bars (for birds to be placed on), hitching posts that animals like horses and be tied to 22) ITEM STORAGE - Mannequins and weapon racks / display cases that you can place various clothing, armor, weapons, and tools for display would make for a great addition to any settlement AND allow a player to actually view the painting and customizations they may apply. New Animals; 1) Add a great white shark variation of shark. Even if its just a reskin of half of the current hammerhead style I think it'd be a nice add (NOT tameable) 2) Eagles - Larger than vultures but still a shoulder pet. Ability would be for the player to see what they see while flying short distances. Sort of like a lookout. Also able to highlight tamed animals within a certain range that may have gotten lost. 3) Domesticated Dogs - A few variants (Husky, labrador, golden retriever, blood hound, collie, etc). Ability would be increased happiness within a certain range which dramatically reduces food, water, and vitamin depletion 4) Polar Bears - Larger, slower, and naturally aggressive in comparison to current bears but they have higher damage dealings and in warmer climates they eat (and drink should you take that suggestion above) more often 5) Pigs - Smaller than the current warthogs. They're primary use is that they produce more meat when slaughtered than comparable animals 6) Donkeys - Slower than horses and a bit smaller but naturally have exceptional carry weight with worse stamina 7) Ducks - Similar to chickens but they can swim and their eggs can be used in new recipes 8) Bison - Similar to bear and rhino they take a while to get running at a decent speed and inflict a heavy damage ram attack but are generally passive. Like cow and bulls they produce prime meat but also a lot of wool. 9) Goats - Flocks of 3 or more goats and sheep combine to make crops grow faster within a certain range 10) Leopards - A bit smaller than lions and tigers but capable of climbing trees and other wood structures
  22. Workstations: A new basic workstation that is easily build and move most none primitive part from inventory crafting to this station and the smithy. Crafting stations now take more time to produce parts and do not manufacture until manned by a player or npc crew. Faster crafting skills affecting crafting tasks set by the player with the skill, npc manufacture much slower than the player when using the stations. Sails: Ability to have more crew assigned to a sail. Open/close and turn much slower with one crew and faster with multiple crew, also speed buff for multiple crew on the sails or player manning the sail. Backpacks and stuff: Craftable backpacks that increase carry capacity. Items in backpacks have their weight reduced. Bags to be placed in inventories reducing weight of items inside. Can also be placed on the ground, carts... Saddlebags increasing carry capacity and reduce weight of items inside. Normal inventory reduced carry capacity but include very basic bags and backpacks that can already be crafted on starter islands and boost it to about the current basic level. Player wounds and condition: Introduce heavy wounds, heavy overweight - both force you to crawl so you cannot interact with for example ladders with heavy overweighting and stuff. Limb damage effects - reducing meele damage (arms), accuracy (head), stamina (chest) or walking/dodging (legs). Unarmed/martial arts: Add kicks and combo moves to make unarmed fighting more viable with knockbacks and combos for some additional effects like stunning or knock down. + Ability to disarm enemies.
  23. its not that good. med cannons are the only ones that can switch the way it is aiming. but some with a bear and cannon cart with a heavy cannon will out range them. so unless you have every space on your base with heavy cannons you'll be out ranged. or if you are closet to water it will be some on on a sloop with a heavy and ect. atm it is one sided in favor of the ppl attacking.
  24. It had been a few years since I had been to the sea. The life I had once loved was a distant memory and I had moved on from the life of piracy to settle down in a quaint village before Davy Jones and the sea came a knockin' to collect back what I rightfully stole. I swore I'd never return. But when my younger brother wrote to me of a mysterious, new discovery he had made, promising of treasures untold. I was forced to return to the fickle waters, after adamant warnings of danger had gone unreturned. For you see, if the sea has taught me anything, it is that no matter the glory or riches that may come your way, there is always a price to pay. When I arrived in the port town of La Noferia, I was quick to learn that my brother had been missing for some time. From the locals, I had learned he had arrived a few weeks ago regaling anyone who would listen about his new discovery and potential fortune. The idiot had always been a boisterous one and it seems it may have cost him, dearly. A few of his crewmates informed me he had been staying in a small shack a few hours from the harbor so I immediately took off and by nightfall of that first day, I had arrived. It was a lonely thing, this shack, sitting on the edge of land and beach silhouetted by the moon as the shore curled behind it, leaving only the ocean beyond it. As I entered, it reeked of sea and spirits, as well as a few rotten meals from nights before. I carefully searched the shack, but there were no signs of my brother and from the condition of the room, no one had been around for days. Exhausted, I sat down on the steps in front of the door and looked out to the sea, contemplating the odd reunion taking place before me and wondering what twisted fate the sea had planned for me. It was then that I saw it, off in the distance, a small sparkle in the tide. I knew it before I even got up from the steps but still I ran to the tide, hoping to disprove my darkest fears. As I drew closer, the outline of a body began to take shape. Although he was face down when I approached, I knew it was him. He was prone, lifeless, washed up from the sea and around his neck was that stupid bandana: the one he was so proud of, the one he never took off, the one I gave him when he took my place in the company. As the waves lapped over the poor soul, I dropped to my knees and cursed myself realizing my debt had been paid. Through the tears I noticed he was holding something. A book of some sort, inset with an exotic jewel that I had never seen before. Is this what this fool had thrown his life away for? I pried the journal out of his hands and sat in the damp sand, book in my lap. Unnerved by the tide, I needed to know what was so important that my brother was willing to die for and so by moonlight, I began to read. Most of the pages were damaged, torn out, or in a language I could not comprehend. Tried as I could, I was unable to make sense of it and after what seemed like hours, I threw the book down in frustration. Defeated and knowing the responsibilities still required to tend to my dead sibling, I reconciled to calling it a day. I looked at the body next to me with a feeling of guilt and frustration, staring at that damned bandana. Why did I have to give him that stupid thing? Why couldn't I protect him? Why couldn't it have been me? Blinded by the welling rage, I grabbed at the bandana attempting to rip it off him. To my dismay, the knot was under his neck and I was forced to flip him over to untie it. Perturbed, I rolled to my knees and shoved the lifeless corpse exposing his smiling face now bright in the moonlight. That wily smile, the one that had been his forgiveness after all the pranks he had pulled on me as children, now revealed, startled me causing me to sit back on the damp sand. "One last prank?", I thought as I recovered and surveyed the lifeless prankster in front of me. "Even when you're dead, you're an asshole", I muttered as I leaned back over him to untie the bandana. But as I reached over, my eyes widened as I caught a glimpse of a familiar parchment carefully tucked under his shirt. I quickly grabbed the damp, tattered pages, identical to the ones found in the journal. One seemed like a cypher, half in the foriegn writings and the other, in my brother's handwriting. The other was written by my foolish sibling, an already translated copy of one of the pages from the journal. Maddened by this turn of fortune, I began to read aloud the blood-stained scribblings that my kin desperately died protecting. As the last words trailed from my lips, I froze. Unsure of what to do with this amazing new discovery, my mind blanked. Suddenly, a smile crept to my face and I began to laugh. Unable to control what was coming over me, the laughter began to build, louder and louder to the point of hysteria. “You son of a...”, I yelled as I finally got a hold of myself and wiped a tear from my eye. There was only one thing left to do in my mind: Unearth the mysteries of the journal and continue the discoveries my brother sacrificed himself for. “For the first time, we’ll do this together, Nathan.” I whispered as I untied the bandana from his neck and fastened it around mine. Once I got to my feet, journal and pages in hand, I began to walk along the shore preparing in my head the arrangements for my brother's funeral and for the upcoming adventures ahead. The sea had cleared my slate and I paid a heavy price. But the way I see it, Nathan didn’t get the chance to take from all that life has to offer, so for him, I plan to collect in full. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  25. Got few ideas, not all of them will be exacly about on sea life but most of them. Will start with ships, right now the patch says that after monday ships gonna be up to 50% cheaper and also we got that 2x resource bonus (which was not necessary outside of fiber realy as everything needs insane amounts of fiber). What want to suggest is reverse to making ships cheaper, make them much more expensive but make them last longer than 1-2 salvos. Right now all ships are just glass cannons, like 1 minute and one side is over. Medium planks right now have 2x less health than a frickin raft. Wish the ships actualy had a meaning other than suicide spamming them, don't want to build 5 schooners that die in 1 minute, want to build a schooner that survived even up to 10 minutes of bombardment, that's not like ships were sinking from few cannon balls irl, unless they hit the near bottom part of the ship. Basicaly what asking for is make planks have like 5x more health than now if not better. The battle that is won by steamroll in 1 minute is not fun, a battle that exhausted both sides and both struggled evenly matched that included many activities on the ship as reloading, transporting ammo, healing crew, extinguishing fires, boarding, constantly operating sails and the wheel and checking the captains skill of navigation, that would be much more interesting. What's next that want to suggest to the above, different kinds of planks, a light wood plank that would make the ship lighter and faster but at the cost of plank health and negative armor (they would take more damage per hit), the other type of planks would be armored ones, very heavy, more health than normal planks and most importantly would have a positive armor (they would take less damage per hit), such ship with heavy planks also would move very slowly so for the price of being tanky, it would have o take any engagment thrown at it as a tradeoff and could be swarmed by tiny fast ships. Ships could be customized also to have multiple different planks, if someone plans to only fight from one side, they could have those armored planks on that side and normal/light ones on ever other side. The other thing that would like to suggest that is now about on sea living is construction of platform, something like a mega raft, the platforms would have infinite weight capacity but they would not be able to build infinitely, a set cap size so no floating towers or islands. The construction would start in the middle of the sea. They by themselves would claim area arround themselves, however the claim would be barely going outside of the platform to prevent overlapping. The platforms would have alot of helth and maybe possibly even allow different kinds of platforms like with ship suggestion above? The platforms would not be able to build stone, that's too heavy to just make a town out of stone floating on the sea, walls and platforms could either be normal wooden, reinforced with iron or something. The platforms could maybe, just maybe be allowed to have sails?, so such mega rafts could after few real life days travel to another grid with good winds, imagine even having such thing crawling slowly on the horrizon as it gets nearer and nearer to the shore to bombard! There would be no "front" of the platform, the sails would push the platform in the direction they are rotated and the platform won't propably leave the shore for many many days, maybe weeks, considering shallow water slows ships down significantly. The platform would be allowed to build a special kind of small shipyard that allows building sloops insteed of rafts. Addition of this would enhance life on the sea, would create a new "land" to claim for newcomers, would add a new type of playstyle for players. The only problem that can see with this outside of struggles with surviving against whales/SoDs is technical problems as crossing the grids, how would it work?, would server be able to handle a fully developed platform pasing by without crashing? Now something that is not about ships, venom arrows could be nice, killing poisonous creatures and coering arrows with the poison, crafting of them would be somewhere deeper in the archery tree, they would deal extra DoT damage, maybe some other debuffs as slowing target for the duration?, and also add the stun meter or torpor, whatever that is called like when snakes bite. Please add tiny islands all arround with territory for up to like 3 flags max, they could work as an outposts or a territory for small companies or merchants, they would also add to the endless sea between those big clumps of rock and dirt. Please make that traveling is more beneficial, right now islands almost have all resources on them and traveling only for like 1-2 different resources. Before the came went live, imagined self as a merchant of some rare resource aviaible on our island but right now, everyone can do just whatever on their main island without interacting with anyone else in trade. EDIT: Also would like to suggest to devs a possible solution to ppl griefing by putting to much weight on ships or hoping on with too many ppl and sinking them, that's especialy for the PVE part as there is literaly no prevention to that as of right now. Remove the crew limit, make ppl actualy have weight, 60-70 kg per person maybe. And then make so weight doesn't sink ships anymore but just makes them stop in place. With this no one will ever be able to sink ships anymore, especialy that the sinking with metal tools was already patched.
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