Jump to content

Search the Community

Showing results for 'タ토토추천코드ıcdc114.cоmx토토인생역전㎹토토총판용어㏘토토축구분석А토토환급은행た토토잘하는법park해외토토불법ⓙheavy'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • ATLAS
  • The Dry Dock
  • Navigator's Tools
  • The Tavern
  • Poseidon's General
  • Seismic Gaming's Topics
  • |☩|KNIGHTS TEMPLAR|☩| EU's Recruitment Section
  • |☩|KNIGHTS TEMPLAR|☩| EU's Ranks
  • Knights of the Morning Wood's Topics
  • Black Sails's Información
  • GypSeas's Recruitment
  • Poseidon's Chosen's Topics
  • Devils Brigade's Topics
  • The Saviors's Sanctuary
  • Trinity Trading Company | 18+ |'s Topics
  • The Flying Dutchman's Topics
  • East India Company's Welcome to The East India Company
  • Black Flag's Topics
  • The Ferrous Legion Mariners's Applications
  • Discovery's Topics
  • VORT3X gaming's Recruiting Members
  • The Captain's Plunder's General Chat
  • QUEBEC GOLD TEAM's Starting Zone
  • Lapu-Lapu's Company
  • ATLAS Sverige's Topics
  • ATLAS Sverige's ATLAS Sverige
  • MMOGA's MMOGA
  • The Castaways's Topics
  • Missits's Talk
  • [RU]Чистое Небо's Вся важная информация | Info
  • Verlorene Seelen's Logbuch
  • The Saviours's Topics
  • Los Corsarios del Leviatan's Temas
  • Debauchery Tea Party's Topics
  • Socaire Latino's Foro
  • Fallen Angels's Foro
  • Abusement Park's Topics
  • Noldorin Trading Company's Captain's Cabin
  • Noldorin Trading Company's Officer's Quarters
  • Noldorin Trading Company's Crow's Nest
  • Noldorin Trading Company's Crew's Quarters
  • Noldorin Trading Company's The Brig
  • PLAGUE COMPANY's Recruitment
  • Murder Mittens LLC's ARR BE GENERAL CHAT!
  • Black Market's baZZar
  • South Africa Main PvP Group's Welcome
  • The Harbormen's Recruitment Info
  • The Harbormen's Early Access Goals
  • Cuervos de la Tormenta's Asuntos
  • The Brethren's Court's Topics
  • The Radiant Sun Mercenary Co.'s Letter of Brotherhood
  • TÜV {EU/DE Community}'s Forum
  • The High Council's Discord links
  • Junk Army's Topics
  • [GER] Noskillz-Legacy's Beiträge
  • Sky Captains's Goals!
  • East Atlas Trading Company's Joining the East Atlas Trading Company
  • Savage Vikings's Topics
  • The Red Hair Pirates [NA] [PvP]'s Recruitment
  • The Red Hair Pirates [NA] [PvP]'s General discussion
  • Straw Hat Pirates's Dungeons
  • Cerberus's Recruitment
  • The Devil Dogs's Topics
  • Azeroth's Test Topic
  • Atlas Free Trade Company's company discussions
  • Free Men of Tortuga [cz/sk]'s News from Tortuga [cz/sk]
  • Super Tofu Fighting Umbrellas's Topics
  • Looking for Company's Recruitment
  • Holland - Nederland's Elkaar joinen
  • KoS's Topics
  • Duke Trading Company's Recruitment
  • Coalition Of Pirates's Voice Of Coalition
  • The Jolly Rodgers's We Be sailing for land to conquer !
  • Les Pygmées's Fresh Start
  • Unicorn company's Recrutement
  • The Fourth Skin's Recruitment
  • Marins D'Eau Douce's recrutement
  • d's BTJ
  • The Sea Dogs's Alliances
  • srGT's Topics
  • srGT's Wir suchen weitere Mitstreiter!
  • ODICHALIE's Topics
  • ODICHALIE's ODICHALIE
  • Shadowgarde's Topics
  • El ArKanToS's Tenemos una pequeña isla
  • Obsidian Fleet's Discord Name
  • Obsidian Fleet's Topics
  • Ghosts of Utopia's Now Hiring Recruits
  • Red's Great Company's Discord
  • Limitless's General
  • Sons of the Seven's Recruitment
  • Shinra's Recruitment
  • CORE's Topics
  • Darksea Dawgs's Darksea Holdings and Trade Co. now hiring!
  • The Red Panda Trading Company's Captains and Crew
  • The Red Panda Trading Company's Red Pandas are Recruiting!
  • Rectal Touch's recrutement
  • Salty Seagulls's Recruitment
  • Salty Seagulls's General
  • Kingdom of Naples's Topics
  • Ostindiska Kompaniet's Topics
  • (NA-PVP) They Flying Dutchmen's Recruitment
  • (NA-PVP) They Flying Dutchmen's Trade
  • The Community's Add me on Discord to Contact Us
  • The Habs's Topics
  • REVENANT BASTION's Rekrutacja otwarta szukamy ludzi
  • Expendables's Anvil
  • The Empire's Recruitment is going on right now
  • The Empire's Growing in Numbers
  • La Guilde's la guilde recrute
  • SouL SanD's Topics
  • Lords Of Blackwater's Join Us
  • ADHD gaming's Join us
  • The Crimson Watch [NA]'s Joining up
  • Maitres Des Océans's Discord
  • PvP Ravangers!'s Now recruiting
  • Friends's Info am Rande
  • The Alliance's Topics
  • Neptune's Carnival's Recruiting
  • Black Rebels's Topics
  • Black Rebels's Topics
  • Bad Company's How to Join Us!
  • Bad Company's Pictures and Stuff
  • Black Raven Shipping CO.'s Recruiting new members
  • EU PVP- Wolfpack's Discord
  • EU PVP- Wolfpack's ranks
  • Black Beard's CLICK HERE FOR DISCORD
  • Black Beard's ANIMAL TRADING
  • Blackstorm Raiders's Recruitment
  • [EU PVP] Polska Banda " Laughing Coffin "'s Topics
  • 4L Gang's Recruiting
  • La GreenLion Compagnie's Recrutement
  • The Dutch Kraken [PVE]'s The Dutch Kraken recruits
  • Die Germanen's Rekrutierung neuer Mitglieder
  • Winter Irondrake Company's Topics
  • zzzz delete mee's Questions
  • [NA-PVP] Friendlies - Recruiting's Recruitment
  • PuhlegGamingCompany's Anmeldung
  • [EU] Queen Anne's Empire's Rekrytering
  • Raiders (Dwarves of Ironforge)'s Topics
  • Saviors's Recruiting
  • White Ghost's Company information
  • White Ghost's Recruitment
  • Rum & Ehre's Topics
  • "RED STAR"'s Topics
  • United We Stand's Topics
  • Endless Storm's Topics
  • Dead Man's Soul's Set Sail.
  • Dead Man's Soul's Join Us
  • Dead Man's Soul's Company Market
  • The Lone Seaman US PVP's Members
  • playatlas.de - inoffizielle deutschsprachige Community's Forum / Discord
  • Dwarves of Ironforge's Topics
  • Complexity's Topics
  • Purgatore's Reclutamiento ABIERTO
  • Talos's Topics
  • Highwind's Topics
  • The Vikings's SERVER START UP AND SOME INFO
  • New Providence , NA PVE's Screenshots
  • Neue Mitspieler Gesucht EU PVP's Neue Mitspieler Gesucht EU PVP
  • Sail (f)or Fail! [GER]'s Topics
  • Pirate Hunter's Recruiting sailors
  • Ardus Industries's Recruiting!
  • ...'s Topics
  • ...'s Topics
  • Knights Of The Coconut's CUSTOMER SERVICE
  • Tradingport Gravelton's Wir rekrutieren
  • Shipshape & Bristol Fashion's Ahoy There!
  • Sunder Military Gaming's Recruiting Ad
  • E.B.L.A.N inc's Topics
  • E.B.L.A.N inc's Topics
  • Scales & Sails's Recruitment Statement
  • Scales & Sails's Chit-Chat
  • Lazy explorers's набор
  • Isla tortuga's Topics
  • Candy and Things's Topics
  • РУССКОЯЗЫЧНЫЙ ТРАЙБ NORD's Topics
  • Einherjer's Na pvp Recruitment
  • Our Grid Atlas's Our Grid Getting Ship Shape
  • The Dark Brotherhood's Come join the fun!
  • Vieja Guardia's Reclutamiento
  • StS Gaming's StS Gaming sucht noch neue, freundliche Mitstreiter
  • V.O.C's Topics
  • To delete's News
  • To delete's Ressources
  • To delete's Tutorials
  • To delete's Help
  • To delete's General
  • ODIOSOS's Topics
  • [EU] Looking for Co-Founders's Looking for Co-Founder for new Company after Wipe
  • Deadlysins's Topics
  • experienced players looking for you! EU PVP's Topics
  • North Wind's Recruitment EU-PVE
  • Fractured Fury's We are now recruiting!
  • Odder Clan's Finding your Sea Legs
  • The Call's Forum
  • Grundlers's Now Recruiting US - NA PVP COLONIES!
  • Fake News Recruitment - NA PVP's Recruitment Information
  • See & Raub GmbH's Krakenkampf
  • Hurricane Force's Topics
  • Whitebeard's Pirates's Topics
  • Noxx Aeterna's Gold und Rum
  • Dam Beavers's Anamals for sale
  • The Frozen Fist | NA PVP's Discord
  • Les Gaulois du Sud-Ouest's Recrutement
  • ZERG EU PVP's ZERG RECRUITING
  • Old Legs's Looking for friendly neighbours and people to play with :D
  • Los Ultimos de Filipinas's Reclutamiento - Recruitment
  • Sunken Reapers (Xbox NA PvP)'s Wanna Join?
  • 1st ATLAS Navy's CURRENT JOB OPENINGS
  • 1st ATLAS Navy's Topics
  • Figaro Buckaneer Company's Recruitment
  • Figaro Buckaneer Company's Alliances
  • The Blackfish Trading Co.'s Topics
  • The Slipp'ry Sloopes's Pirate Info
  • The Slipp'ry Sloopes's General Company Talk
  • Pirates With Attitude's Recruitment NA PvP
  • TBA's Recruitment
  • TBA's General
  • Strength in numbers's Questing
  • Holland's xbox community build company or one with a xbox community
  • The Winchesters's The Winchester Island
  • Spartan Syndicate's Join the spartans!
  • The Alibaba's New Islands Purchased
  • SeaWolves's About us
  • Kornwhole Plantation's General
  • Kornwhole Plantation's Crew Recruitment
  • [PL] Peaky Fookin Blinders's Screenshots
  • Dragonborn's General Chat
  • Dragonborn's Join Dragonborn!
  • Ruthless Dar Company's Recruiting
  • Asgards Erben's Wer sind wir? Was machen wir?
  • KNOTNOX Suomi/Finland company's Otahan yhteyttä
  • Saltfang Hyenas's Topics
  • The Merchant Navy's General Discussion
  • One Plank Short - PVE Official - D10's Discord
  • Alisization's Прихожка
  • Alisization's Чат
  • Alisization's Ютуб Канал
  • Rungholdt's Schiffswerft
  • KRAKEN's revenge vi's WAR
  • KRAKEN's revenge vi's Discord
  • Genghis Kahn Empire's Recruitment
  • Templars's Recruitment

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 648 results

  1. We’ve got a pretty jam-packed post for you today! Because of your amazing participation, providing tons of questions for our team, we’ve decided to split responses into two posts. Since we received a large amount of inquiries regarding PvP balances, we’ll be discussing those questions separately in a later post. Because today, we have a few special topics we’ll be addressing first. Our first entry is a reply from the dev team regarding the inclusion of a new ship building system. Next, we have a new survey for you all to provide feedback on Ships and we can’t wait to hear your responses. Finally, we finish up with Q&A, excluding PVP questions previously mentioned. In an effort to provide more transparency between the team and the community, we continue to look for more ways to blend the goals of the two entities to make Atlas as great as we both know it can be. We appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. New lawless Land Claim Changes In the patch dropping early next week, we’ll be introducing a new claim system to the lawless regions of Atlas. Moving forward, Pathfinders will now be able to claim land in these areas using a claim tower that will claim everything within its radius after it reaches full health. This takes about 45 minutes and may be sped up with gold. These changes will take effect immediately with the release of the new update and will make your structures be vulnerable to being claimed by others. Armored Docks may be claimed in this manner, and that includes the ships docked there! Previously we mentioned that there may be a wipe with the new claim system if it becomes necessary. However, we are able to implement this without requiring it, so please note that there is NO WIPE at this time. Note to Private Server Owners: Private servers will be unaffected by this change - functionality to make this change to your server will come in the patch after. Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A What are long term visions for the balance of island defense. I personally like that it's currently incredibly difficult to steal islands (contesting needs a lot of work). But a large contributor to why it's currently so hard comes from my question in #1--how easy it is to spam islands. If we suddenly had to think very carefully about structure count throughout the island, how are companies going to keep themselves properly protected without leaning on structure count? We agree that islands are incredibly hard to assault right now when facing an entrenched, knowledgeable defender. There are a variety of reasons for this, from the layout of the islands such as massive pillars, to unintended strategies such as spamming structures all over the place to prevent others from building or bringing in tames easily. We are focused on long-term solutions rather than quick fixes. Ideally, we want players to be forced into making choices about how they spend their limited resources. This means they should have to pick which places they are going to spend their effort to defend. The answer should not be that they can defend everything. We’re moving towards a game where you need to have a strong navy if you want to defend your shoreline. Cannonball physics are currently pretty bad. They travel incredibly slowly, to the point that these massive warships can actively dodge them like we're in some sort of space simulator. Additionally, there is no forward momentum physics so things like chaser cannons don't work. Is the team looking at adjusting these things? Shooting any of the ship-mounted weapons forwards results in some unrealistic behaviors that we'd like to eliminate. We're looking at solutions for this. Are alliances going to get reduced again (they should, or should have some sort of settler mechanic)? Atlas is about interactions, both positive and negative, with other players and Companies. We would like those stories to be told and dictated by players rather than by a heavy-handed developer approach. This means giving players lots of opportunities to cooperate and fight over limited resources. A single megacorp is not good for the game and yet we have large goals for Companies in mind that will require massive efforts from many players to accomplish. Keep listening and we'll be talking about those plans soon enough. In the meantime, we do not plan to mess with the balance of Companies and Alliances without fully addressing the overall ecosystem. What are some more solo XP grinding opportunities the team is looking at so smaller companies don't get left in the dust with no way to catch up? This is a great question. We really want to support lone wolves and small companies as a vital part of the game world. Compared to a lot of the other games we have played or worked on, Atlas XP seems to be in a really weird place and is frankly pretty broken. Large, organized death squads farm ridiculous amounts of XP with little real effort and hit level cap within a few days of a wipe, while players who are new or are in small companies are playing what feels like a completely different game. This creates a lot of power disparity between different groups of players and contributes to making it very difficult for players not in companies to feel like they can compete. XP is like a holdover from RPGs that this game has inherited, and it’s tied into a lot of different systems in the game. We want new players to have their options slowly rolled out to them so they aren't overwhelmed, and at the same time we don't want to create a grindy experience for veterans. Ultimately, we'd rather this game be focused on player expertise rather than character level, and long term are looking at how we can move towards that. Some of the specific things we are considering are ways to spread leveling out over the entire season while not making it grindy, or giving tools to everyone to get to the level cap early and creating more ways to increase your cap through actions in the game that are interesting, and again not grindy. Let us know your thoughts. Will there be more options in ship PvP? Yes! One of the goals of the new ship system is to provide players with more meaningful choices when constructing ships. As we expand the system, players will need to decide which pieces will provide the most value for their strategy. We intend to provide a variety of equally viable options that expand the meta and support a variety of playstyles. 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
  2. Ahoy Pathfinders! Today's log will just be a brief update on our current status with our upcoming Mega patch touching on where we are! MAY MEGA UPDATE The team are currently working on wrapping up the patch for internal review and we expect it to enter our QA process later today. Following that, we'll be hitting it hard and barring any fires, we should be in a good state to get the update released onto our new Public Test Realm soon. This means that we're currently planning for the Public Test Realm to be available around the end of next week. As we get closer to the date, we'll be able to provide you with a more specific timeline. So far it's been smooth sailing, and we're on track for our end of the month release date. For those who have been away at sea, in our last Captain's Log, we covered our most recent Developer Livestream, as well as spoke about the content that's coming in the latest update. If you've not had a chance to watch the stream, you can do so here for some in-game footage of what's to come: But for those just after the nitty gritty of the patch, here's what you can expect: New Cosmetics: Hydra Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set! New Offensive Structure: Torpedo Launcher (and torpedoes!) New Boat Attachment: Cargo Racks! New Cart Attachment: Large Storage Box! New Tool: Fishing Net! New Ballista Ammo Type: Boat Harpoon New Weapon: Spear Gun! New Creature: Olfend New Creature: Giant Tortugar New Level: Ice Dungeon New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. Extends spoil time of things inside, but greatly extends the storage time of ice. Also has an option to turn ice into water to consume. New Resource: Ice - Must be harvested from cold zones. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature for a short duration (15s per ice cube, max of 5 mins). Relatively heavy. New Feature: Company-wide map markers New Feat: Instant Hotbar Equip QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI (first pass has already made it in!) With more still to come! latest Patch notes While working on the mega patch, we are still continuing to iterate on the live game. These are the updates that the game has seen since our last Captain's Log. 104.56 - 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 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. Complete Patch Notes: SHOW 'N' TELL #7 We loved looking over the entries for Show 'n Tell 7 and we're excited to showcase this collection so you can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! WINNERS ATLASGENESIS I...have no words...this made me laugh. Fantastic editing and shots also. Congratulations, you take first place! GLOBYTHEOLDPIRATE Ships that pass in the night, and speak each other in passing, only a signal shown, and a distant voice in the darkness; So on the ocean of life, we pass and speak one another, only a look and a voice, then darkness again and a silence - Henry Wadsworth Longfellow OTAWA72 Otawa is at it again with stunning composition and quality. KNIVET This unique perspective on an elephant shrouded in firelight caught our eye. HONOURABLE MENTIONS ENKI ANNUNAKI XXVISIONARYXX 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
  3. Ahoy Pathfinders! Today's log will just be a brief update on our current status with our upcoming Mega patch touching on where we are! MAY MEGA UPDATE The team are currently working on wrapping up the patch for internal review and we expect it to enter our QA process later today. Following that, we'll be hitting it hard and barring any fires, we should be in a good state to get the update released onto our new Public Test Realm soon. This means that we're currently planning for the Public Test Realm to be available around the end of next week. As we get closer to the date, we'll be able to provide you with a more specific timeline. So far it's been smooth sailing, and we're on track for our end of the month release date. For those who have been away at sea, in our last Captain's Log, we covered our most recent Developer Livestream, as well as spoke about the content that's coming in the latest update. If you've not had a chance to watch the stream, you can do so here for some in-game footage of what's to come: But for those just after the nitty gritty of the patch, here's what you can expect: New Cosmetics: Hydra Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set! New Offensive Structure: Torpedo Launcher (and torpedoes!) New Boat Attachment: Cargo Racks! New Cart Attachment: Large Storage Box! New Tool: Fishing Net! New Ballista Ammo Type: Boat Harpoon New Weapon: Spear Gun! New Creature: Olfend New Creature: Giant Tortugar New Level: Ice Dungeon New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. Extends spoil time of things inside, but greatly extends the storage time of ice. Also has an option to turn ice into water to consume. New Resource: Ice - Must be harvested from cold zones. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature for a short duration (15s per ice cube, max of 5 mins). Relatively heavy. New Feature: Company-wide map markers New Feat: Instant Hotbar Equip QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI (first pass has already made it in!) With more still to come! latest Patch notes While working on the mega patch, we are still continuing to iterate on the live game. These are the updates that the game has seen since our last Captain's Log. 104.56 - 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 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. Complete Patch Notes: SHOW 'N' TELL #7 We loved looking over the entries for Show 'n Tell 7 and we're excited to showcase this collection so you can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! WINNERS ATLASGENESIS I...have no words...this made me laugh. Fantastic editing and shots also. Congratulations, you take first place! GLOBYTHEOLDPIRATE Ships that pass in the night, and speak each other in passing, only a signal shown, and a distant voice in the darkness; So on the ocean of life, we pass and speak one another, only a look and a voice, then darkness again and a silence - Henry Wadsworth Longfellow OTAWA72 Otawa is at it again with stunning composition and quality. KNIVET This unique perspective on an elephant shrouded in firelight caught our eye. HONOURABLE MENTIONS ENKI ANNUNAKI XXVISIONARYXX 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
  4. Ahoy Pathfinders! With this patch, we will be altering some mechanics and improving some features in preparation for changes to come in following patches. Mainly, we are introducing a new claim system for all lawless regions. Find some land, stake your claim tower, and defend your territory. Also in this patch, a new Seahorse saddle to ease the ride on our spiny friends, buffs to our latest ships, and other QOL adjustments. Lastly, we felt it best to provide an explanation regarding the latest server outages. Due to a read-only trigger, it seems our databases could no longer store information during the time of the incident and became desynced from the play servers. While our initial fix solved the problem on the master, the issue remained on the secondary and took a bit longer to remedy than anticipated. We apologize for any inconvenience but again, thank you all for your patience and understanding during this time. To remedy the unfortunate side effects, we have decided that this will be the final patch before the wipe. This will allow us to work out any kinks with the new claim system before wiping. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v523.8 New System: Area Claiming New Tower types have been added to claim land in lawless regions. Claiming gives ownership over an area, preventing any other companies from building there. A new claim also gives ownership over any buildings in its area. Destroying the tower removes the build prevention and allows anyone else to claim the area and its contents. The claimed area is visible on the map Claim Towers may be seen through concealment with the spyglass Claim Towers cost Island points, starting at 4 and maxing around 8 May claim Armored Docks and the ships inside them New Structure: Land Claim Tower This Tower must be placed on land. When first placed, it will start at 10% health, and slowly repairs itself and upon reaching 100% health will lay claim to the surrounding area of land. Claiming takes about 45 minutes without interference Enemies may damage the claim tower while it is building to slow its progress or destroy it Players may "repair" the tower for 2% health every 5 seconds (costs 100g) If a competing tower is built within the radius before this tower is complete, it is immediately destroyed New Structure: Water Claim Tower This Tower must be placed within already-claimed water. It extends the claim radius out to sea to protect your harbors. Claiming takes about 30 minutes without interference May be repaired like the Land Claim Tower New Saddle: Seahorse Saddle The Seahorse Saddle can be crafted in the Tannery after learning the Underwater Taming skill in the Beastmastery tree. An equipped Seahorse Saddle is now required to ride a Seahorse Crafting Resources: 40 Fiber, 75 Hide, 20 Organic Paste Majestic Kraken Cannon damage increased from 150% to 160% Starting crew increased from 14 to 22 Dried Tentacle cost reduced from 75 to 50 Bug Fix: Deck widened on the middle level of the Majestic Kraken to cover the gap between the outer walls and deck Bug Fix: Cosmetic kraken meshes should no longer disappear Ramming Galley Cannon damage increased from 125% to 140% Starting crew increased from 14 to 18 Front Castle, Rear Castle, and Gunport Railings now appear damaged when at low health Bug Fix: 'Leaking' HUD text no longer appears when Gunport Railings are heavily damaged Ships A Ship Respec option is now available in the ship stat menu Ship Respecs costs 2,500 Gold which is consumed from the player's inventory Ships can be respec’d once every 48 hours A ship must be fully anchored in order to respec Increased the height of the lowermost deck on the Ramming Galley and Majestic Kraken. This allows taller structures (such as the Food Larder) to be placed Rope Ladders and Wall Hooks may now be placed on sails on the Ramming Galley and Majestic Kraken Markets Trade preferences of other Markets can now be viewed by selecting the 'View Trade Offers' option in the settings dropdown for each available Market Bug Fix: Markets can no longer be placed on ships Tames & Creatures Increased feeding radius for bola entrapped Elephants Crows can now equip hats Bug Fix: Heavy Cyclops Helmet is now positioned correctly on Parrots Misc NPCs will no longer target Grenades Some Blueprint Craft Counts increased at higher quality tiers The Single Player map on PC has been updated to include Sea Forts and Ship Salesman Island Bug Fix: Army of the Damned Treasure Guards should no longer spawn underneath structures Bug Fix: Antidote no longer disappears from the Mortar and Pestle Bug Fix: Crossing grids in Single Player should no longer cause the game to crash Bug Fix: Resolved issue where properties in GameUserSettings.ini were reverted to their default settings on private servers Known Issues Majestic Kraken Ships obtained prior to this patch lost the blue tint on most of their pieces It can be difficult for colorblind players to differentiate friendly and enemy Claim Tower icons when viewing them through the Spyglass Flag on top of the Water Claim Tower doesn't raise The Single Player map on Xbox has not yet been updated with Sea Forts and the Ship Salesman Island 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
  5. Ahoy Pathfinders! Well, it’s been a few weeks since ATLAS 1.5 went live and we’re pleased with the progress thus far. Thank you again for all of the support and feedback - especially during the PTR and beyond. This Captain’s Log comes straight off the back of today’s Livestream and we’d like to offer a recap for those who may have missed it. The purpose of the Livestream was to answer questions asked by the Community and to discuss some of the things you care about along with showing off our upcoming content slated for the May mega-patch. We collated questions on our Community Hub, but, in the interest of time, we focused on answering a few big topic ones initially. We will be pulling more from the community’s responses and addressing those throughout more Captain’s Log and general outreach on social and our community hub. If you didn’t have a chance to watch the steam, worry not as you can check out the entire VOD here! Livestream Recap! Before we begin going through the content in the mega update, we want to cover some topics that frequently came up in our Q&A thread. Please keep in mind that we’re not going to be able to cover everything, however, we will be looking over the thread at your suggestions, feedback, and try to cover more in the coming weeks through these logs and additions to our patch. Will there be a wipe with this Mega Update? No. We have no plans to wipe the networks with the next mega update. The game is in Early Access and we don’t want to be afraid to make big changes for the betterment of the game in the long-run, but we balance that with the time you guys have invested and the feedback you’ve provided. Adding new content, including exploring areas doesn’t necessarily mean that a wipe will be necessary. The last mega update required a wipe as we were making some grand changes to the core game like claiming and ownership of islands, and we look at that type of situation as an extreme case which would advance the game’s development. Does ATLAS have lore, do you guys plan to explore on that through quests or other means? The world of ATLAS has a history and lore that we are building through the environments and things like discovery zones and notes. We’re handling this similarly to the early days of ARK, where the lore was sprinkled in but none of the dots could really be connected. Over the course of development, as we solidify our game mechanics and technical features, you might start to see more of this lore introduced into the world in various ways that ties everything together. We have some really fun stuff planned for the future in terms of quest lines and world building. What’s planned for the state of Piracy as an action? We know this is a question that has been raised a lot, and especially recently with this update’s reveal of content that may not be as pirate focused as some would like. We are interested in how these various pieces of content play out and it’s important to state that what is in the current game may not be in the ultimate game. This means we’re going to try different things and experiment a lot, especially throughout early access. Over the weeks and months ahead, the game will continue to evolve as we sail towards our goal of making the most fun pirate fantasy game, as opposed to the most realistic pirate game. On that note, this upcoming mega patch does introduce a fair bit of content related to seafaring and the pirate playstyle, and we’ll continue to look into ways we can further establish this via new multidimensional gameplay mechanics as well as rebalancing and tweaking existing systems. Where is the Pirate Hat cosmetic from playing pre-1.5? It’s coming! Between addressing bugs and server performance along with working on the mega patch, it kinda got stuck in our pipeline! Yes, we will give you all your fancy hats soon, sorry for the wait. XBOX? We’re going to have some very exciting Xbox news for you in the coming months. We’re thrilled to have you aboard, our plans haven’t changed and can’t wait to bring it to you this year. Stay tuned! And now...onto the update itself! Unlike the last Mega Patch, this one is more content focused and less systemic. We still plan to make more systemic changes, however, we want to give our previous changes some time to settle, so we can see how they play out and decide what steps we’d like to take next. That means this for this patch, we’ll be introducing some new weapons/combat related items for players and ships, structures, items to generally improve QOL, cosmetics, creatures, and an explorable area, the Ice Dungeon! New Cosmetics: Hydra Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set! Similarly to our other skins, these will be purchasable at your local Freeport. It’ll be the first time we’ll have skinned a steering wheel, and it’s applied by accessing it’s inventory and equipping it in the skin slot. The skins will be able to be painted and we plan to have many more exotic wheel skins in the future. New Offensive Structure: Torpedo Launcher (and torpedoes!) Torpedo Launchers are a new Golden Age ruin item which allows crew and captains to fire torpedos at their targets. The launcher must be snapped to a Gunport location and can be used manually or via the Captain’s Firing mode. Shooting a torpedo at or above the water’s surface will make it follow that path on the surface, and angling it downwards will have it follow that trajectory, like a missile. We can assure you that we are aware of the ways in which Torpedo’s could be problematic in terms of the meta and we’ll be keeping a close eye on their balance. New Boat Attachment: Cargo Racks! A new storage option for medium and large boats. The cargo rack is snapped to dingy hangar locations and will significantly reduce the weight of any item inside of its inventory. The cargo rack can only be accessed when the boat has anchored, and if the boat is sunk, the cargo rack will turn into a special-flotsam which contains the inventory floating out at sea, providing the potential for it to be stolen by another pirate crew! New Cart Attachment: Large Storage Box! Cargo Carts now own up to their namesake and can carry additional cargo! Attach a large storage chest to a cargo cart will automatically reduce the weight of the items (this effect will be disabled on ships), to help players transport resources more easily on land. New Tool: Fishing Net! Pleasantly pass the time at sea on long journeys, as you cast your new fishing net to satisfy your hunger and deepen your pockets! New Ballista Ammo Type: Boat Harpoon Stop your fleeing enemies in their tracks and reel them in with the new Boat Ballista Harpoon! Load up your ballistic and fire the projectile, if it successfully attaches you and your target will be unable to move. Reel them in before they destroy the harpoon. You can only successfully harpoon same-or-smaller ship classes. New Weapon: Spear Gun! With a highly accurate piercing projectile, a rapid reload rate, and the ability to reuse ammo the Spear Gun is the best choice for your underwater weaponry! New Creature: 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. New Creature: Giant Tortugar We’re pretty fond of this creature and the aspects it can bring to player’s experience of the game. In some ways the Tortuga acts like an armoured 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 Level: Ice Dungeon An enormous dungeon found deep in the depths of the polar region. We can see that this was clearly once occupied by pathfinders but now deserted. Rumour has it that they were slaughtered or their fear of a legendary and elusive mythical beast steered them away. Additional Mega-Patch Notes! New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. Extends spoil time of things inside, but greatly extends the storage time of ice. Also has an option to turn ice into water to consume. New Resource: Ice - Must be harvested from cold zones. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature for a short duration (15s per ice cube, max of 5 mins). Relatively heavy. New Feature: Company-wide map markers New Feat: Instant Hotbar Equip QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI QOL: Breeding Temperature Gate adjustments QOL: Faster Reload skills now also scale the corresponding equip time With more notes still to come! ISO: BLACKWOOD Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython. 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! Latest Patch Notes CURRENT 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. Complete Patch Notes: 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 post. 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 on the horizon! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Hoist ye sails to our Homepage: https://www.playatlas.com/ 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/playatlasgam
  6. Ahoy Pathfinders! Well, it’s been a few weeks since ATLAS 1.5 went live and we’re pleased with the progress thus far. Thank you again for all of the support and feedback - especially during the PTR and beyond. This Captain’s Log comes straight off the back of today’s Livestream and we’d like to offer a recap for those who may have missed it. The purpose of the Livestream was to answer questions asked by the Community and to discuss some of the things you care about along with showing off our upcoming content slated for the May mega-patch. We collated questions on our Community Hub, but, in the interest of time, we focused on answering a few big topic ones initially. We will be pulling more from the community’s responses and addressing those throughout more Captain’s Log and general outreach on social and our community hub. If you didn’t have a chance to watch the steam, worry not as you can check out the entire VOD here! Livestream Recap! Before we begin going through the content in the mega update, we want to cover some topics that frequently came up in our Q&A thread. Please keep in mind that we’re not going to be able to cover everything, however, we will be looking over the thread at your suggestions, feedback, and try to cover more in the coming weeks through these logs and additions to our patch. Will there be a wipe with this Mega Update? No. We have no plans to wipe the networks with the next mega update. The game is in Early Access and we don’t want to be afraid to make big changes for the betterment of the game in the long-run, but we balance that with the time you guys have invested and the feedback you’ve provided. Adding new content, including exploring areas doesn’t necessarily mean that a wipe will be necessary. The last mega update required a wipe as we were making some grand changes to the core game like claiming and ownership of islands, and we look at that type of situation as an extreme case which would advance the game’s development. Does ATLAS have lore, do you guys plan to explore on that through quests or other means? The world of ATLAS has a history and lore that we are building through the environments and things like discovery zones and notes. We’re handling this similarly to the early days of ARK, where the lore was sprinkled in but none of the dots could really be connected. Over the course of development, as we solidify our game mechanics and technical features, you might start to see more of this lore introduced into the world in various ways that ties everything together. We have some really fun stuff planned for the future in terms of quest lines and world building. What’s planned for the state of Piracy as an action? We know this is a question that has been raised a lot, and especially recently with this update’s reveal of content that may not be as pirate focused as some would like. We are interested in how these various pieces of content play out and it’s important to state that what is in the current game may not be in the ultimate game. This means we’re going to try different things and experiment a lot, especially throughout early access. Over the weeks and months ahead, the game will continue to evolve as we sail towards our goal of making the most fun pirate fantasy game, as opposed to the most realistic pirate game. On that note, this upcoming mega patch does introduce a fair bit of content related to seafaring and the pirate playstyle, and we’ll continue to look into ways we can further establish this via new multidimensional gameplay mechanics as well as rebalancing and tweaking existing systems. Where is the Pirate Hat cosmetic from playing pre-1.5? It’s coming! Between addressing bugs and server performance along with working on the mega patch, it kinda got stuck in our pipeline! Yes, we will give you all your fancy hats soon, sorry for the wait. XBOX? We’re going to have some very exciting Xbox news for you in the coming months. We’re thrilled to have you aboard, our plans haven’t changed and can’t wait to bring it to you this year. Stay tuned! And now...onto the update itself! Unlike the last Mega Patch, this one is more content focused and less systemic. We still plan to make more systemic changes, however, we want to give our previous changes some time to settle, so we can see how they play out and decide what steps we’d like to take next. That means this for this patch, we’ll be introducing some new weapons/combat related items for players and ships, structures, items to generally improve QOL, cosmetics, creatures, and an explorable area, the Ice Dungeon! New Cosmetics: Hydra Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set! Similarly to our other skins, these will be purchasable at your local Freeport. It’ll be the first time we’ll have skinned a steering wheel, and it’s applied by accessing it’s inventory and equipping it in the skin slot. The skins will be able to be painted and we plan to have many more exotic wheel skins in the future. New Offensive Structure: Torpedo Launcher (and torpedoes!) Torpedo Launchers are a new Golden Age ruin item which allows crew and captains to fire torpedos at their targets. The launcher must be snapped to a Gunport location and can be used manually or via the Captain’s Firing mode. Shooting a torpedo at or above the water’s surface will make it follow that path on the surface, and angling it downwards will have it follow that trajectory, like a missile. We can assure you that we are aware of the ways in which Torpedo’s could be problematic in terms of the meta and we’ll be keeping a close eye on their balance. New Boat Attachment: Cargo Racks! A new storage option for medium and large boats. The cargo rack is snapped to dingy hangar locations and will significantly reduce the weight of any item inside of its inventory. The cargo rack can only be accessed when the boat has anchored, and if the boat is sunk, the cargo rack will turn into a special-flotsam which contains the inventory floating out at sea, providing the potential for it to be stolen by another pirate crew! New Cart Attachment: Large Storage Box! Cargo Carts now own up to their namesake and can carry additional cargo! Attach a large storage chest to a cargo cart will automatically reduce the weight of the items (this effect will be disabled on ships), to help players transport resources more easily on land. New Tool: Fishing Net! Pleasantly pass the time at sea on long journeys, as you cast your new fishing net to satisfy your hunger and deepen your pockets! New Ballista Ammo Type: Boat Harpoon Stop your fleeing enemies in their tracks and reel them in with the new Boat Ballista Harpoon! Load up your ballistic and fire the projectile, if it successfully attaches you and your target will be unable to move. Reel them in before they destroy the harpoon. You can only successfully harpoon same-or-smaller ship classes. New Weapon: Spear Gun! With a highly accurate piercing projectile, a rapid reload rate, and the ability to reuse ammo the Spear Gun is the best choice for your underwater weaponry! New Creature: 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. New Creature: Giant Tortugar We’re pretty fond of this creature and the aspects it can bring to player’s experience of the game. In some ways the Tortuga acts like an armoured 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 Level: Ice Dungeon An enormous dungeon found deep in the depths of the polar region. We can see that this was clearly once occupied by pathfinders but now deserted. Rumour has it that they were slaughtered or their fear of a legendary and elusive mythical beast steered them away. Additional Mega-Patch Notes! New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. Extends spoil time of things inside, but greatly extends the storage time of ice. Also has an option to turn ice into water to consume. New Resource: Ice - Must be harvested from cold zones. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature for a short duration (15s per ice cube, max of 5 mins). Relatively heavy. New Feature: Company-wide map markers New Feat: Instant Hotbar Equip QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI QOL: Breeding Temperature Gate adjustments QOL: Faster Reload skills now also scale the corresponding equip time With more notes still to come! ISO: BLACKWOOD Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython. 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! Latest Patch Notes CURRENT 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. Complete Patch Notes: 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 post. 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 on the horizon! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Hoist ye sails to our Homepage: https://www.playatlas.com/ 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/playatlasgam View full article
  7. Ahoy Pathfinders! With this patch, we will be altering some mechanics and improving some features in preparation for changes to come in following patches. Mainly, we are introducing a new claim system for all lawless regions. Find some land, stake your claim tower, and defend your territory. Also in this patch, a new Seahorse saddle to ease the ride on our spiny friends, buffs to our latest ships, and other QOL adjustments. Lastly, we felt it best to provide an explanation regarding the latest server outages. Due to a read-only trigger, it seems our databases could no longer store information during the time of the incident and became desynced from the play servers. While our initial fix solved the problem on the master, the issue remained on the secondary and took a bit longer to remedy than anticipated. We apologize for any inconvenience but again, thank you all for your patience and understanding during this time. To remedy the unfortunate side effects, we have decided that this will be the final patch before the wipe. This will allow us to work out any kinks with the new claim system before wiping. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v523.8 New System: Area Claiming New Tower types have been added to claim land in lawless regions. Claiming gives ownership over an area, preventing any other companies from building there. A new claim also gives ownership over any buildings in its area. Destroying the tower removes the build prevention and allows anyone else to claim the area and its contents. The claimed area is visible on the map Claim Towers may be seen through concealment with the spyglass Claim Towers cost Island points, starting at 4 and maxing around 8 May claim Armored Docks and the ships inside them New Structure: Land Claim Tower This Tower must be placed on land. When first placed, it will start at 10% health, and slowly repairs itself and upon reaching 100% health will lay claim to the surrounding area of land. Claiming takes about 45 minutes without interference Enemies may damage the claim tower while it is building to slow its progress or destroy it Players may "repair" the tower for 2% health every 5 seconds (costs 100g) If a competing tower is built within the radius before this tower is complete, it is immediately destroyed New Structure: Water Claim Tower This Tower must be placed within already-claimed water. It extends the claim radius out to sea to protect your harbors. Claiming takes about 30 minutes without interference May be repaired like the Land Claim Tower New Saddle: Seahorse Saddle The Seahorse Saddle can be crafted in the Tannery after learning the Underwater Taming skill in the Beastmastery tree. An equipped Seahorse Saddle is now required to ride a Seahorse Crafting Resources: 40 Fiber, 75 Hide, 20 Organic Paste Majestic Kraken Cannon damage increased from 150% to 160% Starting crew increased from 14 to 22 Dried Tentacle cost reduced from 75 to 50 Bug Fix: Deck widened on the middle level of the Majestic Kraken to cover the gap between the outer walls and deck Bug Fix: Cosmetic kraken meshes should no longer disappear Ramming Galley Cannon damage increased from 125% to 140% Starting crew increased from 14 to 18 Front Castle, Rear Castle, and Gunport Railings now appear damaged when at low health Bug Fix: 'Leaking' HUD text no longer appears when Gunport Railings are heavily damaged Ships A Ship Respec option is now available in the ship stat menu Ship Respecs costs 2,500 Gold which is consumed from the player's inventory Ships can be respec’d once every 48 hours A ship must be fully anchored in order to respec Increased the height of the lowermost deck on the Ramming Galley and Majestic Kraken. This allows taller structures (such as the Food Larder) to be placed Rope Ladders and Wall Hooks may now be placed on sails on the Ramming Galley and Majestic Kraken Markets Trade preferences of other Markets can now be viewed by selecting the 'View Trade Offers' option in the settings dropdown for each available Market Bug Fix: Markets can no longer be placed on ships Tames & Creatures Increased feeding radius for bola entrapped Elephants Crows can now equip hats Bug Fix: Heavy Cyclops Helmet is now positioned correctly on Parrots Misc NPCs will no longer target Grenades Some Blueprint Craft Counts increased at higher quality tiers The Single Player map on PC has been updated to include Sea Forts and Ship Salesman Island Bug Fix: Army of the Damned Treasure Guards should no longer spawn underneath structures Bug Fix: Antidote no longer disappears from the Mortar and Pestle Bug Fix: Crossing grids in Single Player should no longer cause the game to crash Bug Fix: Resolved issue where properties in GameUserSettings.ini were reverted to their default settings on private servers Known Issues Majestic Kraken Ships obtained prior to this patch lost the blue tint on most of their pieces It can be difficult for colorblind players to differentiate friendly and enemy Claim Tower icons when viewing them through the Spyglass Flag on top of the Water Claim Tower doesn't raise The Single Player map on Xbox has not yet been updated with Sea Forts and the Ship Salesman Island 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
  8. Boats need to have their max weight upped, I think it's a realistic but needed change. What need to come with that though is quadrant balancing on boats. You put all your weight at the back and the bow will lift up, put all your weight on the right and you'll find your port side lifts up and your boat lists dangerously to one side.... it would also allow flooding physics to take effect to... smash someone on their starboard side too much, and rip a hole, they start listing and any additional weight on that side, or if the boat is too top heavy... well, it will have a domino effect... Think Herald of Free Enterprise effect from the 80s. Whilst everything is stable, you're hunkey dorey, but you blow out a plank on a boat that's too top heavy, and they're going to have a few issues. Means boat design, and weight distribution would win / lose a battle. It's what PvPing is about? Finding goliath's vulnerable spot and bringing down a giant with a pea shooter?
  9. and again Chukiki does not react to any discussion about his proposals... thx Chuck for going through all those points. The green list is very short^^ And i don't agree to the green points as well. (But remove gold costs for ships...) Very little PvE and a heavy focus on PvP -> make everybody offline that Chukiki can raid them
  10. TLDR: Do not include structure claim.Though I do agree with the Original land claim system which blocks building nearby (For Lawless), The "Structure claim" tied along side of it is basically a death sentence for small companies/solo.All the large companies would just need to do is strip the defenses, and simply wait for a flag timer to finish and they would get everything without the need to blow through doors and gates anymore. Wiping entire compounds by just demolishing. Negating Internal Defenses.45 mins is nothing when the window time for lawless is a full 24 hours with large companies having constantly people on due to large numbers. This should be play tested before release with the assumption of mega-tribe -exploitation-.Mega-Tribes already have monopoly of the island systems, This lawless claim system needs to be released with an amendment/adjustment to island claims along side it. As this is just another exploitable means for mega-tribes to have total control which now includes the lawless regions.Is there a limiter for number of claim flags? And how long does it take to de-claim. This information needs to be released prior to implementation.Some would argue to just swear fealty to these mega-tribes MAX TAX islands and play the game. But that is merely further -empowering- mega tribe toxicity. There is no power sink or tax for large numbers of people.What we need is some form of Pirate Law that will -though heavy handed- should just pit mega tribe vs mega tribe. Like a protection mechanism to stop large companies from damaging (to a degree) small companies by company count (Potential ex. Bonus damage for small companies vs large). What I said is extremely rough, but that's a ballpark shot towards a direction.
  11. We’ve got a pretty jam-packed post for you today! Because of your amazing participation, providing tons of questions for our team, we’ve decided to split responses into two posts. Since we received a large amount of inquiries regarding PvP balances, we’ll be discussing those questions separately in a later post. Because today, we have a few special topics we’ll be addressing first. Our first entry is a reply from the dev team regarding the inclusion of a new ship building system. Next, we have a new survey for you all to provide feedback on Ships and we can’t wait to hear your responses. Finally, we finish up with Q&A, excluding PVP questions previously mentioned. In an effort to provide more transparency between the team and the community, we continue to look for more ways to blend the goals of the two entities to make Atlas as great as we both know it can be. We appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. New lawless Land Claim Changes In the patch dropping early next week, we’ll be introducing a new claim system to the lawless regions of Atlas. Moving forward, Pathfinders will now be able to claim land in these areas using a claim tower that will claim everything within its radius after it reaches full health. This takes about 45 minutes and may be sped up with gold. These changes will take effect immediately with the release of the new update and will make your structures be vulnerable to being claimed by others. Armored Docks may be claimed in this manner, and that includes the ships docked there! Previously we mentioned that there may be a wipe with the new claim system if it becomes necessary. However, we are able to implement this without requiring it, so please note that there is NO WIPE at this time. Note to Private Server Owners: Private servers will be unaffected by this change - functionality to make this change to your server will come in the patch after. Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A What are long term visions for the balance of island defense. I personally like that it's currently incredibly difficult to steal islands (contesting needs a lot of work). But a large contributor to why it's currently so hard comes from my question in #1--how easy it is to spam islands. If we suddenly had to think very carefully about structure count throughout the island, how are companies going to keep themselves properly protected without leaning on structure count? We agree that islands are incredibly hard to assault right now when facing an entrenched, knowledgeable defender. There are a variety of reasons for this, from the layout of the islands such as massive pillars, to unintended strategies such as spamming structures all over the place to prevent others from building or bringing in tames easily. We are focused on long-term solutions rather than quick fixes. Ideally, we want players to be forced into making choices about how they spend their limited resources. This means they should have to pick which places they are going to spend their effort to defend. The answer should not be that they can defend everything. We’re moving towards a game where you need to have a strong navy if you want to defend your shoreline. Cannonball physics are currently pretty bad. They travel incredibly slowly, to the point that these massive warships can actively dodge them like we're in some sort of space simulator. Additionally, there is no forward momentum physics so things like chaser cannons don't work. Is the team looking at adjusting these things? Shooting any of the ship-mounted weapons forwards results in some unrealistic behaviors that we'd like to eliminate. We're looking at solutions for this. Are alliances going to get reduced again (they should, or should have some sort of settler mechanic)? Atlas is about interactions, both positive and negative, with other players and Companies. We would like those stories to be told and dictated by players rather than by a heavy-handed developer approach. This means giving players lots of opportunities to cooperate and fight over limited resources. A single megacorp is not good for the game and yet we have large goals for Companies in mind that will require massive efforts from many players to accomplish. Keep listening and we'll be talking about those plans soon enough. In the meantime, we do not plan to mess with the balance of Companies and Alliances without fully addressing the overall ecosystem. What are some more solo XP grinding opportunities the team is looking at so smaller companies don't get left in the dust with no way to catch up? This is a great question. We really want to support lone wolves and small companies as a vital part of the game world. Compared to a lot of the other games we have played or worked on, Atlas XP seems to be in a really weird place and is frankly pretty broken. Large, organized death squads farm ridiculous amounts of XP with little real effort and hit level cap within a few days of a wipe, while players who are new or are in small companies are playing what feels like a completely different game. This creates a lot of power disparity between different groups of players and contributes to making it very difficult for players not in companies to feel like they can compete. XP is like a holdover from RPGs that this game has inherited, and it’s tied into a lot of different systems in the game. We want new players to have their options slowly rolled out to them so they aren't overwhelmed, and at the same time we don't want to create a grindy experience for veterans. Ultimately, we'd rather this game be focused on player expertise rather than character level, and long term are looking at how we can move towards that. Some of the specific things we are considering are ways to spread leveling out over the entire season while not making it grindy, or giving tools to everyone to get to the level cap early and creating more ways to increase your cap through actions in the game that are interesting, and again not grindy. Let us know your thoughts. Will there be more options in ship PvP? Yes! One of the goals of the new ship system is to provide players with more meaningful choices when constructing ships. As we expand the system, players will need to decide which pieces will provide the most value for their strategy. We intend to provide a variety of equally viable options that expand the meta and support a variety of playstyles. 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
  12. You want to remove; Armored Docks BPs SoTD Peace time Freeports Stuns Feats for most melee weps level bonuses aging Ship customization Structures (or at least any remaining usefulness of them) Ownership of structures Rewarding players who prosper bar shots All gold sinks handcuffs Reload timers Player announcement for entering or leaving a server Ship weight penalty company size caps Did I miss anything? You want to have; Ships be equal in stats Players be equal in stats All gear and weps be equal in stats Ships be free No bases (proved by your wanting to tear them down so fast no one would bother building them) Very little PvE and a heavy focus on PvP @chukiki Dude, honestly, you are wanting to play "Sea of Thieves". You take ALL of this out and get what you want, you basically have a shitty version of Sea of Thieves.
  13. Ranger1k

    Wipe

    @George Catcher Trust me, I GET IT. It's like trying to turn a planet . Pro tip- the turning felt much more responsive if i cut sails down to ~30% However, after this last few month I'll pick a galley over brig for solo PvE everytime. Remember, just back up to get the loot, put a diving attachment at the rear on both sides. Naked swim the last bit if you have to. De-equip the diving suit by throwing your grapple. The extra HP and firepower is game changing. Especially if your gonna solo the Kraken. The extra cannons plus the range of a few heavy cannons may seal it for ya. If a bunch of mats fall in your lap, reconsider it. One more thing, leave off the very bottom deck and just use wooden ladders for access to the bottom planks. Thats also how i accessed the 10 tail cannons. I think I only used 4 decks total. Ok I'll shut up now, I know ya got your own way you enjoy playing... Good luck, have fun
  14. Ranger1k

    Wipe

    @George Catcher I preferred brigs on PvE forever. I hated Galleys. However the last few months though I switched to running a solo galley. 1 Tons of extra HP 2 Tons more firepower 3 Greater haul weight so its faster 4 With the new increased reverse speed when i wrecked a bunch of SotD I simply backed up to grab my loot insted of taking 20minutes to turn it around My basic build I referred to as a "gally light", ~10 cannons across the back with high damage resist (same for the support walls), then bottem sides filled with 7 medium and 4 heavy cannon each side yielding 32 cannons out the gate and tons of extra crew space. Gradually added some front and side-rear cannons as I leveled up the weight. Even with 6 handling sails i could pull ~16knots.Even w a terrible headwind i usually stayed over 8knots. Carried 20+ spare planks/gunpports. Just my 2 cents. Even if you used a common shipyard to save on gold it's kind of worth it.
  15. It's good to know. Thanks Guybrush. My only beef with that is sometimes one has to travel a long way to scoop the more lucrative treasures. Losing 20% of that is a heavy sting. i.e. losing 600 gold from 3k is a heavy hitter when you just sailed half the map. In PvE, 600g is several weeks of crew pay. When you have a choice of two maps, next to each other.. one you lose 600g (per person in the team) and the other you keep the 600... We should be going to the claimed one, to support the islanders.. but, reality doesn't always work that way.. I'm sure GS can bring it inline with the resource philosophy... that way people will not have this reservation.
  16. again you are right but it is a good feature in regards to balance sea battles. If you follow an other ship and it does not slow down while shooting on you while you can't shoot forward there wouldn't be a point in following others. Also as George mentioned it works in PvP. Most players use gunport cannons to be faster than heavy rear facing build. Only for ship leveling and BP hunt you play the "kite" design besides Speed Sail shooners with bar shots.
  17. Alright, today I've made first SOLO KRAKEN attempt. I didn't know what to expect, so I was sailing there ready to loose 18k gold (I mean my Brig), but I survived. I didn't make any special prep so here some thoughts about the battle. - My BRIG now 38. 260% resistance. 140 Sturdiness (needs for SOTD battles). 126% damage. Most of cannons are fine 112% damage. Most of planks are fine 6700 health. - The battle was last for 28 minutes, and I was about to take down last tentacle to do 4th damage to Kraken (low him below 50%) so I've got enough time I guess. - 10 cannons (112% cannon damage +126% damage in stats) are enough to down tentacle with one volley. - About 1200 cannonballs needed for whole fight!!! With stuff for repairs - my ship is around 70% loaded. It heavy and slow. Now what I did wrong: - Speedsails are bad choice for fight. It's rain there, and wind rotates fast clockwise. I didn't try to do counterclockwise, but sailing clockwise, you either move upwind all the time, because you'll sail around kraken along with wind rotation. Or if you move downwind, you then overtake wind rotation and anyway get in to upwind. - Sailing fast, you receive bunch of 40 damages from each charged bolt from Kraken. Staying still, or sailing slow upwind will brings occasional 1200 damage hits. One hit like this killed my guy in last gunport, and destroyed cannon in there. Other guys in gunports were at 100% health. Overall damage is not that big. The problem is - it steady and battle goes for an hour. - If you don't stop - most of damage lands in to ship's stern or even in water behind stern. There are guys staying in my stern. After almost 30 minutes all of them received around 100 damage. So generic guys from freeport won't last whole fight, as @Nacona mentioned above. There are guys from high level damned ships needed (i've got some lvl-126, they don't level, and got 500hp each. I put them to sails). - You really should watch for sparky tentacles, because one of that thing killed me. I was approaching it, and didn't make to stop in time. Remember, if you turn sails from downwind to upwind position - your ship will slow down really fast. And on PC: "Space" by default is for opening full sails. "Z" by default to full close sails. - If you able to get med-kit - it'll definitely help. So I guess I'll hunt damned galleys more, to get all my crew around 90+lvl, and possible good handling sails bps (already have journeyman with 110% acceleration). Then I'll give it another try.
  18. You can craft it after you completed the quest into the Ice. Which means you have to find the Ice Dungeon (there are 3 or 4 of them i think). Discover the dungeon and fight the Boss in the battle arena. To enter the dungeon you need all 9 Power Stones to pass the magic barrier. If you don't know the way trhough the dungeon to the arena you may die before getting there. Spoiler: You should be teamed up with more than 15 players >lvl 50 and equipped corectly to be able to kill it. Carabine is the most common weapon to use(legendary or myst). Head shot damage got nerfed 50% - maybe this affects also creatures... Feel free to test grenades, oil yars with fire arrows or mace. Make sure you have lots of healing. Plate Armor protects you but it can be really cold there... you may go in with active vitamin buff. Fun fact. With oil yarr you could make it solo maybe(against the minions)... but you can't make any mistates for about 30 minutes and i am not sure if the boss takes damage from fire like the minions do... Your reward is 0 XP as the devs removed the reward due to a bug. Once it was possible to get from level 40 to 90 with one kill using XP song played in band. Th bug was that the earned XP was shared with surround players who earned the XP too. So level 1-20 you can kill creatures and alpha animals. Level 20-60/70 you may use treasure maps Level 70+ -> well i quite the game because bosses do not work anymore(as one reason) What can you do with torpedos? They are used to destroy under water defence structures to enter enemy harbor for a harbor run. They hit structures about to 10m depth. Their damage vs ships is low, they are very heavy to transport and kind of expensive in production.(Or used to be) Their range is a little more than large cannon fired from a ship gunport.
  19. Some new additions for the new and upcoming content/mechanics. Upkeep & Decay & Taxes New item resource-stack (like the ship resource-box). Repair hammer will automatically use resources from the resource-stack in the building. Like ships every building can have one resource-stack. Ships and buildings will now decay very fast. The resource-box and resource-stack will automatically use resources to counter that decay (upkeep). There is a minimum upkeep for every box or stack to maintain itself, additional it will charge a cost for the amount of pieces the ship or building has attached. Zones mechanics: Freeport – No building, cannot anchor ships in the port area. No de-spawn timer or faster decay needed. Lawless – Upkeep cost will keep buildings from decaying. Claimed Citizen – The upkeep cost will go towards the taxes and the ship or building stays in shape. No or low taxes on basic resource collection, normal taxes on gold treasures. Claimed Owner – No building and ship decay or upkeep for the owner and allies. Significant gold upkeep for the claim itself. Exploration Zones – No building, ships upkeep like in lawless. This will allow the server to get cleared fast from abandoned stuff including ships. It will also allow player that want to go on vacation to put enough resources into the box for whatever time frame they will be away. Foundation spamming is effectively countered as they will decay fast and it is costly to put a resource-stack for every foundation and keep it filled with the minimum upkeep. This versatile system, will allow to avoid bad experiences with de-spawn timers, foundation spamming, too expensive, cheap, long or short upkeep phases. And allows new players easy access as in all Zones the same system applies, upkeep & decay are always at the same rates. Underwater “Islands” (Additional world layers)There should be natural air bubbles(caves) and player made domes under water where you can live. Also ancient cultures could have left artificial or magic domes that provide a place to live. Similar to an island with resource spawns and wildlife etc. these will expand the space to live in the game and bring more life to the sea bed as well as base of operation for the upcoming subs. There could be bigger and customizable subs for traveling and transporting that launch the mini subs for resource collection and other under water tasks. Should airships be added some day the same could be done with floating islands to expand the space to live into the sky. The battlefields and playfields should be mainly separated so that sea, air, land and underwater battles not significantly interfere with each other: Surface Ships – strong hull, can carry heavy weapons and lots of resources, get new weapons like basic depth charges that are very effective against submarines and basic anti-air cannons that easily down airships. Of course more ship types here is a primary goal. Land – large fortifications and heavy weapons also can use anti-air cannons Submerged – have weak hulls and can only carry light weapons that cause little damage to surface ships planks but good damage to other subs. Can also use small deck guns when not diving to participate in surface battles but still way weaker than surface ships. Floating – lightweight airships, cannot carry much stuff and only lighter weapons good for air combat and reaching floating islands but with low effect on surface ships. 4 different experiences and battlefields to master and expand the game content and many more cool places to visit. Magic Since magic will be added some ideas for magic types and purposes Necromancy – Recruiting/summoning and controlling an army of the dead crew. Transforming into an undead yourself -> undead don’t need air and can live under water. Able to resurrect dead players and npc crew as undead crew. Turn your ship into a ghost ship, able to dive (cannons don’t work under water thou but good for surprise appearance) Voodoo – Cursing weapons, ships, players and animals and lifting curses, changing the weather/wind (bad) Divine – Blessing weapons, ships, players, animals or harvest, changing the weather/wind (good)
  20. That means you’re loading your boat way to heavy with the wrong setups. Your boats are most likely specced role play because if someone barrels me I laugh at them and take off their broadsides or sails. I would be happy to give you some pointers I just feel like you’re doing some very common mistakes that can be fixed pretty easily. If I see a barrel boat and they happen to be faster than me I ain’t shooting cannon balls I’m going for sails because they have to get close to be effective. With the fire bolts now doing damage to sails it is something they have to address and it’s very easy to prevent a barrel boat for coming in close enough to barrel you. If their sails are burning they have to address it right away or they are a easy sink. So either they have to grid, drop sails entirely, or use water barrels to put them out and while they are messing with their sails they become a easy distracted target. If someone is using their speed against me and they are much faster than me well in playing slow game. That means I’m turning my sails out of the wind and moving very slow so either they give up and go on their way or they get greedy and get close enough. If someone is faster than you then simply don’t play the speed game and slow down the fight. What I mean by turning sails out of the wind is just turning the sails to yellow, orange, or red but keeping them at full open. You can turn your speed sails back into the wind much faster than you can open or close sails and will give you pretty quick acceleration to avoid or dodge. way too often I see players trying to play the speed battle with a ship that is faster than them and you will lose that fight almost every time. Slow down the fight keep your broadsides aimed in their direction since you know they have to get close and you don’t.
  21. I had few ideas earlier as "atlas of my dream" thread. - To save a gold - there should be banks in freeports where we can store our coins (more sailing from base to freeport, btw. But for that freeports should became point of interest with shops, markets, some messages boards, maybe some quest givers etc). - As for inland PVP war - I would change all concept of land owning. 1) - Each island has peaceful shore and dangerous middle part with dangerous animals, alphas nests, damned army spawns, and if there ever be a quests - all of them leads there. 2) - Shoreline separated to claiming zones. Single\Small company can capture one. Average company - couple of zones. Megas - like up to third part of island (depend on island size). You can build only in captured zone (maybe in the middle part of island as well, but with extreme decay timers). 3) - Each zone can be in 5 states: Available to claim (every1 can go and claim it), Under construction (after claimed for some time all buildings are indestructible, all doors are locked). Claimed (all buildings can be damaged, all defense lines - destroyed). Ruined - after successful attack from other players. (All building damaged, all doors and boxes unlocked, beds don't do respawn, all defenses lines are destroyed). Abandoned (same as ruined but with no damaged building and with defenses line no operating). After some time in Ruined state - zone goes to Under construction. After Abandoned - it goes to Available to claim (with all buildings are destroyed). 4) - There should be "forts" introduced. As heavy defense fortress with enough friepower to deal with single average ship. So before go ashore player should destroy one with his ships cannons. Also there are destructible defense towers, walls and gates introduced - players need to deal inland. 5) - Only after player destroys all defenses - all other buildings can be damaged (not destroyed) to get doors and boxes open.
  22. TL:DR - Be a good overlord + have server admin oversight = Have Minions = Profit + Fun If the above mentioned 900 players = 900 overlords comes to pass, the only way it would work that i can think of is if they have actual in game admins that track what the overlords are doing. In a perfect world you could settle on an island as a non overlord after reading some sort of in game billboard that explains what said overlord will allow on his island and have fun. As long as you follow his, or her, "rules" for building, rules that would be vetted by the in game admins, and the overlord isn't a jerk, 900 possible overlords should present enough options to find some island that meets your pve needs. For instance, if i was an overlord my rules would be simple. Design actual buildings that look like buildings. No open foundations, pillar spamming, or unfinished rambling one story buildings that look like they came out of the back end of a cow. An island with big castle looking buildings would be a sight to behold. I would even help my minions, i mean settlers, to design a building if they don't know how. When you get down to it, the way Atlas works currently, you only need space for a warehouse-stable, somewhere to plant crops, and a place for the shipyards to attach on land. Some space would be needed to store your built ships of course so it would be in the rules that a single person cant have 500 galleons all around the island blocking everyone in. If they tried to spam ships for no reason they would get razed by my mighty delete key of doom. If no one liked my rules there would still be 899 more overlords to choose from that might like cow pie looking buildings, so you could build there instead. Again, an overlord that has no settler-minions would be bounced out by the in game admins for having stupid rules they only put in place so no one would ever accept them. That's in a perfect world though. In an imperfect world it might still work if the admins enforced policies with a heavy yet not too heavy hand. It would just take time to weed out the bad overlords. At some point everyone would be a good overlord that didn't screw everyone else over. 2 years perhaps?
  23. Please, Kind and Insightful Developers! Remove the ability to fly gliders with a barrel in hand. By all laws, this would be logical, because you cannot control the glider if you have a large and heavy barrel in your hands. Now the game is returning to what it was in the second season. 8 hours of daily flight with barrels to the enemy base. With trade, making a million barrels is no problem. Even the ability to shoot cannon barrels was not as destructive to the game as the combination of a glider with controlled height and barrels in hand.
  24. Better idea. Let Heavy cannons swivel like the smaller ones, just less swivel, and less range. This will encourage people to use the small cannons too...if they have more range. Heavy cannons should have advantage of more damage, while smaller cannons should have advantage of range. As for the smoke...I fear people will cheat, and while you can't see because of smoke, they will see just fine...and note that the Captain and LT, see from was above the ship when firing cannons, so how will that smoke bother their site? It would only further dissuade people from firing the cannons themselves.
×
×
  • Create New...