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  1. So why are all 4 of my islands the same on my dedicated server 1 x 1 and all 4 islands are the dam same stupid how to fix this or is there a way to do so thanks
  2. Can people have the same first name or how does that work? can multiple people have the same name?
  3. I'm just posting this to warn people. Today, 01/16/19, on EU PVE THE SIREN'S CALL, with the Battle Eye active (of course ), suddenly all my windows and gates that were pin coded opened at the same time on the entire base. I was lucky because an Ally Company told us to clear pin code because of hackers (what i did on the main base and forgot the windows and big gates). It was true. They didn't enter my base because the door and cabinets were only locked, (without pin code). Those didn't open. Take the conclusions you want. Just warning.
  4. Really? Was shooting a Croc chasing my boat. Got same high and lows with cannon as I do with a pistol
  5. Description of Atlas on steam: " ATLAS: The ultimate survival MMO of unprecedented scale" For those who dont know, MMO stands for Massively Multiplayer Online Captains log 19 states: "This means we’re going to be changing core systems to ensure that those who ... play in small groups or as solo players are still able to experience the highs seas of ATLAS. I cant believe that wildcard studio, who delivered two of the most epic games of all time, ARK and Atlas, wants to change core mechanics of an MMO of unprecedented scale so that SOLO players can experience the lategame. This is absolutely absurd. Multiplayer games are not ment to be played by solo players, period! Just make some goddamn singleplayer game for these people, but dont ruin an epic MMO. Do not follow the retail WoW path!
  6. I really enjoyed the game and I'm here to give my suggestion to improve the experience of all players, especially people who play alone or in small Comapany. I already have +200 game and I can not find a live area to claim an area for me. I'm tired of every island (in Lawless region) that I go it is already dominated by a single company. I have visited all the islands of O, A and N is always dominated and it is not possible to "steal" any area. My suggest the following changes to PVE ONLY:- Limit the number of flags of members of the same company to only 1 per Region. (Eg If I have a flag with an claimed area on any of the islands in A2 I can only claim another area in another region eg A3)- If an company owner or some of his crew members do not visit his area within a certain time period the area can be dominated by anyone else and the former owner can be notified (via HUD) to be able to retrieve your items / animals / ships within 6 hours for example, and objects after that period are allowed to be demolished or claimed by the new owner of the area. Note: I found this topic below and it seems a good solution too if it were to be linked with my idea somehow.
  7. UPDATE: Logged back in this morning and it logged me into my temporary level 7 character... UPDATE: Character data was restored. Noticed after my temporary character died a few times around lvl 7, suddenly had my original level and character name back. So me and my buddies were taming a wolf and I happened to die to it and when I tried re-spawning at a raft, I did; but it spawned me on a total random strangers raft in the same grid zone but I somehow body swapped with the character owner of that raft and he body swapped with my account character. We tried dying and restarting game but issue still persisted. After a while I finally met the "new character" window. Me(Chaotic Squid) and the other person involved (Ava Skylord) were pretty high level. Unsure if they managed to keep their character but if not; we want this fixed please and restore character data for us. Picture attached is me(Chaotic Squid) but in "Ava Skylords" body. Image below is me in my temporary character, looking at my original character sleeping.
  8. =INTRODUCTION= I've recently decided to come back and take a look at ATLAS after a very lengthy hiatus from the game. Not being into the "MMO" scene, I elected to go back to Single Player and see what changes have been made - on both the "Ocean" map and the Blackwood map - which was initially designed for smaller servers/Single Player. What is disappointing to see is that Single Player - a game mode that has been included from the start - appears to have been neglected in favour of "doubling down" on the multiplayer aspect which appears to be going catastrophically wrong, given the rather passionate responses I've been reading through today. Single Player is useful to people for many reasons. 1 - It allows people to play ATLAS either alone or, though a non-dedicated server (or even a small dedicated server), with a small group of friends and experience the storyline of ATLAS. 2 - It allows people to get a feel for ATLAS without the rampant toxicity multiplayer servers typically devolve into. 3 - It allows people to experiment with and/or design ships and bases that they may decide to employ on a multiplayer server. For those reasons alone, while it may not be "the focus" of Grapeshot Studios (which to me is seems like Wildcard but by a different name), Single Player should be maintained in the same manner as Multiplayer. The following is my opinion, some suggestion and recommendations which - while I am only one person with one opinion - may spark some more creative flare from a developer or a group that can take this further than I possibly could. =CONTENT= For the most part, given my several hours of reacquainting myself with the systems and mechanics, the "new" map that came with the Trade Winds update so far appears to be a significant improvement over the previous iteration. However there are still areas that require addressing. 1 - Ships of the Damned. This was one of the major reasons I stopped playing (from a Single Player perspective) ATLAS the first time around. SotD seem to ignore any damage resistance/modifier changes. They also still spawn in the *STARTER* zone. While a fully crewed sloop in multiplayer can probably outrun them (assuming good wind - which, granted I did not have in SP at the time of my encounter), my partially crewed Single Player sloop was sunk in 4 volleys by a Level 28 Brigantine. After searching high and low for a command line or mod to assist with SotD, I ended up disappointed. I understand that SotD and AotD are embedded into the storyline and the end-game resources so they cannot be removed entirely - however their number and power should be able to be managed by command line/in-game slider. There should be a map guide (or even a revision of the mechanics surrounding SotD) explaining the likelihood of SotD encounters and their relative power in the zones/regions - similar to what occurs for Wild Pirates - so players can make informed decisions. My recommendation for handling Ships of the Damned for Single Player and small Multiplayer servers is to either implement a slider (or command lines) that reduces the level, damage and group size of SotDs that spawn in and disable their spawning in the STARTER zone (at least), if not the zones immediately surrounding the STARTER zone, ENTIRELY. This gives the player(s) a bit of breathing room to get themselves established - so that when the player reaches the open ocean in either an AI-crewed (or player-crewed) Brig or Schooner (or something larger, provided they can acquire the resources from the starter zone/immediate zones) they at least have a chance to defend themselves if they're unable to avoid the ship. I would also recommend, especially for Single Player - but could also work very well in both an Official and Unofficial setting, that SotD only spawn in the regions containing, and immediately surrounding, the Stones of Power locales. 2 - Wild Pirates. This is not a negative, this is actually a commendation. I actually very much applaud of the addition of these AI pirates from not only a Single Player perspective but also from a PvE and PvP perspective. It gives PvE something to fight against on the sea (aside from SotD) and gives the PvPers something to practice against. From a Single Player perspective it implies that the player is trying to establish their own pirate empire. The map also advises the player on just how powerful the Wild Pirates are in the zones/regions before you enter them - so the player can make an informed decision about entering the zone. 3 - Stupidly high temperatures An island with an ambient temperature of 63 degrees. That's hotter than Dubai on a hot day. In fact, that's 7 degrees hotter than the highest recorded temperature. And these temperatures kill players trying to level. Not even swimming in the ocean works at these temperatures. Either a global temperature adjustment, or a command line/slider to manage how high (and also low) temperatures get. 4 - Blackwood This map was intended to be the ideal answer for small multiplayer servers and Single Player. After exploring the map and reading comments regarding Blackwood on Steam (I've not read the comments here) it is apparent that the upkeep of the map has been abandoned. Certain trees are missing textures, it's missing certain resources and certain spawns are tricky to find. At the very least, I would encourage an update to Blackwood to ensure that those who play on the map have access to the same content as the multiplayer game in a much more condensed size. This would also suit smaller multiplayer servers. However I do have an alternate suggestion: 5 - New Map: The New World A map with the same overall size as Blackwood, but modelled after the real world - much like what the multiplayer ATLAS is doing, but on a more compressed scale. Players start in the Caribbean freeport and the Americas on the western side of the map - with the expansive "Atlantic Ocean" (containing the Kraken's Maw - and 'Atlantis' in the depths) between them and Europe, Africa (and perhaps even a representation of Asia and Australia, if it would fit) on the eastern side with the polar caps hosting icy zones representing the Arctic and Antarctic regions at the top and bottom of the map. Where possible animals would be assigned to spawn on their respective land masses/biomes (i.e. Lions, Elephants and Giraffes in Africa, Wolves in the Americas and Europe, etc.). The Stones of Power can be spread throughout the world (such as ruins in South America and Africa, hidden away in ruined castles in Europe, etc) which encourages the player (or players) to sail and explore - to tame specific creatures they would need to head to specific biomes (which, with the ability to utilise the new 'tame transporter' ship, can be great to showcase what is possible in ATLAS). It would also give players several distinct choices on where to live (the Americas, Caribbean, Europe, the Mediterranean or Africa - or the north/south pole as they choose). This map would also include the necessary resources and requirements for end-game content (such as Atlantean ruins), and need to be able to be expanded upon (in terms of catering to future content). As referenced above regarding SotD, SotD would only spawn in certain regions, though especially in the oceans adjacent to Stones of Power and surrounding the Kraken's Maw - meaning a player or players can go 'hunting' for them with only a very minor chance of them appearing elsewhere - and certainly not as soon as you exit the starter zone. 6 - Gold This is more specific to Single Player, but more ways to find/earn gold would be a great addition. As Single Players *need* gold to manage the larger, more capable ships - even to use a Sloop to get off the starter island - one could find themselves essentially bottlenecked trying to find enough gold to afford a crew. I have no issue with the cost of AI crew, or their cost of retention, but coming up with the gold to pay for them to begin with was quite challenging. In my playthrough, very few bits of flotsam spawned in the starter area and I found myself having to use a raft (after already buying and prepping the ill-fated Sloop) to head out into the adjacent, more dangerous zone, to look for flotsam - to then head back to the starter area in order to get myself a crew. In SP, I suppose I am not penalised for staying on the starter island (with the exception of not having access to metal) so this might not be seen as much of an issue, but in a multiplayer setting - you don't necessarily want your players to base out of the starter island: you want them to leave and explore the larger ATLAS world (hence why there is now no metal on the starter islands). Even if, in SP specifically, one of the vendors in the freeport bought a stack of wood, thatch or stone for 1 gold. It's a lot of work (rates notwithstanding) for little gain but if a player is struggling and they're prepared to put in the effort, they can afford to get off the island with a crewed Sloop, leaving the starter zone behind them (though I would still return myself, especially if I was hosting a non-dedicated session with a friend - or if it was a private server). =CONCLUSION= Overall, I did find that ATLAS had fewer, less obvious bugs than when I last played - so it has clearly had some TLC applied. During my 5 or so hours getting reacquainted, I had no trouble with the way leveling now works, or the introduction to progression. I can not, obviously, speak to the balance of the wider multiplayer game as I personally would not seek to play ATLAS on such a scale - as I play with a small, close group of friends. From what I've been able to observe and achieve in my time, there is no issue with how things progress (with the exception of SotD and extremely high temps). If the 6 main points above were to be addressed and/or achieved this would put ATLAS in good stead when it comes out of Early Access. If "v1.0" does not contain methods to address or fix the issues listed above, the game cannot be considered "out of Early Access" when features it has had since EA launch do not function as intended across all game modes. Thank you for reading.
  9. Hey folks, PVE NA C4 keeps disconnecting and dropping everyone in the zone back to the same restore point. Full on groundhog day, we're on reset like 7.
  10.  

    I'm really happy the character creation isn't technically the same as in Ark.

    20181224032241_1.thumb.jpg.e8c0a334acdccca7b478b9680a62d9f3.jpg

  11. Hey guys i want to talk about an issue that really annoying me and my clan which is about 30ish people. u got the offical server with this huge big map, but in our private server, from what we have seen untill now, its a different map, much much smaller - that only include 4 islands! we took a ship and we basicly in less then 5 mins was hitting the edge of the map with this huge red (not well texture) wall. does people know about it? how come its says those are the same maps? also i spawned both in north and south official servers to check it up, and its seems to have another map different as i stated, then the unofficial servers. please give us more info.
  12. Fish in ponds and lakes, as well as natural resources(ie: trees, stone, metal nodes, etc...), are NO longer respawning anymore immediately following the last update. This has been experienced with every island I have visited and this is occurring despite the absence of manmade constructions in the vicinity. We need a fix or explanation concerning if this a new and intended feature from a representative of official capacity. Maybe we can get a circle radius indicator to show how far from man-made constructions will block resources in the adjacent area. Thank you and appreciated.
  13. Example: 1. I have 80 blackberries in my inventory. 2. I loot 1 blackberry from some flotsam. 3. 5-10 seconds later, all 81 Blackberries immediately vanish from my inventory.
  14. It came to my attention that the Map coordinates is based on a 180 by 18O system. As the middle being O/O and top right 90/90. BUT the GPS position display is based on 200 by 200 system. Middle 0/0 and top right 100/100. This is confusing and doesn't really make it easy to document locations. Which one is the correct one ? And can the other one be fixed? I'm sure it's only a wrongly display variable?
  15. I think when resources gathering was boosted was fine but now when they are reverted to normal i feel this game is unbelievable grindy, it was grindy with the boost but this is sickening, getting straw or what that core resource is called got me something from 13-25 units per plant now i get 2-7 units and it´s so sickening that i stopped playing and i really hope we can push for getting the resource gathering buffed again.
  16. the need to stop pillar or using foundations to claim all the land in pve is making it where people can't play. and the unlimited amount of claim flags is also a problem, you have it where you can contest some ones flag but if the stand beside it, it resets for to long "days". make it where they have to go on a quest for another flag. i've seen islands where they have taken almost the whole island for one crew so it makes it where new players can't fine land to claim, the other is where players are blocking in all the resources with walls so no other player can use them, this would be fine in pvp but not in pve because you have no way of getting around this problem. in pvp just destroy it. you should make limits on the amount of land one crew can claim other wise new players will be frustrated and quit the game. i have already seen it happening, 12 guys in my gaming group have left and moved on to other games. maybe on the lawless territory where they use walls to block resources you can put a tax on gate to pass threw with the resources you took from their area just like the claimed territory.
  17. Definately not RAM related, I got in about 5 hours ago and could play. Then the patch hit and the fire nation attacked-- I mean, PrimalGameData_BP no longer let me past it. I tried validating, reinstalling, even just leaving it for a little bit incase the server was a bit laggy on recognising I wasn't in it yet. Nothing. Sad face. I missed the launch of our first proper big boat. I missed building our base. I just want it to work at least once when we're doing something monumental in our group, Tribe of Ass.
  18. So this is a thing... Left Freeport, first island I came across, the entire coast line peppered with claim flags. Exactly like official ARK servers being littered with pillars, now we have claim flags. Took a look at the dynamic maps here, multiple island groupings are being blanketed. Now I get the concept of 'large team, large area', but some of these groupings are massive. It's reminiscent of what caused me to never play an official ARK server again. I get this game is all about the naval, but you still need a home port, and if people are gonna get clustered together cause people are spamming flags to claim entire island chains while using 2% of the area... I see that as problematic. Especially in PvE where that's really nothing you can do about it. Hoping this gets addressed in the ATLAS infancy because a game of this scale I REALLY don't want to see pushed into privatization like ARK.
  19. Ahoy Pathfinders! As we gear up for the new season, we have some exciting changes in store for you. In addition to the scheduled official server wipe, we have addressed several issues, including the display of loaded tames on Tame Railings, disappearing food in Tame Houses/Hatcheries upon server restarts, Xbox crashing problems, and much more! We've also made updates to the Vitamin management system, the singleplayer map, and added new ship tracking features, along with a few other quality of life improvements. To make these changes, official servers will be temporarily offline on Wednesday, March 15th at 7AM PDT, with an estimated return time of 12PM PDT. Unofficial servers can expect to receive the update shortly after. Unofficial Community We would like to take a moment to express our appreciation for the unofficial server community and the significant contributions that you have made to ATLAS. Your creativity and support have helped shape the game and offer unique gameplay experiences for players. We believe that the unofficial server community has the potential to continue taking ATLAS to new heights. We will be releasing an updated Server Grid Editor (SGE) after the patch on the 15th to allow players wishing to use, or have access to, the official maps. Note that there are no other changes to the SGE since its previous update. We understand that modding is an important aspect of the ATLAS community, and we're committed to supporting mod developers as much as we can. We are working on an update for the DevKit to match it to the latest version of the game. While we don't have an exact release date for the update yet, it shouldn't be too long after the patch. We hope that the updated DevKit will make it easier for you to continue creating amazing content for the game. Released Patch Notes v.557.6 Official Servers Wipe & New Maps We are returning to our larger map layout for our PvP server, though we are retaining the Xbox only server format for those who prefer it. As for the official PvE server, it will remain the same size but with the reintroduction of the different claim types for companies to secure land. [Global][PvP] The Cobra’s Strike Crossplay 9x9 map size All quest content will be available One open world (no regions or portals) All claim types (claimable islands, claimable lawless, and unclaimable lawless) [Global][PvE] The Whale’s Solitude Crossplay 6x6 map size All quest content will be available One open world (no regions or portals) All claim types (claimable islands, claimable lawless, and unclaimable lawless) [Console][PvP] Emerald Coast Xbox players only (no PC) 3x3 map size Quest content (Power Stones etc.) will not be available One open world (no regions or portals) Claimable islands and unclaimable lawless only (no claimable lawless) Singleplayer Map Exciting news for all solo players out there! We're thrilled to announce that we're adding the Wonder Island and spawn points for the Army of the Damned (AotD) and Industrial Transient Nodes to the current singleplayer map. With these new additions, you'll have the opportunity to explore and craft all the latest content available in ATLAS, all while keeping your existing progress intact. Added AotD Transient nodes to 150+ islands for collecting Cursed Bone Chips. Added Industrial Transient nodes to 100+ islands for collecting Brimstone. Added 1 Wonder Island for crafting the Great Temple. Ship Icons on Map All ships, now including ally, enemy, and SotD, will be visible on the map in the grid you are located in. Players will have the option of hiding either the entire ship icon or just the text using the “Toggle Ship Icons” and “Toggle Ships Text” buttons on their map to reduce clutter. Unofficial servers will have the option of disabling this feature by using one of the following command line arguments: ?ShowShipInServer=false (completely disables) ?ShowEnemyShipsUnderFog=false (disable seeing ships covered by Fog of War) The different ship icons will be colored coded to provide easier identification: Your own ships: Normal (unchanged) Ally ships: Cyan Enemy ships: Red Ship of the Damned: Brown Vitamin Management Vitamin Levels: Vitamin levels now persist through death, instead of being reset. The damage over time from vitamin depletion, poisoning, deficiency, and surplus has been removed. Instead, each vitamin will provide a different debuff to players when not adequately maintained. Vitamin Depletion (0%) and Poisoning (100%) Vitamin A - 20% increase to damage taken. Vitamin B - 20% reduced stamina recovery rate. Vitamin C - 30 reduced fortitude. Vitamin D - 20% reduced speed. Vitamin Deficiency (1% - 10%) and Surplus (80% - 99%) Vitamin A - 10% increase to damage taken. Vitamin B - 10% reduced stamina recovery rate. Vitamin C - 15 reduced fortitude. Vitamin D - 10% reduced speed. Cooking QOL: To encourage players to utilize their cooking skills, a few quality of life changes have been provided. Increased Grill water amount from 300 to 1000. Slightly reduced grown vegetable and egg requirements in cooked recipes. Cooked recipe foods now give their secondary vitamins much quicker. Chickens stored in Tame Hatcheries or Barns will produce unfertilized eggs over time. Overeating: Players will now experience even more realistic effects from overeating! If you eat more than your stomach can handle your pants will look a little tighter and you’ll become extremely sleepy… Removed damage to health when overeating. Added torpor to the player when overeating. A player’s stomach will visibly get enlarged when they are overeating. Pooping: Is there anything more immersion breaking than randomly pooping on the floor? We are proud to say our pirates are now potty trained! Removed the chance a player will poop randomly. Player pooping is now only activated through keybind (F11 by default). Pooping reduces food levels by 15. Added a cooldown to pooping. Bug Fixes Fixed an issue with the Puckle Tower attacking all targets even after setting a preferred target. Fixed Rabbit Statues not having collision. Fixed an issue with Rabbit Statues losing their textures when demolished. Fixed an issue with Stuffed Bears clipping inside other surfaces. Fixed an issue with Paper Lantern being difficult to place. Fixed an issue with Stuffed Bears being difficult to place. Fixed an issue with Stuffed Bears losing their textures when demolished. Fixed an issue with Resource silos in Sea Forts lacking collision, creating hiding spots. Fixed an issue with the barracks in Sea Forts lacking collision, creating hiding spots. Fixed an issue with large cargo crates around the Sea Forts lacking collision. Filled some chasms in various rock formations on multiple islands that would cause a player to get stuck. Fixed an issue with jagged water holes appearing along the edges of the tunnel under the skull rock in Split Freeports. Fixed an issue that prevented wild vegetables from being placed in Crew Resources Silos. Fixed an issue with Bear bites not damaging a Beehive. Fixed an issue with missing ground collision in D2 on the PVE server. Fixed an issue with Accordion being misspelled as “Accordian” on two songs. Fixed and future-proofed the outdated Bow description. Fixed an issue with tames loaded into the Tame Cargo Ship Railing floating in mid-air when the ship is sunk. Fixed an issue where you could not see or unload tames loaded into a Tame Cargo Railing. Fixed an issue where swarm tames could not be loaded into Tame Cargo Railings. Fixed an issue where the stored tames UI is displayed behind the player's inventory UI. Fixed an issue that made the Tame House difficult to place. Fixed an issue with food disappearing from tame structures after server restart. Some structures built prior to the patch may still be affected and will need to be replaced. Fixed an issue where Fertilizer Barrels in Tame Houses and Hatcheries displayed water emblems on them. Fixed an issue where selecting a tame stored in a Tame House/Hatchery when viewing the Tame Information did not display that tame’s stats and inventory. Fixed an issue that disabled the Toggle Mating button in the View Tame Information menu. Fixed various text overlapping UI issues. Fixed an issue which prevented Waterskins from filling when placed in Water Taps. Fixed an issue when traveling to a different grid with a shoulder tame. Fixed an issue with non-recipe foods not increasing food value over 100. Fixed an issue with some complex foods and drinks that only affected one vitamin level instead of two. Fixed an issue where earned Artifact Keys would disappear when destroying the player’s dead body. Fixed an issue with an inconsistent gold cost of unbundling Ironwood in the Workstation. Fixed a grammar issue when drinking too much water. Fixed an issue where the Voodoo Totem was not properly applying to players. Fixed an issue where Water Barrels were classified as enemy foundations. Fixed an issue with Cotton and base Fibers using the same icon. Fixed an issue with Chert and base Flint using the same icon. Fixed an issue with Rushes and Bark using the same icon. Fixed an issue with Crude Oil and base Oil using the same icon. Misc. Increased Fertilizer stack size from 99 to 100. Increased Rodent stack size from 1 to 10. Increased Bottling Station inventory space from 70 to 300. Added missing text descriptions. Added items for all holidays to the Holiday Vendor. Added a Unicorn costume to the Cosmetics Vendor. Removed the ability to place Chairs on the seafloor. Enabled Fog of War on official servers. Removed ability to build inside Power Stone caves. Removed enemy spawns inside Power Stone caves. Increased performance on several structures. Xbox Only Fixed Xbox players crashing when viewing tame info while tames are mating or gestating in a tame structure. Fixed an issue where Xbox users lose controller and keyboard functionality on the main menu when switching controls in-game. Fixed an issue where a crash occurs for Xbox players when an unclaimed baby is in a tame house. Fixed a crash that occurred when scrolling through the menus quickly. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  20. Ahoy Pathfinders! As we gear up for the new season, we have some exciting changes in store for you. In addition to the scheduled official server wipe, we have addressed several issues, including the display of loaded tames on Tame Railings, disappearing food in Tame Houses/Hatcheries upon server restarts, Xbox crashing problems, and much more! We've also made updates to the Vitamin management system, the singleplayer map, and added new ship tracking features, along with a few other quality of life improvements. To make these changes, official servers will be temporarily offline on Wednesday, March 15th at 7AM PDT, with an estimated return time of 12PM PDT. Unofficial servers can expect to receive the update shortly after. Unofficial Community We would like to take a moment to express our appreciation for the unofficial server community and the significant contributions that you have made to ATLAS. Your creativity and support have helped shape the game and offer unique gameplay experiences for players. We believe that the unofficial server community has the potential to continue taking ATLAS to new heights. We will be releasing an updated Server Grid Editor (SGE) after the patch on the 15th to allow players wishing to use, or have access to, the official maps. Note that there are no other changes to the SGE since its previous update. We understand that modding is an important aspect of the ATLAS community, and we're committed to supporting mod developers as much as we can. We are working on an update for the DevKit to match it to the latest version of the game. While we don't have an exact release date for the update yet, it shouldn't be too long after the patch. We hope that the updated DevKit will make it easier for you to continue creating amazing content for the game. Released Patch Notes v.557.6 Official Servers Wipe & New Maps We are returning to our larger map layout for our PvP server, though we are retaining the Xbox only server format for those who prefer it. As for the official PvE server, it will remain the same size but with the reintroduction of the different claim types for companies to secure land. [Global][PvP] The Cobra’s Strike Crossplay 9x9 map size All quest content will be available One open world (no regions or portals) All claim types (claimable islands, claimable lawless, and unclaimable lawless) [Global][PvE] The Whale’s Solitude Crossplay 6x6 map size All quest content will be available One open world (no regions or portals) All claim types (claimable islands, claimable lawless, and unclaimable lawless) [Console][PvP] Emerald Coast Xbox players only (no PC) 3x3 map size Quest content (Power Stones etc.) will not be available One open world (no regions or portals) Claimable islands and unclaimable lawless only (no claimable lawless) Singleplayer Map Exciting news for all solo players out there! We're thrilled to announce that we're adding the Wonder Island and spawn points for the Army of the Damned (AotD) and Industrial Transient Nodes to the current singleplayer map. With these new additions, you'll have the opportunity to explore and craft all the latest content available in ATLAS, all while keeping your existing progress intact. Added AotD Transient nodes to 150+ islands for collecting Cursed Bone Chips. Added Industrial Transient nodes to 100+ islands for collecting Brimstone. Added 1 Wonder Island for crafting the Great Temple. Ship Icons on Map All ships, now including ally, enemy, and SotD, will be visible on the map in the grid you are located in. Players will have the option of hiding either the entire ship icon or just the text using the “Toggle Ship Icons” and “Toggle Ships Text” buttons on their map to reduce clutter. Unofficial servers will have the option of disabling this feature by using one of the following command line arguments: ?ShowShipInServer=false (completely disables) ?ShowEnemyShipsUnderFog=false (disable seeing ships covered by Fog of War) The different ship icons will be colored coded to provide easier identification: Your own ships: Normal (unchanged) Ally ships: Cyan Enemy ships: Red Ship of the Damned: Brown Vitamin Management Vitamin Levels: Vitamin levels now persist through death, instead of being reset. The damage over time from vitamin depletion, poisoning, deficiency, and surplus has been removed. Instead, each vitamin will provide a different debuff to players when not adequately maintained. Vitamin Depletion (0%) and Poisoning (100%) Vitamin A - 20% increase to damage taken. Vitamin B - 20% reduced stamina recovery rate. Vitamin C - 30 reduced fortitude. Vitamin D - 20% reduced speed. Vitamin Deficiency (1% - 10%) and Surplus (80% - 99%) Vitamin A - 10% increase to damage taken. Vitamin B - 10% reduced stamina recovery rate. Vitamin C - 15 reduced fortitude. Vitamin D - 10% reduced speed. Cooking QOL: To encourage players to utilize their cooking skills, a few quality of life changes have been provided. Increased Grill water amount from 300 to 1000. Slightly reduced grown vegetable and egg requirements in cooked recipes. Cooked recipe foods now give their secondary vitamins much quicker. Chickens stored in Tame Hatcheries or Barns will produce unfertilized eggs over time. Overeating: Players will now experience even more realistic effects from overeating! If you eat more than your stomach can handle your pants will look a little tighter and you’ll become extremely sleepy… Removed damage to health when overeating. Added torpor to the player when overeating. A player’s stomach will visibly get enlarged when they are overeating. Pooping: Is there anything more immersion breaking than randomly pooping on the floor? We are proud to say our pirates are now potty trained! Removed the chance a player will poop randomly. Player pooping is now only activated through keybind (F11 by default). Pooping reduces food levels by 15. Added a cooldown to pooping. Bug Fixes Fixed an issue with the Puckle Tower attacking all targets even after setting a preferred target. Fixed Rabbit Statues not having collision. Fixed an issue with Rabbit Statues losing their textures when demolished. Fixed an issue with Stuffed Bears clipping inside other surfaces. Fixed an issue with Paper Lantern being difficult to place. Fixed an issue with Stuffed Bears being difficult to place. Fixed an issue with Stuffed Bears losing their textures when demolished. Fixed an issue with Resource silos in Sea Forts lacking collision, creating hiding spots. Fixed an issue with the barracks in Sea Forts lacking collision, creating hiding spots. Fixed an issue with large cargo crates around the Sea Forts lacking collision. Filled some chasms in various rock formations on multiple islands that would cause a player to get stuck. Fixed an issue with jagged water holes appearing along the edges of the tunnel under the skull rock in Split Freeports. Fixed an issue that prevented wild vegetables from being placed in Crew Resources Silos. Fixed an issue with Bear bites not damaging a Beehive. Fixed an issue with missing ground collision in D2 on the PVE server. Fixed an issue with Accordion being misspelled as “Accordian” on two songs. Fixed and future-proofed the outdated Bow description. Fixed an issue with tames loaded into the Tame Cargo Ship Railing floating in mid-air when the ship is sunk. Fixed an issue where you could not see or unload tames loaded into a Tame Cargo Railing. Fixed an issue where swarm tames could not be loaded into Tame Cargo Railings. Fixed an issue where the stored tames UI is displayed behind the player's inventory UI. Fixed an issue that made the Tame House difficult to place. Fixed an issue with food disappearing from tame structures after server restart. Some structures built prior to the patch may still be affected and will need to be replaced. Fixed an issue where Fertilizer Barrels in Tame Houses and Hatcheries displayed water emblems on them. Fixed an issue where selecting a tame stored in a Tame House/Hatchery when viewing the Tame Information did not display that tame’s stats and inventory. Fixed an issue that disabled the Toggle Mating button in the View Tame Information menu. Fixed various text overlapping UI issues. Fixed an issue which prevented Waterskins from filling when placed in Water Taps. Fixed an issue when traveling to a different grid with a shoulder tame. Fixed an issue with non-recipe foods not increasing food value over 100. Fixed an issue with some complex foods and drinks that only affected one vitamin level instead of two. Fixed an issue where earned Artifact Keys would disappear when destroying the player’s dead body. Fixed an issue with an inconsistent gold cost of unbundling Ironwood in the Workstation. Fixed a grammar issue when drinking too much water. Fixed an issue where the Voodoo Totem was not properly applying to players. Fixed an issue where Water Barrels were classified as enemy foundations. Fixed an issue with Cotton and base Fibers using the same icon. Fixed an issue with Chert and base Flint using the same icon. Fixed an issue with Rushes and Bark using the same icon. Fixed an issue with Crude Oil and base Oil using the same icon. Misc. Increased Fertilizer stack size from 99 to 100. Increased Rodent stack size from 1 to 10. Increased Bottling Station inventory space from 70 to 300. Added missing text descriptions. Added items for all holidays to the Holiday Vendor. Added a Unicorn costume to the Cosmetics Vendor. Removed the ability to place Chairs on the seafloor. Enabled Fog of War on official servers. Removed ability to build inside Power Stone caves. Removed enemy spawns inside Power Stone caves. Increased performance on several structures. Xbox Only Fixed Xbox players crashing when viewing tame info while tames are mating or gestating in a tame structure. Fixed an issue where Xbox users lose controller and keyboard functionality on the main menu when switching controls in-game. Fixed an issue where a crash occurs for Xbox players when an unclaimed baby is in a tame house. Fixed a crash that occurred when scrolling through the menus quickly. 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
  21. I have the same problem with the start of my grids, but i didn´t understand wath you did @FIREDRAGON Can you help me? Link to my Gamefiles
  22. LANDFIGHT 1. Ur level 40 fighting somebody level 120 with 300+ HP 2. players choose midget size so it's already ridiculous and very hard to hit them 3. crossbow/guns do too little damage, u can hit somebody 30 times wiht lvl 120 and he just heals hiimself and is back to 100% health 4. Hand cuffs, one of the worst things, dont even leave ur base and attack the raiders, they will knock u down and handcuff u permanently, then they can do whatever they want to ur base without worrying u defending it 5. Mace and shield!!! These things is so brokenly OP. Incredible how they havent been fixed yet. 6. people abuse the fast backstep, sidestep thing 7. Gabbling hook on people. Seriously?! Remove! SEAFIGHT 1. Bar Shots, totally OP. A small sloop can demobilize a galleon, driving in front of it then destroying all its sails with just 2 volleys. Everyone is abusing this currently. All seafights go the same way. They shoot u with bar shots thendo whatever they want with u. Clans 1. Are advantaged in this game, because of the coin grind. They can claim several islands for themselfs and they get all the coins. Because of the ship for coins, clans have fixes: 1. no levling up character 2. smaller characters get a damage penalty 3. crossbow\guns damage buff, no mini game 4. no hand cuffs 5. nerf mace and shield 6. no bar shots 7. remove fast side step/backstep etc. There is probably more, but thats what i have to say now
  23. What the hell is going on I don't know how to check a server type, but to me everything seems to be functioning the same - in that I sailed out of the starter zone, somebody else, got there before me, and claimed an island, and imposed a tax... And deleted my structure, and today when I logged in there was a message instructing me not to build there till they set up "management" so the game is the same. Some ass hat owns an island and I'm sol for being slow/ not trying to claim one cause the WHOLE REASON YOU WIPED WAS TO REMOVE THE ISLAND CLAIMING!
  24. This has been the game's biggest flaw since before it was released. ARK they did the same shit, slap more stuff in, have tons of power creep, don't fix the massive issues that cause gamebreaking bugs. Shiny new toys aren't so nice when their development causes new issues on top of the existing ones. ARK becomes less and less fun as they add more stuff, same is true of ATLAS. Rumor has it ARK 2 is going back to basics and will be more primitive...yeah until they patch in a bunch of power creep bullshit and make all the same mistakes a third time around. Revert the game to pretty much Season 2 status, maybe keep in the trade network stuff. But most of the game needs to be scrapped, they had a good thing and turned it into an awful mess. Ship PvP is just whoever hits the other person's sails first and then they're melted in one volley and the ships stopped. Then the stuck ship makes a boarding attempt. Every damn fight boils down to the same thing now, it's boring. Get rid of the fucking giant crabs, this isn't Ark. Get rid of platforms too. There's no reason to use anything in ship PvP besides a ramming gally, you can make an argument for the broadsider but when rammers will also melt your sails what's the fucking point.
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